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Messages - Another Guy

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211
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.

212
Bugs prior to release 2.3 / Re: Geoscape log (R24585)
« on: June 09, 2009, 06:52:37 pm »
Works nice now :)

But it seems the log text box to have lost the ability to expand as u mouse over the log test box button (same as if u clicked it 2 times, but goes away if u move the mouse). Usefull feature.

I'm starting to sound anoying now. I should probably stop reporting anything for a few days :P

Keep up the good work geever.

213
Discussion / Re: Techtree
« on: June 09, 2009, 06:33:33 pm »
That explanation made things a lot more clear. thx :)

214
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.

215
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...

216
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?

217
Discussion / Re: Techtree
« on: June 09, 2009, 04:28:24 am »
By the way, got last Odie build (R24618, not 24622 yet).

Updateing and load save did nothing for my research (as expected, since this version is before the fix), but catching a new harvester opened both scout and harverster research (not fighter). Weird...

218
Discussion / Re: Techtree
« on: June 09, 2009, 04:18:34 am »
Whats intended behaviour? (Assuming UFO theory is researched)

a) As soon as u catch a UFO in ANY base, that UFO type research opens in all bases.

b) As soon as u catch a UFO, the research for that type is available only on the base its stored.

Thx for the help testing the savefile geever!

219
Bugs prior to release 2.3 / Re: Geoscape log (R24585)
« on: June 09, 2009, 03:43:40 am »
I'll test it right now. Just downloaded it.

220
Discussion / Re: Techtree
« on: June 08, 2009, 11:05:17 pm »
Wtf? Ill try sending it again.

[attachment deleted by admin]

221
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.

222
Id has this on previous Odie builds, but now, when battlescape crashes, geoscape is fully functional again, and all i have to do is order the plane to hit crashsite again. Maybe it have to do with the build the campain was started (in case u r using an old savegame). My save is from build 24580. Still working this way on 24585.

223
On one of my games I watched a alien on kerbalde kill a teammate and run away (ortnok killed a taman). Game crashed after that. Pretty weird.

224
Discussion / Re: Techtree
« on: June 08, 2009, 06:33:37 pm »
Well, Here is the game history for some bug tracking.

My Main base was constructed to be a Production only base. It was built with everything for it including small and large UFO hangars.
My second Base was to be my main research base (70 scientists). Was built with no UFO hangars originally.

As i caught a harverster and a scout on main base, both equivalent researchs appeared on research screen, but blocked (requiring some previous research). UFO theory didn't open.
Then I replaced the scout on main base with a fighter. Same thing. Appeared on research as blocked. But UFO theory finally opened.
Researching UFO theory didnt open any of the scout, fighter or harverster researches.

I though maybe that was because i didnt have them on the actual research base (well, it shoudnt, but I tested anyway), so I created 3 labs and a living quarter on a 3rd base along with a largo UFO hangar and 2 small ones.
I transfered UFOs there and research still didnt open.

To test if it was connected to main research base (Only one existing when the research actually opened on research screen and to test also if it was a bug concerning tranfering UFO between bases, I destroyed 2 labs and a living quarter on main base and created a small UFO hangar and a large one. then, intead of tranfering, I waited to catch a fresh UFO scout on it.
Still can't research anything.

I'm ataching the save directory. Go for Slot 0.

[attachment deleted by admin]

225
Discussion / Re: Techtree
« on: June 07, 2009, 06:46:19 pm »
I'll start a new game and see if it persists.

By  the way, "UFO theory" just opened for me after I recovered a fighter, even having already captured a scout and a harverster.

Shouldn't it open with any UFO I can recover instead of just the fighter?

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