project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Another Guy

Pages: 1 ... 11 12 [13] 14 15 16
181
Discussion / Re: Power Plant
« on: June 15, 2009, 11:45:59 pm »
That seems nice.

Adding an objective for a mission seems enough role for me :P

Can't wait to try it out.

Cheers!


Obs: On the other hand, couldn't this role be fulfilled by the Command Centre? Or there is a base defense objective for it too?

182
Discussion / Power Plant
« on: June 15, 2009, 11:35:28 pm »
I see some realism in the logic that a base needs both power plant and a command centre to work, but its redundant in terms of gameplay.

Command Centre is important as a requirement for other buildings to work because it adds a 12 days cooldown for any new base to get operational. Very nice gameplay idea.

Power plant on the oher hand, gets built on same 12 days and is only required for command center to work (or for some buildings that require both) being simply redundant in terms of gameplay and spending an precious base construction slot.

Maybe Power Plant should be removed and command center get its upkeep costs raised a bit, freeing a base slot and eliminating a gameplay redundancy. At the moment, I don't see any gameplay reason for Power Plant to exist.




Obs: However, If powerplant gets any gameplay reason to exist, it starts to get interesting, for instance as a requirement for one particular building type like Missile Battery and supporting SAM sites around the base (they would require power from a nearby base as an adittional prerequisite to be operational).

Other suggestions would be good too, but for any of them, Power Plant function would have to be very specific for one kind of role only. This would add some tatical variety and make Power Plant useful again for gameplay porpouses.

183
Feature Requests / Alien Missions
« on: June 15, 2009, 11:13:49 pm »
This suggestion is for after Advanced Radar is implemented.

After researching Advanced Radar, selecting an researched UFO should show not only its type and speed, but also its mission (recognition, retaliation, supply, alien base, terror, etc) like on old X-COM. This feature would add some tatical options for the player (like deciding intercepting priority for example).

This way, Advanced radar wouldn't just be a radar with larger range (this would be pretty disapointing).

184
Feature Requests / Text names
« on: June 15, 2009, 11:04:23 pm »
1) Since UFO stands for Unidentified Flying Object, after its researched it's no longer an UFO. So I sugest changing UFO scout, UFO fighter, UFO harvester, etc to Alien Scout, Alien fighter, Alien Harverster, etc...

2) On geoscape I sugest showing UFO/crashsite/terrormission/alien base names next to model just like a base or instalation. Would make it easier to locate them. (In case of a not reserched UFO it should be something like "UFO" untill it's researched)

3) On geoscape I suggest options to show/hide names separetely for

a) Bases

b) Radar sites

c) SAM sites

d) UFO Yards

e) UFO/crashsite/terrormission/alien base

Reason for that is because geoscape can turn in a real mess and hard to locate UFOs (see screenshot).

4) At the moment, pressing spacebar rotates between all objects on screen. hard to find a particular one this way on late game.

So I sugest one key for bases, another for instalations and another for UFO/crashsite/terrormission/alien base

5) Unresearched itens should be shown on base (and battlescape) only as "alien artifact" since you are not suposed to know what it is untill its researched.

6) Unresearched UFO stored on bases should be shown only as "UFO" for same reason.



Edit: Typos

[attachment deleted by admin]

185
Bugs prior to release 2.3 / Re: 3 bugs on R24629
« on: June 15, 2009, 09:48:30 pm »
 ;D

186
Bugs prior to release 2.3 / Bloodspider
« on: June 15, 2009, 09:23:55 pm »
First time ever I've seen a bloodspider on UFO AI. Seems battlescape crashes after I kill it for it doesn't find bloodspider weapon model (Should it even drop when bloodspider is killed?).

********************
ERROR: Model for item bloodspider_weapon is not precached in the cls.model_weapons array
********************
Shutdown server: Server crashed.
==== ShutdownGame ====



Edit: Cetainly reproduceble. I luckly had saved geoscape just before mission and did it again 6 times. Everytime bloodspider dies, battlescape instantly crashes back to geoscape with same error message.

Edit2: Unchecking "precache models" under game options, exiting program and restarting program with new config. doesn't seem to make any difference.

[attachment deleted by admin]

187
Bugs prior to release 2.3 / Re: 3 bugs on R24629
« on: June 15, 2009, 09:06:44 pm »
Did anyone actually checked this?

188
Bugs prior to release 2.3 / Keyboard bug
« on: June 15, 2009, 09:03:12 pm »
This is a (very low priority) minor bug actually, just for reporting sake:

Everytime you alt+tab from the game, then get back to it, main "enter" key stop working. Numpad "enter" key still works fine. Only fix is to close game and start the game application again.

No idea of why it happens. Never seen anything like it. It happens since earlier builds of 2.3 (never tried 2.2).



Obs: I'm using Windows Vista and Portuguese (Brazilian ABNT) Keyboard Layout, but I doubt it matters. Anyway, ppl using different keyboard layouts may test this to see if it's the case.

189
Discussion / Re: Advanced Combat Armour
« on: June 15, 2009, 08:50:45 pm »
Thx. I'll test it as soon as someone upload a new 2.3 build.

190
Bugs prior to release 2.3 / UFO Site
« on: June 15, 2009, 06:51:39 pm »
Selecting a UFO site (either crashed or terror) used to show a small description of it. From the last 2 or 3 Odie releases, It only shows "pics/ui/geo_menu". Game probably can't find description file.

191
Discussion / Advanced Combat Armour
« on: June 15, 2009, 06:42:42 pm »
I know armor system is not ready yet, but since advanced combat armor is already full implemented, shouldn't it be tweaked to have better stats than the starting regular combat armour? Their stats are identical at the moment.

192
Bugs prior to release 2.3 / Re: Tracking down lighting/shading issues
« on: June 15, 2009, 05:40:40 pm »
Shouldn't full screen setting solve it?

193
Discussion / Rambo
« on: June 11, 2009, 10:39:33 pm »
Got this guy on last Odie release R24654:

It even has a pilot model!




Im pretty sure its Rambo :P

[attachment deleted by admin]

194
Bugs prior to release 2.3 / Re: Animations
« on: June 11, 2009, 09:37:44 pm »
I know. But it should be drawn just when actor animation reaches the actual spotting square, so players really get the felling of sudden halt because alien was spotted and see the red line only then.

Same goes for civilians, of couse, but not an issue since this (civillian spotting) does not halt actor movement anyway.

195
FAQ / Re: Apocalypse differences
« on: June 11, 2009, 09:32:13 pm »
No factions or city raids either.

The quicker way to find out is to actually play it when u have the time :P

Pages: 1 ... 11 12 [13] 14 15 16