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NoSoAna

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  1. Well, another idea thrown into the arena: In JA2 you hire repairmen and doctors just like any soldier, with name, picture, combat stats. As Chris wants to change how the base works, why not make "science" and "manufacture" both a stat (how good is an employee?) and an occupation. Thus the faceless scientists/engineers become persons. If done like in JA2, the player would hire x employees, select them from the list, put some of them in the Chinook, some in the lab and some do manufacturing. Of course the science/manufacturing stats go up used. Advantages: As mentioned, all employees become someone the player can relate to. Also, it allows more flexibility in the gameplay: Do I replace the wounded guy with a scientist - bad combat stats and risking a scientist - or do I hire a new soldier - costing money. Do I need more science right now, or more MiGs? To be honest, I like the XCOM1993 approach to scientists a bit better than above idea, but as Chris wants to change it it would still be better than dumbing down to the EU2012 level.
  2. To be honest: I like the way how scientists/workers are different entities from the buildings they work in, and that they need a bunk in the living quarters. It may be micromanaging, but it is *good* micromanaging. It helps with the immersion, as it is like "reality". If anything, the scientists should get more functionality attached. Whatever you can think of. And really, gamers are much more capable than the AAA-producers give them credit for. It is sad to see an indie going the same route of dumbing down everything.
  3. I can confirm the issue. Sometimes I get the 100 points, sometimes I don't. Also: Saving the current game just at the end of the ground combat, and reloading confirms: There is some status which causes the issue. (At least 3 tries out of 3 it happened...) Do you want me to send the save game somewhere?
  4. Oh, I have noticed some strange things, but could not track them down... And how do you transfer them from one base to another? The second base is the main reason I would like to hire soldiers later on, the first few are to make sure a have a 12-man squad even after a few injuries or deaths. (Maybe I did not look closely enough for a transfer button, but I found it only for planes and for stockpiles...)
  5. I have brought a game into a state where it is impossible to hire more soldiers: When I go to the "hire menu" and select some the number of soldiers, a window pops up. When OK the window contains the soldiers available for choosing, in this case it is empty. It will stay empty even after save/reload and across some months (*cough* September+first half October) and the state will apply for all bases. I can offer to send a savefile per mail. One way to go to this state is: Hire some more soldiers plus scientists. Hire some technicians (after soldiers arrive at base) but NO soldiers Hire soldiers while waiting for technicians -> see description above Possibly some saving in between is necessary.
  6. Sorry - I patched the demo, and run the full version .... Now I get past Oct 6th.
  7. <p><p>Welcome to the forums!</p></p>

  8. Unfortunately not, at least for me. Maybe it is because I loaded a game which has already reached Oct 6th and then I did run it until freeze...
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