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a333

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Everything posted by a333

  1. Can you create a little engineering project with an old vehicle (+optional resources) as prerequisite and new as a result? Let's say, a 4-6 manhours for refit? Also couple of questions about manufacturing is at your mail.
  2. Surely it's not. I've never insisted on something right here and right now. Thanks for considering the possibility. Good luck with preparing the stable release.
  3. Auto shotguns, rocket salvos, slug ammunition and a little wish to make things a bit more logical.
  4. Description: Reproducible CTD of unknown reason in geoscape mode. One squadron airborne, two ufos present, then UFO-27 appears and shortly after that the game crashes always in the same exact moment of time. Redirecting squadron to patrol doesn't help. Reproduction steps: Load save, accept incoming message of UFO-27, wait for 5:13 of game time. Save: https://dl.dropboxusercontent.com/u/60491525/geoscape%205-13%20ctd.sav I guess this is my punishment for playing for too long. Sorry Max_Caine, going back to draw some aliens.
  5. Single shot will fire 1xpelletCount projectiles, burst shot will fire shotCountxpelletCount projectiles, where first is the parameter of fire mode (e.g. 3 on assaul rifle burst, 5 on machinegun burst), and second is the parameter of ammo (1 for slug, 3-5-whatever for buckshot). Single shot will consume 1 shell, while burst shot will consume shotCount. I believe you've already have all the needed mechanics implemented, since you can fire 3 projectiles from a shotgun but it consumes only 1 shell. So you as well can take this number (3) from an ammo parameters, not from the fire mode where is it now. In fact, having this structure: <singleShot shotCount="3"> is confusing too.
  6. Why so? just multiply count of bullets generated by ammunition by the count of shots in the burst fire, which you already have. Once again, you've already done that: <Weapon name="weapon.laserrifle" bulletType="normal" emptySound="Empty Click 1"> <props range="20" hands="2" recoil="0" weight="6" isHeavy="0" clipSize="9" reloadAPCost="30" reloadSound="Weapon Laser Rifle Reload" reactionModifier="1" hpLimit="80"/> <SingleShot sound="Weapon Laser Rifle Single" delay="1" suppressionValue="20" suppressionRadius="3"> <Set1 ap="20" accuracy="40" /> <Set2 ap="30" accuracy="90" /> <Set3 ap="40" accuracy="120" /> </SingleShot> <BurstFire ap="40" accuracy="30" sound="Weapon Laser Rifle Burst" shotCount="3" delay="1" burstdelay="0.1" suppressionValue="40" suppressionRadius="3" /> <GUIImage name="gui/weapons/LaserRifle.png"/> <GroundImage name="grounditemimages/assault_rifle.png"/> <Ammos> <Ammo name="ammo.laser.lasercell" type="energy" damage="45" mitigation="15"> <Projectile spectre="projectiles/laser/laser" speed="2000"/> <Impact spectre="particles/laserexplode/laserexplode"/> </Ammo> </Ammos></Weapon> Burst and single have separated accuracy/tu costs I just wanted the ammo element to have additional parameter "projectileCount": <Ammos><Ammo name="ammo.laser.lasercell" type="energy" damage="45" mitigation="15" projectileCount="3">...</Ammos> And you can take accuracy and tu's from the fire mode presets.
  7. http://www.goldhawkinteractive.com/forums/showthread.php/5245-Steam-Keys-How-To-Claim! Here you are.
  8. It is cool enough to bring at least one shotgun with you even after sebillians. And that feeling when you shoot someone from the distance and random generator smiles to you and all pellets are flying in a tight spread...mmm. Now if only Chris would say something about moving pellets count to ammo parameters it would be wonderful.
  9. Scouts are escorted. That means 3 craft in the enemy squadron, and 2 able to roll. If i'd bring two foxtrots to the fight, i'll be able to take down escorts (delayed launch is a must, of course), but then i'm empty! Oh, i can bring three foxtrots, okay, two for escorts, and one will take down the scout? Nope. As i said, two avalanche torpedoes aren't enough to take it down. Until i'm supplied with alenium explosives, i'm stuck with the foxtrot as a fast, but not reliable thing. It can take light scout in 1:1 combat, but so can be done with the foxtrots, i.e. your starting force, without buying hangar and building foxtrot, saving money for the second base. As for the tactics - it's not that hard. Light scout can be taken out with the three missiles, so you can take it head on, shoot one first, and almost immediately other three. If you will use pause. scout will not be able to shoot back, and you always have evasive roll just in case. Or you can practice in maneuvers, since this will come in handy later (for example, against escorted scouts). Just send the fighters away from each other under the angle 90 or so. Scout will fly for one of them, so second plane can flank or tail it and make a clear shot. Afterbutner helps a lot. So, my point is that i just can't play different early on, even if i'd want to. But, you know what? It's fun. Challenging and satisfactive, just not something you'd expect on normal difficulty.
  10. I do like to put snipers on the roofs, but sometimes it's confusing why i can't shoot somebody. Accuracy line helps, but it's a bit messy and hard-readable when aiming from the roof down below. Can we has this? Or use darker tint for tiles that belong to different z-level than selected.
  11. Description: Reproducible CTD on hitting the enemy with the sniper rifle while shooting from second floor. Tried on two different enemies in different turns. UPD: Shooting/killing standing sebillian later hasn't produced CTD. Reproduction steps: Select sniper (1), shoot the sebillian (with the most accurate mode). Save: https://dl.dropboxusercontent.com/u/60491525/sniper%20z-level%20ctd.sav
  12. Not only that, but two avalanches can barely scratch a scout, and using it on roll-abling UFOs is a waste. I can as well use three condors, outmaneuver scout and shred it from behind without need to bring clumsy glassy Foxtrot to the fight.
  13. I've stopped on five pellets and reducing damage to 15. For the base shotgun most of the time that's enough to kill any non-combatant with one shot upclose, and even sebillian guards can be shredded to pieces with couple of shots. If you will be able to get so close, that is.
  14. I'm not that stupid, mate. =) I meant i don't understand how this work in game, because i didn't find the parameter which tells the game: "weapon.shotgun should consume only one bullet from the clip despite firing three per burst". Rifles consume three bullets after firing burst. That also means if i would like to add a new shotgun to the game, i don't know how to make it work like shotgun and not a rifle. Well, may be i'm missing something in the plain sight and, in fact, stupid. UPD: It's probably linked to the firing mode. Single shot always consume one bullet, and burst consumes shotCount bullets. So now i know how to add a shotgun. But i'd still prefer to see this as an ammunition parameter.
  15. That depends on Chris to decide implementing aforemented "projectilesCount" parameter and mechanics behind it, or perhaps some alternative way to tie pellet count to ammunition.
  16. Has broken somewhere after the second launch of the build.
  17. Nice realisation of the buckshot. I love the shotguns now. The ammo consuming is more tight too. 2x spare shotgun boxes are a must even on small missions. AI is good. More punishing, sometimes unforgiving. You won't be able to do stupid things without the retribution anymore. The very first mission beat the crap out of my light-hearted approach. You have to think more now and this is wonderful. Got 2 CTD's though, one with the looking over arabic local forces' corpse, and one on the air combat. Overall this is the most interesting build i've played. And i'm able to set shotgun pellets count to 5! Awesomest! I believe shotgun is working like a machine gun burst with no delay between shots. Sadly, shotCount parameter that controls the, duh, shot count, is tied to the firing mode and not to ammunition type. Of course, it would be better to have shotCount where it is (governing count of shots in burst) and additional parameter, like projectilesCount tied to the ammunition (controlling how much projectiles will be in the one shot). That way you can make autoshotguns and rocket launchers with volley shots. But it requires more work to implement, i don't know exactly how much more. Also it's a mystery how the shotguns are shooting multiple pellets but consuming only one ammo. I've yet to found any info in the xml that will control this or at least indicate that "this is shotgun".
  18. I suppose with such handy superweapon carrier you should make up a good reason to exclude it from participating in the grand finale?
  19. a333

