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Messages - ShipIt

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Discussion / Re: thx
« on: February 17, 2017, 06:09:49 am »
@kingchaos there's more to making the game than coding, in fact the major road block on advancing the campaign further is that we need people to design and 'construct' new maps, for example for the inside of the alien carrier you just shoot at the end of the current game, which would be the first 'big' story mission (not quite the invasion of the final alien base yet, but still a major point in the campaign)

Just so it won't be forgotten - all the XVI stuff starts before the carrier mission, handling this properly in both the geoscape and the battlescape is required before we can advance any further.

Discussion / Re: thx
« on: February 15, 2017, 06:25:20 am »
... have 28 colonels ...


4. why isnt there a final "base" to take? :)

Because there are not enough poeple contributing. Simple as.

Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: February 14, 2017, 07:26:28 am »
Can't believe I missed this.

The pics in the op are sooo close to what I was always hoping for.

Tactics / Re: Base placement and management tips requested
« on: February 08, 2016, 06:17:48 am »
Specializing bases is a good way, although you need soldiers in every base in case aliens attack. In order to research an item at least one needs to be in the base where research is done.

I usually have 7 bases/3 teams in end game. Otherwise it is hard to do all the missions. Also there is always a risk of alien ships coming from nowhere and attacking your transports, so shorten flight times for them is crucial I think.

Discussion / Re: mod on options page
« on: January 29, 2016, 03:24:43 pm »
You need a mod available to the game in order to use this option. For some basic info see here.

Artwork / Re: New Heracles
« on: January 05, 2016, 06:31:28 am »
About the non wanted replacement of the Heracles model,  is it because the designers ...

There are no intentions to replace the Herakles, simply because there is no reason to. Oc if somebody sends a patch with something that is better than what we have now, this is a different story. Lots of work, though.

... oppose its welcomed load capacity (at some point in the campaign) to the tactical deployment flexibility the Firebird somewhat displays, thus delaying its obsolescence a little?

None of the dropships should get obsolete at any point, as every single one shoud have advantages and disadvantages. However, the Herakles will be available for research at the beginning of the campaign, as soon as somebody manages to give him additional doors.

Artwork / Re: New Heracles
« on: December 26, 2015, 05:41:03 pm »
A tile is 8x8 cells, so 256x256 units.

Artwork / Re: New Heracles
« on: December 26, 2015, 01:17:46 pm »
A replacement for the Raptor would be welcome, if it meets the requirements - space for ten soldiers and one 2x2 unit, 'alien' appearence, at least two doors, needs to fit within a 3x2 tiles map,  a corresponding low-poy-geoscape model, maybe I forgot something.

Artwork / Re: New Heracles
« on: December 24, 2015, 09:30:06 am »
The model looks nice. However, there are not intentions to replace the Herakles transporter right now. Adding some sliding doors to the pod would be nice, though.

What we are indeed looking for is a replacement for the Raptor. But this is built using alien components and thus should look - well, more 'alien'. Also, the size of any replacement or new dropship model (used within the maps) has to be equal the Herakles' pod or Firebird.

Furthermore, the cargo bay needs to have more than one entrance/exit for the soldiers. The Firebird did this well, the Herakles pod is just a freaking trap (thus needs some additional doors).

Bugs in stable version (2.5) / Re: visual bags on battle map
« on: December 15, 2015, 07:26:23 pm »
Did you already try to tune down the vide options? Especially turning GLSL shaders off might help.

Discussion / Re: Registration P***-**f
« on: December 07, 2015, 06:41:50 am »
So, while registering, i was required to spend almost half an hour looking up 'what game was created on june 28 2014, and though I knew the answer was obviously this game, it took me nearly half an hour to find out EXACTLY what I had to type in. The answer of course being 2.5
This sucked and has me wondering, is this really necessary, i mean, if a person is willing to register here, do they really need to be frustrated with such a minuscule obstacle?
 I searched and searched, and no, the answer is not spelled out in any google links. i had to go to news feed and back to june 2014. obviously i got it done, but i can't help but wonder how many people said f*** it and decided not to support your site for such a silly demand in the registration process. 
Just Saying, I think that little bonus question should be removed from the registration. its useless and unnecessarily  frustrating.

Solid first post.

Discussion / Re: Winning conditions at base defense
« on: November 27, 2015, 02:50:40 pm »
Can the timer be stopped? e.g. when all aliens inside the power plant are killed and a human enters it?

The misc_mission inside the power plant uses a radius of 6 cells around the marker (green smoke). If it is occupied by both teams at the end of the round, it is considered to be contested and does not count for the aliens.

Discussion / Re: Winning conditions at base defense
« on: November 26, 2015, 07:31:19 pm »
It takes them two turns to break the wall and three turns to blow up the powerplant and win. Aliens will try the same in the Antimatter Storage, if they manage to get there.

Aliens attack installations, too. Sometimes it takes them some days to finish the work. Cannot find the ticket right away, but iirc this is a known problem.

Discussion / Re: Low FPS
« on: November 13, 2015, 06:26:32 am »
Try to change video settings. Especially GLSL Shaders slow my setup down to the same level.

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