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Messages - gerald

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1
Bugs prior to release 2.3 / Re: bugged alien on map "UFO Landed"
« on: September 11, 2009, 08:58:32 pm »
saw in new version 2 weird things 1 thing stuckaliens is one thing but saw also my soldier can go thru solid parts of crashed scouts and fighters another things i saw aiming tip show wrong % chances 5/6 bursts at chance 0% i got perfect hit sometimes miss at 76-85 % well if it happen 1 or 2 times would be ok but it happen often

2
Bugs prior to release 2.3 / Re: bugged alien on map "UFO Landed"
« on: September 10, 2009, 02:06:24 am »
yea saw same thingy one time saw an taaman walking on the roof of harvester

3
Feature Requests / Re: about realism
« on: September 09, 2009, 01:34:04 pm »
here is sumfin i got today just for fun i added screen :P alien jumped from scout then run parade in fromt of all my solds (with rf active) run thru half of map then hit my sold with kerrblade :P there should be an heroic music yet dunno maybe ....chariots of fire :P
just for fun anyway and to show so i think it should be checked :)
it was easiest campaign mode anyway

4
Bugs prior to release 2.3 / dissapearing aliens
« on: September 09, 2009, 01:23:54 pm »
thx god (and devs :P ) actor bug seems to be gone :) great thing thx for that :) i saw weird thing,so aliens sometimes appear just near my soldiers even if soldier looks in side from they come and have clear pov.
another thing is about ships fighters and scouts have much antennas and things like that sometimes aliens are invisible standing near even if top of that antenna is tiny  weird a bit so sometimes u see em thru much bigger ship parts

5
Feature Requests / Re: Intro movie for the campaign
« on: September 02, 2009, 12:35:51 pm »
then maybe make that awesome intro and send it to devs they would be gratefull im sure

no hostility just from what i and proly no only i find in ur post is u no finding in that game nufin what suit you and trying change it to old x com.
i also loved old x com but i,m glad so i found sumfin similiar,and i,m glad so that guys are working on that,but i no try forcefully stretch my ideas all about if devs say so it proly will no suit game or no in that moment.

6
Feature Requests / Re: Intro movie for the campaign
« on: September 02, 2009, 12:31:16 pm »
Probably one of the most memorable moment of my gaming experience typically is the intro movie and/or the ending. A lame ending or intro is the worst thing game developers can do to the people buying their product...


Have a look at those three videos... If you played those games you do not ever forget those intros... For instance hell march was epic... None of these intros are all that great actually. The first two has terrible sound quality. And animations are overly pixelated. But hey it was the DOS era... We couldn't ask for more! As for Red Alert intro... That actually a low quality video and then was the use of in game music plus various in game cut scenes... But regardless of all their flaws intro videos like these just give half the awesomeness to the games they introduce...

As for UFO:AI there is no intro movie for the campaign at the moment... I cannot express how much of a flaw that is...

Now I know that making such movies isn't easy at all... I do not expect to see one tomorrow either. But like the game's music perhaps this can be developed in a similar manner. But first we need to establish what we want to have in the movie...
then maybe make that awesome intro and send it to devs they would be gratefull im sure

7
Feature Requests / Re: Armour names
« on: September 02, 2009, 12:24:24 pm »
    Indeed. But it is the heavies armor we humans encountered (until we encounter something heavier) is always the heaviest... How did the scientists deduce that there was a heavier armor just by staring at one armor? If it were called the "new alien armor" or something more fancy it would make sense... In UFO:AFTERMATH for example they named armor as
    • Basic Alien Armor <- Basic? How the heck do you know there is something better?
    • Sun Armor
    • Sky Armor
    • Bio Armor

    As you can see armor names don't make any outrageous claims on claiming there is something better (or nothing better).

    See my point?
    [/list]
    but its no ufo aftermatch also ....from what i know
    and i really think game have as for now much more important troubles to fix .
    from what scientists can know that?from history for example check names of our historical armours its light then medium then heavy basically i say so its no place bout details of medieval stuff.
    u ask why just so humans if dunno sumfin try compare that to sumfin they know and is normal think they do that with names of armours also.

