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Messages - H-Hour

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286
FAQ / Re: Reaction fire
« on: January 25, 2013, 08:03:09 pm »
Aliens tend to select low-TU firemodes for reaction fire, which is why they seem to RF a lot. If you want to increase the amount of RF your soldiers take, be sure you are using low-TU firemodes as your RF firemode. It's easy to miss, but you can select the RF mode by clicking a small circle in the bottom left of the firemode panel.

Also keep in mind that if a unit loses sight of another unit at any time, the TU accumulation must start again from zero. In 2.5-dev, at least, I find aliens are good at walking behind you before firing, so in tight spaces I'll often try to form a line to block their movement.

287
Design / Re: Psi-amplifier concept
« on: January 25, 2013, 02:40:36 pm »
I like the concept and it's good timing. mattn is just starting to think about how to implement psionics.

I do think the head needs to be organic, preferably gaseous, but we can play around with the head skin until we find something we like.

Of the two I prefer the taller one.

288
Windows / Re: UFO and light problem
« on: January 25, 2013, 02:34:06 pm »
What's the problem with the city lights?

289
Design / Re: Alien Tank designs ideas and proposals
« on: January 23, 2013, 06:29:42 pm »
Wasn´t there the weapon mounted rotable on top in earlier pics? The way it is now it can only fire in moving direction, which is kinda regression compared to tanks from WWII, not to speak of modern ones.

Well, it does avoid the problem that we can't actually support rotating weapon mounts at the moment, and it's not a trivial task to add that.

Without the weapon I could imagine it beeing an unarmed human scout drone. It seems to move through the air, and as aliens already have the Hovernet, I would like to have the alien tank different from that.

My understanding was that the edges were small treads and that it would be able to roll around on the ground in addition to hovering.

290
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 23, 2013, 03:34:37 pm »
Speaking about pilots, I noticed that they gain experience only in targeting and evading, not piloting skill.
Yeah I think it's kind of a useless skill. It may improve chance of survival if shot down, but not sure.

291
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 23, 2013, 02:52:50 pm »
And pilots gaining experience would be nice + pilot rescue mission.

Pilots do gain experience in 2.5.

292
Bugs in stable version (2.5) / Re: map bug: Alien stuck / miss-spawned
« on: January 23, 2013, 02:51:22 pm »
Logged. Thanks for reporting.

293
Feature Requests / Re: More intel-gathering items for the battlescape
« on: January 23, 2013, 12:29:08 pm »
You can be forgiven for being confused. The ufopaedia entry makes all sorts of claims that I don't think match its actual performance. I think: scans in soldier's FOV only, scans only when clicks (you would have to turn and click again to see behind you, for instance).

294
Feature Requests / Re: More intel-gathering items for the battlescape
« on: January 23, 2013, 12:05:47 pm »
And they only scan at the moment when you click the headgear button on the HUD.

295
User modifications / Re: Desktop Shortcut
« on: January 23, 2013, 12:16:37 am »
That is for full-mod (complete content replacement), no?

I think it loads /base/ and then the mod folder. Not sure if it still works the same since mattn implemented the mods ui.

296
User modifications / Re: Desktop Shortcut
« on: January 22, 2013, 10:37:55 pm »
+set fs_gamedir [mod directory]

297
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. :(

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.

298
No, he meant if you find a place in the code where the order of the script entries matters, please report that. Curly brackets are a normal part of the UFO format.

299
The SF tracker is the place to log and deal with a bug/feature request, where devs may ignore, close or address the item. Use the forum if you want to discuss the feature with non-devs.

300
Tactics / Re: 2.5 DEV How to enter a Fuel Depot??
« on: January 22, 2013, 02:52:21 pm »
if you win only with granedes and you have a bom to spare... how strong s it? can it be used in combat?

I don't think it has any use outside of the fuel depot map, but I'm not sure.

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