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a_beorning

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Everything posted by a_beorning

  1. It does not - at least in v1.05. My sentinel-wearing soldiers succesfully training their muscles. The main point is not to forget slightly overload them. One grenade more than maximal non-encumbered weight is enough. Of course, when their strenght will grow, you can add one more grenade. There is only problem: sentinel is not so heavy and backpack is limited, no more then 33 grenades, even if you take no medpack.
  2. It can fire two snapshots per turn. It can fire two different targets. It only cannot fire two snapshot on same target without some movement or rotation between shots. I'm nearly sure it's a bug - but maybe it's something like "Hyperion designers decided to enforce good tactical practice of relocation after a salvo"
  3. Tank have full TU. First shot missed. Tried to shot same target again - and no reaction at all! If turn 45degree left/right - shot became possible. It's a bug or just undocumented feature?
  4. 1. Nationality. Your homeland is a place where you accustomed to live. Your body knows how to live here. Send me to jungles of Vietnam, to Arabian desert, even to Texas prairie - and I will spend more time and power striving against unfamiliar environment than fighting enemy. Send Vietnamese bush-fighter, Arabian warrior of sand, Texan cowboy to Karelian hilly forests and swamps of my childhood - and they are sitting ducks and easy targets. Training can diminish this problem, but it take years to eleminate it. Moreover, your homeland is a place where you have no problems to communicate with local inhabitants. And, finally, there you fight not for more-or-less abstract "humanity", but for your own home-sweet-home, for your mom and dad, for things you learned to love even before you learned to walk and speak. Gamewise During ground combat soldiers from this country get: - (small) bonus Reflexes - bonus TU (or less TU cost for movement) - bonus to Morale/Bravery - bonus percentage when using partial cover. And special ability "speak with local" (moderate TU cost). When speak with non-combatant, you can choose from: - ask where aliens are. He share his field of view with your crew till end of turn. If turn before he seen aliens somewhere and that place currently is not in your field of view, game put an always visible mark (alien silouette?) until you check a place. ("There is a monster in this barn!"). - recommend to move in (N/W/S/E) direction or to take nearest cover (with percentage for successful switch his AI script - he is not obliged to comply) When speaking to combatant human (soldier, cop, armed farmer etc.), you have additional options: - ask him to attack in (N/W/S/E) direction or - ask him to hold current position (i.e. stay here and reserve maximum TU until he will see aliens). Again, there is a percentage for success ("Roger!") or failure ("Bug off, you're not my sergeant!") ------------- 2. Experience/prev.regiment - it's a fighting proficiency for some terrain type. Your eyes trained to notice un-typical movements, your ears can react on un-typical sound - or you are long dead. What movement and what sound are normal and typical - depends of place. Sure, aliens are aliens in any Terran terrain. And you? Afghanistan veterans know how to fight in mountains. Ex-SWAT know how to fight in urban areas. Some regiments are trained for arctic, some for jungles, etc. Gamewise it means (for "experienced" terrain): - reflex bonus and movement bonus as for local nationality (But not double bonus! Counts once only!) - plus 1 to view range
  5. First, do not mix EMP as damaging factor and EMP as a detectable signal. Visual range of explosion is a range of damage, where, for example, non-protected electronic devices will be destroyed or at least temporarily disrupted. But EMP as an electromagnetic wave is able to be reflected. And there is a Heaviside layer in atmosphere, 90-120 km height, which partially reflects electromagnetic waves (reflection percentage depends of frequency). Radio amateurs since mid-1920's sucessfully used this effect to establish intercontinental radio contacts without any relaying stations, let alone sattelites. First oficially registered - Connecticut,USA-Nice,France, 1923. Output power of their transmitterts was no more than several kW. EMP from nuclear blast over Iseland will not, of course, burn out all soviet radars. They are too far away, out of direct visual range. But even after several reflections, signal with initial power about gigaWatts will be strong enough to be registered. Most part of energy expands through the atmosphere. Not "all energy". Most picturesque example was soviet test AN602, 30 october 1961. Atmospheric explosion, height 4200m over sea level. Power: approximately 55 Mt. Seismic wave was not only worldwide registerable - it was registered even on 3rd coil around globe! According to a bulletin of the U.S. Geological Survey it had seismic magnitude mb = 5.0 to 5.25. (see here - http://nuclearweaponarchive.org/Russia/TsarBomba.html)
  6. Maybe it is too small window. Maybe it's just too many strings. But strings do not fit in window, and I did not found any possibility to scroll.
