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Messages - Colamann

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Discussion / Notification after completed Research
« on: August 28, 2010, 12:26:19 am »
Is it possible to notify the player after a research project has been finished (and possibly pause the game)? This already happens if the research creates a new research option, so I guess it should be possible. The reason why I'm asking this: Especially at the beginning, research seems to take forever, but every time you forget to check every half-day (equalling a few played missions) it turns out your techies have been idling around for god knows how long...

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I'm having a similar problem on Windows XP, only it doesn't just crash the game. My PC switches off immediately, apparently without shutting down properly. I press a button in the tactical mission, the screen goes dark and the comp is switched off.
Are there any logs I can check, as there's no way to read the console? I'd like to make a proper bug report ;)

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Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
« on: April 12, 2010, 08:49:40 am »
and fuuuu what if it creates a spark on the canister?if the mix is sensitive then it will blow up... i guess
Military flamers fired diesel, and that doesn't ignite on a spark.

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Design / Re: why no nuclear stuff?
« on: April 07, 2010, 06:37:22 pm »
UGVs? Technically their machine gun is computer controlled.

Air Burst mode.
Hell, forgot about the Air Burst Grenades because i never use the nade launcher...

As in computer-controlled, I was more thinking of a gun that's at least partly computer-controlled on the inside, rather than purely mechanical. Regardless of whether it's being handled by a human or a machine.

To be precise DU is pyrophoric under certain conditions... heated particles that are above about 500 degrees c ignite on contact with air and burn at 3000c.

Needless to say, the fragments of a DU projectile that just punched its way through a foot of armor are somewhat above 500c...

It's not the primary effect of such weapons but it is a rather noticeable side effect.
Well, most metals tend to burn when you increase their surface far enough. Aluminum would burn quite awesomely, but it's not very hard so it's out of the question ;)

Is the weight a big factor? I'd expect the momentum of a projectile fired from the same gun, with the same amount of porpellant, to always be in the same order of magnitude. That means heavier projectiles should come out of the gun slower.

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Feature Requests / Re: A tactical benefit to autopsy research
« on: March 30, 2010, 09:12:50 am »
Maybe a 'decrease until researched' would fit better? The point of the early game is to cope with superior alien technology, anyway. It would also fit in the storyline, the aliens slaughtering human armies at first, later losing to small spec-ops squads.

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Discussion / Re: Ok, no saving - How about hibernate?
« on: March 30, 2010, 08:52:14 am »
I've been lurking sporadically for a few years so I'm generally aware of all the debates that have gone on about the mid-mission save being potentially abusive, but I haven't followed the threads closely enough to know if nobody's willing to implement a feature like this because of the potential for abuse.  Is that why?
Thanks to BTAxis for clearing that issue. I don't see how a function in the single player mode of an open source game could be abused, anyway.

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Design / Re: why no nuclear stuff?
« on: March 30, 2010, 08:37:40 am »
I didn't understand what you meant by "high tech weaponry" so I asked if you meant lasers and such. No offense intended.
I think he's referring to stuff like computer controlled machine guns / air timed grenade launchers and such (What's the name, XM307?). Or those electrically fired weapons with their almost supernatural firing rates. Balancing is an issue of course.

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Feature Requests / Re: 25mm Gas Grenade
« on: June 26, 2009, 04:32:33 pm »
Hmm, I see the point about the game being about killing aliens, but it's not as if everyones gonna equip every single trooper with grenade launchers and 25mm gas grenades.  Even so, I'm sure it wouldn't be too hard to lower the AoE and stun damage of the 25mm gas grenade compared to the regular thrown gas grenade or the 25mm plasma grenade. 

Oh well, I guess I was thinking about it from the soldiers' point of view: 

"Okay, soldier we need prisoners.  Take a stun rod from the armory before you deploy."
"Uh, you want me to walk up to heavily armed aliens and hope they don't blast me to bits before I poke them with a shock stick? Sir?"
"That's right soldier.  But if that's the way you feel, feel free to take a few of those new gas grenades with you."
"Sir, I believe the research team managed to develop a 25mm version of the plasma grenades.  Couldn't they do the same thing with the gas grenades?"
"That's an interesting suggestion soldier, but that would make things too easy.  Take all the fun out of bagging those green-skins, eh?  Now get a shocker and get me an alien, is that clear?!"
"Sir, yes, sir!"

Actually, it's not terribly hard to stun an alien.  Shoot it a few times with a low powered weapon (any pistol) then throw 1 or 2 gas grenades.  All my troops carry 2-3 grenades, so really don't see how making  non-lethal ammo for the grenade launcher would make it "too easy".

I'm not really bothered about it, i just thought it would the grenade launcher a bit more multi-purpose.
Taht's very much what I thought about it, earlier on :) That's why I asked if we still need to stun as many aliens as in UFO.

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Feature Requests / Re: 25mm Gas Grenade
« on: June 16, 2009, 11:59:03 pm »
I had the same thought and asked for this, however BTAxis said they're not gonna implement it because it's not something they'd want in the game. The game being about killing aliens, not stunning them, and so on :D

We should mod this ;) I'm handy enough to change the launcher plasma grenade into a gas grenade, but I have no clue at all how to implement a completely new researchable item and a completely new piece of equipment in the game. But that doesn't mean I can't learn how to do it...

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Discussion / Re: Does the sniper rifle need to be nerfed?
« on: June 16, 2009, 12:49:18 am »
Actually, what I said was 'some people use mostly sniper rifles'.  ;)

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Discussion / Re: Does the sniper rifle need to be nerfed?
« on: May 13, 2009, 05:07:40 pm »
1 thing I have to add, tho: The sniper rifle isn't the best weapon in all situations. But depending on difficulty setting, you can guide a fight in such a way that the sniper rifle (or the later analogues) are really useful. If your tactic is to charge the enemy and engage at close range, you'll do better with other weapons.

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Discussion / Re: Pick up Weapons from Dead Soldiers
« on: May 13, 2009, 04:26:36 pm »
Simply put, I'm too stupid to compile :(

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Discussion / Re: Does the sniper rifle need to be nerfed?
« on: May 13, 2009, 12:15:15 pm »
Right now the devs are putting the finishing touches on armor, and IIRC more balancing is scheduled for the time after that is finished.

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Tactics / Re: What's a good 2.2.1. squad loadout?
« on: May 12, 2009, 03:24:24 pm »
Really depends on the map, tactics and difficulty setting. As of 2.2.1, reaction fire is extremely effective, even more so with sniper rifles. Some people here equip 7 or 8 guys in the team with them.

A good mix like yours works for me. Others divide their groups into close combat strike teams and long range supporters, and that works as well. I think that's a cool aspect of the game, you can put all kinds of different combat doctrines to effective use (at least on the lower difficulty settings, haven't tried the harder ones yet).

Btw, I have one gal with a high score in heavy, and I have her carry around an MG and blast away with it as much as possible, just because it's fun ;) I use it like a kind of heavy assault rifle. Don't miss out on the fun just because you don't need heavy weapons *g*

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Discussion / Re: Pick up Weapons from Dead Soldiers
« on: May 12, 2009, 02:39:46 pm »
The problem is that Phalanx soldiers don't seem to drop stuff in 2.2.1, at least for me. And I think I read posts by others that said this is normal, so I figured the would be fixed at some point since it's well known.

No matter how it currently is or isn't, will equipment carried by dead or stunned Phalanx be returned along with all the stuff gathered during the mission?
*slap self* Oh that prolly is the problem. It's gathered automatically at the end of the mission, and then autosold because autosell is switched on for default, am I right?

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