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Messages - kurja

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346
Discussion / order an interceptor to use specific weapons?
« on: May 25, 2012, 08:23:21 pm »
Question is the topic line - is it possible?

This would be useful when intercepting scouts, I'm playing on the hardest difficulty where funding is minimal so it sucks to use a couple missiles to take out a puny ufo that could just as well have been gunned down with a shiva.

347
one of my stilettos is for some reason showing what looks like a shiva's firing radius ring, even though it's equipped with missiles. It fires the missiles, too, so it's not a case of having ran out of ammo. Savegame attached, the "faulty" stiletto is to be found in the american base.

348
I use smoke nades a lot and I don't think I've yet seen one looking like the one in the link you posted, so this is not an occasional thing on my end.

This wasn't the cause of my original post, apparently I reported two bugs at the price of one ;)

349
Feature Requests / Re: crash site with no survivors
« on: May 25, 2012, 08:12:22 pm »
You do realise that with the speeds they're coming in at, they probably shouldn't even exist regardless of the surface they're landing on, right?

I wasn't talking about them landing anywhere, land or water. Humour was intended.

350
No check the link. It looks terrible. Looks like a blending bug.

btw I'm playing on linux, if that makes a difference


351
User modifications / Re: Can not add new model of weapon
« on: May 25, 2012, 06:25:07 pm »
if armed civilians/army forces at some point get added to the game, gun models like this would be good for them?

352
Now whats wrong with the smoke particle effect? Iam pretty sure i fixed that bug before 2.4 release. Someone reverted it?

It's not supposed to look like that?  :o

353
Bugs in older version (2.4) / Re: Missing items in storage
« on: May 25, 2012, 06:18:50 pm »
I think I've found a bug in the transfer page that may explain missing inventory items.  If you start a transfer and then go to another base using the next base/previous base buttons at the top of the page, the existing cargo to be transferred is lost.  I am working on a modification to this page so I'll investigate and try to fix this issue since I'm not 100% it's something that I introduced or if it was a problem before I started.

If someone could verify this for me, it would help.  Please do the following:

1. Enter a base and go to the transfer page.
2. Add a few items to the cargo list.  Remember how many of each item you have in storage.
3. Click on the "Next Base" icon at the top of the screen (the little blue arrow head pointing to the right).
4. Click on the "Previous Base" icon at the top of the screen (the little blue arrow head pointing to the left).
5. Check your inventory. 

Did the items disappear?

Yes! Item did disappear.

But I don't think this would explain the above-described bug, as in that case there was no transfer - just a completed ufo disassembly, after which items in storage disappeared.

354
-toss a smoke nade between a soldier and an alien
-end turn, you lose sight to the alien as it's behind smoke
-your next turn begins and smoke disperses, alien is still not visible but it should
-until your soldier moves (or even just turns), then he will suddenly see the alien right in front of him

see screenshots:
in 1st, it's player turn, smoke deployed
in 2nd, it's alien turn and aliens can not be seen as they're behind the smoke (except for the spider that moved through the smoke)
in 3rd it's player turn and soldier has moved 1 square, aliens in front of him become visible

355
Discussion / Re: How much Reaction Fire?
« on: May 25, 2012, 12:15:56 pm »
In 2.4 reaction fire is calculated on a simple basis. If soldier A has enough TUs and reaction fire is set to ON, he will fire at an enemy he sees when that enemy has spent the same number of TUs, within view of the soldier, as the soldier's reaction firemode costs.

let's clarify something... if an alien spends 8 tu's to walk right in front of your soldier who has a 9tu reaction fire mode set, there will be no reaction fire because 8<9. Then if the alien sits on it's hands for the remaining 20 tu's that it had but didn't use, your guy won't take the reaction shot because the alien in front of him wasn't doing anything?

356
Feature Requests / Re: crash site with no survivors
« on: May 25, 2012, 12:11:05 pm »
There is a chance: shot them down above water. ;)

-geever

Oh - there is no liquid water at the alien homeworlds, so their craft is not designed to withstand humidity - so hull damage above water will cause disintegration of the entire vessel!

It all makes sense now =D

357
Design / Re: On...a bunch of stuff
« on: May 25, 2012, 12:03:34 pm »

ARMOR:
X-com had front, rear and side armor (and below). Armor could potentially block a shot COMPLETELY. 0 damage.
A lucky shot could have also punched trough.

Just fixed percentage damage reduction doesn't feel right. Armor SHOULD compeltely stop at least some shots.

in my opinion it's not really "wrong" to always get some damage, think of current real-world armour versus rifle fire - rather unlikely to catch a rifle shot in your vest or helmet and not be at all affected, it's perhaps more like a motorcyclist's crash padding - it won't make you invulnerable but rather reduces the severity of your injuries which is shown as hit point reduction in the game.

Which bring into another interesting idea - critical hits. Normally that would be wounds, no? But I'm talkign about a change to punch trough armor/hot a weak spot...or halve the damage resistance of the armor for that shot.

This would be realistic, and a good gameplay element - have a lucky shot pass the armour every now and then. In my opinion every shot should be potentially fatal, which definitely is not the case.

Soldier stats.
Stamina? Endurance? Why don't we have those? Some weapon might be real handy with that in mind (a point blank shot with a shotgun may not breach your amor, but it will knock the air out of your lungs)

Yes! How knocking someone unconscious works at the moment? I've never seen an actor fall unconscious, unless shot at with a stun weapon. Wounded actors should have a probability to fall unconscious.

Weapon skills. They need to be re-vamped. Especially the heavy weapons. I'll add more on that later.

+

358
Feature Requests / Re: crash site with no survivors
« on: May 24, 2012, 08:59:02 pm »
so you didn't get to use your first opportunity to research heavy plasma.

heavy plasma was coded to always first appear on scout crash missions?

359
Feature Requests / Re: crash site with no survivors
« on: May 24, 2012, 08:08:40 pm »
oops i just smacked it with an avalanch because thats all i load

as a matter of fact I often double-avalanch'ed them just so I wouldn't need to mop up it's miserable wreck ;)

360
Feature Requests / Re: crash site with no survivors
« on: May 24, 2012, 06:02:01 pm »
Even the smallest UFO is strong enough to keep at least one alien alive. :P

But seriously it's not like Small Scout of XCOM1....

-geever

heh, true enough. those small scouts were really funny, very sputnik-like :D

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