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Messages - MonkeyHead

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121
Bugs in stable version (2.5) / Re: Text Strangeness?
« on: August 11, 2013, 12:57:38 am »
Hmm. So is this a problem with my laptop not liking SDL2 or an issue in the game code?

Possible relevant link: http://wiki.libsdl.org/moin.fcg/CategoryKeyboard

122
Bugs in stable version (2.5) / Re: Text Strangeness?
« on: August 10, 2013, 10:00:57 pm »
Tried it, no joy. As I am not sure whats causing this, I have no idea if this is a wider issue or one only I am having - this only started happening with todays build which is suspicious.

123
Bugs in stable version (2.5) / Text Strangeness?
« on: August 10, 2013, 07:39:44 pm »
Recently downloaded the 2.5 dev version (10th August build), and have some strangeness going on with text input. Alphanumeric keys act as expected, but shift outputs an "a"-like symbol, Fn and Ctrl do similar, and arrow keys output captal letters as do the function keys and pgup/dn. This makes it hard to name bases and edit names. Is this known, reproducible by others or is there a workaround? I do play on a laptop (knowing that thier keyboards are often non-standard) but have not had this issue with previous builds.

124
Discussion / Re: 2.5 sucks completely
« on: June 08, 2013, 11:51:24 pm »
Just going to drop my own minor opinion in here if that is ok with everyone.

Played 2.4 through one full campaign, and switched to 2.5 after that - played it solidly now for a month or so, taking a campaign into the middle game, but no further before choosing to restart. Why you ask? Needlers.  >:(

I know that sounds like a minor peeve, but other than that the balance for 2.5 is overall very good (tested extensivley in the single mission mode to check how needlers compared to particle weapons in the regard). 2.5 rewards agressive play, and punishes mistakes. I was winning most ground combats, and would loose at least one trooper per mission, until those god damn needle guns came along. Quite simply IMHO they are OP when combined with the wound/bleeding out system. Aliens carrying them become death dealing gods. I know the damage done by one needle is tiny - but when several dozen of them can impact on troops even in partial cover from the entire length of the map away, taking away most of a group of troops health and leaving them bleeding out due to multiple wounds in a turn or two time and time again from whole map range it becomes a bit of a joke. I totally get them having a high RoF and cloud like dispersial, but the damage they can deal at long range is a bit silly when you consider the sheer volume of fire (which totally negates thier current level of dispersial) that they can lay down from one end of the map to the other. As soon as needlers came along I would lose almost all my ground combats and should I manage to win one I would lose most of my troops, regardless of approach (flashbangs/smoke grenades, highly cautious cover taking, use of RF, staying at extreme range, NOTHING HELPED!). Has anyone else had such difficulty with them? Unlike other Alien weapons (such as extreme short range of plasma blaster, innacuracy of plasma rifle) they seem to have no weakness.

125
Bugs in older version (2.4) / Re: Murderous Civvies?
« on: April 08, 2013, 06:43:12 pm »
Oh, I get it now. No, this is a bug if it occurs. I have a vague recollection of reading a commit line about a fix for civilians picking up dropped weapons, but I could be making that up. May be fixed, but you can always file a formal bug report and it's less likely to be forgotten.

OK, thank you. I will do just that. Alas, I have no save file for the event (thanks to getting confused on the Fuel Dump map, evacuating and getting an insta-game over before reading on here how to gain access.... d'oh!), but it seems a fairly easy thing to reproduce in any case.

EDIT: Seems the activation link for the bugtracker gives me a 404. Will try again later.

126
Bugs in older version (2.4) / Re: Murderous Civvies?
« on: April 07, 2013, 10:24:40 pm »
Are you playing 2.4 stable release or the 2.5-dev version?

Playing 2.4 stable.

Or is this an event triggered by 16?

As someone new to the game and its development, I have no idea what this means sorry.


127
Bugs in older version (2.4) / Murderous Civvies?
« on: April 07, 2013, 01:02:05 pm »
Apologies if this is a known issue - I have had a good root through the bug report sections of this forum and couldnt see any posts from the last 6 months or so about it. That, and I have only been playing for around a week, so I am sorry if this is a repost.

So, I was responding to a terror mission on the Bunker map. A sweep of the outside of the bunker shows it to be clear, so my troops pair off and proceed to gain access to the structure. My 3 snipers drop thier lon range rifles and switch to the SMG they carry for just this occurance. The bunker clearance goes to plan downstairs, and we move to the upper level. Then, all of a sudden, a shot rings out from a sniper rifle, and one of my troopers drops dead. "Odd..." thinks I, wondering if an alien had found one of my abandoned rifles. Next turn, another 2 of my troopers are killed by what appears to be sniper fire in the same way. Then the culprit walks into view - a "civilian" who apparently had picked up one of the rifles and was now treating my troops like an enemy. Gunning him down seemed like a harsh thing to do, but I did it anyway.

So, yea, thats the odd issue: is dropping weapons a bad idea if there are civilians around, as will they pick them up and use them against me? I suspect that the cause of the issue is civvies bieng assigned to a third team and usually being unarmed. Any info?

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