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MrAlex

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Everything posted by MrAlex

  1. Given that hiring scientists and engineers is now much more expensive, their transfer is now even more necessary. Because it is very expensive to fire them on one base and re-hire them on another. BTW/ Why is the maximum number of scientists and engineers 58? It's very wild. Make at least 60 (3 bases with 2 buildings give 60 R/D places). Although it seems to me that the players are already limited by the budget, so limiting Scientists and Engineers max amount is not necessary.
  2. Laboratories as well as workshops can be improved. Then what's the problem? Why not just make the interface for research the same as the interface for production. With division between bases. That would be really great: 1) Ability to create research queues 2) Ability to research different projects simultaneously on several bases 3) Impossibility to start research without available components / material.
  3. The same problem with the relocation of soldiers
  4. Aircraft Relocation menu does not show which base the player has chosen. Aircraft Relocation works fine, but it is very inconvenient when you do not see which base is selected. user_g_3-4.json bandicam_2021-06-06_10-32-49-760.avi
  5. It seems that the transfer of items does not work. When transferring items, it is not possible to select the destination base. And if i try to make a transfer to the default base, the game crashes on the desktop. user_g_1-2.json output_log.txt bandicam_2021-06-05_22-44-30-872.avi
  6. I have not encountered problems with protecting aliens from certain types of weapons before, although that would be correct. Maybe in the latest updates it already works, I have not yet reached the energy weapon.
  7. That is why I very rarely make accelerated ballistic weapons for ground combat. After their rise in price in the latest updates, this now makes even less sense. It's easier to simply avoid additional ground combat before making a laser weapon, which is much more effective. In addition, laser weapons can be easily improved, which allows to skip the manufacture of Gauss weapons and go straight to the plasma later.
  8. I would call it a "very cool thing" that will greatly simplify balancing for air combat in the future. Because you will no longer need to decide to build a balance for 1x1 or 1x3 battles. After the implementation of this idea, it will be possible to create a flexible balance (weak UFOs are destroyed by one fighter, strong - by two or three). Especially if you have to add new levels of difficulty. And the players will no longer have to build three fighters on each base to attack a strong UFO, they will simply be able to send one fighter from each base to attack by squadron of three. This feature will be very important at the highest levels of difficulty.
  9. Sorry about that I can offer some ideas on how this can be done: 1) The simplest - the automatic formation of a conditional squadron of single fighters that are on the tail of the UFO before the battle, if one of them enters the battle. Such a squadron will operate only in combat, after the battle the fighters will be separate again. They will not need any additional interfaces for this. 2) They can use a ready-made interface for selecting fighters. This interface will be called by clicking on an empty squadron slot (see screenshot). There, the player will be able to choose another fighter from among those that are nearby / on the tail or have same objective (as you decide). 3) Your option, a new interface for creating and editing squadrons. In any case, creating the ability to attack UFO by fighters from different bases will be a significant step in improving air combat.
  10. Everything works well on a new home laptop. But I'm glad you found the problem.
  11. It's easier for me to think that they are recruits without experience. Especially when they miss with a shotgun shooting at an alien standing 1 cell away from him
  12. If you added a few screenshots and saved the game, it would be much easier for developers to respond to your problem. For example, I did not understand what was wrong with your game. Maybe you just don't have enough material?
  13. Thanks, the font change helped. Although the funny thing with html remains, it's not a big problem. It may even be more like a feature than a bug.
  14. This should be asked of the developers. Visually, it is difficult to notice because the variation of damage is very large. Especially if critical damage occurs. For example, once an alien inflicted 3 times more damage on my soldier than the value of the attack on his weapon. By the way, I especially liked the new animation, if the damage is much higher than the existing HP
  15. There are many possible examples, but they all lead to a few basic rules: - AI look for the unit that currently has the most advantageous position to attack. - AI should not use units in wrong order. - AI should not always spend all TU by each unit - AI should avoid an attack from the front (try escape reaction fire), if possible. - AI try to create alternative pathways for movement (eg for androns) Example 1 shows how AI works now that the player predicted (the direction of his soldiers). Example 2 shows that it is enough to create the correct order of the aliens moving and this will greatly complicate the battle for the player. Example 3 is very difficult to implement, but it will be the most effective (this is how a living person would act).
  16. According to Alenkiller, the aliens should not act individually, but be one team. Even if each alien chooses the most effective solution from his point of view, it will not be effective enough from the point of view of the team. Let's say we have a very smart AI. Here are some examples: 1-2 Each unit act separately like diffenets AI in some order. 1. In the wrong order (as now, rappers go first) 2. In the correct order (andron sirst) 3. AI manages the entire team, not each unit individually
  17. Just reproduce the problem in the new campaign in v19.1 on 1440 * 900 screen (old PC at work). Unfortunately, I have little free time here, so only at home I will be able to do a normal test.
  18. @Chris Is it possible to add an option to create a squadron before intercepting UFOs, for example: if more than one fighter tail UFO. As it was in the old original UFO (there the player could attack by several fighters at the same time, if they tail UFO). It would be great if you could add such feature.
  19. Can you tell in more detail what is meant by the word "weaken"? Will they get more stun damage?
  20. Now I understand what you mean. It's just that I didn't see your screenshot at first. I only have playtest access, although in any case it makes no sense to test it on the old version if a new version is available. I'd better keep testing it on the new version. P.S. If it's still important to you, I have this version of the game on my old PC.
  21. I will have access to my old PC this weekend. Then I can try to reproduce it from my save as well as on starting new campaign.
  22. According to you, every interrogation should increase funding? Given what I've already researched, Psion and sebilian autopsy/interogation don't increase funding. Do I understand correctly that each autopsy/interogation increases the damage to the aliens of this race? You need to add some statistics for additional damage to aliens so that it can be seen in the game. When editing a saved game file, I found these options, but it's much better to see it in the game.
  23. Depends on what you mean by experience? In X2, each soldier gains combat experience and improving his stats. In addition, there is a special building for training. This way we can train all soldiers, including those who do not take part in combat.
  24. I played on the PC with a non-widescreen display with full screen mode on resolution 1280x1024 when I noticed the bug. Today I will try to reproduce the problem on a completely different PC with a widescreen resolution.
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