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Messages - H-Hour

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Discussion / Re: The Strong Taman (Minor spoilers)
« on: January 20, 2013, 07:01:47 pm »
a) This is a temporary solution (as geever said).

b) The only way you would ever know they have adjusted strength stats is by looking at the code.

c) This is not a sim. It's a tactical-strategy game. Just because the story prefers a plausible future over jedi knights does not mean it is a sim.

User modifications / Re: Unbuildable squares
« on: January 20, 2013, 06:09:50 pm »
Not sure, but they're probably not in the .ufo files if that's where you're looking. I'd guess they're in the source code, somewhere in the campaign cgame (/src/client/cgame/campaign).

FAQ / Re: GETdeb and PLAYdeb are left for good. Any replacement?
« on: January 20, 2013, 11:39:24 am »
Our latest stable release is available for Linux on Desura.

Artwork / Re: Tech images
« on: January 20, 2013, 01:14:09 am »
I get a 404 error on the PNG file.

Urban periphery is city3.ump and high-rise is city2.ump. You probably just have an older version of the game before I renamed them to "Urban Periphery" and "High-Rise", so they will still have their old names in the maps.ufo file.

Discussion / Re: Tiny poll about what do actually contributing mean
« on: January 17, 2013, 10:30:48 pm »
Have you gotten more results since you posted the results image? Care to post an update?

Discussion / Re: New encumbrance/TU system
« on: January 17, 2013, 10:28:03 pm »
Hm. Maybe you had higher radar coverage resulting in more UFOs detected and more missions? I started out with main base at Asia Minor, soon added radar covering south Africa, but then nothing for quite a long time as I built dedicated workshop base, and only around september 2084 I added another radar/interceptor base to cover most of Asia and Australia.

Wow, so you've just got one interception base until September? Did you have any trouble keeping nations happy? What about the Americas? I felt nation happiness was ridiculously easy (a by-product of the reduction in UFO frequency). Just goes to show how different play styles can be. My first money went into a second interception base and then I got radar coverage up everywhere I could before September.

Discussion / Re: New encumbrance/TU system
« on: January 17, 2013, 06:19:04 pm »
Does rank yet mean anything, game mechanics-wise?

Rank once effected their monthly upkeep cost, but I think that was removed. I don't think there is any plan to have rank effect game mechanics.

Discussion / Re: New encumbrance/TU system
« on: January 17, 2013, 05:57:30 pm »
Interesting. I swap out wounded and try to knock down every UFO I can over land. I've done 65 missions and I'm still about two months from even seeing heavily armoured aliens (probably three months from fielding power armour). By the time I get there, I could be nearing twice as many missions as you.

My most active soldier has seen 47 missions at this stage, so nearly 3/4. I've got 7 soldiers at 20-40 missions, another 4 or so around 10-25 missions, and another 7 at 0-10. I've lost probably 15-20 soldiers in the campaign, but maybe only 5 who had real experience. I only save-scummed once, to rescue my favourite sniper.

Discussion / Re: New encumbrance/TU system
« on: January 17, 2013, 05:30:48 pm »
Throughout my team I have soldiers with 40-49 strength, gained over course of almost 50 missions

Do you mean that you've reached power armour and you've only fought 50 missions total? Or that your top soldiers have fought on about 50 missions (out of a larger total) at this stage?

Feature Requests / Re: Base Improvements
« on: January 17, 2013, 10:30:56 am »
plus when a building is under construction, scaffolding on the base screen and scaffolding on the battle scape would be cool. I could design one but room would look more like the picasso room where soldiers brush up on their prestige and interlect, perhaps it could aid mind skill passing through, however, I may try.

Already in the game.

Bugs in stable version (2.5) / Re: few map glitches (stadium)
« on: January 14, 2013, 11:22:47 am »

Discussion / Re: Cheat in soldier stats
« on: January 13, 2013, 01:02:33 am »
DarkRain recently updated this page. As far as I know, nothing else will be up-to-date. The wiki is a giant pile of old information and there's no reliable way to know what is still accurate, except to dive into the code and check it yourself.

Mapping / Re: Destruction
« on: January 12, 2013, 12:39:41 am »
The pathfinding problem is not because of the maps but because of the AI.

Not true. This topic is the source of enough confusion already. Please don't add to it.

Discussion / Re: Cheat in soldier stats
« on: January 12, 2013, 12:33:46 am »
A lot of the stats gains and their effects are not really worked out very well. This is something I hope we can unify and improve in the future.

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