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Okim

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Everything posted by Okim

  1. Perhaps a US ranger for US desert tileset? You know, Texas rangers and such What weapons will soviet and arab AI soldiers drop? The basic assault rifle or akm-skinned one? Or just nothing at all?
  2. So is there any info on the v.14? 26th of August is near you know? (p.s. i know that those milestones are just for the global way of things - not the actual dates).
  3. Had this multiple times. Each time i just forgot about game`s interactive allocate crafts screen
  4. Farm barn stairs usually overlap my soldiers to the point where i can`t see the soldier or see only part of its back and head. Haven`t tried getting soldiers downstairs though.
  5. Used MT a lot in the original game. Especially on large UFO recovery missions and always on alien base and base defence missions. Used them on terrors too, but always switched off if i wasn`t fighting Snakemen with Cryssalids. Though they didn`t help much against Lids as those are freaking fast and usually stalked my soldiers form distances too far for a scanner. In TFTD never went on any mission without one. The abundance of cover in that game forced usage of PD sensors, especially this was true in (once again) alien base and activity missions. In APOC always had a guy with a pistol and a sensor. Aliens in APOC run in groups and were quite easily distinguishable from lone civies.
  6. Yeah, i see. But i though that idle also includes crouching. And it doesn`t explain why on the second mission that guy with a pistol loses his shield if no changes were made to his equipment and he wasn`t even shot at in the first mission.
  7. Some of the soviet soldiers names use informal variants. For example Misha instead of its formal Mikhail. Also all soviet girls should have an additional 'a' at the end of their second names. For example not Olga Smirnov, but Olga Smirnova. Those are quite minor things that just Russian players will notice, so you can just ignore them
  8. Seen the same thing. Also these are not quite related to OP, but i would like to mention them: Almost all covers are rendered behind your soldier if he is standing NE or NW of it (farm fences, concrete blocks on industrial). Stairs in farm barns are rendered over your soldiers making them invisible or only partially visible.
  9. 13.1. Caesan non-combatants have no sprites at all. Only a shadow. The death animation plays correctly. 13.1. Shield guy plays a basic guy-with-a-pistol animation when moving or kneeling. Haven`t seen him getting hit or dying. 13.1. Civilians jumping over fences are actually running through them with a slightly slower animation. I suppose that there are no civy jumping animations yet or 13.1 unintentionally allowed civies to jump over obstacles.
  10. The first time i flew on a mission - there was a soldier with a shield. Though that shield was invisible when a soldier was moving or crouching. The second time that particular soldier had no shield in his hand, but a grenade instead.
  11. I noticed that when you hire engineers soldier count is also increased. However if you hire soldiers - that counter switches to blue, but never grows. It still allows you to select the exact number of soldier you`ve clicked when you hit the hire button. This is my first base on a fresh game. Also on 1280x1024 i can`t see the numbers correctly. They are misplaced. The same goes for research screen and engineering screen.
  12. Having the same problem. IIRC right click should oped a sub-menu with afterburner and dodge options?
  13. Got a crash during interception. Not sure if i`m running the latest hotfix... ALso i noticed that we have a MIG available amoung starting planes. I though that MIGs are now a reserachable item? Also on 1280x1024 i can`t see the numbers (especially in personell window). And there are some name-related issues with Soviet soldiers. For example - Misha is a non-formal of Mikhail.
  14. Agreed. This must be addressed. It is a normal SWAT tactics to move in tight groups with lots of crunching and firing over kneeling mates. It was possible in Apocalypse for your soldiers to fire over lying or sitting team mates, it was so in Extraterrestrials and UFO:AS/AL. Not to mention JA2 that allowed to fire 'through' even standing mate.
