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Messages - gerald

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16
Feature Requests / Re: about realism
« on: August 31, 2009, 12:57:22 am »
ill try hehe as for now no used much of weaponry i depend on lasers they have nice TU and accuracy:)ill check other stuff then :)

17
Feature Requests / Re: Reactionary fire hell
« on: August 31, 2009, 12:53:24 am »
Blaster bomb cannot be fired as a reactionary... :)


yes but grenade can be thrown as RF...effect is similiar.
anyway we talk bout that game no bout x-com i hope it will be rebalanced a bit so as for now i fully agree so crash missions ale pure lottery or ....well so much was said against saves in tactic here we just retry when half of our guys is dusted to pieces after they even pick gun to eye.

18
Feature Requests / Re: Reactionary fire hell
« on: August 30, 2009, 12:55:35 pm »
perhaps it would help, that reaction fire only happens as reaction to the soldier moved?
i noticed sometimes, that I move one soldier, and the other got shot over and over again by reaction fire
and no, they didn't stand side by side... the one was on the left side of an building, outside LOS, the other on the right side, inside 3x LOS


yea saw it also dunno how it works here,in JA series RF worked just that way enemy used RF to soldier wchich moved no others.

19
Feature Requests / Re: Reactionary fire hell
« on: August 30, 2009, 12:53:03 pm »
Please keep in mind that when aliens see an aircraft approach and land (the player's dropship), they would probably notice and get ready to shoot at whatever comes out of it...

well our soldiers jumping out from dropship also no think they going into an city tour and they probably should be ready to kill at what moving around :)

20
Feature Requests / Re: Reactionary fire hell
« on: August 30, 2009, 10:35:44 am »
yes but 4 spaces are covered by walls still,till an alien throw grenade inside :P
i think white-cat is talking bout x-com where craft was closed&safe before u opened door.
anyway there happened much times explosions and stun bomb worked inside closed craft even :)
that reaction fire is a bit trouble here anyway maps are little and u sometimes face full squad of aliens in visible range and youre opened to their RF.
As white-cat said harvester missions are easier so u have usually chance to take cover and use some tactic,crashed scout&fighters sometimes looks like lottery situations.
Maybe solution to make it more realistic will be adding crew casualties after crash and proper crew numbers scouts and fighters no take passangers usually .
Another thingy that can make situation more realistic,aliens from crashed ufo could have a bit less morale (bravery or whatever is called here that stat),u rather no often are super hero when u just crawled out from burning vessel:)

21
Feature Requests / Re: Reactionary fire hell
« on: August 30, 2009, 08:52:21 am »
its what i said about in game realism topic if u met squad of aliens armed with pistols in 2 hand and ure fac e to face with 3 or more of em half of ur squad is usually dusted .
best tactic on that as for me is crouch all ur soldiers w/o mowe and kill as many as possible (grenade launcher work good here )  :) but kinda frustrating and unfair its true.
Another weird thing i saw my base is mainly attacked by fighters.....how if research say they no have landing gear :P
aliens are not so smart if they sacrifice ship each time they want assault base so maybe we have chance to win that war yet just need build many bases so they lost all fleet :P


22
Discussion / Re: Why is the "saved game during combat" thread locked?
« on: August 29, 2009, 03:16:12 am »
I can understand the second specified argument, namely that battlescape saving is not implemented for technical reasons ("coding nightmare"). However, I am unable to understand the first specified argument, namely that it is disallowed for design reasons. What would be wrong with the option of disallowing battlescape saving in the difficulty settings at the start of the game? This would satisfy everyone, because it would allow everyone to play the way they want to play.

I respect the developers' decision to not implement this feature for technical reasons. However, what I really can't understand is the fact that this thread in which this topic is being discussed has been locked, thereby preventing further discussion on this topic. Since this is a controversial topic and it will certainly remain controversial in the foreseeable future, it seems appropriate to me to allow this discussion to continue. Even if the developers no longer wish to take part in this discussion, such a discussion might inspire someone else to make an unofficial patch.

For the above reasons, I request that the previous thread be unlocked. Surely, it cannot be in the interest of anyone to censor the UFO:AI community.
well they work on that game and is their decision if for someone is too hard to play,should just play sumfin other.
about locked topic,devs said many times so that discuccion is useless so they already decided so why ppl still trying ? want more post on ur accounts lol? thing was said and as for me locking is understadable all got an patience limit .

