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Messages - razor436

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1
Something similar happened to me in Mutton's v30445 of the game.

In a battle, I threw (lobbed?) a medkit to a team mate. When I went into the invetory to equip the medkit, it crashed to Geoscape.

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Discussion / Re: Another X-Com's vet thoughts
« on: April 04, 2010, 06:37:34 pm »
- Line of sight in general is a bit of guessing and trying. Would the engine allow lighting the tiles/eg. fog of war (not complete pitch black) to show the soldiers visual range?

My favorite part of the game is the tactical battles, of course. The most frustrating thing about them is the line of sight (LOS). What Pretend suggested would help immensely in determining what parts of the battlefield are covered by soldiers' vision. Also, I'm not sure if this was changed in 2.3, but in 2.2.1 every time a soldier walks into a room, I make him turn left and right to make sure an alien isn't standing next to the door. I wish the LOS would cover those locations.

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Discussion / Re: Reaction Fire in 2.3 Build 28632
« on: April 04, 2010, 06:25:41 pm »
That is not true. For quite a while the new way it's implemented was actually broken as well, leading to no reaction fire ever, from any side. I know, because I was the one complaining about it long and loud enough for the devs to realize it was not just the change in behavior 2.2 to 2.3 that made me think it did not work. It actually did not work at all. ;)

PS I also agree that, while the old way was bad, the new way it's intended to work is not 100% optimal either (BTW the new way is not yet fully implemented, and likely wont be before 2.3, unless we users voices change the devs opinion that it really needs to get a proper fix).

A few suggestions I've been thinking about to be better solutions

A) Make 1st RF shot happen after 0,5x "TU-cost-of-visible-opponent", 2nd after 1,5 "TU-cost-of-visible-opponent", etc...
This would make it possible for both sides to "step out into line of fire + quickly jump back behind cover" but rarely "step out, shoot, jump away".

B) Make RF always take place after a delay of eg >10TU of opponent movement.
This would allow small/medium firearms snapshots & throwing grenades while ducking in and out of cover. This would sort of mimic the real world possibility that one just quickly stick an arm out around a corner and toss a grenade or fire off a round without really stepping out in full view.


I completely agree that something should be done to help soldiers make their first reaction fire (RF) shot. As it is now, my snipers are useless, even with snap shot reaction fire, as well as all other high TU weapons. I would suggest going as far as allowing the first RF shot at 0TU (at the first moment enemy walks into line of sight LOS), and half TU cost every subsequent RF after.

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Bugs prior to release 2.3 / Re: Reaction Fire not working (r29126)
« on: April 02, 2010, 06:38:50 pm »
Hmmm

I created the file "autoexec.cfg" in C:\Users\Public\UFOAI-2.3-dev\base
To that file I added the line "set g_reaction_fair 0"
reaction fire still did not work.

Then I changed the line to  "set g_reaction_fire 0" in case there was a spelling mistake.
No difference.

Am I doing something wrong?
___________________________________________

I did some searching and found why rf did not seem to work:
http://ufoai.ninex.info/forum/index.php?topic=4477.0

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Bugs prior to release 2.3 / Re: Reaction Fire not working (r29126)
« on: April 02, 2010, 01:58:15 am »
I looked around the forum and found this:

add

Code: [Select]
set g_reaction_fair 0

to your autoexec.cfg in base/ of your home dir

this will change (almost) back to old system

and now please stop this here or open a new topic about this. This thread isn't about reaction fire.

I wanted to try that but I do not have that file anywhere.

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Bugs prior to release 2.3 / Re: Reaction Fire not working (r29126)
« on: April 01, 2010, 10:55:37 pm »
Reaction fire does not work for me either, even if I choose a different firing mode. I am able to click the shield to change to singl-e or multi-fire mode.
In case it matters, I was playing with r29004 on a Windows 7 64bit system.

P.S. this is not an April Fool's joke.

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