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Topics - Eegxeta

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Is there any way to turn off the game pre-purchasing equipment when you place your first base? It always buys a bunch of stuff I end up selling which because the selling price is lower than the buying wastes money.

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Discussion / 2.6 dev reaction fire
« on: March 23, 2015, 01:51:31 am »
I'm playing the 2.6 dev versions and I was just wondering if you can choose which fire mode a soldier will use for reaction fire? If I can choose I haven't been able to figure out how. I keep running into situations where my soldier was a 3-round burst reaction fire away from surviving the mission.

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Discussion / Problems with the new UI design
« on: December 21, 2013, 08:43:47 pm »
I know it isn't finished, but so far I like the old one better. The new UI is just so cluttered and tries to display too much information in too small a space. What I like about the old UI is it is bright, straightforward, well organized, information is displayed in consistent places across screens and the screens are divided up so everything has enough space to do its job. The new UI is dark, the information displays are smaller, oddly shaped or place and some things are placed where they really don't belong.

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User modifications / Where is the installation limit per base defined?
« on: December 01, 2013, 09:16:11 pm »
I started looking for where it is set just out of curiosity and I haven't been able to find it.

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Feature Requests / Aliens have bad memories and are deaf
« on: October 30, 2013, 04:01:50 pm »
I doing a mission on the map military convoy ambush and on the cliff area with campsite there was a bloodspider. I had some of my soldiers on the first hill giving them clear view of half the map and the bloodspider could see them and he would start heading over to the slope down but always turned around right before he got there after the second turn of him not seeing my soldiers. Now I've really started to notice that the aliens don't seem to remember where the soldiers where last if they haven't seen them on the turn before. It is a pretty bad flaw in the AI. There has been a few times where aliens have seen my soldiers, but then they move to where they can see them. They just wander off even though my soldiers are ether still there or are nearby. There was one game where the alien saw one of my guys but moved to where he couldn't see them then completely turned around and even though my guys where in the open and shooting at this alien he completely refused to turn around and kept chasing the civilians.

If the aliens and your soldiers could hear the general direction a shot came from if they can't see the shooter that would be a excellent and really useful feature. It would save civilians.

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Just something I thought of while I was playing who would scared of more the aliens who came out of nowhere and are wielding weapons you have only seen in Star Trek or some other sci-fi tv show(I always think of the Klingon disruptor pistols or the plasma rifles the MAKO soldiers had on Enterprise) or the humans who came out of nowhere and are kicking the crap out of the aliens with similar weapons.

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Feature Requests / A few ideas for bases
« on: October 20, 2013, 04:37:40 am »
I read the plan for making bases bigger and cutting down the number of required buildings for a base. I was thinking since the radar dishes aren't actually in the base the radar building could be merged with the command center, but the advanced radar should be a separate building still.

When aliens attack you base your pilots, workers, and scientists should be in the base according to how they are assigned so scientists would be in the labs, workers would be in the workshop and pilots would be in the hangers. They wouldn't wonder around the base, but would rather head over to the living quarters or maybe some sort of raid shelter which could be added if this is put in. This would make attacks on your base a lot more devastating. When the workers and scientists are changed to just numbers instead of individual people if you add in a few hours delivery time for them. This would make base design critical during attacks, because you could lose more that just your soldiers.

Another thing that would go well with this would be weapons lockers in each building in the base that carry a couple of pistols, assault rifles and some ammo that people could pick up so your pilots, workers and scientists wouldn't be totally helpless. Even if they had a gun they wouldn't actively seek out and engage the aliens, but if they do see an alien they could take cover and shoot at them, but run as soon as the alien starts shooting back at them or take a shot or two then run. You could do both and make it a special button available during base attacks base personal defend themselves or shoot and run. It would make sense that all personal in the base would have at least basic firearms operation training. The base being empty during base attacks is just really weird especially in those bases that have like 60 personal.

Workers should be able to help build buildings in your base and speed up aircraft repair. It could work like any other production. For buildings workers could be assigned to base building in the production screen so you wouldn't need a workshop. If no buildings are under construction workers assigned to base building would ether be reassigned to the workshop or work in the workshop till another building is being built( might need some to remind the player that some workers will stop and work on the buildings. Aircraft repair would again not require a workshop and workers would have to be assigned and the repair rate could be like one worker repairs 1% per hour so with one worker the aircraft would repair at 2% each hour, etc. This would make workers a whole lot more useful especially in early game when you don't have much or anything for them to do.