23
Bugs prior to release 2.3 / Re: ERROR: Actor is still moving
« on: August 28, 2009, 03:25:36 pm »
Done copying data.
Loaded routing for tile tropic/tr_f07 in   0.0s
Map:tropic/tr_f02  Offset:(-8, 24, 0)
wpMins:(128, 128, 0) wpMaxs:(135, 135, 2)
Shifted wpMins:(120, 152, 0) wpMaxs:(127, 159, 2)
Tile bounds: (120, 152, 0) to (127, 159, 2)
Source bounds: (128, 128, 0) to (135, 135, 2)
Done copying data.
Loaded routing for tile tropic/tr_f02 in   1.0s
Rerouted for RMA in   0.0s
checksum for the map '+tropic': 2841585622
ufo script checksum 2100944313
Not enough spawn points for team 0
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/tropic.mat'
music change to ufo2 (from van_geoscape)
Starting the game...
gerald has joined team 0
(player 0) It's team 1's round
gerald has taken control over team 1.
music change to PsymongO5 (from ufo2)
Team 1 ended round, team 7's round started!
********************
ERROR: Actor (entnum: 66) on team 7 is still moving (1 steps left)
********************
Shutdown server: Server crashed.
==== ShutdownGame ====
music change to van_geoscape (from PsymongO5)
Shutdown gametype 'Campaign mode'
music change to van_theme (from van_geoscape)
Wrote config.cfg.
Wrote keys.cfg

ver 25862 it seems actor still in action 1st terror mission Bangkok jungle river map

24
Feature Requests / Re: about realism
« on: August 28, 2009, 01:44:49 pm »
okies Odie,just wondered if someone got similiar feelings bout that or if i forgot how to play such games :P
about grenade launchers i dont think its overpowered if it go about firepower but maybe accuracy is too high,such weapons can miss few meters from point u aimed especially if range is long .

25
Feature Requests / Re: about realism
« on: August 27, 2009, 05:29:54 pm »
its understandable but i hope it will be rebalanced a bit just got today situation when my sold fired 3 burst from laser rifle on alien,there was 1 sqare distance and he missed..... he got 28 assault proficiency....i proly need take care bout what they drink or smoke before action lol.
another thingy is aliens have weirdly much action points,i understood so they have great technology but are they running or pushing triggers 10 times quicker than humans?
and all time im talking bout races we met on start.
and well when we get their technology so our armours and weaps are same or comparable why we still so away behind them?i mean behind them in training our troops so being behind em in science is fully understandable.

26
Feature Requests / Re: about realism
« on: August 26, 2009, 10:18:07 am »
well tried new version...
i no like easy playing also but some things here works weird really.
phalanx are elite forces from i,ve readed and they behave like guys who have guns 1st time in his hands,
on opposite side aliens are just superheroes and sundance kids shooting pistols from 2 hands dust ur squad before soldiers can take cover lol.
got situation where alien killed me thru wooden wall with kerrblade,but if u try to shoot through that no chance heh.
another thing dunno if that aliens teleporting or so but got soldier in room with 1 door,he reserved points for reaction burst fire,alien wchich was on corridor outside just dissapeared then apeeared back just in front of soldier then poof kill lol.
i talk bout start of game all time i wonder what will be when new alien races come think phalanx should give up lol or at least intro should change text a bit to shall we say:here commander ur bunch of half blind rookies wchich even no saw gun in their lives :)

27
Bugs prior to release 2.3 / Re: no free inventory space...
« on: August 26, 2009, 10:07:41 am »
tried new one with new campaign.
ufo yards ar enice save ur base free spots but i feel there more maps bugged by "actor" than i got in 25745 eh.

28
Bugs prior to release 2.3 / Re: no free inventory space...
« on: August 25, 2009, 12:04:59 pm »
sure Oddie thx heh i no presumed so new version come so quick after 25745 i'll try that out :)

29
Feature Requests / Re: Night Maps
« on: August 25, 2009, 01:24:40 am »
not sure how the lighting works in the game engine, but you would probably need persistent damage which isn't in the game, so things like a incendiary Grenade, it burns everything around then goes away, there is no follow up fire that burns then the next turn. so if they could do a light grenade you would probably get a brief glow that is gone as soon as the explosion animation finished
smoke grenades keeps 2 or 3 turns

30
Bugs prior to release 2.3 / no free inventory space...
« on: August 24, 2009, 01:24:33 pm »
wpMins:(128, 128, 0) wpMaxs:(143, 135, 3)
Shifted wpMins:(120, 128, 0) wpMaxs:(135, 135, 3)
Tile bounds: (120, 128, 0) to (135, 135, 3)
Source bounds: (128, 128, 0) to (143, 135, 3)
Done copying data.
Loaded routing for tile ufocrash/uc_h01 in   0.0s
Rerouted for RMA in   1.0s
checksum for the map '+ufocrash': 3180836840
ufo script checksum 2405305234
Not enough spawn points for team 0
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
load material file: 'materials/ufocrash.mat'
music change to PsymongR3 (from van_geoscape)
Starting the game...
gerald has joined team 0
(player 0) It's team 1's round
gerald has taken control over team 1.
music change to PsymongR5 (from PsymongR3)

Com_AddToInventory: No free inventory space!


ver 25745 it happened when both my dropship was on action one was returning from terror mision another landed at crashed ufo then i got crash to desktop with such stuff.

another thing bout electro lasers i used it got messag ealien succesfully stunned,but in mission summary alien still count as dead,and was dead exactly so no added to live aliens in my containment.

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