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Messages - Falco

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i agree, selecting on the fly whether to wait some more to take a better shot or which solider should fire first is a good idea. oftentimes the enemy comes around a corner and someone takes the shot who has a really bad angle wasting his ammo and reaction fire just to shoot at an obstacle. another unit takes the shot, kills the enemy and the first unit could have saved him from the second guy coming around the corner.
i think it's reasonable that if you take more time to place a proper shot, that you actually do a proper shot. aiming takes time, and waiting until you have a better aim CAN make a difference between wasting your ammo or killing an enemy.
so i think this is a nice idea to select who fires what, when.

Feature Requests / Re: Saving during missions.
« on: April 03, 2014, 07:01:56 pm »
well, if you fucked up you can just click the retry mission button and spend all day to not loose anyone. or you can quicksave before the mission starts and auto-resolve. and if you didn't like it, load and auto-resolve again and again.. and again...
well i managed to not loose anyone by some random alien coming around a corner 50 miles away and taking 200 shots at me with their seemingly endless amount of TUs. just took me some time. so whether or not you add saves, there is a save, it's just not convenient.
that VM save state thing is a nice idea though. would take definitely less time than play mansion_huge 30 times over

Feature Requests / Re: Ironman mode
« on: April 03, 2014, 06:52:30 pm »
what's your problem?
just ... don't load old saves? you don't need to be forced to 'play fair' as it is described in those articles to simply not load a game again.
also why call this ironman? there is tons of better names that describes it better. first i though that would be some kind of: only-have-one-solider-mode.

currently producing standard items is pointless. they are there on the market in abundant numbers (which could be randomized). spending time to produce those things is really pointless at the moment, because the production price is the very same as the market price AND you have to wait for the item to be produced. while the second one is rather realistic, the first one is not. finished goods are more expensive because people who produced them spend their time to form resources into those finished products. i think the same principle should be applied to ufo:ai.
producing items make take time, but would be cheaper to produce than buying on the market (also cheaper if you calculate worker costs into this)
i understand that workshops are there to produce items you can not buy, but it would make sense to produce stuff cheaper than buying it.

also i would like auto purchase or production for usable items like magazines or grenades. either you buy the stuff after every mission to keep the stock up, or you buy huge amounts (and occupy lots of storage space) and forget about it until you run out hand have to reequip soliders.

while we're at reequipping soliders, i like a copy-paste option. i tend to give my soliders a standard loadout, or have different 'classes' of soliders have the exact same stuff. so when i get like a new weapon for assault purposes, i have to reequip every single assault solider with that weapon. i would like to equip one, hit a save, or copy button and just hit load or past on all soliders and they get equipped with the same stuff.

Bugs in stable version (2.5) / Re: Solider renaming in employes bug.
« on: April 01, 2014, 07:38:42 pm »
would you be so kind to do that?
i don't really want to register somewhere to report one or two bugs :-/

Bugs in stable version (2.5) / geoscape green with black marks
« on: March 31, 2014, 05:37:19 pm »
current version 2.5 (IA-32 Mar. 9 2014), win 32 bit on windows 7
win 7 ultimate 64bit sp1
cpu: amd athlon 7750 dual core (2.70 ghz)
gpu: ati radeon hd 5570
ram: 4 gb, ddr2
"minor" bug (7)


enableing the xvi view shortly after starting up a game and loading a campaign file or loading a campaign file after start up with xvi view already enabled shows the green mess as shown in the screenshot

steps to reproduce:

restart the game and load a game and enable the xvi view, or load a saved game with xvi view enabled

click the xvi button in geoscape it changes between normal and this green stuff.
after some time you can reactivate it (and see nothing changing, btw). since you can't see anything anyway you could just simply leave it off i guess.

edit: changed description, nailed problem down some more

Discussion / Re: Registration and Saveupload
« on: March 31, 2014, 12:50:17 am »
nevermind, it seems that the forum's account information seems to be what is needed.
sorry for posting garbage. still it should be explained more obvious somewhere

Bugs in stable version (2.5) / Re: Exit Battle Early
« on: March 31, 2014, 12:23:18 am »
i had the same issue once. didn't play very long though. the game just randomly kicked me back to the globe as if the mission never happened.

current version 2.5 (IA-32 Mar. 9 2014), win 32 bit on windows 7
win 7 ultimate 64bit sp1
cpu: amd athlon 7750 dual core (2.70 ghz)
gpu: ati radeon hd 5570
ram: 4 gb, ddr2
minor bug (6)
when scrolling rapidly on the arrows in the transfer window to select or deselect multiple objects of one kind the framerate drops from ~45 to 2.5.
this causes the number of items to transfer to increase or decrease to be really and annoyingly time consuming.

steps to reproduce:
1. have two bases with a storage facility
2. have a pile of items, for example alien materials
3. try to transfer a lot at once by scrolling on the arrows on the transferal screen
4. be annoyed that it takes several (felt and subjective) hours to transfer more than a hundred items of a kind

bring some time and save after you send the transport...

i suspect that it is the constant (re-)calculation of storage space those items take up and  if those items can be stored in the other base, though such simple math shouldn't force my pc down to it's knees.
i recommend an option to increase by 10 and/or direct user input via keyboard to transfer large amounts as it is sometimes necessary, for example for alien materials or antimatter. sometimes even ammunition.

Bugs in stable version (2.5) / Solider renaming in employes bug.
« on: March 31, 2014, 12:10:32 am »
current version 2.5 (IA-32 Mar. 9 2014), win 32 bit on windows 7
minor bug (6)
Solider renaming in "employes" results in the soliders from the dropship only apearing in the solider list on the left

steps to reproduce:
1. assign fewer than all soliders to the drop ship
2. go to employes from the base menu
3. select equip soliders
4. rename a solider
5. observe all soliders not assigned to the dropship to be erased from the list

go back to the employer screen and select equip soliders again

Discussion / Registration and Saveupload
« on: March 30, 2014, 11:58:50 pm »
hey there, there was nowhere really to put this, so i guess general discussion is right. i found this new feature for uploading saves, nowhere is really documented how this works, it asks for a login and password for some kind of account, so i figured i need one on the main page ( i thought i might be able to play my games anywhere. even if i don't bring my computer along or just have some sessions on my laptop without some tedious usb stick runarounds.
so when i went to i found this nice login button in the top right corner of my browser window. but that's it. i can't register. when i checked special pages there was a category "log in / register", though only log in was listed there, on that page i couldn't register either, even after entering none or invalid credentials. i could register in the forums though, thought that would work, but it seems a different account management system or something like that. this account doesn't work for that.
so long story short: where do i register to use the feature to upload the saves, teams, etc?
also: would be nice if the devs could put some kind of custom field for user specific ftp server and directory there, maybe with some kind of memory function to select different ones from a list. of course this would be pretty low priority.

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