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Topics - Another Guy

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Feature Requests / UFO Recovery
« on: June 09, 2009, 11:42:13 pm »
UFO recovery seems kiinda weird. U click some base, then eventually (usually 2 days later) UFO appear on the base. Ihave some questions and 3 suggestions.


a) UFO is sended to target base imediattely or after dropship reaches home base?

b) Base distance from crashsite matters for UFO recovery time?

c) Base distance from dropship home base matters for UFO recovery time?


1) On the screen after u won the battle where u can choose which base u want ur UFO to be recovered to there should be and estimated time of arrival for each base, so u can choose the fastest recovery if u like.

2) There should be an text message on geoscape telling u recovered UFO reached his destination. should also pause the game.

3) Game mechanics such as the questions I asked on this post (and others) should be added to wiki for quick reference.

Bugs prior to release 2.3 / 3 bugs on R24629
« on: June 09, 2009, 11:32:56 pm »
1) IF u unequip weapons/itens/armour from a aircraft with no space left on storage, it does unequip and the weapon/itens/armour simply disappears. I believe game should either:

a) do not allow it to be unequipped

b) ask if u want to unequip anyway and destroy the items.

2) If you tranfer an UFO from base X to base Y, then capture an UFO of the same type on battlefield before cargo arrives, game lets u revover UFO to base Y anyway (shouldn't). If u do so, recover does not happen in fact. Base Y will end up with only one UFO and the other will disappear.

3) If u recover and UFO from battlefield then save and exit game before UFO reaches target base, when u load the game, UFO seems to be deleted forever (along with the mail message). It will never reach target base.

Feature Requests / Antimatter storage
« on: June 09, 2009, 07:20:43 pm »
I suggest expanding Antimatter storage capacity to 10k units instad of actual 1k.

Gameplay arguments:
a) Reason is that it gets full simply too quick. a harverster one gets u 600 units on disassemble.
b) When aircraft start using up antimatter for both fuel and weapons, I'm sure 1k will deplete very quick too.

Plot arguments:
a) A ground base antimatter container is supose to store a LOT more of it than a aircraft can.
b) Since antimatter research report says that the instalation stores up to 10 grammes of antimatter, assuming 1 unit is 1 miligramme, 10k units is 10 grammes.

Feature Requests / Aircraft and aircraft weapons
« on: June 09, 2009, 09:17:25 am »
Some sugestions for imediate aircraft and aircraft weapons solutions:

a) Add the ability to sell DF-Tank for 0 credits. Currently there in no way to get rid of them to free space (In case of one of ur interceptors get destroied/sold/tranfered).

b) Add some temporary (unlimited) ammo for Particle Beam Weapon. Should be created as installed (same as DF-Tank for aerial laser. Should add the ability to sell it for 0 credits as well).
Weapon speed should be the same as a UFO fighter and damage should be UFO fighter damage divided by 2 (It has 2 of them).

c) Remove the -20% penaltys from Particle Beam Weapon. This makes all interceptors (except the dragon one) equipped with 2 of them (as a UFO fighter is) slower than a UFO scout, making them useless.

d) Show ships hit points at aircraft base screen, buy/sell screen and geoscape (upon aircraft selecting, along with speed, fuel and other stats). Currently there is no way to know how strong each aircraft is.

e) Stingray should be the ultimate interceptor, but has same speed and fuel as a stiletto and one less gun slot. Seems useless so far. Maybe it should have its stats altered.

Obs: I know aircraft system is not ready and balanced yet. This suggestions are just for it to get playable for now.
Obs2: I'm not a coder, but i tried to suggest just what I imagined that wouldn't require that much coding. Correct me if I'm wrong.

Feature Requests / Transfer
« on: June 09, 2009, 08:00:43 am »
Implement click and hold on transfer screen. Clicking about 4000 times to transfer antimatter or alien materials from one base to another is not very time eficient...

