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Topics - hellblade

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1
Open Feedback / the only "pressing" bug that must be fixed
« on: May 31, 2015, 06:50:12 am »
There are a whole bunch of bugs and issues with the game right now but you'd expect those to be ironed out, sooner or later.

One bug however, is getting rather annoying.  It's not game-breaking but it's glaringly obvious.  Shooting any alien directly behind an opened ufo door, while you are diagonally adjacent to the alien outside the ufo, WILL GUARANTEE a miss.  Game won't say it's out of LOS, instead you will just keep shooting at the edge of the door.

There are other "pairs of squares with the opened doors in between" that also guarantees you shooting at the edge of the door instead of the of alien.  It's getting VERY annoying if you play ironman, where you always have to keep in mind which square NOT TO STEP onto.

Anyway I just hope to bring this issue to light.

2
Troubleshooting / Nightly Installation over V1.0
« on: May 28, 2015, 04:19:49 pm »
Sorry for such a simple question.  But even after plowing through all the instructions I cannot install nightly's version.  Or should I say I don't know if I have installed it at all.  Could somebody please explain in layman's terms how to install nightly over a normal v1.0 game?

Specs are: Win7; normal V1.0 installed using installer (game runs fine);  No mods.


I am quite desperate as my savegame seems to result in a game freeze during the first turn of the next battlescape mission, no matter what I do.  I was hoping the nightly build would fix it but it didn't.  Either I didn't install it properly ... or I have a savegame that guarantees a crash.  And I would love to email it to anybody here to wants to pull it apart and see what is causing the freeze.

3
Open Feedback / Battlescape ... bugs?
« on: May 26, 2015, 08:36:12 am »
First of all, switching on "Time Units" in battlescape, during a battlescape mission sometimes crashes the game.

Secondly, and more importantly ... why is everything "slightly off" compared to the original game?
The color/brightness is slightly off;
The brightness of each tile affected by lighting (whether it is lighting from a light source or lighting from a solider walking closer) is slightlly off;
The vision of tanks is slightly off (i.e. areas aren't revealed even though they clearly should be)
AI seems to be slightly different ... aliens lurking in areas where they never lurked before.

I'm asking because I wonder why the above things are slightly off when the game should have just copied the original game mechanics?  Not that it's a major issue though.

(edit: The tank's weird vision seems to be from that the "eyes" of tank is linked to it's turret instead of it's body, which I believe is a bug from the new game feature "extra movement options when holding Ctrl")

4
Suggestions / Simple "balance" to broken Psi system
« on: May 25, 2015, 07:55:11 am »
The Psi system is ... in today's gaming term ... OP.  It's so over-powered that it breaks the game.

I propose a simple mechanic to partially balance this problem.  Could the soldiers who successfully (or unsuccessfully) attack psionically also suffer some brain damage?

How much damage is up for debate, but as long as the soldier who used psionic ability hits the sick bed for a couple of days (or even kills himself), it would balance the broken system somewhat.

I got this idea from the official X-Com novel actually.  Our human brain wasn't born for psionics anyway, so why shouldn't there be some brain damage?

5
Is there currently any plan to add rotated UFOs/buildings/areas .... so the game is less repetitive and more replay-able?

You already have the resources for each area/ufo.  But they always face one-way.  Turning them by 90o 180o 270o would quadruple you number of ufos/areas.  It would be a great addition to the game, if not as a mod.

Also is there a plan to include some TFTD landscape to battlescape missions?  Again the resources are already there to plunder.  Extra sets of landscapes would increase replay-ability.

6
Suggestions / another idea - radar range on geoscape
« on: October 20, 2011, 07:46:23 am »
The lack of visuals to show radar coverage probably has bugged alot of you.  (One of my friends went as far as mapping out his game radar coverage on a real world globes, using ruler, compass, and radar range data,  to plan his 8 base locations.)

So I suggest something along these lines:
1) Add 3 circles centered on the mouse during "place your base" so we can see what it covers.  The 3 circles are small,large,hyper-decoder of course.
2) Add a toggle button on geoscape to show what current radar coverage is.

And IF anybody has the time to write the programming, then maybe make the coverage area colour/colour-shade coded to show probability of detection.

7
Suggestions / 3 more "easy" to implement ideas
« on: September 22, 2011, 02:19:10 pm »
Here's some more ideas after fun online-reading about x-com (especially X-Com:Genesis)
I mainly want to spice up the old monotonous gameplay.

