Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - MonkeyHead

Pages: [1]
Bugs in development version (2.6-dev) / Mystery Bombs
« on: August 21, 2015, 03:33:26 pm »
Duplicate post made to the bug tracker, but this way I am more confident one of you guys will see it.

Playing nightly build from 16/8/15.

Successful completion of any mission causes the retrieval of 2 bomb items from the battlefield. These bombs spawn in the dropship tiles if the RMA gives you a dropship on missions not needing bombs. As these bombs have a mass of 4kg, they will slowly and steadily fill up stores with a useless item that is not able to be sold off.

I suspect this is linked to the recent addition of mission failure/success criteria, especially as on turn 1 2 or 3 I end up with an on screen message stating "Target area unoccupied" as either my team or the alien team moves away from its initial positions.

Bugs in development version (2.6-dev) / Map issue - Urban Periphory.
« on: August 16, 2015, 01:49:48 pm »
Odd bug on this map, involving impassable map squares.

8 man team, in Fire bird. 7th soldier had an issue moving from his initial tile. Soldier could only move off tile in one direction, then not re-enter the tile. Did not think so much of this. Door into camera control room in basement section will not open. Do not think too much of this either.

Mission continues as normal.

RMA has given me a map build with the multi level car park.

Soldiers split into 3 teams, each team heading from the base of the car park to the roof via one of the 3 stairways.

Reach the roof. Soldier attempts to move through door from stairway onto roof. Can not click to move soldier through door. Soldier can not pass further than the tile next to the door. Soldier can see through door, shoot and throw grenades through door. Soldier can not move off that tile.

Same issue for all 3 roof access doors.

Should this go on Mantis bugtracker?

Discussion / EM Rifle Vs Coilgun - wall penetrating?
« on: September 21, 2013, 12:32:20 pm »
I do so very much like both the EM Rifle and Coilgun. For troops with enough strength they both for me signifigantly outperform the SR-1, with or without EP rounds. I do have a question though.

The EM rifle is very useful even on maps with little open space due to its wall penetrating feature. The coilgun, despite apparently being an improvement on the EM rifle, lacks this feature. It is fairly easy to mod it in by adding the "throughwall" token in the UFO file (though I do prefer to play the game as close to how the devs intended), but I was wondering what the justification was for having the EM rifle (with its lower muzzle velocity and "unstable" tumbling projectile of lower mass - ?) capable of wall penetrating shots, while the coilgun (with its larger muzzle velocity, and more stable armour penetrating projectile - ?) lacks this feature. If anything, to me, it would make sense to have this the other way around...

A request for clarification please! My understanding of weapons in relation to each other is as such:

Basic weapons are generally outmatched by plasma based equivalents in terms of power at a loss of accuracy, save for special-case weapons (explosives, flamethrower, sniping and some pistols).

Plasma weapons are generally outmatched by lasers despite a loss of power due to better accuracy and low TU usage, save for special case examples (plasma blaster).

However, from here I get muddled. I can clearly follow the progression from Sniper to encased sniper/EM rifle to coilgun, and the pistol progression from basic to plasma to laser to particle. It is the encased plasma rounds for Assault rifle and HMG baffle me - they are much more damaging than laser fire but less accurate. I seem to be able to research and produce encased rounds before being able to manufacture laser weapons in signifigant numbers in order to replace plasma rifles and my HMGs. Is one intended to replace the other or are they meant to sit side by side as a choice to make beween accuracy and damage before the arrival of particle beams, as the progression seems far too sudden... I just end up a muddled mess in the mid game not knowing what the purpose of each is, arming troops with a hodgepodge mix of basic human, plasma, laser and encased plasma weapons not really understanding the intended role of each, then needlers show up with thier own special case of lots of low level hits from all over the place. Could someone clarify this for me - what are the intended benefits and drawbacks of lasers and encased plasma weapons when compared to one another?

Bugs in stable version (2.5) / Hospital CTD
« on: August 30, 2013, 12:52:50 am »
Aug 29th nightly build following early work on implants crashes to desktop if you try and look at the hospital when you have wounded soldiers. Will go and post this on the bug tracker.

Bugs in stable version (2.5) / Text Strangeness?
« on: August 10, 2013, 07:39:44 pm »
Recently downloaded the 2.5 dev version (10th August build), and have some strangeness going on with text input. Alphanumeric keys act as expected, but shift outputs an "a"-like symbol, Fn and Ctrl do similar, and arrow keys output captal letters as do the function keys and pgup/dn. This makes it hard to name bases and edit names. Is this known, reproducible by others or is there a workaround? I do play on a laptop (knowing that thier keyboards are often non-standard) but have not had this issue with previous builds.

Bugs in older version (2.4) / Murderous Civvies?
« on: April 07, 2013, 01:02:05 pm »
Apologies if this is a known issue - I have had a good root through the bug report sections of this forum and couldnt see any posts from the last 6 months or so about it. That, and I have only been playing for around a week, so I am sorry if this is a repost.

So, I was responding to a terror mission on the Bunker map. A sweep of the outside of the bunker shows it to be clear, so my troops pair off and proceed to gain access to the structure. My 3 snipers drop thier lon range rifles and switch to the SMG they carry for just this occurance. The bunker clearance goes to plan downstairs, and we move to the upper level. Then, all of a sudden, a shot rings out from a sniper rifle, and one of my troopers drops dead. "Odd..." thinks I, wondering if an alien had found one of my abandoned rifles. Next turn, another 2 of my troopers are killed by what appears to be sniper fire in the same way. Then the culprit walks into view - a "civilian" who apparently had picked up one of the rifles and was now treating my troops like an enemy. Gunning him down seemed like a harsh thing to do, but I did it anyway.

So, yea, thats the odd issue: is dropping weapons a bad idea if there are civilians around, as will they pick them up and use them against me? I suspect that the cause of the issue is civvies bieng assigned to a third team and usually being unarmed. Any info?

Pages: [1]