    Anime

    Gintama is really good. I'd say, on par of GTO, albeit without a proper structured story with an ending (which i tend to appreciate as a rare treasure). I'd suggest to this person certain list of titles which i believe could entertain even those far from the japanese animation and its tropes: Cowboy Bebop for being stylishly space western and for the great story balanced with the epicness, action, fear, anger, fun and mystery. Full metal panic, for the interesting story and for it's second season being one of the best anime comedies i've seen. Hellsing Ultimate, that was finished not that long ago. Feast for the eyes, wonderful and absurdish, it's the Hellsing at it's best. Samurai champloo for it's ability to mince and mix the cultures with the hillarious results. It's also balanced very well and full of little wonderful details. Ghost in the Shell. Cyberpunk with a great deal of philosophy. Standalone complex are great series too. Afro samurai, because big budget and great production sometimes are falling into the right hands. Trigun, which is close to the GTO in terms of mood, but far in the setting. Great anime nevertheless. That's by no means a definitive list, but something to start with instead.
  20. Adding AC-130 — the best way to deal with the balance in your game (EAT IT EA). Also, it's piloted by Chuck Norris. =) Ishantil, stay calm and assure your team that the next version is on its way and is more reliable that any flying artillery. Bugfixes will cover the map leaving no sebillian unadjusted. Incidentally, your troops will be eradicated by the save incompatibility, but someone else will took their place in defending the Earth. Again.
  21. a333

    Anime

    hey, hey, you can't blame the show for this. It's actually their strong point. When the cadets take their first fight, i was like you: "They will be awesome now and boxcut dem titans with the 3D gear, and asskickings." Instead i saw: And it was surprisingly good and refreshing, because i've get fed by the bunch of schoolboys always being stronger than regular soldiers and even elites.
  22. Science team? Who said that the weapons are made by the science team? They are made in engineering dept, that's why they sometimes need to be reloaded. Fortunately, that's also why they don't melt themselves after the first shot.
  23. Can we have additional (preferrably moddable) characteristic for the weapon — cooldown time? When you take a vehicle on the battlefield, there aren't much choices to take. You see the target — you shoot your cannon. Usually there's no drawbacks except for the ammo, and AP cost has its borders, since you can't take more AP for firing than the vehicle total AP capacity. Usually it's one-two shots per turn depending on weapon. Adding the cooldown will allow to expand that border over several turns, possibly allowing to balance realistic heavy-damage weapons and compensating the lack of clip reloading mechanic in the vehicles. The player will get additional choice: shoot main caliber or save it in case of the heavily armored or safely covered target will appear, relying on different means to destroy current enemy. After the firing, again, you will have to decide leaving your tank as a cover, while it's unable to fire, or retreat for a time of reloading/cooling. Also this will seriously benefit modders, especially alternate vehicle weapons like Max's Grease Pit. If the cooldown characteristic will be appliable on any weapon, it will allow infantry to use otherwise unbalanceable weapons too (It will further expand reloading AP cost balancier). Alien AI can react to shooting from such weapon as the opportunity window to counterattack on weakened team, and so on. P.S.: You are probably already have this mechanics used with the psionic abilities, right? And wraith randomblinking can "benefit" from this too.
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