Being able to start building buildings next to buildings under construction would be really helpful. You could increase the number of days it takes to build the building by how far away it is from a active building. This would really help in bases where the entrance gets dumped in a corner or when it is up against a square you can't build in and a wall.

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Discussion / How does autosave work now?
« on: October 17, 2013, 04:48:14 pm »
I keep seeing campaign saved in the message bar but I have no idea where it is saved to as I don't see any new saves in my load menu and the save slot for my game doesn't update. I looked this up and I haven't found anything. Does anyone know where that save goes and how I can use it? I keep forgetting to save while I'm playing.

Also if someone can point me to where all this info is located that would be nice too.

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I want to organize the order that the soldiers come so I can do things like group like weapons or separate the team into two squads. It is really annoying having to remember who is on what number especially when rotating soldiers in and out of the dropship team.

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So I was setting up my second base and I got it to the point where I could actually house soldiers, equipment and aircraft, so I started a transfer of my second team soldiers and their equipment. Meanwhile a terror mission popped up so I sent the first team. When the Firebird got over Asia(where my second base was) a UFO popped up and started flying towards it. So I switched homebases and launched my interceptors from my second base. They didn't make it on time... A rescue mission popped up, unfortunately I had no dropships or money to buy one. So I started selling stuff to get the money and I bought the dropship only to realize that switching homebases stopped the soldiers from team two from transferring, but not their equipment. So I had my dropship and all my equipment in one base, my soldiers in another and no money. One 24 transfer later and it was too late. I of course forgot to save so I couldn't try again. Curse you autosave why did you abandon me!

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Discussion / Are UVG usable yet?
« on: October 14, 2013, 05:24:38 pm »
I tried looking them up and I found some stuff that looks like it would be in the UFOpedia, but nothing on whether or not it is working in the game(I'm playing the 2.5 "stable" version).

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Discussion / Alien always target one soldier over all others
« on: October 02, 2013, 04:28:44 pm »
If the aliens can see this one soldier on my team they will shoot at him. It doesn't matter if there are way better targets available, like the guy standing next to the alien, they will shoot, It doesn't matter if they are standing on the other side of the map and have such a low chance of hitting that my guys aren't even shooting back they will shoot. They don't take aimed shots ether it is usually three round burst or full-auto. I have no idea why they are going with full-auto when they are standing on the other side of the map. Makes me wonder if they can run out of ammo. So pretty much this guy has almost as many purple hearts as missions I've gone on.

I'm a little surprised wasn't able to find this anywhere.

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I'd use it to make a spork that is a spoon that can morph into a fork or a couch that can morph into a chair and desk.

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Feature Requests / Using alien materials to make a better medkit
« on: October 01, 2013, 06:02:46 am »
Since the alien material can change shape couldn't that be used in some way to make a medkit that can be used faster like maybe  something like a cross between the hypo spray from Star Trek and packaging tape gun that dispenses some sort of bandage tape that can morph into a small easy to carry box. So the you can quickly bandage a wound and then give a pain killer shot all in one go and maybe take up less space with the down side of being heavier. Instead of 20 time units it would need something like 12 time units so you can use it twice in one turn.

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Feature Requests / Plasma weapons cauterize wounds
« on: September 29, 2013, 03:37:25 am »
At its core plasma weapons deal damage like a flamethrower or any other incendiary device; all damage is inflicted through extreme heat, but as soon as the heat is off it doesn't do any more damage. Since any wound that a plasma weapon makes would be cauterized there wouldn't be any immediate bleeding if any. With plasma weapons it doesn't make sense that if you get hit in the arms or legs that it could kill you. If a soldier or civilian is the unlucky winner of a lethal plasma bolt, but it hits them in the arms or legs they should instead be knocked unconscious or stunned. Their endurance will determine how long they can hang on before they go into shock and die. Anyone you manage to heal in time wouldn't be getting up anytime soon but they won't die ether. It would be nice to have some chance of saving the civilians that wind up in the wrong place at the wrong time.

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