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MyThos

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Posts posted by MyThos

  1. On 8/21/2018 at 8:29 AM, Chris said:

    As such I’m very reluctant to allow any form of sidestepping beyond potentially adding the ability for units to literally step sideways (i.e. move sideways but remain facing the same direction), and even that would complicate the control system more than I’m strictly comfortable with. Would be very handy near corners or doorways though.

    OpenXcom implemented this by pressing <CTRL> while selecting target field, which just keeps orientation while moving. Is quite handy in the described cases ...

  2. Hi,

    just few issues I ran into with the current version:

    - mission doesn't end after last alien killed by reaction fire from friendlies - remains in friendly phase, no interaction possible

    - agents supposedly in cover (next to window or door) are hit repeatedly by aliens from fields in straight lines behind the cover, but cannot hit them from their standpoint - need to move into window or door tile. 

    - soldiers are hit inside doors when aliens are in straight line of wall with door around corner of house ?!

    Otherwise I  really appreciate the progress with the test versions.

  3. The mouse wheel now appears to raise and lower my elevation rather than allowing me to quickly scroll between different types of shot, even if my cursor is over an enemy so that's irritating but I don't know if its a bug or an undocumented feature.

    That is one thing from the community edition I really don't want to miss anymore. You can easily switch between soldiers via the tabs (maybe "tab"-key would be a nice keyboard option as well) but having to manually select levels on the right side was a pain before ...

    Just my opinion ...

  4. Hi,

    I was looking for details regarding diagonal moves but found no results here in the forum for "diagonal", "move" and "block".

    Would it be possible in a patch/mod to allow soldiers to move diagonally into a space where the neighboring fields (by edge) are already occupied by other soldiers (and/or objects)? Currently in tight space you will have to organize the move order of soldiers and cannot move into an otherwise empty field if soldiers are in the fields directly above/to the left or right or below the target field.

    Thanks and Regards,

    Michael

  5. Expecting to win the game when you lose the air battle? I do not think so. I do not know about you, but I think that losing the air battles should not mean that they have to become easier, it means that we have to become better at fighting them.

    For me the air battle is a nice supplement but the core is research/construction/budget management in global view and the tactical combat on the other side. I could rather well live with the simplified approach done in X-Com (not XCOM) and any additional options are nice but should not define the core gameplay

    My 2 cents only ...

  6. Hi,

    Chris repeatedly mentioned that GJ would provide updates on his work on AI but I never found anything. Latest remark is from 17.6 release announcement.

    GJ’s writing an article on it too, which should explain in more detail what has been put in and what happens next. That'll be due some time this week.

    Any idea if and when we might get to read something from GJ ??

    Thanks and Regards,

    Michael

  7. Hi,

    here my findings with V17 Quick Battle /Terror Site

    1. first time with no crashes in Hidden Movement - Thanks

    Minor problems:

    1. If civilians have nowhere to run they crouch-get up-crouch repeatedly. Makes for quite a dance

    2. some south-east walls are "not there" - aliens, civs and agents can walk right through. Especially with windows or extras on the tile

    3. Calculation of APs for walking some place while passing a door do not take the APs for opening the door into account.

    4. Had a strange "teleport" moment for one agent stepping from lawn to a bush on the next tile and back - strange animation and sound ?!

    5. Only 3 Sebilians on a terror mission ?! Sebilian corpse has pop-up description NON_COMBATANT_SEBILIAN or similar ?

    6. still the clipping issue with Hunter standing behind an agent but being drawn on top of him/her

    Overall I am very happy with the version and will start a full game now most Hidden Move CTDs are taken care of.

  8. I guess this is a tall request, making such a consequent decision.

    But the drone is after all a robotic support unit for maintaining a shitload of fire on my troops- he could have suppressed them all, and sacrificed itself for the benefit of the non robotic unit.

    Reading Gijs-Jan's previous blog entries I don't think it is such a tall request at all. There can be a behavior for each alien type and based on its possible/configured states it will act accordingly. So a drone may not have any kind of self-preservation value set.

    Just my interpretation though ...

  9. Nah, changing the engine is not an option sadly. We'll see how it goes, the coders may have found a ray of light on this issue but we'll see in the next few days.

    Keeping my thumbs pressed :) as per my request a few days ago: http://www.goldhawkinteractive.com/forums/showthread.php/3394-Technical-Question-Resource-Management

    Wishful thinking regarding game-engine would be to look at the way ProjectZomboid has implemented their isometric engine including map streaming: http://projectzomboid.com/blog/index.php/2012/09/of-pz-payments-map-streaming-and-status-updating-ness/ -- Please don't bash me for pointing it out but some thinking outside the box may sometimes help with your own situation ...

  10. this would be a part of the game that is the way now because it is all in alpha, would be very suprised if it would not change to late beta/release

    Hmm, I think it will get more and more tedious the later you switch to it. Especially now with the additional terrains being implemented it would make sense to look at the technical approach early. Well, we'll see. I just hope it the full version will not bog down due to memory and file-handling overload ...

  11. Hi,

    when installing/unpacking V16 I noticed the huge amounts of files (> 80.000) being unpacked from the archive and I wondered what these files are. Then taking a look at the assets and subfolders I noticed each image (icons, aircraft in various build states, etc. ) are located in separate files!

    I have seen multiple examples in other games where files contain multiple images and are referenced via x/y offsets. I think performance could be tremendously improved if related images where stored in combined files for different kinds, like icons, aliens, equipment, etc. and separated for tactical and geoscape. I think loading times can be improved and memory and file handle management cleaned up.

    What do you think ?

    Regards,

    Michael

  12. Hi,

    V16 crashed on me running the Quick Battle option. One agent was on the roof of the central building as spotter. I let him knee before end of turn and during "Hidden Movement" one alien shot at him with the blue stuff --> game crashed.

    Oddity was that one agent was stuck at the chinhook rear access (I could not select him for multiple turns) and other agents could walk right through him - stood on top of him. A view turns later I could select move the agent again.

    Second oddity: the tank is drawn on top of agents standing in front (south west) of it.

    Thanks and Regards,

    Michael

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