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Messages - wollow

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There seems to be something out of place maybe? I am on my 44th UFO now and havent seen a single hwp die yet. They soak 5 to 30 plasma hits *each* mission.

Also, these are my notes on the game so far:

Research: Sometimes research finishes and no result is shown (i know that some aliens produce no result - i mean a result that really is omitted) or the new branches are not shown. Sometimes alien specialists (not soldiers) hang around at the base but are not researchable for no apparent reason. (feature request: it would be nice to see the name of the alien the produced the research in the research finished screen)

Repair/fuel: A ship can launch even though damaged or only partially refueled but wont get refueled until completely repaired so after 1-2 takeoffs a damaged plane is dry ands stays dry for *long*. intended?

Wall shooting: I have seen aliens shoot the outer walls of their UFO from within *many* times - as if disregarding the fact that they are in the way.

The Elerium Mace from the samenamed mod does not work (aliens dont get stunned).

Feature request: Quickwalk on hotkeypress - sometimes walking your dudes across the map takes ages and you opnly want to speed the animation of certain guys - not all.

Feature request: It would be cool if the soldier rank were displayed on more soldier equip/transfer/assignment screens as it help a lot with distinguishing them.

Bug: When loading a savegame, all interceptors start with zero momentum and are disengaged from combat.

Bug: Day/night cycle rotatation axis is a little off the poles but there *still* is no everlasting polar day or night.

The explosion from the small launcher seems to have the wrong animation. Vanilla xcom sported a different animation (purplish) for it.

Feature request: option to turn an hwps turret only.

Feature request: load hwps onboard skyrangers even if not fully loaded with ammo.

Bug: mind probe does not ever seem top have a line of fire while ordinary guns do. (had psi on sight acitvated)

Annoying: Ufo number x turns into landed ufo number y. This should be the same.

Question: Does an alien under research take up a slot in alien containment? It should.

Feature request: hotkey for joint interceptor agressive/cautious/stand back action. hotkey for 5 sec mode on geoscape (can be super annoying if you accidentally click too fast a mode and dont get a chance to get back to 5 secs because of a barrage of events.

Annnoying: The cryssalid aggro sounds! It's texas chainsawmassacre aesthetics. I prefer alien any day.

Annoying: Walking down the ranger ramp straigh takes longer than jumping off the side and walking besides it to the front. I know its the same in vanilla but its still stupid (watch what the ai does when you have a soldier go down the full ramp).

That was the important stuff...

Another feature request: have the battlescape maps be optionally larger, with the skyranger standing further out of harms was. It would be thematically sound since landing a vtol amidst entrenched hostiles is suicidal. have the battlescapes bind the rangers for a while - if the battlescape took 10 turns, bind the ranger for 10 hours on the geoscape after the battlescape maybe. reflect this with ambient light :-)


Sorry for being so brief and terse but I am wracked by migraine right now. I supply that much much criticism only because you DID SUCH AN AWESOME JOB at recreating one of my favorite pc game classics and it deserves to be prefect ;-). I'll do a lauding post later on.


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Anyways, heavily utilizing hwps as scouts is a no brainer now (for me). In vanilla xcom they fell apart after the 10th plasma hit at most.

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Offtopic / Re: Just found this on the web
« on: August 02, 2014, 09:21:06 pm »

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Offtopic / Just found this on the web
« on: August 01, 2014, 04:59:18 pm »
in case you've already seen it, just kick this thread dear admins ;-)

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Hmm, I have sold more than a dozen heavy plasmas but you've got a point: Smaller plasma weapons *are* more prevalent in open xcom than in vanilla.

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Suggestions / Re: different way of handling battlescape salvaging
« on: August 01, 2014, 02:05:07 pm »
You would have to 'mark' the items the soldiers brought with them or devise another belonging rule if you don't simply return everything to their homebase straight away. Otherwise even your flares would show up on the mop up transfer list.

Since I am daydreaming anyway, how about missions taking their time on the geoscape, i.e. having the skyranger landed and unavailable for a certain period of time, depending on how many turns the battle took? If that was implemented you could create an option like "collect all carryable stuff into the skyranger" at the end of mission, binding it for another few hours or so.

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Suggestions / Re: different way of handling battlescape salvaging
« on: August 01, 2014, 12:52:41 pm »
How about simply putting all the stuff in transfer mode to your base, like the transfer after a purchase? It would be neater if you could decide which base the stuff gets transported to but then you would need an extra menu screen for that.

Thematically it absolutely makes sense that xcom employs some mop up personell that cares for this kind of stuff.

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Quote
Did you have fatal alien wounds option on? If so you may have injured it earlier and if it has any fatal wounds when you stun it will die when the mission finishes. 

PS , this should be in the troubleshooting section
]

It did not happen on two successive missions where I ended the mission with a stun as well.  So yeah, maybe it was a wounded alien.
Sorry for filing this under the wrong topic, will do next time.

In other news: Are the HWPs really supposed to be *that* tough? In the old XCOM, they often suffered first shot deaths, now they live through barrages of dozens of plasma hits. That level of toughness is a complete game changer for me. I now use the HWPs for lots of scouting and *prominently* place them as targets in the open so they soak up all enemy fire. Despite this tactic, I haven't seen a single HWP get destroyed yet.



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Programming / Re: New Feature: Infinite base sizes, POLL
« on: July 31, 2014, 04:38:22 pm »
How about "infinite" terrain size? It would feel more real if one could wander "endlessy" into any direction. Alien movement could still be roughly restricted to the same old terrain size so mission complexity/length would not change much.

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When battlescaping 3rd UFO of the game: When I stunned the last remaining alien with a stun rod the mission immediately ended but the scoring screen showed 0 captured aliens and none was present at the base for research. Cannot repeat since playing ironman (no save to repeat from).

I will keep an eye on this during future missions and report if the error recurrs.

You've made a really great port of xcom, great modding interface. Thanks for the invitation to nostalgia alley!

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