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Messages - Tlactar

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1
Yeah ok, i get your point there! :)

(though you were the first one calling it a bug, or not one anymore, however one sees it :P)

Will try the check the other thing as soon as i find some time. How can i make the passability of terrain visible in the game? I've seen it on another screenshot, with red and green boxes.

2
True, but that's a different story and not really a bug imho.

Well, you click somewhere and end up somewhere else where you didn't want to be... if it's no bug, what is it? :D But it's not that important i guess.

I can't make out from the 1st screenshot which tile you really mean and I couldn't reproduce it.
Hmm, it was the complete upper entrance part of the ufo. In front of the soldier where the cursor is. You just couldn't go through that door...

3
if you fill it with furniture... won't the actor still move to the level above when clicking there...?

Also: what about the other non-walkable on that map tiles i mentioned? (in fact they seem a lot more important to me...)

4
FAQ / Re: Trunk - usehomedir
« on: September 28, 2009, 08:02:01 pm »

I suppose - but don't know for sure - that the NSIS install script could be updated for an option to install the game in a portable manner.
Just noticed that for example the Battle for Wesnoth Dev Version's installer gives you that choice... which is really a nice thing to do... :D

5
Tactics / Re: Keyboard diagram
« on: September 27, 2009, 11:41:19 am »
great, thanks!
It also looks useful ;) You don't happen to do one for X3:TC, too, do you? :D

btw: i think it's (the dev one) missing the geoscape speed keys. (1,2,3 etc. can be used to set it to a specific speed)

6
Tactics / Re: Keyboard diagram
« on: September 21, 2009, 05:48:58 pm »
hmm, 404 again? :( A shame, that sounds useful

7
Tactics / Re: Acceptable losses
« on: September 21, 2009, 05:46:00 pm »

2. I noticed that snipers and Assault rifle, when set on reaction fire, shoot at the alien as soon as he comes into sight/range. The Grenade launcher (set on airburst) and the flamer did not do that - They only shot after they were hit. That sometimes resulted in my soldier taking a shot and dying instead of shooting back and once to a soldier being hit in melee, surviving and then dying when he shot a point blank grenade at the alien (On his defense, it killed the alien).


Yup, what version do you use? :D Does your Grenade Launcher really have reaction fire?
Reaction depends on your soldier's speed stats i think, so if you have a slow soldier he'll take longer to react... and Aliens seem to be really fast :D

8
And another CTD.

Happened on the geoscape after... well two of my fighters shot down UFOs.
attached is a save right before the fights, but loading the game unfortunately doesn't produce the same error again.

version is r26236 by destructavator.

interesting thing i noticed while trying to reproduce the bug:
letting the game run in 5 min mode or slower: my stiletto wins.
letting the game run faster than 5 min mode and slower than 5 day mode: UFO wins
letting the game run in 5 day mode: they miss each other and no fight takes place...

9
Bugs prior to release 2.3 / loop in "base under attack"
« on: September 20, 2009, 02:47:39 pm »
just experienced sth. odd. in a base attack. The "base is under attack" window appears, i click on auto mission and equip my soldiers. When clicking the ready button at the bottom right of the equip screen... i get back to the "base is under atack" window. And so on... infinite loop.
Only way out is to uncheck the "equip soldiers" box, then it works fine.


10
Discussion / Re: Base attack
« on: September 19, 2009, 09:24:30 pm »
well that would be nasty! :D

11
Feature Requests / Re: Max cash
« on: September 19, 2009, 09:22:53 pm »
how could he have an upkeep of 10 mil? :D That seems like more than enough money for me...

12
Feature Requests / Re: Production time
« on: September 19, 2009, 09:20:43 pm »
You can't have that many workers on a base so it could be a real problem. For more than 40 you have to give up something (defence, interceptors, etc.). An other limitation is 5 production per workshop in the queue IIRC.

-geever

was that an answer to my post?

1st.: with the planned bigger bases as i understand them you will be able to.

2nd.: even if you you substituted the 100's with 50's it wouldn't change some of the points i made at all. For playability reasons ignore the first half of my other post, but i still think a minimum time makes a lot of sense for many items, mainly the not mass-producable ones.

13
Feature Requests / Re: about realism
« on: September 19, 2009, 09:02:04 pm »
ah good old metal storm, have you seen the Aldenate Series of books by John Ringo, in the 3rd book he introduced a version of that fitted to a M1A2 Chassis metalstorm.avi developed as a light anti spacecraft weapon

nope, but sounds interesting ;) Unfortunately i can't seem to get that video running :(

14
Feature Requests / Re: Max cash
« on: September 17, 2009, 12:27:49 am »
and what IS the max amount?
I don't see a reason to have a lot of cash IMHO, what for? As long as you can maintain your bases and employees it's fine. It isn't PHALANX's goal to earn money, it's to kill Aliens. Why would you want a billion or even a trillion credits? That would be absolutely useless, the most expensive things cost around 100k, and those are buildings. You don't need money to buy 1000 buildings, and definately not millions of them... even with the upcoming bigger bases ;)

15
Feature Requests / Re: about realism
« on: September 16, 2009, 10:25:32 pm »
of course it isn't everything, but when i have the choice between something that "can" shoot really fast when i need it and something that can't, even if i needed it to, and both with otherwise identical properties - well the choice is obvious.

And i did pick stuff with at least sufficient magazines in the vids.
If it was "only" about the rate of fire i'd have mentioned metalstorm ;) -> http://www.youtube.com/watch?v=KO93-8a39SY&feature=related
i can't see a useful real world application for that yet, it looks like a one shot thing to me :D

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