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MrAlex

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Everything posted by MrAlex

  1. Some are increasing funding, but most are still useless. I will follow this in more detail when testing and updating my research tree. Yes, I got a quantum decoder. If I understand correctly any living alien opens this research?
  2. No it is not. The above means that I saved the game after killing 5 aliens (save attached to the message). If I kill the sixth I get 30 items, if I stun him I get 25 items. This means that the aliens captured alive do not give any items at all.
  3. By the way, I really like the rebalance of flashlights in v19. Now they have become much more effective in night missions. Although, probably, their number should be limited for each soldier.
  4. Selecting a soldier through the menu "select a soldier", the player is offered a list of all soldiers (even those who are on another base). If you choose such a soldier, it will be a bug. Because in fact there soldier isn't at the base, but the game thinks he's there. user_g_1-27.json
  5. Why are only killed aliens taken into account when calculating the reward? When I killed 6 aliens, I received 30 items. After loading the last save and capturing one alien alive, I got only 25. Living alien costs 5,000 more than a dead one, but 5 items cost 50,000. Thus, the difficulty of capturing a living alien is not justified by the reward. Captured Aliens must also give weapon components to the player, maybe even more than the dead, because weapons do not self-destruct and can be disassembled into more components. Another problem I've noticed is that local forces are always considered dead in combat, even if they survive. The screenshot shows that one local force and one civilian survived, but the results show that only a civilian survived. user_m_4-24.json
  6. The problem is still present in version 19. It appears if you save the game after scattering lights on the map. After loading the game, the lights turn pink. Those that are already thrown and those that are thrown after loading. auto_groundcombat_turn_3_start-29.json
  7. The tooltip prevents you from pressing the buttons. Also the white background of the tooltip is very inconvenient. It would be great to replace it with gray (as done in the new tooltips)
  8. In the menu for selecting a base for the transfer of soldiers, the text of one base falls on the text of another. You need to add more space between them.
  9. This is great. But you need to change the research menu. Because to study an alien corpse they need to have this corpse. This update has divided stores between bases, but the study is still common to all bases. So scientists can study a corpse which is not even on the base. It is necessary to change the menu of research similarly to engineering. In order for research on different bases to be done separately (like engineering), and research required the availability of material in stock.
  10. I think the cost of maintaining fighters and dropship is too high ($ 500,000). I think $ 100,000 will be enough. It will be much more interesting and realistic to add an additional fee for the repair of fighters (if it posible). For example $ 100 for the repair of 1 armor (50 armor = $ 5,000), $ 500 for the repair of 1 HP (200 HP = $ 100,000)
  11. It will be great if you add some reports of increased funding and damage after completing the research. For example: 1) Sponsors appreciated your progress in the study of aliens and they decided to increase funding. 2) After a detailed study of the alien, we better understand his vulnerabilities. This will allow our Soldiers inflict more damage to them. 3) After a detailed study of the UFO Hull, we better understand its vulnerabilities. This will allow our Fighters to inflict more damage on them (increase damage to UFO ships). I also really liked the idea of buying a basic fighter and helicopter instead of manufacturing. It would be great if they could also be sold instead of disband.
  12. And this is a problem. The research tree needs significant correction. Too many branches of projects lead nowhere (a waste of scientists' time). This significantly delays the development of new players. Research needs to be adjusted. Here is an example: In the first mission with the cleaners, I put a lot of effort into taking their brains alive (mentarch). After his research, large research project was opened (Alien Origins), which took 21 days of scientists time. And I was very disappointed when its completion gave me absolutely nothing. I'm lucky to be familiar with similar problems in the reserch so i just rewound the game until the study is complete to see the result. Otherwise, it would be a significant problem. Maybe you could publish a research tree so that we don't spend too much time on projects that are not yet fully implemented? Something like THAT
  13. I really liked the new description of the weapon. It would be great to change the white background to dark in all other cases. At the same time, correct meaningless and incorrect information. the radius of the explosion is not more than 4x. If the range of activation of the detonator is meant, then it is necessary to add information about the range of the explosion in addition.
  14. Have you already played this version of the game? It seems that no. I'm talking about the real facts, how it works now. Based on real experience, I offer an alternative.
  15. I'm sure the player's first ground missions are best done to clear the area after a crash site. Sudden ground tasks are best added in the middle of the game. When a player has good radar coverage and he successfully intercepts UFOs, then the game should be complicated by the appearance of sudden ground missions. At the beginning of the game, the player should be given the opportunity to deal with base management, instead of constantly responding to sudden missions. Now the first game mission begins with cleaners base attack and the second mission of terror and only then the interception of the first UFO. I think that's wrong. It is better to return to the classic order of missions. You need to start with the interception and gradually complicate the game with new types of missions.
  16. Good idea with a training fight. But it is wrong to bring unlock for the cleaner's base mission through a study of the cleaner's corpse. This does not make sense. The location of the base should be revealed to the player through the study of a live cleaner (or other alien)
  17. I noticed a bug with moving the map. This did not happen in previous versions. user_1-2.json Map_moving_Bug.avi
  18. There is another funny thing, the game takes a combination of some characters as HTML codes: <B> <U> <I> and others. When such a combination occurs in the base name, it automatically disappears, changing the rest of the name after it. Here is an example, a screenshot with the name of the base: <U>North<S>Amer
  19. When building a new database, I noticed that many characters are not displayed on the map, although they are normally displayed in the base menu. After passing a few tests, I found out a list of such symbols. Here is the list: ~ @ ^ _ { } | А Б В Г (and all other Cyrillic letters). There seems to be a problem with the font. Is it possible to change the font for base names to one that supports Cyrillic letters? Or make their input impossible for player base names.
  20. Hello! It looks like when you changed the settings of buildings you forgot to change their description. Living Quarters give 15 +2 efect (the description says 16+2), laboratories and workshops give 8 + 2 evect (the description says 6+2)
  21. I completely agree. I have already written something like this, but for some reason it is not taken into account.
  22. At the moment, the aliens are poorly balanced. Small and vulnerable psions often do not survive even a single hit. When the Sebilians are a very tenacious race (from 3 to 5+ hits), which also regenerates its HP. If it doesn't die in the current round, it is likely that it will survive the first shot in the next. And if the player's soldiers also miss, it becomes even more difficult to kill Sebilian. Their survivability should be offset by low accuracy, but this is not the case. In the last game against the Sebilians, one of them killed my soldier by hitting from a very long distance twice in a row (it used a rifle with a single shot 2 times). I thought it was just lucky, but the same thing happened in 4 cases with 5 attempts (when I loaded my saved game). It seems that the Sebilians are not inferior to the Psions in terms of accuracy, while their survivability is many times higher. In my opinion, they are the strongest race in ground battles at the moment.
  23. This has been partially discussed here:
  24. Speaking of changes in the accuracy system, it would be great to add an evasion parameter. Thus, small and fragile aliens (such as psions without heavy armor) as well as soldiers of the player who do not have heavy armor will be less likely to take damage from a great distance. Thus, they will be more effective for long-distance combat. And large and tenacious aliens (such as androns and sebilians) as well as soldiers with heavy armor and the player's vehicles will have poor evasion and will more often receive damage from long distances, so they will be more effective for combat at close range. I think it will improve the balance of tactical battles and make them even more interesting and similar to real ones.
  25. I do not like the idea of new games of the genre: move-> shot. This is a strategy, and what if I want to make 2 moves, or 3, or maybe 5. What if I want one soldier to make 3 shots at different targets? The classic system with TU is more complex, but also more interesting. It creates more space for tactical action. Phoenix Point simply copied the combat system from the new X-Com.
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