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Messages - Internecivus

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31
Coding / Re: lua design thoughts
« on: September 16, 2014, 10:38:17 am »
And of course the translating of the .ufo files into lua.

Count me in.

32
Tactics / Re: "Hit the ground" option (Shift + fire)
« on: September 08, 2014, 02:47:11 pm »
And yes, rocket launcher is greatly inaccurate while in rookie's hands.

Heh, funny enough, I just have made almost impossible thing, my rookie killed 4 aliens with a single rocket hit.

33
Linux / Re: 2.5 release RPM packages for Fedora available
« on: August 31, 2014, 08:28:41 am »
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.

34
Bugs in stable version (2.5) / Re: Load saved game very slow
« on: August 30, 2014, 01:17:51 am »

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??


Click your right mouse button on hire checkbox. It will delete them.

35
Tactics / Re: My worst map: small village (called "england" in skirmish)
« on: August 29, 2014, 01:30:16 pm »
Yep, I remember that map. Well, it's pure luck and rush map. Yes, few times I was able to save more than two civilians, but half of my squad was near to death, but I also did a lot of retries so I don't bother anymore to be successful civilian saver on that map.

36
Tactics / Re: Flashbang tactics
« on: August 29, 2014, 01:08:00 pm »
Btw, inspected team_aliens.ufo

For shevaar, bloodspider,  bloodspider_adv, hovernet, hovernet_adv we have "shock 0".

"Shock" is the damage type caused by flashbang. I'd expect that at least for robotic aliens flashbang won't work and thus to be equal 999, just like for UGVs.

37
Tactics / Re: Flashbang tactics
« on: August 27, 2014, 11:53:15 am »
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)

From UFOpedia:

Quote
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.

38
Bugs in stable version (2.5) / Re: Stunning and killing stunned aliens
« on: August 26, 2014, 06:30:33 pm »
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.

39
Feature Requests / Re: Few things I want to tell
« on: August 20, 2014, 11:03:25 am »
Experienced assault soldier with MG and EP bullets is very often an instakill. Anyway, my squad's soldiers and(or) weaponry always depends on the type of mission. I usually spend some time to carefully pick the right soldiers and the right equipment to ensure I won't have any losses. Of course, it's hard to do that at the beginning or when you don't have enough good soldiers.

40
Feature Requests / Re: Few things I want to tell
« on: August 20, 2014, 12:59:58 am »
I meant more firebirds so you can go to more missions with more teams... My english isn't perfect so sorry for this...

To have more firebirds you need to build more hangars.

Quote

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...

Once I gave soldier laser pistol and medikit. In few month it turned out that he had the best accuracy of all my soldiers (4 TUs per shot, almost no spread, although less kills). Later I gave him plasma blaster (which is also close combat) and turned him into deadly killing machine.

And AR is capable of killing any alien if you researched /spoiler alert/ technology. Of course, it won't be as deadly as particle beam rifle, but consider 30 bullets and 90 damage per bullet against 12 and 110 respectively. In the meantime, machine gun is better in damage but lose in accuracy and weight. Anyway, it is up to you what to choose, personally I prefer plasma blasters inside buildings.

41
Tactics / Re: Money trouble
« on: August 20, 2014, 12:09:24 am »
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.

I usually took one or two rookies with my trained squad and allow them to make coup de grâce. Of course, I don't have 10 superman soldiers, but instead I have 30 excellent ones and some others with worse levels.

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.


I tried to play on hard difficulty and it's really hard to win without losses on battlescape, because g_difficulty is now affect the battlescape (in dev version).

42
Tactics / Re: "Hit the ground" option (Shift + fire)
« on: August 19, 2014, 11:55:53 pm »
I usually use SHIFT + fire to slightly enlarge grenade launcher firing distance, especially when it is one or two cells less than required to direct hit.
And yes, rocket launcher is greatly inaccurate while in rookie's hands.

43
Linux / Re: 2.5 release RPM packages for Fedora available
« on: August 19, 2014, 08:46:16 pm »
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?

Repository has these maps, but due to some reasons (incorrect md5sum, for example) they can be downloaded only manually or built locally via ufo2map $PATH_TO_MAP_FILE.

Quote
* 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

44
Bugs in stable version (2.5) / Re: Stunning and killing stunned aliens
« on: August 17, 2014, 06:59:30 pm »
Not sure if it helps, but have you tried to aim to ground (with pressing SHIFT)?

45
Coding / Re: lua design thoughts
« on: August 16, 2014, 03:46:51 pm »
Looks promising.
Hope we'd have automatic convertor from old-style to new style :)

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