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Messages - Rodmar

Pages: 1 ... 14 15 [16]
226
Bugs in older version (2.4) / Re: [MAP] Small bugs
« on: October 04, 2012, 09:18:11 pm »
Thanks !
I was quite short on stun grenades after that.

The other map should be :
"An office complex in the outskirt of a town" (L3146) (only four maps in poedit which title has "office").
there is a building with a brand name in big letters : Mc-Kinnsi
That's a "long" time ago, but I recall now, that the biggest  building's first floor was a car park, linked to the Mc-Kinsi's own basement through underground corridors and a boiler room.

227
Bugs in older version (2.4) / Re: Coilgun animations
« on: October 04, 2012, 08:54:08 pm »
Yes, I am ! Sorry. So the coilgun is the english name for the advanced EM gun, I guess.

By the way, the mini shotgun had a similar problem similar (more on it when I play again), but  it is fixed for 6 months too, isn't it ?

228
Bugs in older version (2.4) / Re: [MAP] Small bugs
« on: October 04, 2012, 08:46:28 pm »
Here your are (for the grocery only, sadly) !

Next time, I will take more screenshots.

229
I confirm the second one, it happened to me yesterday.
The"cubic" site icon doesn't show at first, when you reload, only the interceptor above it. Then you resume time flow, it shows.

230
Design / How can UFO small craft land and take off ?
« on: October 04, 2012, 06:17:39 pm »
UFOpaedia states that they have no landing gears, and that they are not VTOL enable...
IMHO, it only lacks a third light craft to make things coherent, yet balanced.


Scout : unarmed, crew of 3, can't land, only crash sites (or forced landing). 770 km/h.

Heavy scout : armed, crew of 5, can land, designed to operate ground missions : early Landed UFO, Terror and Base Attack missions.
880 km/h, One PB Weapon but light armor and less combat skills. Deadly enough when engaged one on one by any classic Terran craft.
(i.e. the same as the current fighter).

Fighter : armed, crew of 3, can't land, only crash sites (or forced landing). 880 km/h. Same design as the heavy scout, still only one PBW, but more room for added armor and tactical computing (including a CME unit, always damaged when it crashes). Deadly to any all-terran tech wing of early fighters (before laser & up is searched).

This way, there is no added model to bother with.




I know, that looks like other X-COM clones...

231
Bugs in older version (2.4) / [MAP] Small bugs
« on: October 04, 2012, 03:51:25 pm »
"Offices Complex" : Mc Kinnsi building

1/ inner door at first (ground level) floor can be opened and closed, but not walked through.
2/ rooftop's sheltered exit : not possible to climb past the last stair, and thus to reach rooftop as scheduled.

"Rivertown" :
It is obvious that the map is not polished yet, nevertheless :

1/ left-most red-roof building with kitchen : (some) ground level windows may be walked through (crouching).
2/ largest grocery : there is a box on the ground near the cash register. When an alien stand on it, his head emerge from the ground above ! He is seen and can see. There seems to be some space between the two lower levels, as we can see at the other river's bank from within the groceries.

232
Bugs in older version (2.4) / Coilgun animations
« on: October 04, 2012, 03:34:39 pm »
Are they correct ?

What I see in v2.4 :

- Instant shot : 1 shot for X damages (non checked). TUs real cost is according to UFOpaedia.
The animation shows a small white "smoky" circle traveling along with the load. May be it is a shock wave ?

- Auto mode (three shots) : 3 simultaneous widespread shots (trident pattern) for 3*X damages (non checked). TUs real cost is ok.
The animation shows one traveling circle along the aiming line, and two, Y degrees each sides.

- Aimed shot : 2 to 3 (?) consecutive shots along the aiming line for X damages (non checked). TUs real cost is still ok.
The animation shows three chained circles.

My point is :

Either "aiming" means just "taking time" to have a precise single shot, just as with the sniper rifle, and animation for aimed shot should be the same as for the instant shot, or

"aiming" means "applying punishment a longer time", as it could be, say for the continuous fire a LASER weapon's (although not implemented for LASERs in-game), and damage should be greater than the instant shot's.

