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.

Messages - theotherhiveking

Pages: [1]
Uh, i never really had a problem with accuracies.

I can tweak the numbers and the rocket launcher a bit. Maybe the devs will be ok with a small buff.
However, i think that it would be better to boost the accuracy stat influence instead.

Artwork / Re: New models
« on: December 25, 2009, 05:22:57 pm »
Yay! Sexy!

FAQ / Re: Deluxe maping?
« on: December 16, 2009, 07:31:21 pm »
Found it :)
you're talking about the post on the front page as of "2008/10/19 Mattn", right ?
"3D engine improvements

    * Thread support for map rendering
    * Shader support
          o Bumpmapping
          o Deluxemapping
          o Specular lighting
          o Warping surfaces

FAQ / Re: Deluxe maping?
« on: December 15, 2009, 09:48:16 pm »
Well, I have no idea if this has anything to do with maps ???

FAQ / Deluxe maping?
« on: December 11, 2009, 06:12:30 pm »
Google didnt really help me, so i ask here, after looking at some meshes and not liking at all what i saw i want to remodel them, i finished a mesh and while looking for eye candy support i saw 'deluxe maps' on the changelog.

How does it work?

Also, any hope for normal maps? I saw bump maps, but normal maps are prettier and more efficient.

I really like the idea!

Imho it would be better if the aliens liked to hunt, now they just hide, it would add certain emotion to rush your medic there to see if you can save it.
Also, if implants are implemented soon (ugv, ugh...) maybe only the really wounded soldiers you put on the really nice ones, that would encourage fair play.

Design / Re: Medikits
« on: December 11, 2009, 05:26:56 pm »
Oh well, Near the crouching icon theres some empty space, you could add little icons there representing the damaged part, of a color dependant of the severity of the wound so the info is obvious and easily accesible. Putting it only in the status tab could be confusing for new players.

For eye candy we can have idle animations for wounded and very wounded soldiers, but those would need to be very generic.

Bugs prior to release 2.3 / Re: R27443 - Wrong weapon linked
« on: December 11, 2009, 02:25:31 pm »
All a confusion, what BTAxis said.

Bugs prior to release 2.3 / Re: R27443 - Wrong weapon linked
« on: December 10, 2009, 09:40:11 pm »
Uh.. weird

So, let me see if i got it right, you wield a grenade launcher, but instead you get something that is not a shotgun, but fires like one.
I dont remember seeing any weapon with those TU costs..

Talking about commerecial games...I recently got TES: Morrowind and it totally got me...if you like RPGs, you shouldn't miss it, and if you don't try it out anyway :D
I played it for a while not on ago and the combat system totally turned me off, Click click click click click -> miss miss miss miss miss miss.
Also, you we're kind of restricted to the weapons you had trained at the very beginning, others would not hit, and without hitting they dont improve... If it had Oblivion combat it would have been awesome.

Artwork / Re: Redo of Soldier Body model
« on: December 07, 2009, 01:10:06 pm »
Yes, Blender does indeed support this - I've been very busy (again) the last few days, although I expect to be able to do more modeling work and such this coming week.

Care to explain how? I have been looking for it without luck.
If you mean multires, then that afaik requieres you to use it from the very begining.

Artwork / Re: Armour types and their models - PHALANX
« on: December 05, 2009, 02:37:42 pm »
The link to the power armor image seems to be broken.

I send a patch yesterday.

Now you get the first rank with 32 mind and 3 kills.

Hi, I assume you are playing 2.3.

It's November 2084 for me (on easy difficulty, not the super easy one). At the beginning of the game I had about 4 enemies on every mission. "Now" there are 8 enemies and I guess there will be 12 at the end of the game (which I never saw). That's okay and frustrating at the same time. Okay, because it's getting harder (and you get better weapons). Frustrating, because you can only have 8 crew-member in one mission (as far as I know) and I am, if I read the wiki correctly, at a point, where I don't get any new weapon and no new armour (this nano-thing was the last one, for me the only armour, you can get through research, after getting the first alien-armour).

