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Messages - Quizer

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16
Feature Requests / Re: More intel-gathering items for the battlescape
« on: January 23, 2013, 10:31:15 pm »
Vision range only? Wow, that's kinda lame, considering the amount of TUs you spend activating them.

What do you mean, sniper shots through wall? Can you actually shoot through walls?

17
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 23, 2013, 09:41:45 pm »
That wiki page said the skill / stat that increases / determines survival chance when shot down is supposed to be invisible to the player. And yeah, I've noticed that piloting does not seem to increase. Does it even do anything yet?

18
Feature Requests / Re: More intel-gathering items for the battlescape
« on: January 23, 2013, 12:21:33 pm »
Do they scan the whole 360° around the user? Do they stay on in subsequent turns or do you have to use them again? It's just not very clear what their exact effect is, and that is the kind of thing you want to know when you decide whether to use them.

19
Feature Requests / Re: More intel-gathering items for the battlescape
« on: January 23, 2013, 11:04:12 am »
Yeah, something like that. Anything, really.

I know we have nightvision goggles, but whenever I use them in a nighttime mission, I don't spot any aliens I didn't already see before using them. What exactly is the effect of using them anyway, and is there a passive benefit just from wearing them?

X-Com had those movement sensors that let you see where things moved during the last mission. The description of the gravity sensor on the Alien Detection module sounds pretty much exactly like this technology, so maybe it should let you research something like this for use in ground missions.

20
Thanks, that does help, and the pages are more informative than I remember them.

Hm... the TU formula shown there implies that the TU bonus from speed is not subject to encumbrance, but I've seen soldiers get different amounts of TU bonus or penalty, even though the left part of the equation should always be the same (assuming the encumbrance state of the soldiers in question is the same).

21
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 23, 2013, 10:34:05 am »
It doesn't take that many rockets to kill a scout or fighter UFO. A scout has 100 HP, a fighter 150. A sparrowhawk does 30 damage. With two targeting computers installed on the interceptor, there's a good chance for most / all of the missiles to hit, and in the case of the fighter, the ALC finishes off the remaining hitpoints. And yet my stockpile of missiles gets consumed at an alarming rate - if I buy 20 reloads, I find one of my two interceptors out of ammo a week or so later. So no, I don't believe aircraft ammo is conserved in the same way H-Hour described for ground combat ammunition.

22
If you want to deconstruct the game, you should really start code-diving yourself to figure out how it works. There is such a thing as too much information in the UI.
If there was a wiki where I could look up this information, that would be okay, but there isn't - the ufoai.org page on skills is supremely vague and probably a couple years old. You really can't expect the average gamer who is interested in details about the game mechanics to have the skills or inclination to go trawl through the game's code to find them. Exactly what stats do and how you gain experience for them shouldn't be secret information.

Can you at least point me in the right direction as far as looking at scripts / code goes? I'd really like to know.

23
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 22, 2013, 05:59:45 pm »
Nice. Now if only they could do the same for sparrowhawks. Two stilettos with sparrowhawks can one-shot a fighter UFO. Then, when they return to base, the workers throw out the six missiles left over out of each reload and fetch a new pack at 1000 credits a pop. No wonder they eat through my stockpile like nobody's business.

24
Seeing the total in the tooltip is a good start, but I'd really like to be able to quantify the gain from the speed skill... it's all so intransparent. :(

25
But it still slaps on a new date? Can't we stop that so people can at least tell something is wrong?

26
That doesn't seem sensible to me for a strategy/tactics game like UFO:AI. It would make sense in an action game where fast reaction is more important than the exact click location and having a click fizzle because you moved the mouse ever so slightly could be bad for the player.

Here, however, speed doesn't really matter. Instead I'd rather avoid having to click out of the wrong sub-menu, like wanting to go to Research and missing ever so slightly and getting Production instead. I tend to subconsciously correct tiny misclicks like that by sliding the mouse after pressing the mouse button and before releasing it, and in my experience most UIs will let me correct my aim that way, or at least fail to register the click (the latter is far less noticable - the amount of mental effort required to get out of an accidentally accessed sub-menu is pretty big, compared to just repeating the same click). I think it would be nice to have here, too.

27
Oh, I see. Guess I won't see anything like that by just reading the script files. But if I ever do find strange behavior like that, I'll post about it.

28
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 22, 2013, 05:39:13 pm »
I see... Interesting... I didn't know that. Do they get stored over the course of multiple missions, even if you only eject one partial clip each time? And I'm guessing rounds left over at the end of combat count towards this, too?


29
How recent is this change? In my version (13/01/19) it only shows the bonus/penalty.

30
Only one of the dates I posted was before the 15th. I did try to give all the relevant information.

Okay, so there was a reason the fix wasn't in my version. Guess I'll have to update once more.

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