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Messages - LtCustard

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Feature Requests / Re: Better hit indication
« on: March 08, 2010, 07:37:36 pm »
I agree, this would be a nice little feature; I have often thrown a plasma grenade just behind an injured alien, watched it explode, and wondered if the alien actually had taken any damage at all. Clearly you are not supposed to know the exact amount of health an alien has, which is perfectly sensible, but hearing a dull grunt from an Ortnok or a little hiss from a Bloodspider would be somewhat satisfying every now and then.

Translating / Re: Finnish translation
« on: March 04, 2010, 11:51:59 pm »
No sopii puhua suomea, on vaan että minun ensimmäinen kieli on englantia. Mutta juu, näin että suomi oli normaali tässä.

OK, yritän käännä yhden pian.

Translating / Re: Finnish translation
« on: March 04, 2010, 07:44:08 pm »
I would quite like to help with some of the Finnish translating every now and then; however, is it OK to simply attempt translations of the UFOpedia articles on the wiki and put them there? Or are the .po files and PoEdit necessary for everything?

As an example, I notice the "Plasma Pistol" UFOpedia article has not been created in Finnish - is it worth creating a Finnish version of this article using the wiki?

When I get interrupted during a battle, I simply minimise UFO-AI; if I can't be back within a few minutes I set the computer to standby/sleep/hibernate. To the best of my knowledge, it's always possible to resume a game after it was minimised as long as you pause it before minimising.

Tactics / Re: What's a good 2.3 squad loadout?
« on: March 02, 2010, 12:13:57 am »
I rarely use the bolter rifle - for the reasons you mention, it seems somewhat useless compared to other weapons. I only occasionally stick one in for variety.

Bugs prior to release 2.3 / Re: Rev 28695 Possible workshop bug
« on: February 27, 2010, 11:27:33 pm »
It worked the same way in the stable release (2.2); surely they'd have removed it by now if it was unintentional?

Discussion / Re: More General Feedback and stuck
« on: February 27, 2010, 11:25:06 pm »
The only option if you want to store more aliens is to build a second Alien Containment. But to the best of my knowledge, after the 10th alien, capturing more aliens does not unlock any more research options.

Bugs prior to release 2.3 / Re: Rev 28695 Possible workshop bug
« on: February 27, 2010, 01:18:46 pm »
I don't think it is a bug. Although having 3x as many workers making a job 9x as fast may be a little unrealistic, I find it is a good incentive to create specialised bases (as opposed to general-purpose ones); workshops take up considerable amounts of space, and I prefer to have different bases serving different purposes - it makes the "economy" of the game feel more tactical.

Discussion / Re: More General Feedback and stuck
« on: February 27, 2010, 01:09:33 pm »
I remember once having a similar issue with Alien Astrogation becoming unavailable to research for no particular reason, but it fixed itself somehow later in the campaign. Have you found that research is impossible in any base? Normally it would be possible in any base that contains an astrogation unit, but all should be checked just in case.

When you capture a UFO, it gets transferred to the base you selected (unless there was only one option, in which case it will have told you which base it was sent to); if it is your first one, you become able to research UFO Theory, and subsequently the research on the specific UFO that was captured becomes available.

Once you've researched the UFO type, you can disassemble it at the Workshop in the base it was transferred to. Disassembly takes hundreds of hours, but the components of the UFO are transferred to Storage when it is done.

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