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Messages - tembero

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16
Bugs in stable version (2.5) / Re: UFO Yard/Scientists Mystery
« on: January 21, 2013, 06:34:12 pm »
It appears that a repeat of the event has not concluded identically on a similar situation, this time I was researching UFO Theory as opposed to a particular craft and my scientists were returned to base with a grammatically incorrect message pertaining to the subject. 'Prerequisites met not, research halted', (I had a look for the text output .cpp to patch grammar but could not find it someone passing may spot it).

I had already submitted this as a bug ticket, but it is appearing further to be a 1-off bug.

17
Bugs in stable version (2.5) / Re: Exciting New Bug
« on: January 21, 2013, 12:54:32 am »
+ is it possible to rename a threads title (to something more topically specific) once your amusement at a notion has subsided?

18
Bugs in stable version (2.5) / Re: Exciting New Bug
« on: January 21, 2013, 12:42:28 am »
Maybe so, but my Phalanx staff should be sturdier and remove their personal effects from the living quarters and return them to their families, RIP to their 32-bit 3d models graphical souls 'n all.

19
Bugs in stable version (2.5) / UFO Yard/Scientists Mystery
« on: January 20, 2013, 05:10:33 pm »
Phalanx in-house Super detective Tembero has found a security flaw within the Phalanx R&D Network. Upon loss of a UFO Yard on Geoscape to enemy Harvester 10 Scientists have gone Missing presumed Ortnok Dinner, these scientists were known to be researching UFO Theory at the time and have vanished with the materials/UFO fighter craft they were assigned to. This is code red boys, we need those scientists returned.

20
Feature Requests / Re: Base Improvements
« on: January 19, 2013, 03:33:08 pm »
    I have modded the base Management .pk3 file to set the base as I want from initial startup, I had played the original base defence battle many times and was interested in having a different setup, mostly to allow variety but also to allow some of the advantages of the different buildings to be recognized in the mostly frequently attacked base.

    I would be keen on a price multiplier on the structure costs depending on ground status. E.G. blue rock 1/2 price building, red rocks 1x price buildings, green rocks 2x price buildings, brown rocks 3x price buildings. Of course, to make this more logical the different areas of the world would have to have various setup costs according to location, e.g urban base very expensive and hard rocks, mountain base very cheap but hard rocks, silt base on flood plan - very expensive but no rocks. A hovering tooltip on the geoscape would give you a heads up of what to expect.

   These variables may also be of advantage to further projects also. Terror from the deep....

21
Discussion / Re: New encumbrance/TU system
« on: January 18, 2013, 12:43:33 pm »
My main base is in the middle east, I have 6 other bases in europe, africa, Mid afro-Europe, siberia, Russia and Madagascar, this covers all bar  the americas with radar, and I have 20 SAM sites  dotted in between, no Interceptors and I get about 3 missions a day, money is about 3,000,000 with nowt to spend it on and all but americas is exuburant, there's probably 6 alien bases out there. Dodge ball with Attack craft!!

22
Discussion / Re: New encumbrance/TU system
« on: January 17, 2013, 07:28:28 pm »
I think the weights could range from 33-43 starting stats, this just allows enough generally for soldiers to carry a weapon and ammo, but if you want speed bonuses you need an ammo guy and your heavy weapons can't manage much more than a monoblade without armour.

23
Feature Requests / Re: Base Improvements
« on: January 17, 2013, 12:06:25 pm »
ooo, I think I have a space in my diary for alien attack and storage building next Friday.....

24
Feature Requests / Re: Base Improvements
« on: January 17, 2013, 01:45:43 am »
plus when a building is under construction, scaffolding on the base screen and scaffolding on the battle scape would be cool. I could design one but room would look more like the picasso room where soldiers brush up on their prestige and interlect, perhaps it could aid mind skill passing through, however, I may try.

25
Discussion / Re: Heavy Weapons
« on: January 14, 2013, 04:51:22 pm »
Does the specific weapons skills not define damage potential and the accuracy, well, the accuracy?!. In this case a Melee weapons skill would be of coincidence even if even attack is successful. The alternative would be a defence skill to set a variable offset against an incoming attack additional to the armour, but this would most likely only favour the aliens which already counter as an adequate foe.

 + in addition, the plasma blaster ball weapon is area effect so could be classed as explosive skill, general as it kills your own soldiers readily enough in Close Combat!! lol

26
Bugs in stable version (2.5) / Re: CTD on farm mission
« on: January 14, 2013, 02:11:06 pm »
p.s. This is on a nightly build from the 14th-ish December 2012.

27
Bugs in stable version (2.5) / CTD on farm mission
« on: January 14, 2013, 02:08:53 pm »
Dumped to desktop a couple of times of farm map, Had smoke screen and crashed dump has 50 or so lines in respect of not being able to spawn a smoke screen child particle. However this has only happened to me on XL maps after soldiers have all moved 210 or so TU's across map. Not sure if an observation on Speed Skill improvement mechanic is a valid one.

28
Discussion / Re: Heavy Weapons
« on: January 14, 2013, 01:28:47 am »
Melee Skill?? - It's the one this time, this idea is the winner!

29
Discussion / Re: Heavy Weapons
« on: January 14, 2013, 01:27:51 am »
There is a whole bar on the soldier stats screen screaming to have meaning! I thought I had the golden challis with the contriversial energy weapons suggestion but moments after I posted, it occured to me that they fall into near, medium and far spectrum of weapons analysis. 

30
Discussion / Heavy Weapons
« on: January 13, 2013, 01:07:31 pm »
Can the heavy weapons stat be changed to energy weapons skills as it is unused. flamer and machine gun are covered well in their presently respective skills sets?

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