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Messages - Another Guy

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196
Bugs prior to release 2.3 / Animations
« on: June 11, 2009, 08:46:48 pm »
1)I'seen some topics saying that soldier do not stop after spotting an alien. Not true. However, animation is quite deceiving because there is no delay on it.

Assuming a soldier is ordered to move from X=1 Y=1 Z=1  to X=4 Y=12 Z=1 (just made it up).
That soldier spots an alien at X=2 Y=6 Z=1 and halt.
It really happens this way so far.

But as soon as he starts the movement, the alien gets visible since the first step, and the "vision line" is not drawn from the alien to X=2 Y=6 Z=1. It's intead drawn to the movement starting position at X=1 Y=1 Z=1.
This leads the player to think alien was spotted on the beggining of the movement, when it was not.


2) Assuming an previously unseen alien gets out of cover on aliens turn and kill a soldier (I'll assume alien is using a kernblade to be more ilustrative).
The soldier death animation happens as soon as he gets visible to the player on his movent towards the soldier, not when he actually reaches melee range. This leads the player to believe the alien "meleed" the soldier from far away. Not true, its working as intended. But the animation timing is kinda wrong.


3) On Alien's turn, even when whole alien movement happens within soldier's line of sight, currently we see fragments of it. Player should of course, see ALL alien movement (and actions) happening within his soldiers' line of sight. Maybe even at a lower animation speed as X-COM (may require some coding).


Hope this report helps devs in any way.

197
Windows / Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
« on: June 11, 2009, 08:07:44 pm »
Mattn, note that moving the crouching unit only "magically chew" that soldier's TUs. For battlescape to actually crash u need to try uncrouching and moving him after that happens (doesn't matter if on same turn or any other turn).

If u don't move that soldier after his TUs got chewed, battlescape will never crash and I assume u can even complete the mission (not tested) (Edit: Confirmed).

198
Windows / Re: Bug: After 2-3 Turns in Battelmode, Geo Mode activates
« on: June 11, 2009, 04:40:38 pm »
Yep, most geoscape crashes (about 90%) also occur to me trying to move a soldier that had his time units magically chewed due to trying to move him while crouching. Either on same turn on any of the following turns. So when it happens to a soldier in battle I simple assume he's out of combat. Any attemp to use him would crash the came.

Happens everytime u try to move a soldier that begins the turn crouched without uncrouching him first. Easily reproduceble.

Edit: Imediatly after u uncrouch a souldier, u cant move him anywhere, but just select another soldier, then select the uncrouched soldier again and its fixed, so u can still move him on same turn.

199
Offtopic / Re: UFO:Extraterrestrials.
« on: June 11, 2009, 05:02:17 am »
This game is really easy to mod and there is a very nice mod on net full of new options, harder AI (and dificult levels for it), soldiers really dying and other tweaks to make it more real and chalenging.

But yes, the game as it is on retail release do sux. Not because the game concept sux, but because it seems very badly executed by the game project. You get the impression it was just released in a hurry before it was all tested/tweaked/balanced.

Mods do fix a lot of it though. And game is very mod friendly (Well, I surelly can't code good enough for UFO AI, but I had no problem modding extraterrestrials myself on every little thing. Very simple to handle the game var. and files). Everything from items to game mechanics was very easy to edit.

200
Discussion / Re: Does the sniper rifle need to be nerfed?
« on: June 11, 2009, 04:34:11 am »
Well, in a balanced team usually I'd use 4 long range ones, 2 medium range, one close range and one flamethrower/stunner. Since Rocket lauchers r useless (very good range and accuracy, but most aliens on lesser alien armor or even no armor won't die from a direct hit), along with the other heavy weapons, I just stick to coilguns to do all the long range job.

I believe there is no need to nerf the sniper. Just balance the other weapons, then its solved.

201
Discussion / Re: Aircraft Speed
« on: June 10, 2009, 03:32:53 pm »
I wish I could. Since I'm not a coder, I'm contributing as a tester and striving to sugest some improvements.

Heads up for this nice project.

202
Feature Requests / Re: Reserved TU's for stand/crouch
« on: June 10, 2009, 03:18:29 pm »
I proposed an improvement for pathfindind so it "guesses" better where to end up facing on the end of the movement  here, but the proposal didnt seem very popular. :P

Just whatch ur time units on info bar for an easier micromanagement in case its not implemented.

203
Discussion / Re: Aircraft Speed
« on: June 10, 2009, 03:11:05 pm »
Seems nice for strategy planning. Hope it get implemented soon.  :)

204
Discussion / Aircraft Speed
« on: June 10, 2009, 12:50:38 am »
On aircraft stats (including UFOs) it's stated cruising speed and max speed.

Where does max speed apply in game mechanics?

205
Feature Requests / Re: Geoscape messages
« on: June 10, 2009, 12:46:03 am »
O, nice. Im felling quite dumb now :P

Maybe u could simple add the option for text box expanding event (pause/unpause) on game option, since sound and text message do not apply.

206
Feature Requests / Disassembling
« on: June 10, 2009, 12:40:58 am »
Since researching an UFO consist exacly in finding out his pourpouse, what it can do and what its made of, it would be nice if the research reports for each UFO state exacltly how much of each component disassembling that particlar UFO would net you.

e.g:

Commander, disassembling this UFO Harvester would provide our base with the following components:

  -X   Antimatter
  -Y   Alien Materials
  -Z   Alien Astrogation
  -X'  Alien Propulsion
  -Y'  Alien Detection
  -Z'  Particle Beam Weapon

We should try to disassemble one of these as soon as possible.



Also, there should be a confirmation screen if disassembling would exceed either antimatter or storage room capacity (or both) so u know if u gonna end up wasting materils for lack of space on disassembling.

207
Feature Requests / Geoscape messages
« on: June 10, 2009, 12:12:06 am »
A separate menu under Option >> Game for customizing when every kind of event should or not pause the game would be very handy for customizing game to each player playstyle.

208
Bugs prior to release 2.3 / Re: Geoscape log (R24585)
« on: June 10, 2009, 12:09:12 am »
Neat. Moving mouseover to text box seems more intuitive to players too. Welldone.

I also noticed game now pauses when text box is fully opened. Nice feature.

Is there a way to put under game options tab to eneble/disable pausing on text box full openning?

Or even a sepearate menu to customize pause/not pausing on all messages?
I always wanted to make game pause when gargo arrives from a tranfer.

mmm I think I ill post it under feature requests too where it belongs.

209
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.

Questions:

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?

Suggestions:

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.

210
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.

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