project-navigation
Personal tools

Author Topic: few improvements to consider  (Read 3487 times)

8472

  • Guest
few improvements to consider
« on: June 20, 2009, 09:28:31 pm »
Hi,

I've been thinking, that there're still few things which I miss in this new 2.3 version

1.
on the global planet map, where I can build and use a "SAM Site":
   a) I miss there something like auto-fire/shot, that I don't have to order a SAM Site each time a new UFO appears to fire. and because there is really lot of those UFO's (more then I was used to in version 2.1), this auto-fire/shot would be a great help I think.
   b) this is perhaps a small bug = after I order the SAM Site to fire on the UFO, and then I save the game (while the UFO is still on the map), and later load the game from that save (with that same UFO on the map), the game simply don't remembers that before I ordered a SAM Site to start shooting(or simply to shoot if it was already within a SAM Site fire range) on that UFO, and then I must again give the order to open fire on the UFO.
   c) I can imagine that somebody would like to have this SAM Site auto-fire/shot to be disabled in the game, so perhaps it would be best for everybody to simply put there some switch ENABLED/DISABLED (which will apply on the entire planet's SAM sites) for the SAM Site auto-fire/shot.

2.
on the base, at the window where I can Equip the soldiers, there is an option to change the color of the soldiers dress (Urban, Jungle, Desert, Arctic).
this is fine, but sometimes it really takes too long to change the color for a dress for every soldier.
so maybe it would be nice to put there some global switch which will change the color of a dress to all of them.


3.
furthermore, I think there is another small bug,
to be more specific, as there is an option in "Change message and pause settings" to pause when a new UFO is spotted (I use the default setting, which means to pause it) , I've noticed for a few times that the game didn't paused on , and the UFO simply moved until disapeared.

Offline Another Guy

  • Squad Leader
  • ****
  • Posts: 239
    • View Profile
Re: few improvements to consider
« Reply #1 on: June 20, 2009, 10:20:19 pm »
The right place for improvements is Feature Requests. But I liked ur ideas.  :D

Said that, a look on the actual bugs:
Quote
1.b) this is perhaps a small bug = after I order the SAM Site to fire on the UFO, and then I save the game (while the UFO is still on the map), and later load the game from that save (with that same UFO on the map), the game simply don't remembers that before I ordered a SAM Site to start shooting(or simply to shoot if it was already within a SAM Site fire range) on that UFO, and then I must again give the order to open fire on the UFO.
I don't know about that myself, never used SAM sites.

Quote
3.furthermore, I think there is another small bug,
to be more specific, as there is an option in "Change message and pause settings" to pause when a new UFO is spotted (I use the default setting, which means to pause it) , I've noticed for a few times that the game didn't paused on , and the UFO simply moved until disapeared.
In noticed this too, but its very rare and usually when some other event that is not set to pause (like cargo tranfer arrival for default) happens on same time on high game (geoscape) speed.

Offline PhilRoi

  • Rookie
  • ***
  • Posts: 50
  • EMT and Soldier
    • View Profile
Re: few improvements to consider
« Reply #2 on: June 20, 2009, 10:41:00 pm »
I personally wouldn't mind a set of Camo's that were more obviously diffrent from each other.  Or even a few solid color uniforms in the mix.   I tend to use the Camo colors as a quick reference for load-out's.   Diffrent weapon systems will get diffrent uniforms.

makes it slightly easier to track who and what is going where.

8472

  • Guest
Re: few improvements to consider
« Reply #3 on: June 20, 2009, 10:44:29 pm »
Quote
Said that, a look on the actual bugs:I don't know about that myself, never used SAM sites.
well, previously in 2.1 they weren't there. I noticed them when first tried the 2.3-dev. and why not to use it when possible.
and I can tell, that it's not a bad thing, because as I've noticed before, the count of UFO's had increased pretty hing, and my fighters couldn't be everywhere (e.g. fighter shots down one UFO, and another one or two of them appear, meaning that the fighter won't have time to focus on the new one's, because he needs to refuel and rearm). second thing is, that first "earth" fighters aren't that powerfull to shot down e.g. the harverster, and with SAM's available, they can simply weaken them, and then I can send the fighter to finish the work.
another curious thing is, that the UFO sometimes get's "crazy" and it flyies around the base (which is in addition covered with e.g. 3x SAM's) until crash.

Quote
In noticed this too, but its very rare and usually when some other event that is not set to pause (like cargo tranfer arrival for default) happens on same time on high game (geoscape) speed.
I agree that it's very rare, but it happened to me after new game, that a new base of mine wasn't prepared for an UFO's attack on the base (structures under construction). And because of that increased cound of UFO's, I received really lot of those base attack's by the UFO's without any warning, where e.g. I could order the SAM's to open fire to the UFO while closing to the base (and sometimes the UFO's changes the course after being fired upon).

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2552
    • View Profile
Re: few improvements to consider
« Reply #4 on: June 20, 2009, 11:34:44 pm »
FYI: Autofire for SAMs and Base Defence weapons is a planned feature.

-geever

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: few improvements to consider
« Reply #5 on: June 21, 2009, 05:40:06 am »
I personally wouldn't mind a set of Camo's that were more obviously diffrent from each other.  Or even a few solid color uniforms in the mix.   I tend to use the Camo colors as a quick reference for load-out's.   Diffrent weapon systems will get diffrent uniforms.

makes it slightly easier to track who and what is going where.


The new soldier model I'm working on (it's already in the data source) has about eight or nine or so different colors, including some wild ones military forces probably wouldn't use but would be good for multiplayer.

