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Messages - Another Guy

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Feature Requests / Re: Reaction fire
« on: June 07, 2009, 06:40:51 pm »
Thx a lot. I'll try that :P

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 It seem the research requirements there r kinda out of date.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)

Bugs prior to release 2.3 / Re: Dev 2.3 R24552 Repeatable bug
« on: June 06, 2009, 07:53:43 pm »
Glad to contribute :P

Keep up the good work

Feature Requests / Re: Moving
« on: June 06, 2009, 07:51:32 pm »
Well, BTAxis got what i had in mind.

After thinking a long time about it, I think this would actually work just OK for the "guessing" like 90% of the time because when scouting the map, u wanna look most of the time on the same general direction direction u just moved. Doesnt seem hard to implement either.

Would really reduce (pointless) micromanagement of soldiers.

Feature Requests / Re: Reaction fire
« on: June 06, 2009, 07:45:48 pm »
Im using the R24552 build of 2.3 dev uploaded by odie on Windows Vista. On my tests, the weapon modes icon just reserved the time units, never used it as reaction fire. I tried it at a number at ways and only reaction fire that worked was the simple one from the icon below the weapon icon on single and mutiple shot mode only (using always the lowest TU cost atack the weapon offer). Even with both icons reserverd for shotting and available TU for both, only the automatic, low TU cost worked for reaction fire.

This made me conclude (wrongly maybe) that the special shoot mode reservation is only a reference for the actual turn, not for reaction fire.

Hope that im wrong.

Design / Re: Medikits
« on: June 05, 2009, 10:45:43 pm »
In fact, copy X-COM damage/medikit system is perfect. No need to reinvent the wheel.

Its balanced, realistic, and medikit offer no real benefits to the player other than preventing soldiers imediate death (Soldiers would still remain severelly crippled, TU cost is high and only really heal was the actuall bleeding and a very small amount of HP).

Impossible to use to heal soldiers to full health, because its only usable if soldier has bleeding points. Usefullness on unconcious and low morale soldiers was very limited in terms of gameplay (more like used in despair to bring a extra gun back to action when u r probably already loosing the battle).

Slow stun recover every turn adds challenge too, as it gets a lot more dificult to capture aliens alive.

If the pourpose of the game is cause the scarry danger feeling on the player, the X-COM system gets it done. and best of all... its already designed since the 1980s!

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

[attachment deleted by admin]

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

Windows / Re: Win32 Development Binary Installer Links
« on: November 06, 2008, 04:00:30 am »
A suggestion: When u guys release stable versions in the future, it would be nice for "file version" of ufo.exe (under properties>details) to actually show the current version. That is not usually worth for development builds, but would be a nice touch for stable releases. Anyway, even for development builds, it would still be helpful to have a .txt showing the actual build on game main folder (just a blank .txt with build number as filename).

Feature Requests / Re: No more space for Research?
« on: September 30, 2008, 07:24:49 pm »
I also see no point in forcing a useless spot in every new base, but putting aside the merit of if it is a good thing or not, I think bases are already too small anyway. They should be 6x6.

Design / Re: Medikits
« on: September 10, 2008, 02:04:46 pm »
Cyberweapons and implants aside, it would be nice to hear what devs think about using old XCOM damage/stun/morale/fatal wounds/medikit system as coding reference.

Design / Re: Medikits
« on: September 08, 2008, 06:38:04 am »
Its been a long way since I played X-COM for the last time, but from what I remember, the damage system with medikit usage included was very nice. I'm aware this game is not a copy of old X-COM, but it can give us some ideas. I'll list how I remmember it (% values are just guesses. As for the rest of it, please correct me if I'm wrong):

-ANY damage would lower all soldier stats for the rest of the battle, in a random (but still proportional to the amount of damage taken) magnitude for each stats. Stat loss was cumulative for each hit taken. Medikits wouldn't help with that stat loss (remember this loss is just until the end of the mission or until the soldier gets fully healed at the hospital).

-ANY damage would have a chance of inflicting fatal wounds of some level, but engine worked in a way that it was not that common to happen and when it did, in most cases was related to a massive loss of HP. Depending on the magnitude of the damage, it would toke up to 3 levels of fatal wounds on a single, massive damage dealing shot.

-Fatal wound system was simple: On the end of each player round (when clicking the end turn button), the soldier on fatal wound takes 1*(lvl of fatal wound) damage until he dies, mission ends or is healled by a medikit.

-Medikit interface did have a screen that displayed the hurt body parts, but it was just for the realistic feel and didn't really matter for any effect of the stat loss or healing system. It just was cool to see a random limb, head or torso in need of treatment, improving sense of reality.

-Medikit had 3 modes: one for improving lost morale one to wake stunned soldiers, and one for healing fatal wounds.

-Fatal wound heal required one use of the medikit per level of fatal wound and restored a small amount of HP (usually no more than 20% of all damage taken once all levels of wounds was patched up). It had no effect if no fatal wound was inflicted or if it was already healed (thus preventing medikit abuse).

-I don't remember any limit on morale raising mode usage.

-"Unstunning" mode simply healed a random small amount of stun damage (and ONLY stun damage) each use. When stun damage<current HP, soldier wakes up

-From what I remmember, every hit would deal, as well as its regular damage on its damage type category, a small amount of stun damage (10%-30%). If stun damage at any moment heppened to be = or > than CURRENT HP (not max) of the soldier, it would faint. The same for aliens. Some weapons like explosive types would be better to stun a target with the same amount of real damage dealt, rather than other weapons. This way there was always a small chance of getting a live alien even without any "stun equipment".

This info is probably not very accurate, but this should help discuss the damage/stat loss/fatal wound system and the medikit usage.

IMHO, this system is very good and balanced, being realistic, simple and preventing medikit abuses at the same time.

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