    8
    Feature Requests / Re: Armour names
    « on: September 02, 2009, 02:54:44 am »
    Right but areal laser canons and base defense cannons do not have a yellow box either... Updating an image is difficult. :) Perhaps a list could be better.

    My other point (why the second alien armor is named "medium") stands :P
    mate but what the problem in that name ??
    usually if kind of armour is bit heavier than standard we call it medium what wrong with that .

    9
    How do I know which base is the closest one? On crashed UFOs you even get an estimated time of arrival (ETA) for your craft so that you can pick the closest.

    Also I can tell if a ufo is a scout, a fighter, a harvester, or a supply ship just by looking at it on the geoscape. A list like that could allow me to completely ignore harvesters at early stages of the game. Or focus on shooting harvester later on in the game... The sky can get crowded rather easily as you progress in the game and it becomes difficult to track who does what...

    On the old xcom games advanced radars/sonars (https://www.ufopaedia.org/index.php?title=Hyper-wave_Decoder, https://www.ufopaedia.org/index.php?title=Transmission_Resolver) could tell you a lot of details such as the type of the mission ufo is on, its type (there were multiple types of small, medium and large UFOs/USOs). We get too much info with basic radar...

    I may be moving from topic to topic here... :(
    well but its no x com here anyway they was able give details when u have transmission decoder no earlier.
    agree with Ain soph thousands of windows in geoscope make tracking even more complicated.
    i got situations with 3-4 ufos flying around and really got no trouble with tracking and intercept em.

    10
    Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
    « on: August 31, 2009, 07:40:40 pm »
    Hey all

    I've been neglecting heavy weapons with the exception of flame throwers because I cannot find a tactical use for them. The only time that I do use one, is when I cannot find better replacement soldiers with the appropriate skill.


    flamethrowers works very good in combat inside buildings usually take alien one hit instead of all other weaps wchich need more hits.

    11
    User modifications / Re: [UFO:AI v2.2.1 MOD] Holy Hand Grenade
    « on: August 31, 2009, 07:34:44 pm »
    african or european ...?:P

    12
    Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
    « on: August 31, 2009, 03:10:16 pm »
    eh crazyness 10 mishes in row "actor is still moving" newest version
    anyone got so much of em also or dunno maybe is sumfin wrong with my game or system :(

    13
    Feature Requests / Re: Defenses
    « on: August 31, 2009, 01:45:20 pm »
    You can only build 4 missile batteries and 4 laser ones. Together these occupy 8 spaces... 25-8=17
    17-9(1 access lift, 1 command center, 1 power plant, 1 general stores, 1 living quarters, 1 radar, 1 hospital, 2 hangar)=8. Not much left for me to add anything to the base...

    I know people will yell at me for suggesting this, but...

    I really think I should be able to mount 4 laser turrets on a missile battery and be allowed to only build one of these per base... It should still cost 4 times the maintenance if 4 weapons are mounted. Same goes for the missile battery.

    I actually think base defenses should only be built at the 4 corners of the base (outside of the area you fight when aliens try to attack your base). The restriction of 4 defensive structures would make sense then...
    why no built 2 sams around base to strenghten firepower?
    i sometimes even no build battery to save base space just 3 sams around its enuf to take out all except harvy

    14
    Feature Requests / Re: Reactionary fire hell
    « on: August 31, 2009, 01:38:46 pm »
    OK, I'm starting to agree with this issue of being pounded by fire right at the start of a mission - Just for laughs after updating to the latest SVN revision I started a game on the *easiest* difficulty level, tried one mission as a test, and got blasted by a huge barrage of plasma fire.   :o



    Heck, when firing a rocket from a rocket launcher, one of the aliens fired *several* shots that took down one soldier and wounded another while the rocket was in mid-air.
    its why i wondered how much TU's they have hehe they are able to fire 2 full auto as reaction fire :P

    15
    Feature Requests / Re: Reactionary fire hell
    « on: August 31, 2009, 01:37:02 pm »
    MC never played a huge part in the game when i played, but that's because the secoid leaders always trigger my reaction fire getting themselves killed leaving me waiting for the Ethreals to turn up

    it played huge part at least in final mission and alien base assault .
    was great help use one MC-ed allien as a scout :)

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