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Everything posted by maxm222

  1. - Human (thrown) grenades: Has anyone checked the percentage of self-damaging throws? I think this issue came up before, but unless a soldier is wounded or impaired in some other way or facing high obstacles, I think the percentage of throws that land close enough to kill or injure the person throwing should be about 5%, max. For soldiers to throw a grenade right down in front of themselves, we're talking either dropping it when it is thrown, or being seriously depressed and wanting to end it all. If they're that depressed, it's probably because they were stuck in the wheel of the drop ship the previous turn... - Alien Alloy Starvation This has also been discussed somewhat, but for the 3rd or 4th time in a row, my game will be ending due to being unable to make more advanced anything because I don't have alien materials and can't make better aircraft or weapons or much of anything else. Perhaps the humans might be able to pick up some working weapons and ammo on the battlefield sometimes?
  2. See screenshot. I pick up another weapon and attempt to put down the current weapon on the ground. Even with all action points available, the game acts like I don't have enough to put the weapon down. I went through half a dozen different setups: different kinds of weapons, different soldier, etc. No luck. I could only put down the smoke grenade, not the ammo, med pack, etc. Note that this guy has a -13 TU penalty, from carrying both guns, so maybe that's what's doing it? Seems to me I read about this before, but I can't face reading through 400 pages that mention "drop" or "weapon." "Can't drop weapon" got 0 results.
  3. On V11.3 (and all the other builds): I have gotten really tired of having to open everyone's backpack during a battle because I forgot who has the explosive or the Alien Taser. Maybe I'm missing something obvious, but if not, would it be possible to be able to cycle through all the backpacks? Currently, using TAB leaves only the first backpack opened, visible on the screen, while the player cycles through the troops.
  4. I liked the pics of Italians standing out on their balconies and singing, amid their lockdown. The sign says: "I'll be OK." Loosely translated. Note Old Guy with electric guitar! The irrepressible human spirit.
  5. maxm222

