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jimbobfury

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Posts posted by jimbobfury

  1. xeno..jpg



    Okay, I've had this weird, new bug happen in the last 5 or 6 ground combat missions I've played. See the attached screenshot. My cursor was over an alien, to the left but to the immediate right there seems to be another, invisible target highlighted by the red selection rings.

    It only happens to aliens near a crash site. It often results in the chance to hit the actual alien sprite being shown as 0%, while mousing over the spot where there's an invisible one shows an actual hit percentage chance, but if you shoot at it, nothing happens if the shot hits home.

    As you can (hopefully just about) see in the screenshot, this 'ghost target' can crop up even after you've killed the alien you actually have in sight.

    This has only started happening since 10.1

    xeno..jpg

    xeno..jpg.26d4e8ed69c452491aa8fe52908787

  2. Okay, I've just had the best ground combat mission to date, which involved my first and only loss. It was with the crew from my second base, and they'd had to respond to a crash site before I could transfer any experienced troops across from my initial HQ. There were only four of them, to investigate a crashed Sebillian scout ship.

    The smaller squad size, combined with their slightly lower stats led to the most tension I've felt in the game since I started playing. As much as I've enjoyed the game so far (and that's a lot) THIS was the first mission that really had me on the edge of my seat and which made me feel the same way I used to when I played UFO:EU.

    I've probably gone off on one a bit there, but it's left me buzzing and the reason was; because I had fewer troops, each one was that much more valuable. I think in the early game, landing with a crew of 8 semi-experienced guys right off the bat, to tackle a light scout seems like a walk in the park. Who cares if one or two take a hit? This time around though, I knew that if I lost even 1 or 2 troopers, my chances of completing the mission were greatly reduced.

    So, long story short (sorry!) Could we maybe only start with 4 or 5 experienced troopers. Then, for the first few missions it gives the choice of going in with a small but decent squad, or padding it out with rookies so you have the numerical advantage but they may be prone to panic, and generally not that effective to start with.

  3. Yep, I agree with thothkins, although my initial feelings on the situation were the same as yours, Dragonx.

    I was frustrated when I couldn't reach a landing zone, but now I've got a second Chinook at new base it's opened up a range of options for me: Do I crew it entirely with rookies and keep my A-Team together at my original base, or do I split my more experienced squad and transfer some of them to the new crew to help them out? Do I spend the 10 days training the newbies, or just throw them out there to get on with it?? Do I set up a workshop at base #2 to keep them supplied with advanced weapons easily? Or just transfer them across from my main HQ (which gets more and more risky as the number of Alien Fighters buzzing around increases)

    So, if you've not already, try setting up a second strike team elsewhere on the globe and I bet you'll find it actually adds an extra layer to your stategic play.

    Good luck! :)

  4. I know a couple of versions back the to hit calculations underwent a bit of work and from what I can see objects that you're taking cover beside no longer count as cover for your target. However, it seems as if this change hasn't applied to window tiles. I had a soldier who shot out the glass first and then took a shot at an alien about...8 tiles away. His to hit chance was showing as 21%. After the alien had returned fire a couple of times, the window and surrounding wall were completely destroyed.

    My guy lined up another shot from the same tile as before and his hit chance was now 57% or there abouts. Neither he nor the alien had moved, so it's clearly the window he was firing from for protection that had had a negative effect on his shot. Is this going to be fixed at all? I'm assuming this is still a bug, as it penalises you for positioning your soldiers in certain tactical locations.

  5. I actually prefer my soldiers to be a bit more fragile in the early game, at the minute they seem just about right in the Jackal armour but I've found that if you always try to end your turn in cover, you rarely get hit anyway as the aliens accuracy isn't that great.

    I assume once the full AI model's in place then further balancing can take place. At the moment the aliens have to be able to withstand a good number of shots as they won't think to take cover to protect themselves. I'd like to see Caesans being made a little more fragile, personally, once they've got the wits about them to take cover. Sebillians are probably okay as they are, as they're meant to be tough. I can imagine it being a hell of a lengthy process taking down a Sebillian in cover once the AIs in place. (which is where suppression and flanking will come in! :D )

  6. I've just experienced a crash when trying to transfer a mixture of items and personal between two bases. I've never had this before, but this is the first time I was:

    -trying to send a combination of soldiers and store room items

    &

    -sending things from both of my bases simultaneously

    Has anybody else experienced this?

    I'll test further when i get the chance to see if it was the combination of goods or the sending items from both bases at the same time that caused the crash.

  7. It's easy enough to mod the weapon values yourself though. I've currently got the AK alongside the M16, and it has a lower AP cost on burst fire (to represent the fact that the default setting for an AK is full auto) and packs a little bit more of a punch, due to the larger calibre ammo. Accuracy across the board isn't quite up there with the M16 though, so that's still the better choice for dedicated riflemen who sit back in cover and ping across long range shots.

  8. For the drone names, should we not be thinking what the people of the times would have come up with? Terminator-esque name make sense to us, but what would they have looked like to grunts back then?

    Toilet seat lids? (head floaters? Ha!)

    Dougnuts?

    Maybe someone who was older than three back then could come up with something they remind them of from back then.

    It's not like the aliens get entries put into a Jane's all the worlds killer alien robots edition with their preferred name.