  15. As i wrote under the screen shot - that`s a very simplistic representation of icons` idea. Surely devs will come out with more useful and less disturbing icons should they adopt this idea
  16. Nice to see you here, Mordachai (if you are the one i know from SOTS-verse) Yeah, Xcom somehow managed to create a simple, but yet deadly efficient wound system. As i wrote before - all the fatal wounds actually had impact on soldier performence. In Xcom Apoc this system was also present, but the healing process was, well, upgraded. However i hated heal-only-yourself system as unconscious guys were not able to do that. Also there were no options for stimulants and painkillers. Silent Storm series had a very advanced wound system with deeper penalties and complex system of healing (you need a really powerful medic to conduct healing on the battlefield). That game and UFO Aftermath (as well as XCOM1-2) are the only ones that allowed you to carry wounded soldiers for a safer place. Jagged Alliance 2 with its unofficial reincarnation introduced lots of various penalties for being injured. Simple wounds bleed your soldiers to death. Some critical ones in head, shoulder, torso, legs subtracted some of your soldier`s ability scores. A rare hit in the head could blind your man and force him to move slowly or risk tramping every time. Leg hits were a serious problem to your soldiers as they often could make him to fall and lay for a turn or two. UFO AM, AS, AL had a simple system of injuries that actually had no critical/fatal wounds. Your soldier`s health was divided into three types. Permanent damage, temporary damage and stun damage. Should your soldier get a lot of temporal damage - he will become unconscious and his temporal damage will start to convert into permanent resulting in death if no medical assistance is applied. Fallout had another interesting health/criticals system. Your char could get eye damage, crippled arms/legs and windowed (tactics) damage if getting critically hit. A single critical in head could result in an instant death regardless of actual damage (killed once a Rat God with a single hit of a crowbar. Was very immerse).
  17. More info above the agent`s bar is a good thing, imho. You can put here whatever you like - bleeding wound (blood drop), mind controlled (alien face), panicked (horror face), suppression (arrow pointing downwards), med-kit in inventory (red cross to quickly find your medics), other special-purpose devices, rocket/spray of bullets for quick access to grenadier/gunner, ammo icon for those who is low or out of ammo etc. (very simplistic representation of what i mean)
  18. Having no problem with bleeding checks after each 10 points of damage received. UFO had this system (with different values though) and a hit from an alien plasma rifle could really result in numerous fatal wounds. However, the same game aslo had an impact on soldier`s characteristics when fatal wounds occured. I can`t remember them all, but i think that fatal wound in arm could result in dramaticall accuracy reduction. Torso resulted in strength and stamina loss, legs - AP (?). Don`t know what fatal head wound resulted in. Possibly in bravery or the same accuracy? I mean - if this system does not sound too complex - it should be used in Xenonaughts. And i personally think that 2 HP per turn is too much. 20% chances - is quite a lot )
  19. Just noticed that the current suppression system differs from those that were discussed previously. It is very simplified - suppressed unit (the one who`s suppression score reached 0) is immediately taken off his next turn`s AP. Suppressed unit`s next turn APs should be used as an extra suppression score. And when reaching 50% of the original AP value - it should remain so and not getting lower. This way suppressed unit can recover from suppression faster (or simply regrouping/running away to recover in a safe place). And this way you wont be able to suppress the same unit each turn with a few shots - you`ll need lots of them to overcome regained suppression score and up to 50% of next turn APs.
  20. http://www.goldhawkinteractive.com/forums/showthread.php/1551-Suppression-Mechanics?p=17881&viewfull=1#post17881 And what about morale hit after those 50% next turn APs are used? I assume that anyone under heavy fire might eventually panic or at least become more susceptible to future moral tests.
  21. By importing necessary parts from other bases that have workshops?
  22. You shouldn`t be getting into firing range of alien torps when flying a MIG. MIG is a heavy weapons platform - basically it is not supposed to get into dogfighting. On the other side - MIG is the fastest craft we currently have, so it may force players to use it as a fast interceptor. But i won`t recommend it. To kill a fighter with a MIG you`ll have to manually launch missiles in at least two waves. Otherwise fighter will just dodge them and after that your MIG is dead. I use MIG only against corvettes (with 4 avalanches). Corvette can`t dodge them and there is no PD weaponry in the game. So 1 MIG with 4 Avalanches = dead corvette. Actually MIG is designed to do this kind of job (perhaps later it will have more choices for missiles and become a multirole craft).
  23. Hm. Didn`t realise that techs can`t repair and rearm/refuel the craft simultaneously. Will try that.
  24. That`s a Sebillian with a heavy plasma rifle. Sighted those only with corvettes. Other armored Sebs die normally.
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