    Yay, Devs

    Just wanted to say that the last two builds play significantly better than previously, and make for a more challenging and fun game. Thanks!
  6. Kidding aside, I'm afraid that programmers are not necessarily okay, unless they virtually never leave their home (to get more caffeine drinks, for example), never have anyone visit, and never read their mail without gloves. Covid 19 can live on various surfaces for up to two days--as far as is currently known. As for becoming infected or dying from Covid 19, it's true that people between the ages of 10 and 30 have fewer severe symptoms (sometimes none, apparently, even though infected) and far fewer deaths than older people. But if you look at the preliminary statistics, you can see that what people of all ages are good at is spreading this highly contagious disease. The number of cases before the epidemic starts to be contained (if it is) increase roughly geometrically every few days. And those are only the cases that come to the attention of someone who can test for the disease--no country knows the true extent of the spread. Plus, each country's experience has been different depending on various factors you have no control over (like your government's response, which is why we're going to be especially screwed here in the US). So here's the scenario that even you 20-year-olds should be worried about: you go to the corner shop for a cup of tea or coffee. The person behind the counter, who can't afford to stay home forever, hands over your drink along with the Covid 19 virus on the outside of the cup (where it can live for hours), since he/she contacted the virus from one of the shop's customers. On the way home you rub your eyes. Now you're infected. When you get back to your apartment, you get the message that a parent or grandparent is going to be stopping by. You don't let them in when they reach your place because you 're smart enough to know that you don't know if you or the surfaces in your apartment might be infected (more likely you do let them in and then don't kiss or shake hands--as if that will protect them). But you opened the door to your apartment house with the hand that carried that cuppa tea 20 minutes before your Mom put her hand on the door handle--and Covid 19, along with some other viruses, can live for days on hard surfaces like metal or plastic. I don't mean to scare anyone (and hopefully you all know all of the above), but no one should think they're "safe" from tragic consequences because they're young or tend to stay at home a lot. Okay, you're young, you almost certainly won't die from the virus. But will being young protect you from grief if one of the older people you care about dies? Yeah, we should all try to calm down, but the pandemic is getting worse, and I think we need to continue to learn about and emphasize the very real dangers.
  7. Just kidding, lame joke. The boots are almost lost in the shadows on the left side, and on the right side the boot merges into the shadow. I smudged some of the surrounding floor to show it more clearly.
  8. And, not to put too fine a point on it, the graphic appears to show two homeless fascist dumpster divers with webbed feet. Apologies to the artist, but jeez..
  9. I was overjoyed to see almost no appearance of the Hidden Movement (HM) graphic in the first few grounded UFO fights in the V12 build. However, the HMs were as bad as ever after two or three fights. After doing some more testing consisting of yanking the Hidden Movement (HM) graphic off what it is supposed to be hiding (have to ram the cursor up against different sides of the screen, quickly, to find which way will move the HM graphic), I have confirmed--several times--that the graphic hides three things: 1. (Most often) Alien movement and firing within full view of human troops. This is frustrating in the extreme for me, interrupts watching the flow of the battle and hides often-important information about who has attacked a soldier and how; 2. Alien actions which are not in human LOS, but which are not even close to the action. For example, an alien moves from one place to another in a warehouse that is not in human LOS, but is not close or important to the battle at the moment. I've seen the view shift into the total darkness of an unexplored part of the map, and then the HM graphic pop up to hide (when I can see underneath)--more blackness! WTF?, as the 10 -year-old badasses never get tired of saying. 3. Alien actions which are important and which should be kept hidden. But why aren't the LOS mechanics doing their job and hiding that stuff? Does the LOS mechanic really only work intermittently? Worst of all, I never know which of the three events described above are occurring when the useless and distracting HM pic pops up once again. I still don't understand why this obviously broken, useless distraction has once again not been important enough to fix--if for no other reason than for those of us spending dozens of hours beta testing. Part of the best part of the game for me even in beta is that I never get tired of watching the interest and surprises of the alien turn.
  10. So it's a breastplate on your belly? I suppose that describes some Kugelwagens. Sort of. If you squint and turn the lights down. And get stoned.
  11. My impression has been that new uplinks keep appearing (slowly), but I'm not sure. It would make sense that, since building the uplinks are the only way to keep buying scientists & engineers, uplinks wouldn't run out.
  12. Heh-heh, right you are! It breaks my immersion to see my squaddies do something that stupid. If anyone is interested, there are a bunch of YouTube videos showing Major Fails of the Javelin anti-tank missile which are pretty funny, and nobody gets hurt--as far as I can tell.
  13. Was in the middle of the human turn--I think. The game disappeared and I was back on the desktop. See files. content_manager.state output.log
  14. Ah, well, I had two Mars vehicles using laser SMGs--using the ammo and weapons available in the armory--and I almost always use right click for equip and unequip. I'll go back before the base battle and make a point to avoid any dragging in equiping the Mars platforms. Thanks for the info.!
  15. maxm222

    Research mechanics

    The Rule The Waves approach also sounds interesting, and it addresses the issue of replayability. One of the things that often makes replays of Xcom/Xeno-type games more boring for me (at least, after a couple of completed campaigns) is that I learn which tech advances I need or want, and that aspect of the game loses much of its interest: I know what's coming and tech advances just become a predictable chore. I don't know what the best approach is, but I don't see an obvious way around needing to play-balance any additional tech achievements or complexity, which I believe adds a lot of additional coding and play-testing. No perfect approach, I guess.
  16. >At the minute its implementation reminds me of that Taliban terrorist on YouTube who fired an RPG into the wall right next to him.. Hehe...you probably want to encourage your enemy to use those kind of tactics. In terms of "real life" (whatever that is) usage, a weapon which blows up friendlies even two times out of every 100 would never be used, but in the game environment, the failure rate is way of increasing tension/suspense by introducing random problems for the player. So do we really need more suspense due to weapon failure when we already are unsure of how effective our fire, and that of the aliens, will be? I doubt it, unless we're trying to make things more "realistic," in which case the chance of firing duds would be much more common than catastrophic failure. The only other reason I can see for having any weapon failure (duds or booms) is for balance purposes--like Mars vehicle-based SMGs missing 4 out of 4 shots unless very close to the target.
  17. maxm222

    Research mechanics

    Yeah! Both of those sound good. And: - A "combat" scientist (CS) or engineer (CE) has to accompany a squad to test a new weapon - A CS/CI has to go on a mission to disable alien security measures (locks and mines) - A CS/CI is able to be an interpreter of alien language, allowing him/her to interrogate captured aliens on the battlefield and discover alien resources and deployments for that or future missions.
  18. output.log.1output.log.1Went back to the beginning turn of the battle mentioned above, got a few turns in, same thing that happened above: crash to decktop. Files attached. The larger output.log failed (10 megs) content_manager.state output.log
  19. maxm222

