Max_Caine Posted April 23, 2014 Share Posted April 23, 2014 Not after we all complained about it. Quote Link to comment Share on other sites More sharing options...
Caaygun Posted April 23, 2014 Share Posted April 23, 2014 I have a feeling this might be connected to the red "Alien Found" icon appearing before the alien himself, which also often manifests about 3-4 tiles away from sight. I've only seen that in night missions so far. Quote Link to comment Share on other sites More sharing options...
Skitso Posted April 23, 2014 Share Posted April 23, 2014 If you were definitely playing Experimental 5 HF then it's a bug. I'm positive so it has to be a bug then... Quote Link to comment Share on other sites More sharing options...
Troublechuter Posted April 23, 2014 Share Posted April 23, 2014 (edited) Alright, after some more investigation I'm fairly confident that the AI's turns sometimes taking way longer than usual has something to do with psionics. In my latest mission I was up against a landing ship, so not a huge amount of crew, but with two Psions. Turns were really slow until I killed the Psions, who fortunately were hanging out together so I was able to kill both in one turn. The AI's turns immediately went a lot faster afterwards. All anecdotal, I know, but hopefully this helps. Edited April 23, 2014 by Troublechuter Quote Link to comment Share on other sites More sharing options...
Chris Posted April 23, 2014 Share Posted April 23, 2014 Hmm, yeah, I may increase bleeding damage to 5HP per wound per turn. 2HP per turn is pretty weak. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 23, 2014 Share Posted April 23, 2014 Please don't unless you provide a few turns to stabilize a soldier - I had many lives saved just because they were left 1HP after the bleeding effect Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 23, 2014 Share Posted April 23, 2014 I agree. It doesn't need changing. Quote Link to comment Share on other sites More sharing options...
Skitso Posted April 23, 2014 Share Posted April 23, 2014 You guys sure? I can't even remember when I've bothered to give first aid as all bleeding units can continue fighting as long as the mission takes...30hp left after hit -> 15 turns to complete mission. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 23, 2014 Share Posted April 23, 2014 I've had plenty of my poor soldiers bleed out on me. Sometimes you can't get to them with a medkit in time. Also, they don't always start bleeding with 30 hit points remaining. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted April 23, 2014 Share Posted April 23, 2014 I propouse that reduce weapon damage and increase bleeding chance at critic point. For example every 5 points of damage 60% bleeding chance, If the weapon makes half of the normal damage the soldier don't die, but last two more rounds. In other hand I have a question, Aliens dont bleed or feel fear.... right? Quote Link to comment Share on other sites More sharing options...
Chris Posted April 23, 2014 Share Posted April 23, 2014 Nah, I think it's a change I'm going to make in the next build. See how it plays. If it's horrible, we'll change it back again. If nothing else it makes medipacks more useful, but I have a feeling it'll improve things. @TacticalDragon - I think that'd be too big a change really. And at the moment, no, aliens don't suffer bleeding wounds or panic. They will panic in the final version of the game though. Quote Link to comment Share on other sites More sharing options...
Caaygun Posted April 23, 2014 Share Posted April 23, 2014 Without psionics capability, I would say it wouldn't be worth the effort to add panic for aliens IMHO. Quote Link to comment Share on other sites More sharing options...
silenced Posted April 23, 2014 Share Posted April 23, 2014 Nah, I think it's a change I'm going to make in the next build. See how it plays. If it's horrible, we'll change it back again. If nothing else it makes medipacks more useful, but I have a feeling it'll improve things.@TacticalDragon - I think that'd be too big a change really. And at the moment, no, aliens don't suffer bleeding wounds or panic. They will panic in the final version of the game though. IF you do, then give soldiers the chance to stop bleeding by themselves by using a medkit. No health given back but stopped 1 wound per 65% of TU. If another soldiers does so then as usual. Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted April 23, 2014 Share Posted April 23, 2014 If aliens can panic then having their morale rolled against the human morale for psi attacks is more interesting. The alien can take morale damage when it fails a psi attack which could make them panic in the long run. Is the bleed amount in the xml somewhere and if not can it be added there? Quote Link to comment Share on other sites More sharing options...
ventuswings Posted April 23, 2014 Share Posted April 23, 2014 In my opinion, adding panic for aliens seem to be adding unnecessary complexity that might cause lot of unforeseen problems and work. It also completely goes against "Alien Interrogation" lore as well. Quote Link to comment Share on other sites More sharing options...
frank_walls Posted April 23, 2014 Share Posted April 23, 2014 I want to see them panic when I gun down their friends. Quote Link to comment Share on other sites More sharing options...
StellarRat Posted April 23, 2014 Share Posted April 23, 2014 IF you do, then give soldiers the chance to stop bleeding by themselves by using a medkit. No health given back but stopped 1 wound per 65% of TU. If another soldiers does so then as usual.I thought soldiers could use medkits on themselves now already?? Quote Link to comment Share on other sites More sharing options...
dpelectric Posted April 24, 2014 Share Posted April 24, 2014 I thought soldiers could use medkits on themselves now already?? I just had a guy heal himself, yes Quote Link to comment Share on other sites More sharing options...
Name Posted April 24, 2014 Share Posted April 24, 2014 So I cant autoresolve air battles with no fuel then :c DAMN YOU THING I TOOK ADVANTAGE OF! I have noticed that in 100% victory autoresolve my interceptors can come back pretty beat up 0 to 20%hp. Is this a bug I should document report etc etc. Quote Link to comment Share on other sites More sharing options...
silencer Posted April 24, 2014 Share Posted April 24, 2014 It's intended. Auto result sometimes should not give you perfect result. Quote Link to comment Share on other sites More sharing options...
Amiga4ever Posted April 24, 2014 Share Posted April 24, 2014 So I cant autoresolve air battles with no fuel then :c DAMN YOU THING I TOOK ADVANTAGE OF! I have noticed that in 100% victory autoresolve my interceptors can come back pretty beat up 0 to 20%hp. Is this a bug I should document report etc etc. But you still won :-) 100% mean than you will win for sure. It doesn't mean that your aircraft will not take any damage Quote Link to comment Share on other sites More sharing options...
silenced Posted April 25, 2014 Share Posted April 25, 2014 For some reason it's impossible to reload a Singularity Cannon if you have a soldier with low TU using it. It can be fired, but not reloaded. Not %-based yet as everything else? My soldier has 46 base TU, with Cannon equipped only 30, although on 100 Strength due to Predator Armor. Firing costs 24 TU. Quote Link to comment Share on other sites More sharing options...
kabill Posted April 25, 2014 Share Posted April 25, 2014 For some reason it's impossible to reload a Singularity Cannon if you have a soldier with low TU using it. It can be fired, but not reloaded. Not %-based yet as everything else?My soldier has 46 base TU, with Cannon equipped only 30, although on 100 Strength due to Predator Armor. Firing costs 24 TU. Reloading was set to use static rather than % TUs so that's working as intended. Doesn't balance well with some heavy weapons though, apparently! Quote Link to comment Share on other sites More sharing options...
Selvhan Posted April 25, 2014 Share Posted April 25, 2014 They could panic if you kill the leading officer. Quote Link to comment Share on other sites More sharing options...
Troublechuter Posted April 26, 2014 Share Posted April 26, 2014 For some reason it's impossible to reload a Singularity Cannon if you have a soldier with low TU using it. It can be fired, but not reloaded. Not %-based yet as everything else?My soldier has 46 base TU, with Cannon equipped only 30, although on 100 Strength due to Predator Armor. Firing costs 24 TU. This is also the case with rocket launchers. Quote Link to comment Share on other sites More sharing options...
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