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Topics - Voller

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Updated to 30285. The buy/sell and production menus only show a single tab now. UGV items in case of the former, disassembly in case of the latter.

All tab names e.g. in Employees, Buy/Sell, Produce menus are prefixed by a "-". Don't think that was there before. Maybe it has something to do with it.

Don't know if this is a bug or a (half implemented) feature: when I start the production of nano composite armor, I get a message that I don't have enough of the required materials to produce this item. However, after pressing "ok" the item ends up in the production line anyway, and I can regulate the amount I want to produce just like with any other item.

Bugs prior to release 2.4 / FIXED - [rev 30269] - misplaced text
« on: May 30, 2010, 11:00:40 pm »
Just updated to 30269 and since then a lot of text is misplaced. This happens in the main menu, geoscape, battlescape, buy/sell and production screens. Pretty much everywhere.

The text is placed way too far down, and a little too far to the right.

Artwork / UGV weaponry
« on: May 29, 2010, 10:35:00 am »
Alright let me ask again in this forum so that the right people might read it:

Do we have any models for the Tri-laser module, grenade launcher or  Particle beams. If not, is anybody working on these already, or can I take a shot?

Feature Requests / Show current craft for soldiers
« on: May 26, 2010, 11:26:10 pm »

It would be nice if I could see from the Hospital overview which of my injured soldiers are currently assigned to a craft. A little symbol next to the "vital signs" symbol could do the trick nicely. That way you wouldn't end up taking your barely alive soldiers into the next battle (which is exactly what I keep doing ;) ).
I attached some symbols as I could imagine them.

On the employees screen it could also be nice to see who is assigned to which craft; but I'm not really missing it there, so in this case it's more of a nice-to-have than a need-to-have.



Artwork / Concept - Frogman
« on: September 09, 2009, 11:54:12 pm »
I suck as a concept artist, but you get the idea. Basically, if I had this 2m tall mixture between a frog, salamander and gecko standing in front of me - possibly in different colours, and possibly much more well-drawn - I would shit my pants.


Feature Requests / soldiers getting stuck on / between furniture
« on: May 27, 2007, 04:53:53 pm »
I've encountered this bug a few times now. When inside a building it sometimes happens that a soldier gets stuck on top of a sofa or between several bits of furniture. By "getting stuck" I mean that the cursor box is blue afterwards, so you can't walk anywhere anymore. I would attach a screen shot, but I don't know where UFO:AI saved it to.

Feature Requests / Unit height and shooting habits
« on: May 24, 2007, 08:07:30 pm »
Right now soldiers seem to shoot from the hip, rather than using the sights. I'm not so much worried about the correctness of the technique, but more about the consequences:

Consider two soldiers on adjacent squares: one is crouching in front of the other one, who is standing. It should be possible to shoot over the crouching soldier without killing him. Likewise it should be possible to shoot over small walls, like the one in the spedition map. I find it unreasonable to be able to see over that wall (by about a head size), without being able to shoot.

I guess implementing this would mean that the animations need to be changed as well as the code. Personally, I'm not very fussed about the animations, but would rather see the functionality of this concept.

Any thoughts?

Feature Requests / Equipment list shifted down when names too long
« on: May 23, 2007, 11:11:30 pm »
I discovered this in the German version when buying/selling secondary equipment. The name of the Schweres Maschinenpistolenmagazin is too long to fit on the screen, so half of it is shifted down one line, shifting all the other names down too.

Feature Requests / Grenades falling out of the map
« on: May 18, 2007, 02:03:24 am »

I had this bug on the map estate. Basically, if a map doesn't have a border, then you can throw grenades off the edge.

Feature Requests / Gun properties determined by ammunition
« on: April 14, 2007, 09:15:23 pm »
Sorry if this has been discussed already. I just thought that determining accuracy, range and damage by the type of ammunition you use might make sense in some cases, but for laser weapons it doesn't make any sense at all. All laser weapons seem to use the same ammunition and therefore they all have the same properties. This means that I do the same amount of damage with a laser pistol as with a heavy laser, but the heavy laser runs out of ammo much faster (only 6 shots I think) than the pistol does.

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