What do you think ?

(I suspect this not being a bug, rather a design flaw).

233
Bugs in older version (2.4) / Re: Aliens can't open doors
« on: October 04, 2012, 03:01:13 pm »
Worst, albeit related, when you close a door and hide behind, aliens seem to abandon all "prosecutions", repositioning themselves, switching goals, etc. You just disappeared from the map.

For example, during a base defense, open the workshop's door and firefight to divert invaders. Close the door and the invaders go back to the entrance (or above soldiers). Open...

234
Please, add a "Sell" button next to the "Destroy" (alien ship) button.
You are given the opportunity to sell a derelict at the mission's end, and Nations wouldn't be interested thereafter anymore ?

When you are scheduling to retrieve a bigger ship soon, and your UFOyards are full, selling an UFO would make sense.

235
Feature Requests / I miss the unload weapon feature
« on: October 04, 2012, 02:43:20 pm »
... in UFO : Defense.

Not to cheat with the ammunition number before mission ends....

It is when you try to capture aliens alive. In UFO : Defense, if I recall well, when aliens woke up, they didn't take their weapons on the ground.
In UFO : AI, they do (at least light weapons ?). It is fine for me, but in stead of having to go to them , take their weapons, move one square and drop them, I would better have their weapon unloaded on the spot. I am a lazy guy.

236
Feature Requests / Modified building dependancy tree : early radar base.
« on: October 04, 2012, 02:06:04 pm »
Currently, the minimal radar base is :

Entrance, Power Plant, Command Center, Radar.
(operators are said living in these buildings).

Practically, for base defense reasons, there are "space-holders" like Quarters and Storage.

Whereas the unmanned radar tower costs 10 Kc...

What if, a early radar facility could be achieved with no operators at all, and presumably not all its surface antennas sites.

This minimal radar base would be :

Entrance, Power Plant, Radar.
Ranges : same as the unmanned tower, a fighter, or slightly greater.

Early Radar would depend on Power Plant, not on a fully manned Command Center. Advanced Radar would depend on Command Center.

237
Feature Requests / Re: Cancelling base construction
« on: October 04, 2012, 02:12:19 am »
Or simply add a "Cancel" button on the building screen, bottom right. As far as you don't leave that screen, you could play and try with buildings (not unlike the Transfer screen).?

238
Translating / Re: translation in french
« on: October 04, 2012, 01:56:37 am »
Playing for weeks now, I am starting to translate the po file.
However, I don't want to spoil my game (I already read that new species of the Cent... Aaargh!!).

I want to say that the translation is overall well done, distilling the proper thrill. Those NPCs are great.
However, I have some problems with the already translated text. I listed my disagrees into three categories, two of which are largely debatable.

T_ypo and grammatical minor errors. (e.g. "lance-flamme" instead of "lance-flammes", for "flame thrower")

E_nhanced translation, when the work done, however clearly in french language, doesn't stick to proper military or scientific jargon, or is a bit out-of-context, or as many variants. (e.g. both "techniciens" and "ingénieurs" for "workers", "entrepôt" for "storage" in a military base)

A_lternate possible translations, 100% arguable as when it comes to translate words like "race", "alien", "damage", etc.

Then, I came to the poedit procedure and started to not only translate the remaining english bits, but to correct the french text also...

Before I am going any farther, I would like to join some discussion about the french translation. I am nobody to decide what is best on that matter, but I can give some time to this free project.

239
Bugs in older version (2.4) / Re: Slow battle between ships problem
« on: October 04, 2012, 12:10:00 am »
I will try this ? patch ?

In my case (v2.4), it is not only a FPS reduction, it is like a server lag. Some ships sometimes hang and then move, all of a sudden. I lost one interceptor, because, although being ordered to fight, and having air superiority, he seemed to do even less than the UFO.

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