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Discussion / Re: No Aircraft Repair option
« on: March 20, 2016, 07:18:03 pm »
Ok, time to show my ignorance. What does llRC mean? I see it all the time here so it is about time I found out.
New board
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Weird it used to work... what about changing the cvar directly? type in the console "set cl_geoscape_overlay 0" instead. Warning: radar and nations buttons might not work as expected afterwards, I thinkThank you, changing cvar worked and the buttons also still work. I eliminated about a hundred pilots and others and now my loading time is down to 1 minute. I could remove some soldiers too but I don't feel like checking each soldier's attributes so I can remove the worst ones. Why would anyone ever need all those pilots, every one is the same? And who thought up all those names? LOL
Regarding saved game load times, it's been related to the number of characters on the employee screens (both employed and unemployed) reducing their number (most often by removing undesired characters — example: extra pilots that will never be hired) usually helps — changing the settings won't help with that
If you want to try reducing the character count you can do it by right-clicking on the check box of any character in the employee screen (the one used to hire/fire an employee) Warning: The character will be instantly removed without confirmation and it will be gone for good.
Workaround: open the console (shift+esc) and type "map_overlay xvi" (without quotes) the press enterThis doesn't seem to do anything. The work around suggested by Annymissimus does work after several tries, however it now takes a full 2 minutes to load a saved game so this method takes a long time. I've tried to reduce the loading time by dropping all settings to a minimum and even the resolution to 800x600 but this just makes the print impossible to read. Even at high resolutions the print is very faded. I know this has been mentioned before. Using the workaround it can take 15-20 minutes to enable me to start playing. I have just gotten to some interesting things to research too so I hate to give it up.
I have specialised all bases (on medium). I have one science base with 6 labs, like radar bases very easy to defend, because there is only 1 entrance (with advanced radar). I usually use 8 noobs to defend such bases, but I give them best armour and a combination of close/mid/wide ranged weapons. Important are 2 snipers that I mostly place into the power plant to shoot through walls at aliens strolling outside.
Exceptions are my dropship-bases, which are defended by experiencend troops. In those bases I have enough soldiers even when dropship is out, because of injuries and I use different specialists for different maps.
My workshop-base (with 5 workshops, stores and anti-matter chambers, disassemble is very fast) is surrounded by 5 SAM-sites, because I hate to defend bases with so many entries.
I only attack slow UFOs with stilettos (one in USA, one in China), but I need more since gunboats show up now (i think they are gunboats, haven't captured one). The other ones I get when they land. I discovered dragoon and that other vessel but have to experiment with them now.
I think it might Be a good idea to indicate if you can shoot through something while aiming, gir example by turning the aim line yellow.Yes that would be a great feature. The player definitely needs more information in this game. I usually don't even try to shoot through walls any more. It's better to use your tu's to move or hide than to end up like a sitting duck when the alien next turn moves one step to the window and kills you. Of course if there is no cover, as usual, you have to use the ultimate weapon---SMOKE!!! You can forget to take your boots or your breeches but better not forget the full load of smoke.