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Messages - beng

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31
Bugs in stable version (2.5) / Re: bug @ alien transfer - latest 2.5
« on: January 24, 2015, 11:49:27 am »
I can't seem to log in there. Here is a saved game and some screen shots:

At Base EU there are 74 dead taman and 5 alive, 45 dead shevaar and 4 alive, 11 dead ortnok and 1 alive.

If you try to transfer aliens from another base, like base South America, to base EU, it shows that at the destination base, base EU, there are 5 dead taman and 74 alive, 4 dead shevaar and 45 alive, and 11 alive ortnok and no dead ortnok listed.

It affects all bases, the above is just one example. You can see that base EU transfer screen also reports the wrong numbers for base South America.


32
Bugs in stable version (2.5) / No advanced radar in 2.5?
« on: January 24, 2015, 11:40:02 am »
I have finished 3 games in 2.5 and never once saw an option to research advanced radar. Was it taken out on purpose?

33
Discussion / Re: Cameras in parking garage
« on: January 24, 2015, 11:37:23 am »
Subway stations should also have CCTV because of terrorism scares. Also super markets.

34
Since it disappears when it lands, it should be treated as lost track. Ground-based aircraft detecting radar cannot track aircraft below a certain altitude. When it takes off again it should be treated as re-detecting it on radar.

Also, it is really difficult to detect the alien base using aircraft. I tried sending an aircraft to follow a supply ship until it landed then i tried to make it park above where it disappeared but it is hard to get the exact spot.  I only managed to do it after 2 or 3 times following supply ships.  It would be useful if aircraft had a follow UFO mode like in XCOM as it is a real pain to manually follow a supply ship by clicking to set waypoints.

35
In 2.5 when a landed supply ship takes off from an alien base there is no notification event. No mission button appears in the top left of the geoscape screen, there is no message, and the game does not pause. The only thing that alerts me to the fact that a UFO has been detected is that all my SAM site and laser turret red range circles appear and I have to manually pause the game and search the globe to find the supply ship in order to launch an interceptor after it. This happens every time (it is reproducible).

36
You know how in UFO Enemy Unknown / XCOM you would have some really good soldiers with high stats then in late game when the aliens start using Psi attacks you find that they have a weakness to psionic attacks and you have to hire new soldiers?

There could be something similar in UFOAI and it could be related to gender differences. Due to the effects of testosterone, men tend to have higher muscle mass than women, so they are stronger and faster:

Quote
â–  Women are shorter, have less muscle mass and weigh less than men, placing them at a distinct disadvantage when performing tasks requiring a high level of muscular strength and aerobic capacity, like ground combat. Female dynamic upper torso muscular strength is approximately 50-60 percent that of males. (CF 2.1.1, 2.1.2)

â–  Female aerobic capacity is approximately 70-75 percent that of males. In terms of military significance, at the same marching velocity and carrying the same load, the average woman works at a higher percentage of her aerobic capacity. This means that women cannot carry as much as far as fast as men, and they are more susceptible to fatigue. (CF 2.1.3)
- WOMEN IN LAND COMBAT: Selected Findings - 1992 Presidential Commission

So the starting stats of male and female recruits should be different. The men should start off with higher strength and speed, more TU. The women should have less. This will lead players to have sexist hiring practices and favour hiring men over women soldiers in the early game.

However, because the player deploys mainly men, the aliens capture some Phalanx solders who are all men some time in mid game and after performing horrific experiments on them, like what Phalanx does to captured aliens, discover a male weakness that they think affects all humans because their sample has only men. They then develop a weapon that targets this male weakness. When they deploy it, men who were once strong soldiers suddenly become weak and helpless on the battlefield and have to be rescued by women, who are not affected.  The player must then turn to hiring more women since they do not have the male vulnerability. Men become the weaker sex and women become the stronger sex in mid game.

37
The point of having a weapon hardpoint on a dropship is so that it can shoot down a UFO and then land to mop up. Otherwise might as well not have a weapon on it and be like the skyranger in XCOM.

39
I am talking about 2.5. To see the rank and kills info you have to click the health stats button which is a pain. It could be just put together with their name in the battlescape screen.

40
Currently drop ships containing soldiers will return to base after shooting down a UFO instead of going on to land near it for a recovery mission. They have to be manually retargeted on the crashed UFO.  Instead of this, if they contain armed soldiers they should by default fly on to the crashed UFO after shooting it down and land for a recovery mission.

41
It would be useful to have soldier rank and kills in the battlescape screen so that you can more easily decide which soldier should take a shot, to give more experience to the inexperienced ones. I know you can see this in the health and stats window but it is a pain to click it for each soldier just to find out which ones need more experience. Perhaps the rank and kills number could be added to their name in the top left of the battlescape screen, there seems to be enough space for them there.

On another note the small pic of the soldier face in the top left of the battlescape screen is not really useful and could be removed. Once they start wearing nanocomposite armor their faces all look the same anyway. The only thing that face might be good for is if it shows if they are injured, like injured soldiers could have a really pained expression on their face or have a bloody nose or black eye, like the face in Castle Wolfenstein 3D or Doom II, but then this would have to show their face without armor covering it.

42
Bugs in stable version (2.5) / Re: bug @ alien transfer - latest 2.5
« on: January 18, 2015, 07:09:05 am »
I found the same bug in 2.5: In Base EU I have 38 corpses of shevaar and 1 alive shevaar (This is confirmed from clicking on the alien containment building and checking the numbers, and also in the From column if i try to transfer aliens from base EU to another base).

When I got to Base Australia and want to transfer aliens to Base EU, in the To: column of the transfer screen it shows that at destination base, Base EU, there are 38 alive shevaar and 1 corpse of shevaar.  Thus the alive and dead stats are mixed up in the To: column of the transfer screen.

The same mixup of alive and corpse numbers occurs with Taman, but with Ortnok something else happens: At Base EU I have 8 corpse and 3 alive. When I want to transfer from Australia to Base EU, it shows that at the destination base I have 3 corpse of Ortnok and does not list any alive ones, thus it takes the Alive number as the corpse number and ignores the corpse number for Ortnok.

43
Bugs in stable version (2.5) / Re: geoscape green with black marks
« on: January 18, 2015, 06:25:32 am »
When you get the green globe bug and the xvi button is not there, the only way to get rid of it is to start a new campaign so you can see the normal globe view with the land and sea visible, then reload the bugged savegame. The globe will then be clear again and no longer green. Personally i don't see the point of the XVI map, it is not useful at all.

44
Feature Requests / Re: I miss the unload weapon feature
« on: January 17, 2015, 08:04:49 am »
It would be good to have an unload feature for weapons with more than one ammo type, like the grenade launcher, so you can switch from HIT or incendiary to flechette ammo and back without losing unused ammo.

45
Feature Requests / Re: Drones / UCAVs
« on: January 17, 2015, 06:42:51 am »
Present day recon drones launched by hand:
Nano UAV - Black Hornet- PD-100 PRS
http://www.youtube.com/watch?v=4o7mRg74qcY

Amazing U.S. Surveillance Drones The Size Of Insects
http://www.youtube.com/watch?v=8cJv4O2zEOw

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