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Messages - tembero

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31
Bugs in stable version (2.5) / Re: geoscape time control unresponsive
« on: January 11, 2013, 04:35:14 pm »
+ not hardware issue

32
Bugs in stable version (2.5) / Re: geoscape time control unresponsive
« on: January 11, 2013, 04:33:48 pm »
Had this issue though it seems to have subsided presently for reasons unknown. I had waits of 1 minute before time commenced on the geoscape and models would move.

33
Discussion / Re: Again on reaction fire
« on: January 09, 2013, 03:07:37 pm »
Any way of added a 1 tile movement mechanic to the reaction fire, I.e. After you take your reaction shot your soldier moves to a previous designated square. I notice that on the aliens turn a marker appears if you try to move your soldiers showing the path they would take perhaps when selecting reaction fire giving the option to click a point on the map to retreat to would be like leaning around the corner. at least giving the reaction shot a chance to seem like you have "stunned the alien for 2 T.U's?

34
Feature Requests / Re: Mission Feature Request
« on: November 17, 2012, 05:36:13 pm »
lol + I believe the aliens already have a contract with FeDex, so no dice unless you want the contents rotting in the back of a cart with a shire horse.

35
Feature Requests / Re: Mission Feature Request
« on: November 17, 2012, 05:33:36 pm »
I think it could apply maybe for the sam sites and ufo yard also, maybe moreso. Monthly Supplying Missiles or having the scientists visiting the UFO yard or engineers maintaining the Radar. This makes the would give mission objective screen before a battle much greater scope if for example you must retrieve a box of SAM missiles else you have to reinstall a new sam launcher in the SAM site.

36
Feature Requests / Mission Feature Request
« on: November 15, 2012, 06:42:28 pm »
Stock Transfer Mission Request - Possibly some kind of rescue mission for transfers between bases. On Geoscape Transfer can be shown with convoy icon preceding between bases as interceptor or dropship would traverse the globe, unselectable to alter course but similar to dropship attack, convoy may be attacked. Also this perhaps promotes a escort option for interceptors.

37
Design / Re: Things to learn from Xenonauts?
« on: June 17, 2012, 07:21:37 pm »
I don't have a great deal of trouble, perhaps on the Superhuman mode the Aliens provide a challenge and I have to put an effort in to beat them. Generally however, I play on a normal mode, with lazy tactics 50% of the time, and no surprise my soldiers are all maimed and bedraggled come the end of the month. If I wait the month out most will heal and I will have some new ones, simples. I am not entirely sure why I would request conscripts to make up numbers, I had an issue building a base the other day and only had 2 or 3 soldiers on guard when the aliens found it. Again challenging, but actually a little irritating. If A base was supplied with some basic soldiers on guard when it was built I would have had a better chance, If the soldiers had poor stats I could've put a defeat to being out played and have enjoyed the battle. In the original XCOM - UFO you had infinite soldiers but it didn't deter from looking after your good ones, However alien numbers were greater on the maps also.

38
Design / Re: Things to learn from Xenonauts?
« on: June 05, 2012, 10:19:42 pm »
can the nations provide a handful of elite soldiers a month, depending on their happiness, stats average n competant as is presently, then in the shop you can just stock up on cannon fodder, unlimited. These stats would be pathetic! Lol. This would preserve the need to look after your good soldiers for a dream team, maybe even with a mighty duck!

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