1)  To break the monotony of the game.  Could we copy TFTD and have mixed races in some missions/ufos?  It's easy to implement and GREATLY improves gameplay.

2) "Terra-forming" missions.  When you lose the game, it says the aliens has polluted and mutated the planet, etc. etc.  Maybe there could be a terra-forming mission type for aliens?  It'd be remote of course (so they could do it in secret) and it'd be grassland/jungle areas (where plants could flourish).

And of course there'd be a mission for us to stop/undo a terra-formed area on earth.  The tactical map would be a mix of grassland/jungle with alien garden stuff.  Actually borrowing this mission from X-Com Genesis.

3) Alien capture missions.  Sorry if somebody has suggested this.  You'd need to capture a specific alien/rank to help research or to find an alien base or find out what region an alien base is located (or it could just be words and have no real effect in game).   Killing that particular alien would result in failure of course.  And lifting off with its stunned corpse would be a success.

8
Suggestions / more ufo variety ... without adding any!
« on: July 20, 2011, 07:26:27 pm »
If anyone has seen the "random ufo design" from XcomUtil, then you know it was a great idea badly imiplemented.

What I suggest is simple.  Keep ALL ufo designs, maintain the originality of the game, but randomize the "direction" it faces.

So you have 4 versions of the same ufo, facing N,S,E,W.  And if we can't draw the "back-side" of the ufo entrances then just facing South and East is already doubling the number of ufos we encounter.

9
Suggestions / priming grenade before mission
« on: July 19, 2011, 05:43:44 pm »
Just thought of another annoying thing about X-Com.  We should be able to prime grenades & prox grenades & any other types, during equipping phase.

We should also make the "state" of the grenade saved in soldier equipment save files as well.  This way people can choose prime or not prime their grenades and NOT have to repeat it next mission all over again.

10
Offtopic / lowering sound effect
« on: June 18, 2011, 06:58:49 am »
Want to ask if anyone knows.  Is there anyway to lower the sound of the Geoscape "beep"?  The one when you click "Ok" and other buttons.  It's way too loud and and I boosted the music files to maximum already.

11
Suggestions / 2 simple changes for better ufo ai
« on: June 11, 2011, 03:13:52 pm »
Regarding large ufos (and small), why do they just sit there and get pounded by plasma beams until they die?  They got the speed to run or to attack.

Simple changes to their AI would make a HUGE improvement to gameplay.  The larger ufos could A) run away like smaller ufos    B) act aggressively and head straight for you

For B) it would be like aggressive mode but it's "their" aggressive mode.  At least the Terror Ship have a fighting chance against Beam Interceptors.  And you could try keeping them at arm's range by clicking on Standoff again ... or something ...

I'm complaining because the interception (especially large ufos) is ridiculously dumb right now.

12
Suggestions / newb to squaddie promotion
« on: June 06, 2011, 05:14:18 pm »
This is really minor, but could squaddie promotion be shown as well?
Promotion always bring joy to players, even if it's lowly squaddie promotion.

Plus it's also easy to implement.  I wonder why it was never shown before.

13
Suggestions / Cryssalids & zombie mission
« on: May 25, 2011, 08:12:33 pm »
I thought of another mission that probably has crossed your minds.

If say, a snakeman ufo lands (the large ones carrying crysallids) and you aren't successful in tackling it.  Then maybe we could add a new mission type.  A Cryssalids threat.  Just a normal map (city/farmland) filled with zombies and cryssalids.

The "Outbreak" mission would have no ufos like a terror mission.  I only mentioned it because it should be really easy to implement.

Could also work for snakemen, like the way UFO:TTS has snakemen eggs being laid on the ground though you'll have to add an "attack" for the snakemen without weapons.

14
Offtopic / Diane Duane's X-com novel
« on: May 25, 2011, 06:52:53 pm »
Anyone know where to find the pdf file for the novel?  I could only find a webpage version which was terrible to read with.

15
Suggestions / realistic fires
« on: May 23, 2011, 07:14:39 pm »
To make the game tactically more fun, we really should change "fire" in the game

1) makes tonnes of damage for new fires and very little damage for old flames
2) lots of smoke should come out of fires that are burning things like chairs and wheat (are those wheats?)
3) walking into fires should damage you straight away
4) fires should spread more than now
5) should also spread upwards, like up the second floor and then up the roof
6) fire damage to morale should be way more than other types of damage, and morale should plummet when you're on fire

Admit it, how many of you guys actually care about fires in game?  People should be running and screaming and scared ... well, at least they should be running if the fire is spreading fast and will deal enough damage to kill you.

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