Bugs prior to release 2.3 / Live aliens
« on: June 09, 2009, 04:51:25 am »
From my test up to last Odie build (R24618), any aliens i stun in battle appear correctly as captured alive on victory screen, but only aliens stunned with no damage (only stun weapons) end up on alien containment as alive when dropship arrives home.

So weakening an alien with some laser shots before attemping stunning seems futile. Intended behavior?

Bugs prior to release 2.3 / Geoscape log (R24585)
« on: June 08, 2009, 06:49:49 pm »
When i click to expand the geoscape log (ufo spoted, ship refuelled, etc.), I can scroll the text up and down perfectly with my middle mouse botton, but the scroll bar on the right of the text box doesn't work at all.

Minor bug anyway. Just for reporting sake.

Discussion / Techtree
« on: June 07, 2009, 03:27:04 am »
Could u guys please update Wiki on techtree? It seem the research requirements there r kinda out of date.

I have and UFO scout, fighter and harverster in my hangars and cant research any of them.
The stunning pistol also never appeared.

I researched the entire human initial research tree, taman autopsy, breathing devive, stun rod, plasma granade and pistol, plasma rocket, alien armour and the human upgrade one, kerblade, UFO theory, alien material, anti-matter, etc.

Kinda frustrating not to find what am I missing to research it.

Obs: Im playing last dev build uploaded by odie. (24580)

Feature Requests / Reaction fire
« on: June 05, 2009, 10:11:13 pm »
Being able to choose what kind of fire will be used on reaction fire would be nice too. currently, actors only use the lowest TU cost ones. Player should choose between all kinds of weapon fire fore reaction fire.

This would not only be cooler in terms of strategical gameplay, but more realistic, since a soldier in a war would most probably react to an enemy with a burst than with a single shot (If he have the time to do it, of course), unless he is expecting something specific (like a sniper choosing aimed shot and waiting just for a enemy to appear on his scope). So burst should be the default one and the others should be used as a player choice.

Feature Requests / Moving
« on: June 05, 2009, 10:03:59 pm »
It seems that when moving, pathfinding first do horizontal and vertical moves (2 TU), then diagonal moves (3 TU). I recall old X-COM do the opposite, and ends up more acurate to guess which direction the player wants the actor to be facing on the end of the movement.

Doing X-COM way would be an improvement, but I sugest a further improvement.

Pathfinding could count how many diagonals (3 TU) and straigh (2 TU) movements the actor will make (between obstacles and after last obstacle of course) and do the kind of movement that appears most on that movement section by last, thus "guessing" better the direction player will want the actor to face on the end of the turn. In case of a tie, end up with diagonal one.

This will make actor look a lot smarter, because the kind of movement that occurs on most of the pathfnding is generaly the direction actor should be heading on the end of turn.

Bugs prior to release 2.3 / Dev 2.3 R24552 Repeatable bug
« on: June 05, 2009, 09:49:52 pm »
Dev 2.3 R24552 bug

Just let time go and enter mission. Game crashes. Same if u try to save the game.

Also, if u tranfer an UFO for a base with only one available UFO hangar, and before cargo arrives, u manage to recover a new UFO of same type, game lets u recover it to same base as cargo mission target (no, u do not end up with 2 UFOs. 1 seems to be deleted).

Other thing. clicking and holding does not work anymor for large tranfers on tranfer screen. ridiculous for large quantities of antimatter or alien materials. But even if u attemp to click it like 2000 times (for 2000 itens), it seems to but out and end up with the wrong quantity. if u click on the cargo to undo some units, it gets even worse, with negative numbers of itens left on base. pretty weird.

Obs. Save directory atached. slot in question is Slot 0

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Translating / Alien reading
« on: June 02, 2009, 06:56:52 am »
Is is nice to see the game being translated, but as all non-native english speakers know, a game not in ur own language contributes a lot to the "alien" felling. lol

Anyway, jokes aside, I'd like to try it in my own language too. :P

Keep up the good work

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