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Coding / Re: lua design thoughts
« on: September 16, 2014, 10:38:17 am »And of course the translating of the .ufo files into lua.
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And of course the translating of the .ufo files into lua.
And yes, rocket launcher is greatly inaccurate while in rookie's hands.
Ummmm... seems like we forgot to force a new build in the buildbot before using maps-sync to fetch the compiled maps form the server for the data package... Oops?Sounds reasonable.
My question is this - how can i remove those extra persons from the hiring list, on the Windows version? What file do i look for - or is it in-game, and i'm just being dumb??
Well they *should* be working against shevaars (It all is very weird as shevaar supposedly don't have eyes and see in IR, but of course that's just fluff, they actually see the same as any other unit)
Also, although blind, Shevaar possess balance organs that are affected by the sound of our flashbang. It will achieve similar results on them as it does on humans.
While we are at it...I never need the stun rod or electro laser for stunning aliens, since there are so many anyway.You could use those to stun civilian. Aliens are more interested in killing walking targets.
I meant more firebirds so you can go to more missions with more teams... My english isn't perfect so sorry for this...
For sidearms... They are relatively useless. Only one with decent range+damage is micro SMG. Wich will never ever hit anything from not point blanck range. Also not really TU effective. After that came the plasma pistol. Wich is quiet TU effective and least can hit target. But for me it's not working in reaction fire mode when I have other weapon in the other hand(maybe a bug?). Cause while you don't have enough plasma rifles you have to rely on plasma pistol as you go into a building(tried bringing multiple "types" of soldiers most of them ended up useless...). So there is a single class of weapons wich is good behind close range and is light. It is the AR. but especially early in the game it's not realiable so you have to spray it... So you will need most of your people carry an AR. But it's useless if you have to go into a building. Where you need an SMG or sidearm(weight limit is acceptable I was able to bring this many weapons...). But then you have take a weapon out of the packpack. Put the rifle in the backpack, so instead of a 4-5 TU of fast switch you end up with a whole round only to switch weapons. Wich maybe you won't even use. Would be better if you just have a reliable sidearm get SMG out of the picture or make it really strong in close combat so ppl can use it(probably rise the ammo to mentioned 50 rounds not 30 like now). So in mission transition for ranges is pretty much non existent. AR will never stop an alien. Nor will pistol. A small SMG neither do trick cause it will not even hit. Normal SMG do a 75 wound if all bullets hit. Still not enough but at least you have a chance of that maybe it's at least hurt that alien a little bit to shoot down your soldier...
Yeah they could help a bit. I know if I can get started it will get easier. But it will be too late for my second squad. Even my main squad van barely cope with alien threat. Anything weaker could be suicicide run. Lost mission is ending game, so... Lategame if I would have the money I can't chose to send out more rookie squads instead of my über squad and use the survivors as my new squad. Cause If maybe I encounter something what rookies can't do. Then it's simply game over... Not really nice thing though.
well i couldnt just build 5 bases from start. but this isnt cash problem. i made second base quite fast and than third one. was able to keep everybody happy, except oceania. than i made 4th base and make oceania happy. was able to play, build research normaly.
ok maybe if you play on harder difficulties you may have some problems. i play on medium i think.
While playing campaign I found there are few maps mising, namely Old Mine and Office.
There's no trace of those maps in the map package. May I ask you to confirm checkout from repo is missing those two too?
* base/maps/mine.map
* base/maps/office.map
* base/maps/resort.map
* base/maps/solarplant/sp_main.map
* base/maps/village2/vil_sc_ne01.map