When I get it done along with new heads for the bodies, and when it finally makes it into the game I think you'll be happier.  The new model also has an almost totally black "stealth" pattern for one of the colors (sort of like what SWAT guys use).

If you want pictures (of how they look so far), just ask.

Offline PhilRoi

  • Rookie
  • ***
  • Posts: 50
  • EMT and Soldier
    • View Profile
Re: few improvements to consider
« Reply #6 on: June 21, 2009, 07:31:42 am »
sweet.  I don't think the game is detailed enough to care if the camo you use matches the terrain.  It's mostly for variety and fun for the player.  having some visually very different patterns helps me visually track who is going where.
 coolio.

if you decide to put in more then 1 solid color.    go with Coyote brown/tan,   sage green/od green,  grey, and black.  those are the standards.

8472

  • Guest
Re: few improvements to consider
« Reply #7 on: June 21, 2009, 10:20:08 am »
FYI: Autofire for SAMs and Base Defence weapons is a planned feature.

-geever

thx

Offline Borsti67

  • Squad Leader
  • ****
  • Posts: 164
    • View Profile
Re: few improvements to consider
« Reply #8 on: June 21, 2009, 01:30:16 pm »
second thing is, that first "earth" fighters aren't that powerfull to shot down e.g. the harverster, and with SAM's available, they can simply weaken them, and then I can send the fighter to finish the work.
Did you ever manage to do so? From my point of view, the range of SAM is way too limited to achieve this.
When a UFO is detected, it's a rare occasion that its course will lead it into firing range (and when it would, I need to launch the fighter at the optimal point because otherwise the UFO might change its direction). The only meaningful situation I can currently imagine is when a UFO comes in for a base attack. But on the other hand, from the very few SAM hits I could see, these never brought 'em down... So if there won't be any "bonuses" for the following raid on my base (e.g. weakened/less aliens) for giving them a few shots before they can invade, in my opinion SAM curently seems quite useless.

8472

  • Guest
Re: few improvements to consider
« Reply #9 on: June 21, 2009, 01:37:17 pm »
Did you ever manage to do so? From my point of view, the range of SAM is way too limited to achieve this.
When a UFO is detected, it's a rare occasion that its course will lead it into firing range (and when it would, I need to launch the fighter at the optimal point because otherwise the UFO might change its direction). The only meaningful situation I can currently imagine is when a UFO comes in for a base attack. But on the other hand, from the very few SAM hits I could see, these never brought 'em down... So if there won't be any "bonuses" for the following raid on my base (e.g. weakened/less aliens) for giving them a few shots before they can invade, in my opinion SAM curently seems quite useless.

in my case, 75% of UFO's do fly into firing range of the SAM sites. so yes, I think it's not that useless.
anyway, now after I developed new fighters (Starchaser, Stingray, etc. ...), equiped them with laser guns, and perhaps now the SAM's will become useless.

Offline Another Guy

  • Squad Leader
  • ****
  • Posts: 239
    • View Profile
Re: few improvements to consider
« Reply #10 on: June 21, 2009, 06:42:28 pm »
I just fill every "radar gap" with radar towers so I can see UFOs as soon as possible and plan ahead my stingrays intercept course so crash is in a good area (closer to dropships) or in sea (when dropships are all busy).

Edit:
Quote
2.on the base, at the window where I can Equip the soldiers, there is an option to change the color of the soldiers dress (Urban, Jungle, Desert, Arctic).
this is fine, but sometimes it really takes too long to change the color for a dress for every soldier.
so maybe it would be nice to put there some global switch which will change the color of a dress to all of them.
Yep, a separete option to change model for all soldiers on a dropship (or base, or better, both options) for soldiers could be handy.
« Last Edit: June 21, 2009, 06:47:13 pm by Another Guy »

8472

  • Guest
Re: few improvements to consider
« Reply #11 on: June 21, 2009, 07:49:18 pm »

Edit:Yep, a separete option to change model for all soldiers on a dropship (or base, or better, both options) for soldiers could be handy.

Right now I've noticed, that the soldier "dressing" function doesn't work.
By default I've on each soldier the Urban "theme" for their clothing. And when I change it to something else, then I select another soldier, and after I return to that previous one, he has back the default Urban. :(

Offline geever

  • Project Coder
  • PHALANX Commander
  • ***
  • Posts: 2552
    • View Profile
Re: few improvements to consider
« Reply #12 on: July 04, 2009, 06:56:07 pm »
Autofire feature has been implemented and the 1b bug was fixed (it remembered to wrong (non-existent) ufo due to an uninitialized value).

Note: Your old saves may assert on expression `tech' if you try to open basedefence menu right after load the game. You can avoid this by starting the time. The SAMs will select a new - valid - target.

-geever

8472

  • Guest
Re: few improvements to consider
« Reply #13 on: July 04, 2009, 09:59:29 pm »
Autofire feature has been implemented and the 1b bug was fixed (it remembered to wrong (non-existent) ufo due to an uninitialized value).

Note: Your old saves may assert on expression `tech' if you try to open basedefence menu right after load the game. You can avoid this by starting the time. The SAMs will select a new - valid - target.

-geever

thx

odie

  • Guest
Re: few improvements to consider
« Reply #14 on: July 06, 2009, 07:59:46 am »
Autofire feature has been implemented and the 1b bug was fixed (it remembered to wrong (non-existent) ufo due to an uninitialized value).

Note: Your old saves may assert on expression `tech' if you try to open basedefence menu right after load the game. You can avoid this by starting the time. The SAMs will select a new - valid - target.

-geever

Oooo, that is way so cool now. :P I am starting another new game again (so i have clean save game again..... sigh*)