Well, iirc there are (or there will be) drops ships that will let you field more soldiers and even ugvs (Small tanks); That is what the wiki says, maybe the plans changed.

Also there is crash damage, but it didnt notice it until a dev said it was in, so either it is too subtle or the corpses should be spawned so you can see how helpful it was.

So, I'm facing more and more aliens and they get better weapons and armour (they have the second armour). It's okay in a "normal" mission (terror mission) and in a mission against a shot harvester, because a harvester is a big ship. But against a scout or fighter? According to the ingame ufopedia, scouts and fighters only have 3 seats and on the map, I can spot 4 tiles, where an alien can possibly stand. So in a mission against a shot scout or fighter I should only face 4 aliens at max. The problem for me now is: In a shot fighter mission, there are 1, maybe 2 possible maps on which I can win, without being annihilated in the first round, because the aliens don't see me. On the other maps, I have no chance to get some of my crew-member in cover, because if I shoot or walk with them, 3 - 4 aliens shoot at him/her and he/she will probably be dead after the second shooting. So in order to survive, I'm hitting "replay" until I get the map, where I can possibly win.

There are already new armors planned or even ingame (not sure if completed), you can check them out creating a team in multiplayer.
I agree in that the crew of some ufos should be limited.

2.) As I stated in the first question: I only got one new armour (the nano-thing). Will there be a better researchable armour in 2.3-final? And how can I get the "advanced standard" armour (the one I see, when I equip my crew, the one, which is greyed out [is this the right word?])? This armour is also in ufopedia, but I cannot buy it and cannot produce it.

Is that the Advanced standard armor? I thought it was the nano-composite one. Again, you can check them in the multiplayer team menu, there are new models in the works, so these likely will get ingame in 2.4, I hope it takes less time to get released :p.

Same for weapons, maybe. In my crew, I have 2 sniper rifles, 1 grenade launcher (or rocket launcher) and 4 - 5 bolter rifles (1 electrolaser for stunning aliens). According to the wiki (and for me), I think, there is nothing better than the standard sniper rifle (range and damage) and bolter rifle (range (?), damage and it is fast enough for reaction fire). The laser weapons are too weak (especially against aliens with the second armour). My crew with bolter (and reaction fire) will live without any damage in some situations, with laser weapons maybe one will get killed.

I guess is all about taste, the laser weapons are for long range and twisty maps (like industrials) where you need a lot of precision to fire through all these little holes, I think that after getting the alien needler you can research the coilgun, the sniper rifle replacement, its in the wiki, and you can see it in the multiplayer menu too.
Alien weapons are basically slower and deadlier versions of the human weapons.
The laser rifle low damage late in the game could be fixed with new ammo, i dont like how people 'fixes' it replacing the entire thing in most games.

4.) I can buy infrared goggles. But I don't know how to use them. I click on that goggle-icon, but nothing happens. How can I use them and for what? (I haven't figured out, what they do.)
These are half working, i read somewhere the will get a overhaul,  to use them just put them in your hand, they work like a weapon, just get close to a wall -> scan(12tu) and click behind it to see through it, its really nice to find aliens in harvesters.

5.) Will there be some sort of "alien/lifeform radar" for the maps? Because on a base attack-mission (or a mission on a big map) it may take a very long time finding the last alien (and then see a dead crew-member...). Some sort of "lifeform radar" would be nice.

Theres is suggestion about 'psi-humans' that would let you do this, not sure if that got accepted or not.

6.) None of my crew-members ranged up and they shot many aliens. My best one is, I guess: 52 missions, 53 kills. I oftentimes clicked on this automatic missions, because I don't want to fight every time. So is this my problem (clicking on automatic mission)? When does a soldier rang up and what is the benefit?

No idea, sorry.

Pages: [1]