Jump to content

maxm222

Members
  • Posts

    210
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by maxm222

  1. Can someone tell me if this is a bug where you add kevlar armor to your squad in the armory section, but later on (still in the armory) find that the armor has mysteriously disappeared? That's what I've experienced but also found that if I re-apply the armor once or twice, the change becomes permanent (for that coming battle). Or are we talking about armor that disappears while actually IN combat?
  2. I don't know how tricky it would be, but when I'm doing screenshots, the graphics seem like they hold up very well with, say a 1.5 X zoom-in (see screen shot). I've seen some pretty low-budget games that allow a considerable zoom-in, but again, i don't know what the coding challenges would be.
  3. Thanks, yeah, I saw that, but in my case the crash to desktop was immediate--no slowdown followed by a return.
  4. Couldn't they be left in there to provide extra oxygen and fresh vegetables for the troops?
  5. It seems to me that soldiers without heads would be a feature: "If my soldiers were to begin to think, not one of them would remain in the army." ---Frederick the Great Also, less head injuries. And no more headaches.
  6. Second or third alien turn in first ground battle at downed UFO site. I hit the "finished turn" button, one of my grenades exploded, lots of red code (?) filled the left side of the screen for a second, the game disappeared, and I was back at my desktop. See attached files. output.log_1.40ccc9280f29be32c7507e6df65a5bec output.log groundcombat-4.json
  7. Yeah, thanks, I think it was made worse by the Secondary stuff being added to the Primary list.
  8. Thanks for the responses, and I will keep bringing it up, as it continues to be the equivalent of the dog sitting in front of the TV at inconvenient times..
  9. Really liked the Alien Fleet Survey text--more realistic than usual. One correction: the speed of entanglement change (the measurement of the entangled property of one subatomic particle determining the property of another entangled particle some distance away) is instantaneous. They've done measurements of particles up to several miles apart, and there is no measurable lag--and that's definitely 'way faster than light. It really is "spooky action at a distance," as Einstein said dismissively. It sounds like you could still use this phenomenon to at least communicate instantly, but you can't. Measuring a property of your particle "disentangles" your particle from the distant one. It's a One And Done.
  10. Just wanted to mention that despite the work left to do, this build has been more stable and better visually in a number of ways, including some "little" things that have an outsided impact--at least for me. And I'm finally enjoying air combat, although I don't know how much of that is due to changes, and how much to my familiarity with the mechanics. Keep it up!
  11. See screenshot. I couldn't check to see if this is a "feature," since the secondary and belt columns don't have enough items to make any scroll out of view.
  12. >Sorry for my bad english That's okay, your english is 100% better than my Lithuanian. I agree that idle animations can improve immersion and make the battlefield seem more alive, but the "change stance" animations are not very smooth, so I'm not sure that having one more abrupt change in stance would add that much. I like idle animations where the soldiers shift their weight, look around, etc.--but those would probably take too much work, I'm guessing.
  13. Thanks for the tip. I was saving myself for marriage, but the next build seems like a more practical goal..
  14. The combination of the following problems (which have all been reported) stop me in every game: - Can't obtain enough alien alloys to progress (especially in building more powerful weapons) - Can't shoot down anything larger than the first two alien craft - Can't get past the broken "Temperate Town" terror mission So I'm just repeating the same set of actions which reach the same impasse each time. Hopefully at least one of the above problems will be solved in the next build, or I'll have the same dilemma.
  15. Good question, although check out the discussions about different aspects of cover by searching on "cover" or "cover indicators." What I would like to see is: when you first click on the location you are thinking about moving to, you see the % of cover (which you can otherwise only see if you try to shoot at something). This would give one some way of estimating the effectiveness of possible cover, including whether the cover blocks 100% of your LOS--which can be an unpleasant surprise. This does bring up a problem, though. How does the game know which direction you're interested in knowing about? Perhaps after the first click, you could do an additional input (mouse click or key press) for directions? Or, the code could look at where the visible enemy units are, and use that direction--but what if there are enemies in two (or three, or four) different directions?
  16. After watching the load of save file for turn #1 of the Temperate Town terrorist combat, the game crashes to desktop (game disappears & I'm back on my desktop) after the load progress bar reaches 100%. See screen shot and files. Later saves of this battle seem to load without problem. output.log output.log_1.25dffe9294f6e18d9eb7757f4309a6b5 groundcombat-210.json
  17. Yes, I get what you're saying, but as you can see in the screen shots, none of the save files that I can see--in the "grey_herald" folder (my current game) or the "auto" folder or on the "load game" screen--are the same as my save names, which are the two saves in the screen shot which are circled in red (gray3 and gray4), and those are the only places I see a my save file name being used. Maybe I'm missing something? If not, making the names of player-saved files more flexible wouldn't seem to produce any more save file confusion than currently.
×
×
  • Create New...