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Messages - H-Hour

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301
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 22, 2013, 02:51:30 pm »
Can you also eject (possibly partially used) clips in the battlescape?

In the base equipment menu you can eject an ammo by right-clicking. This is likely the same in the battlescape, but I haven't tried it.

302
FAQ / Re: Endgame
« on: January 22, 2013, 02:12:28 pm »
so if alien transport ship lands it cretes base?

Yes, or refuels it.

303
Does the order of the parameters matter?

Maybe. It does in some UFO scripts.

304
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 22, 2013, 01:28:48 pm »
maybe ad options to choose what you want to reload in your weapon similar like you can choose what kind of attack to preform.

You can load any compatible ammo into your weapon in the battlescape by opening the equipment window and dragging the ammo into an empty weapon.

305
On the download page you'll see "UFO:AI binaries" and "UFO:AI installer". The first only gives you new executables and accounts for changes in the source code. The installer gives you all new artwork, so map fixes, script fixes, etc will only show up in the installer.

You can attach files to a feature request or bug on SF. You should do that with the ufoconsole.log, although include a small relevant snippit in the comment is nice as well. If you need to attach more than 1 file, you can do so with multiple comments (as geever mentioned, SF's bug tracker is not exactly user-friendly).

306
Discussion / Re: weapons balance in 2.5
« on: January 21, 2013, 05:58:10 pm »
As for coilgun/electromagnetic rifle: They are more accurate than sniper over longer ranges. Coilgun is only slightly stronger than sniper rifle with plasma ammo, but improved ammo for bolter really takes the cake. In my game I use one "light" sniper with SR, and one heavy sniper with coilgun/bolter. They are really fun with throughwall attribute.

Can you speak more about your experience with the Electromagnetic Rifle? I too use the one "light" sniper and one heavy sniper with Bolter (don't yet have the coilgun). But I have to say my light sniper has just performed way better. I have my own thoughts on the reasons for this, but I'd be very interested to hear more from you if you've found the Bolter really useful and the light/heavy setup work well for you.

307
Discussion / Re: Tiny poll about what do actually contributing mean
« on: January 21, 2013, 05:52:10 pm »
Thanks krilain. Too bad there weren't very many respondents.

308
It's pretty straightforward. Go here and you should see Create Ticket at the top of the left menu (may need to be logged in). No hard rules, but it's best to set priority to 5 and milestone to master.

309
Tactics / Re: Where/why/how many bases do you build?
« on: January 21, 2013, 12:28:07 pm »
Can you transfer antimatter from base to base once you have antimatter storage in multiple bases?

Yes.

310
Discussion / Re: weapons balance in 2.5
« on: January 21, 2013, 12:08:57 pm »
I can't say yet. I'm still playing through. But encased plasma also fills a late-game role for rookies who can't effectively wield the needlers.

A shotgun ammo may be considered.

311
I have to make an account to do anything there, which I'd rather avoid unless I have to...

We give you this game for free. It's literally the least you can do to help out.

312
Tactics / Re: Where/why/how many bases do you build?
« on: January 21, 2013, 11:56:22 am »
(About Dragons: How difficult are they to keep fed? Does each unit of fuel they have in their status screen require one unit of antimatter?)
I think each unit of fuel is one antimatter. Not sure though. By the time I got Dragons I found it pretty easy to keep them supplied, but I run a pretty heavy production line. Was around 40 workers when I built my first dragon, now at 80 (Nov 1).

(About starting aircraft: which do you prefer, Stilettos or Saracens, and why?)
Personally, stilettos. They're better fighters early on and I usually can't take advantage of a Saracen's long distance coverage anyway. By the time they get to the other side of the planet, the UFO I saw will be gone. If you use interceptors to patrol, though, then it's probably the best craft because it can stay in the air longer.

(About aircraft parameters: Is the 'damage' parameter in the script files the hitpoint value? Does the 'range' parameter determine weapon range? I thought the weapon alone determines the range...)
Yes, damage = hitpoints. Range determines how far it gets on a single tank of fuel, I believe. Check out the commented section at the top of aircraftmanagent.ufo. It describes all or most of the parameters.

314
User modifications / Re: Unbuildable squares
« on: January 20, 2013, 09:37:37 pm »
Build space is already at a premium as it is... so I don't need unbuildable squares taking up more of my valuable real estate.

Geever was making a different point, one that is overlooked in most feature requests (and there have been several lately). You want this feature (ability to build on all squares) because it will make the game easier for you. But that doesn't make the game more fun. It just makes it easier.

Players usually want things that will help them win -- better weapons, more base space, larger squads, etc -- but the fun of the game comes from overcoming challenges. Good game mechanics typically involve simple problems with more than one way to solve them. That's why the blocked squares are there. Every base is a new challenge. Since replayability is key for us, the constant variation is important.

315
User modifications / Re: [MOD] Easy Radar Rangefinder
« on: January 20, 2013, 08:54:30 pm »
Cool Quizer. Thanks for redistribution. I've added it to the Available Mods sticky at the top of this forum.

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