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Topics - Killertomato

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1
OK, this one is definitely NOT a result of my own incompetence.

Yesterday after setting the language to english (thanks to Xaver for the hint) I started a new game and my initial soldiers had outstanding to superhuman scores in each n every weapon related stats (close combat, heavy, asssault etc.). I quit and started a new game three times and had the same effect.
THEN I quit the application, started it anew and my next pack of soldiers had normal ability scores. HOWEVER after the first month the additionally available soldiers once again came with those superhuman scores.

Looks like there is some serious problem with the random numbers generation process for the starting ability scores.

edit:
After reviewing the bug tracker on sourceforge.net I have to add that I did never select an easy campaign before or afterwards like others who encountered that phenomenon have.
I ONLY tried the standard campaign.

So my guess is that for some pecular reason new soldiers sometimes come with initial stats that should only appear in the easy campaigns.

2
I've DLed and tested the new release last weekend, and one thing that really bugs me now that there is a broader variety of weapons available than in the initial releases is that there is no way I can tell what ability is influencing their use. Not even in the Ufopedia.
I mean e.g. is the use of a grenade launcher(or the rocket launcher) influenced by the soldier's ability score in explosives or heavy weapons?
So my feature request would be:
That you include a hint in the weapon's discription by which ability score it's use is influenced.

And one other thing:
How do I change the game's language? Though I'm playing it on a german Windows version I'd rather play the game in english.

3
Feature Requests / Soldier careers and some other stuff
« on: September 12, 2006, 05:09:41 pm »
I've noticed that only ONE soldier gets promoted every now and then though all others have the same number of missions and many even more kills than the one who gets promoted. I guess that's not intentional.

The trajectory of a grenade thrown from a point more elevated than the target is calculated wrongly. The line goes backward and so does the grenade. i.e. when trying to throw one at an alien a level below in the subway station.

Grenades can fall off the map when thrown at someone standing at the map's rim.

The more missions I play the more errors occur in a short time period. CTD when an alien fires, no soldiers on map after start of mission, ... about a week after the UFO sightings begin it becomes merely unplayable.
While there are almost no such occurrances in the first 3 or 4 missions.

And one feature request:
Maybe you could have civilists scream when being shot at.
Would be just a small contribution to the game's atmosphere.

Also something I personally like:
Reaction fire works very nice IMO.

4
Feature Requests / Why is most of the text in german?!
« on: September 04, 2006, 11:58:09 am »
I've installed RC4 and -as opposed to previous releases- most of hte texts are suddenly in german.
Why is that? And how can I change that?

5
Design / Design: Tech tree
« on: April 08, 2006, 08:22:09 pm »
I hope that you don't mind me taking the liberty of starting this thread BTAxis.  :wink:

Excerpt from my other post:

a) Upgrades for sensors, weaponry, armor plating(later shields), propulsion for interceptors.
b) Upgrades for base radar, weaponry, shields to avoid base invasion. If successfully repelled -> crashed ufo mission.
Better base radar should enable to discover stealthed ufos sent to establish bases or such, and enlarge radar radius (these radiuses should definitely be displayed on the world map, btw.).
Later radars could be good enough to detect established alien bases.

6
Discussion / Q about new maps compatibility
« on: April 05, 2006, 09:41:13 am »
Since while playing TD2 beta I mostly get the same attack locations, I tried to run TD1 X-Mas with some of the new maps after editing the campaign files accordingly. I also copied all nescessary objects into it's directory.
However, when the compilation of the scenario runs at some point it says that the  map has a wrong version number something like:"map version number should be 38 but is 76".
Is there any particular reason for that?
I mean, I thought as long as all textures, objects etc. are in their corresponding directory the map should load anyway. Why is it checked for a version number?

7
Discussion / No How to play Doc?
« on: March 16, 2006, 03:54:48 pm »
Although I know the game from the early stages and have played TD1 and the X-Mas Demo, I wonder if there is no such thing as a howtoplay section liek there was in those demos.
I.e. I don't know if there is anything to do in the base section other than spending money on new building complexes.
Or how to manage research n stuff.
So could someone enlighten me, please?  :?

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