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Messages - H-Hour

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46
Artwork / Re: First go at vehicle building
« on: September 16, 2013, 07:38:05 pm »
Cool, were you able to get it working in-game?

47
Discussion / Re: Notes from veteren XCOM player after his first UFOAI game
« on: September 16, 2013, 11:08:11 am »
Easy mode gives you faster research, more time before aliens introduce new weaponry/ufos, and more little adjustments to give you more time.

48
Mapping / Re: Village revamp
« on: September 16, 2013, 10:59:17 am »
Here's a new building I built for the village revamp.


49
If you encountered encased plasma right after laser, you were probably slow to reach lasers, which are available 3 months earlier. There is supposed to be some overlap, though, as you phase in New weaponry. In my last game, some base garrisons were still using a few plasma rifles at the end because I prioritized other production.

50
Discussion / Re: Returned after a couple years
« on: September 13, 2013, 11:46:55 pm »
Unfortunately not. You will need to compile the source yourself to get the latest 2.5 versions.

51
Discussion / Re: Notes from veteren XCOM player after his first UFOAI game
« on: September 13, 2013, 11:29:30 pm »
The "Simple Campaign" has been removed until it is more fully developed.

52
Discussion / Re: An Open Letter to the Developers
« on: September 13, 2013, 09:37:48 pm »
Stat growth has been changed in 2.5.

53
Discussion / Re: Notes from veteren XCOM player after his first UFOAI game
« on: September 13, 2013, 09:52:56 am »
I'm also surprised at having all the research done by August.  I've never gotten to a point like that, but maybe I'm not aggressive enough in research.
When you say "all the research", do you mean you're waiting on something new to arrive to research? What kind of UFOs and weapons are you facing?

54
Discussion / Re: Notes from veteren XCOM player after his first UFOAI game
« on: September 12, 2013, 08:03:10 pm »
Probably all of your complaints are gone or greatly improved in 2.5-dev. It's really a great milestone. Hopefully we'll get to a proper stable release soon.

55
Discussion / Re: Returned after a couple years
« on: September 09, 2013, 12:04:56 am »
Yes, it's a wonderful tool to have - especially so now that 2.5-dev is quite stable for players.

56
Discussion / Re: Disruptive changes to stat calculation in latest 2.5-dev
« on: September 07, 2013, 11:46:03 pm »
I understand it can be frustrating for some players, especially considering the lengths that modern games go to to ensure players experience little to no "friction"  in their games. But to me, the potential for outliers is an important pact between the game and the player. I know, as a player, that I face a randomly generated challenge, that the game has jot been deliberately engineered to ensure I face only mild challenges, and that makes the victory mine in a way that I don't feel in other modern games. The peaks and valleys are an integral part of what makes a sandbox game meaningful. We already have some hard limits - the game can not sustain more than 8 missions on the roadmap at once, and will discard New spawns - but it's important to me as a gamer that the game does not "auto-tune" itself to safeguard me from outlier moments. In a game like this, where the narrative shape emerges dynamically from the unique circumstances of each campaign - and my own successes and failures - such outlier moments provide the game with the uncertainty and struggle which gives the game meaning. We can gate the experience and narrow the range of possibilities as mass-marketed games do, but in my view doing so undermines the power and investment that comes from forcing responsibility onto the player.

57
Discussion / Re: Disruptive changes to stat calculation in latest 2.5-dev
« on: September 07, 2013, 09:35:25 am »
Ufo appearance: every four or eight days a new cycle starts. The game rolls x number of times a number between 1 and 100. If the number is higher than the ufo reduction rate (maybe 65 on normal if memory serves) then a ufo is spawned. With this mode it is possible that every possible duo spawns in a cycle - or none. Though most of the time it will tend towards Total Rolls * Ufo Reduction Rate.

58
Bugs in stable version (2.5) / Re: bug @ alien transfer - latest 2.5
« on: September 06, 2013, 11:50:44 pm »
Please attach your save game file.

60
Bugs in older version (2.4) / Re: Game freezes on interceptions
« on: September 06, 2013, 03:29:07 pm »
I'm not the best person to provide this info, but I believe this is the code that handles aircraft routing. Look for AIR_SendAircraftPursuingUFO.

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