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Messages - Excalibolg

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Windows / More Inaccessability bugs in 2.3 release
« on: June 20, 2010, 08:16:39 am »
I'm running the 2.3 release version for windows on xp and I cant gain entry to the upper floor of a landed harvester. The left doorway side of the two doors providing entry into the ufo is blocked some how by invisible unpathable terrain. You see normal floor tiles but you wont be allowed to walk on it. The right side is accessible thou, but there is another blockage on the right side at the doorway to the stairs leading to the 2nd floor. Issues like this happened in the 2.3 dev release too, although in a different form, as in previous releases I've only seen inaccessible 2nd floors.

2
Mac / Re: OSX installers
« on: June 19, 2010, 07:04:41 pm »
Im getting the same no sound or music problem as smlacc. Im using the 2.3 release version on a mbp.

3
Bugs prior to release 2.3 / simultaneous auto fire in alien turn?
« on: March 13, 2010, 03:31:33 pm »
Currently using ufoai-2.3-dev-28896-win32

I seen this in a few versions now. In the alien's turn during reaction fire my laser weapons set in pulse mode (3 shots) will fire at the same time, the actor shoots once but I see 3 beams coming out. It shoots correctly in my own turn, where the laser shoots 3 shots in rapid succession. During the aliens turn their plasma pistols shoot 3 bullets at once as well, you just see them fire once and that spawns 3 bullets.

4
Bugs prior to release 2.3 / ufoai-2.3-dev-28896win32 Invincibility bug
« on: March 13, 2010, 02:37:13 pm »
Im using this build from muton
ufoai-2.3-dev-28896-Debug-pentium3-O1-sse-7z-small-win32.exe

On the industrial map mission where ufo landed if an alien spawns close to your troops on the first round and you shoot them the bullets go right though, this includes area effect weapons like nades as well. I had to end turn wait for them to move before they are hittable again.

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Discussion / Re: Reaction Fire in 2.3 Build 28632
« on: March 13, 2010, 08:58:47 am »
compared to 2.2 its not that RF is broken in 2.3 its just been dumbed down to the point of uslessness, most of my battles do not involve reaction fire from my units or from the aliens. Basically what happens is that for a reaction fire to occur you require vision of the enemy for the time units needed to fire your designated RF shot.

For example you set your heavy MG on full auto (25 TUs) reaction fire mode. Then an alien walks right around the corner (2 TUs for the 1 step you seen him) fires at you with a pistole (8 TUs) then ducks away around the corner again. Basically you seen the alien for 10 TUs and thats not enough to trigger the requirement of 25TUs for full auto RF. The alien can keep ducking in and out from a corner and no one in your party will get a shot off unless they have really low RF TUs (basically pistole level or snap shots). For this reason you see aliens walk right infront of you, shake his ass, walk past you and your units just stand there doing nothing. So currently for reaction fire to be of any use you basically have to choose the weapon and fire setting with the lowest TU cost.

This was changed due to some one complaining that he gets RFed upon every step by the same alien unit. Although now I dont see Aliens RF at all. This basically kills the reaction fire mechanism and makes it pointless wasting time units in saving for reaction fire for your own units as well. Perhaps a mid way would be for units to fire at any interval between his required RF TU cost and then not be able to fire again untill the next interval, but its all up to the devs

For more info read this thread http://ufoai.ninex.info/forum/index.php?topic=4302.0

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