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Messages - nerf5000

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Design / Re: Alien Containment question
« on: March 28, 2012, 04:22:14 am »
Thanks guys for the answers, so I guess the secure build would be:

Hangars/workshops/radars/entryway/everything else, with the alien containment being as far away as possible

perhaps this info should be in the ufopaedia?

also any priority to soldier spawns? (i.e. they spawn mostly in command ,or all over, etc.) I never actually encountered a base defense mission, probably since I'm playing on very easy since I have limited time

Design / Re: Alien Containment question
« on: March 22, 2012, 01:25:06 am »
Oki, any clue as to the intended behavior though?

2.4-dev March 19 win 32 clean copy (not upgrade, etc)
Playing full campaign on very easy
Keep getting Game Over (UN gave up) screen even on reload, etc. The only country that's on the verge of giving up is New Africa

Savegame attached

edit: changed de to dev... I'm playing english version

Bugs prior to release 2.4 / Re: Bug in power armor animation
« on: March 22, 2012, 12:53:00 am »

Design / Alien Containment question
« on: March 19, 2012, 05:11:32 pm »
I know it might not be implemented yet, but I can't seem to find what the intended behavior of AC during a base invasion would be and why it's being by default placed next to the hangars. If aliens stored can be freed by their peers, wouldn't the AC be in the most secure, or at least non-accessible part of the base?I always strive to put it after the entranceway but before the hangars, which takes a good chunk of cash on redesign...
Is there any way to alter the default layout as well?


Bugs prior to release 2.4 / Bug in power armor animation
« on: March 19, 2012, 04:21:50 pm »
Hey folks, searched for this and didn't see it so posting.
In skirmish, the power armor animation loops when ordered to crouch/uncrouch. It seems that it loops the last few frames after a move as well (twitching legs); curiously enough it seems that the head doesnt move but the rest of the armor does (i.e. you see the armor crouch and the head emerges afterwards) so I guess the actor crouches normally but the armor layer loops. This is on 2.4-dev March 19 w32 freshly installed on Win7x64, with GeForce 9600MGT (driver ver

Artwork / Re: Texture replacement thread
« on: August 25, 2010, 05:21:58 am »
Here is an alt version of the monitor screen, I'm going to see what I can do about the rest of it

Artwork / Re: Texture replacement thread
« on: August 25, 2010, 04:38:55 am »
Yep, I wasn't sure if the 'shatter' overlay was on purpose or if it was just artifacts from clearing out of lens flares from a picture.
On the second point is there a doc where it lists what the parts are of? I can see for example there are pieces of a car, there are some generic wall textures, but some of the stuff is not readily identifiable and if folks know what its for it would be easier to replace them with matching textures.


Artwork / Re: Texture replacement thread
« on: August 24, 2010, 07:50:55 pm »
Contributing #31, original file is too big to attach. GPL 2 is fine.

LOL @ the thread that will not go silently into the night

Discussion / Re: Why is the "saved game during combat" thread locked?
« on: August 30, 2009, 03:53:33 am »
Every time I see this kind of discussion I lol hard because people that argue with the devs/designers seem to completely not understand what open-source means. Everyone seems to think open-source is some sort of communist approach to coding and the coders have a responsibility for the 'greater good' so they have to do what everyone wants, and everyone is entitled to something... and it is not.
In a nutshell all you get is the code, you can look at it and you can reuse it if you don't charge for it. That's it. They don't even have to compile it for you!

Oh yeah, and if you think about it... if it's a lot of work and it's a feature you don't like, you don't want, would you work on it? Would you really?

Discussion / Re: Essence of XCOM-UFO.
« on: June 25, 2009, 06:21:09 am »
Ok now I don't get it, where below does it change based on % vs fixed TU usage for weapons?:

turn 45 degree -1 TU,

same, not a weapon

turn 90 degree -2 TU,

same, not a weapon

crouch -4 TU, standup after crouch -8 TU,

same, not a weapon

walk 1 tile......etc...  some "game experice" af how should a turn base works.

same, not a weapon

so far nothing changes
now assuming you know how many TUs it takes to fire (you checked at the begining) it continues to be the same exact experience in both cases

-Opss.. shxxt, I miss 1 TU to throw that grenade...

same assuming you are paying attention to how many TUs you have... doesn't matter if it takes 5 or 7 or 27TU to throw

-Opss.. bump into an alien room without enought TU to backoff.

same, you're not shooting in this scenario

-Opss.. wait at the door and get shot down next turn...

same, alien accuracy is not based on your weapons TU usage

-Opss.. I only have 2 shot left... and there are 3 of them...and no-way to switch to grenade...not enought TU.

same if you used up your TUs, however the one exception is if your super elite is in the front and can fire 3 times... chances are he won't get all three anyway and get shot in the face and there goes the super elite... so yeah, wouldn't do that

-Opss.. where the hack that shot come from? (Mostly counter at night mission.)

same, not dependent on TUs but LOS

-Shxxt.. I shot it. It blows up. If I don't shot it, It shot at me next turn... I'm definitely dead...(==")

same, not dependent on TUs whether the alien blows up or not

-Bump into a room full with alien. Burst Shot 3 hits... 3 alien reaction fire back 9 deadly hits!

same, not dependent on TUs (bad planning, you know they will shoot back so should have brought friends)

-Try to throw a grenade... activate the grenade... open the door...Opps...get reaction shot, drop unconsious, next turn...Kabooooommm....
same, not dependent on TUs but reaction fire (even if throw is 0Tu the guy is already unconscious)

therefore my reply:
none of these scenarios change based on using fixed TUs, except for introducing one rather cool tactical choice (send expensive unit to the front or not)

According to the wiki/info its not supposed to be capable of landing...
And how many aliens are supposed to be on board?
I had a whole lot in there...

This is based on 2.2.1 so it might have been fixed...

Feature Requests / Re: Alien Reinforcements
« on: June 25, 2009, 05:46:21 am »
I guess that's already accounted for since I think you get less aliens in a crashed craft than in a landed one. Just imagine they got vaporized :)

Discussion / Re: Power Plant
« on: June 25, 2009, 05:40:25 am »
Hey guys, from the description it looks to me that the AM containment should be able to lock itself down and if it does blow up it only takes itself out. I would however propose this:

Powerplant is damageable and may have to be repaired if aliens get to it, this is part of the original concept
If the powerplant is destroyed then the AM containment building gets destroyed as well (needs to be rebuilt)
If the aliens get to the AM itself then they can wipe out the base
If the powerplant is shutdown properly (lets call this just "securing the base"), the AM gets put on backup/droppeed down/secured/flooded with foam/whatever and can at most be destroyed, but it won't blow up the whole base


base online:
powerplant destruction will destroy both buildings and they will have to be rebuilt (maybe an active powerplant can also destroy some adjacent buildings)
AM destruction will eliminate the base

base offline:
powerplant destruction hard/impossible to accomplish, and will only destroy that building (maybe set it to only damage it 50% max?, we can say everything gets flooded with impact foam and then has to be cleaned out for 5 days or so, this is already in the storyline for the AM [impact foam injections into the walls])
AM destruction will eliminate the AM building and nothing else

this introduces some cool choices and good reasons to turn the base off
there should be some penalties for turning the base off in-mission, but maybe the cooldown penalties are sufficient

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