Jump to content

Skitso

Members
  • Posts

    3,206
  • Joined

  • Last visited

  • Days Won

    109

Skitso last won the day on April 1

Skitso had the most liked content!

Reputation

359 Excellent

2 Followers

Converted

  • Location
    Finland

Recent Profile Visitors

21,939 profile views
  1. I would: Increase UUO orbital strike panic damage to 20 global + extra 15 to the target region UFOs that are left flying around should generate a lot more anomalies/panic. Some UFO missions should be able to kill supoorters too. Alien bases should be more important: they should be more numerous, harder to find and they should be a LOT more difficult to clear. They should be like a tier more advanced than the player is so it would be really tough to clear immediately and would require proper planning and gearing up. Bases should cause more panic, kill supporters, generate more infiltrators and anomalies around them and spawn extra UFO missions in it's region. It'd be cool to see all the increased regional alien activity and then send planes to scout area to find the base.
  2. I've played to day ~280 now and I fully agree. I can skip terror missions and manage panic with ease - even with only 2 bases with 3 planes eacb, while letting lot's of UFOs run amok around the globe, even the UUO orbit shots give me no worries. No pressure, no hurry, no dread.
  3. Roof destruction frills have some minor displacement issues
  4. Aircombat UI has some slight UX issues: Mouse hovering aircraft panels on the right highlights the corresponding unit on the map. This is the correct behaviour. However, hovering the same aircraft on the map doesn't highlight the corresponding panel on the right. Selecting an aircraft by clicking it on the map doesn't select the aircraft panel on the right. Also you can end in a state where multiple aircraft panels are selected at the same time. This can be done selecting aircraft #1 by clicking it's panel on the right, Then, click aircraft #2 on the map and then clicking aircraft #2 panel on the right -> both aircrafts are selected (only visually) Additionally, activating the afterburner should disable weapon buttons visually.
  5. user_ufo_visible-12.json Also, later it doesn't seem like the UFO door functions as it should.
  6. I killed the Psyon Elite that controlled Cpt Morgan. While I did regain the control of him, his FoV didn't update. Loading the save or moving the unit fixes the issue. (night time mission if it matters)
  7. I know this is per design, but after the latest shroud tweaks there are some unwanted serious visual side effects. I agree that after the change, all the transparent elements show logically correct behaviour regarding the shroud, but... There's just few ugly exceptions where the "correct" logic looks terribly wrong. And that's the animated transparent props like fire and smoke. They look so janky some of my friends thought the game broke somehow. I know why it looks like that as I've seen the progression through the years and know the long standing issues with abduction tubes etc being displayed under the shroud. But this is not the way IMO. I don't know how feasible it is to fix this, but I sure as heck hope there is a way as this looks cursed! Potential fixes: (me knowing 0 about gfx coding) Use the old method of transparency rendering just for the smoke/fire Do not rended smoke outside of the FoV Revert the whole thing back to how it was (it was the lesser evil) Something else you clever people can think of!
  8. Threw an alenium charge on the roof. Roof broke as expected, but the freshly spawned fire floats in void. Fire should either not spawn at all or spawn them at floor #1. Also roof destruction frills are missing one corner piece. (yellow arrow)
  9. EDIT: NVM. Can't hear anything out of the ordinary there...
  10. Ok, sounds good. Is the issue that the model/animation can't be switched while on the move? Would it be feasible to register the click and then change it as soon as the unit stops?
×
×
  • Create New...