    I kept on calling a new aircraft type we got that did not have an official designation the Sumo. It was not given the honour of a name as it was only purchased for maintenance training. Now the name has stuck. I called it Sumo because it looked kind of rotund, but could actually move a lot faster than you would think. And it was a Japanese design.

    That is how lots of stuff really gets named.

    Yep, that's what I've been struggling with as it makes sense that the names would be what the humans refer to them as, but I think the soldiers in the field would call them something fairly derogatory, such as the names you suggest! It's like in Warhammer 40k lore, Carnifexes were orginally called Screamer Killers in the rules, because that's the name Imperial Guard troopers came up with for them.

    Given that Caesan and Sebillian aren't named in that style though, should we assume that it's the human scientists who name each race as they're studying them? Hence why they're not just called 'greys' and 'lizard bastards' in game?? So the drones should follow in the same vein maybe?

    How about;

    Roto-drone

    Roto-hunter

    Roto-whatthehellisthat?!? :) (or Roto-tank if you'd prefer, assuming the tank version also hovers? If not, then Moto-hunter could work)

  9. I found this too, Belmakor. I've been toying with the balance of air combat a little and found that tweaking the alien fighter's damage resistance values so that an Alenium missile one shots them made all the difference in a 2 v 3 combat. It meant that your fighters can engage the fighters relatively safely, although they can of course still dodge your attacks so you tend to end up wasting both missiles on one target anyway, but you can then avoid having to close to gun range until you're facing the only remaining ship.

    You can also risk sending a Mig with a full missile loadout, rather than torpedoes along with one F17 and the Chinook. He's obviously fragile but has more ammo to rely upon should the fighters avoid the first salvo.

  10. Great build! Very stable and much more strategic now you have to worry about funding. Obviously there's a fair bit of balancing to be done with that side of things (Alenium missiles sell for $1000 each when it costs $5000 to make them, for example) but all in all, yet another step towards an awesome game.

    It's telling that I've already sank more time into this alpha than I do a lot of full games. Somehow playing the same ground combat over and over is only just becoming a bit tired... :)

  11. Sounds good! Looking forward to playing this build when I get in, although I'd just modded my soviet weapons into the game so I'll have to do that again first. :)

    Quick question; which maps are up and running in this version? In 9.5 I only ever got the farm map, literally every time, regardless of where I shot the UFO down. I thought it was set so the northern hemisphere was the industrial map and the southern was the farm, but it never seemed to work out that way.

    EDIT: Ah, pulled into a meeting half way through typing to find Kirilz has asked the exact same thing. Glad it's not just me experiencing the map issue then.

  12. Great news, Chris. I don't know how easy this would be to fix in time, but I'd say the only really noticeable issue left now is the (fairly frequent) issue of an alien spawning right next to/inside the hull of the crash site, and the resulting issues with getting LOS on him.

    In fact, the LOS around crash sites in general seems a bit screwy in the last few builds, but I'm sure it wasn't back in 8.9. Any chance this can be fixed in time? Or do you not think that's too big a deal, considering the game is still in alpha?

    As for the names, of the ones mentioned by people so far, I think Sentinal, Hunter Killer & Exterminator sound pretty cool.

  13. Thanks very much for that, QM. I'll give it a try when I get home.

    In terms of setting up the spectres, I'm hoping I could copy and paste the existing assault rifle ones, in bulk, into a new entry for an AK equipped soldier. I'm sure it won't be as easy as that though, so expect me to come crying back for more help later! :)

    Thanks again man.

    Actually, it was as easy as that! AK47 now in game, alongside the basic assault rifle. Ace. Thanks again for the help Quartermaster.

  14. Hey all,

    I wondered if anybody knew how you'd go about adding an entirely new item to the game? I tried to add the AK47 as a new weapon, but couldn't get it to appear in game. I created entries for it in the following files: weapons_gc, strings, items (and set it to the same status as the ballistic weapons so it was available from the start of the game). I thought that would do the trick, but no joy. I wasn't sure how I'd go about getting the game to use the weapon but I was surprised I couldn't even get it to show up in the equip screen.

    Anybody have any idea what else I'd need to do? And if I can get it to show up in the base screens, any tips on getting it set up for use in a mission?

    Thanks in advance!

  15. Do people know that you can right click the quick slot and it lets you select the grenade rather than the flare?

    I didn't realise that the quick slot used the same AP as doing all of the moving of equipment manually though, although I guess that's only fair if the grenade's in the backpack.

    • Like 1
  16. Hi Gorlam.

    Yep, I was purely testing so I had an alien in sight at the start of my turn. I set two soldiers facing him, then set one to reserve APs for aimed and one to set AP for burst fire. In the aliens turn he didn't move from their line of sight, fired two shots in their direction and neither of them did a thing. I left them there for the next few turns and the same thing happened, until he killed them both.

  17. So, I suspected there was something up with reaction fire since I first downloaded the alpha, as I don't remember my troops ever making a reaction fire shot at all.

    With build 9.5.1 I tweaked the reaction fire modifier for each weapon, to test this once and for all. I gave each ballistic weapon a reaction modifier of 5 and then 10, to test this out. Now, either I'm really unlucky, or it's just not working as I've still not had a single case of one of my troops shooting at a moving alien.

    Reaction fire for the AI (alien and friendly) works fine, so I'm not sure why it won't for my troops.

    Also; as an aside- in the final build, will aliens still be able to perform reaction fire regardless of which direction you approach them from?

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