    Research mechanics

    Perhaps I missed this being mentioned somewhere above, but with any game mechanic/system I think it's useful to think about what you want to see a player encouraged to do--and whether players who don't share your preferences can deviate from the "encouraged path." For example, a dev might think it's more fun/challenging/suspenseful to have to be aware of and try to compensate for, ammo level and armor--so the dev decides that players don't get unlimited ammo and impervious armor. With science research, the fun/tension tends to come from choosing how many resources to put into which weapons and abilities. Perhaps there is some way to make choice of scientist type or skill interesting, but I think it would be difficult to equal the fun of choosing the mix of troop abilities and specialties when considering who to hire. One thing I thought of was making the scientists go on missions, perhaps with special abilities to operate or repair complex equipment or something of the sort. A scientist-soldier could be another factor to consider when hiring more troops. And having a scientist or engineer along on a mission would present another level of tactical challenge. Unfortunately, it would also mean re-balancing humans v. alien battles. Oh well.
  20. See screen shot below for the results of a terror battle against Sebillions(sp?). I did a search on vehicles and balance and found 1 comment by Kharkov (I think) from the last 6 months or so. Also, I vaguely remember some discussion of platform capabilities and protection in the past 6 months or so, but not out of concern for imbalance. Sorry if this is a rehash. I'm using the term "platform" to describe the Mars1 mobile weappons. I just finished my first trial of a "Mars1 x4" strategy: two shotgun platforms and two LMGs along with the usual mix of the remaining six humans in the drop ship. I've never finished a battle so fast. Any time I could bring up two of the shotgun platforms next to an enemy, it was toast--even the big lizard guys never had a chance to regenerate. The two LMG platforms were almost as effective if the distance wasn't too great. As the results show, I lost only one of the platforms--no other KIAs. Although I loved shooting everything in sight--at least, as a novelty--four platforms with those weapons seemed to me likely to unbalance any of the earlier terror or downed-UFO combats. I think the reasons that the four platforms did so well include: - The enemies in early battles are relatively weak and the full enemy AI isn't in place. - The platforms have great mobility, allowing them to get up close and personal very frequently, and they often had enough action points left over to get back to cover, or at least further away from the enemy - The enemy AI didn't target the platforms as priority targets (I think the platforms were fired on twice). - The abilities of the humans and those of the platforms seem to mesh unusually well, with the platforms protecting the humans and the humans repairing the platforms or delivering the final shots to put away a shredded enemy.. Of course, inexperienced players will take a while to come up with the right number and armament of platforms, but at least something to think about.
  21. I bought "Corruption 2029" and have played it a bit. Like the others have said, it's Mutant Year Zero---with space marines. I wish it still had the duck and the pig, though. I love great gameplay and beautiful graphics. The fact that some devs are working on getting the prettiest graphics out of current hardware/software and pushing the envelope is fine with me: somewhere down the line my favorite games will have those graphics, and it's nice seeing what I have to look forward to. That said, I also really like destructible environments and more variety in maps. Which, along with many other things, is probably why I have logged 260 hours on X2 so far, and look forward to more!
  22. See screenshot and logs. I think all the objects should be lined up and not let go until one of them confesses to failing to reference one of its instances. One of them will talk eventually.. output.log_2.b32ffc316c1208a660c9d638af86b860 output.log_1.bf105a2febb8b63f2ac22161d40de64d
  23. >The HM screen is only meant to be displayed if action is occurring that isn't in the LOS of your soldiers; it's literally meant to hide movement that is hidden. Okay, so the assumption is that the HM graphic is not hiding anything that it shouldn't hide, yes? And what I'm saying is that the HM is covering what should be visible. I have taken casualties from "ghost" aliens that were hidden from view by the HM, and when I can scroll quickly enough to defeat the HM, I can see aliens who are in LOS moving around under the HM graphic. The reason I'm trying to clarify this: if everyone else believes that the HM graphic is ONLY covering up movement that would not be visible anyway, I will need to document what I am seeing, since otherwise I can understand why no one else would be reporting or prioritizing the issue.