  7. Hobbes, some contemplation about nuke about nuke detection. Nuclear explosion make: a) very distinguish electromagnetic impulse, detectable worldwide, b) strong seismic wave, detectable worldwide too. These data, metered with several detectors, allows not only detect a fact of explosion but map its ground point accurate to several kilometers. Fact of rocket launching was not only thing USSR wants-to-know. Another point of interest was nuclear tests. I'm positively sure that in late 50's USSR knows exact coordinates of every boom on Nevada test site even before official announcing. And similarly, USA knows coordinates of every boom in Semipalatinsk. Taking this into account, we have a picture (from Soviet point of view): 1) USSR knows of nuke explosion took place in (or over) Iceland. 2) USSR knows USSR did not bomb Iceland. 3) Version "it's test" - implausible: too small territory, too close to populated area 4) Version "America decided to remove Iceland from map, without cause" - too crazy to consider 5) A-bombs have several safety locks, unautorized explosion is very improbable, even if bomb accidentally falls from (or with) plane, but: 6) when you launch A-bomb, you unlock it safety locks. Conclusion: warhead was ready-ed and primed, but warhead carreir (rocket or plane, no matter) meet an accident somewhere over Iceland. Question: where this launched american atomic warhead was destined to, considering world political situation?
  8. One soldier open door to building - game shows what is inside (ceiling and everything higher became invisible). Second soldier look from outside and see an alien on rooftop. Both soldiers are on ground Game shows an "alien visible" icon, but never shows an alien itself because - see line 1 Suggestion: algorythm "remove ceilings when somebody look inside" must work only with ceilings higher then current focused floor, not "floor where soldiers are". In aforementioned example: - when focus is on ground floor, game will work as now. - when focus is switched to 2nd floor, ceiling between ground floor and second floor will be drawn (because it is lower then "active" floor), and ceilings between 2nd and 3rd are dependent of "does anybody look" Is it still possible, or already too late?
  9. Это исключительно вопрос стиля и вкуса. "Цезарь", "Кесарь" и "Кайзер" - одно и то же слово, но "от разных переводчиков".
  10. Yes, it is one of two possible crash variants. Second variant: 1) Start position: soldier 1 is on floor 3, soldier 2 is on floor 1 near teleporter. 2) I set soldier 1 normally move along floor 3. 3) While soldier 1 moves, I press "2" on keyboard, to select soldier 2 but NOT move camera to floor 1. 4) While soldier still 1 moves, I click somewhere on floor 3 to make soldier 2 teleport and move If to the moment when soldier 2 emerges in a blue flash of teleport soldier 1 still moves - CTD. Yes, both variants worked not every time, but after 7 or 8 repeatings I decided to move one soldier a time when around teleports
  11. I use mauraders and never switch to light. They are already versatile enough. They fight nicely versus fighters using only gun (rockets disabled) and beautifully shot down fatties using heavy rockets. Pair of marauders easily kills even a battleship and fears no "air-superiority" interceptors. Lack of gun was critical vulnerability of Foxtrots, but Foxtrot with light rockets was still a sitting duck versus fighters and nearly useless versus heavies. So before maradeurs I had to support Foxtrots with dogfiters, losing in speed and range. I really miss possibility to put a gun in rocket slot (as it was in OG). This option can return a flexibility to interceptor usage. (Maybe current tier gun in heavy rocket hardpoint and previous tier gun in light hardpoint?) And another idea: equipment slot (it was in XCom:Apocalypsis). You can mount extra fuel (extended distance), or improved radar (extra detection range&chance), or ECM/stealth module(halved enemy weapon range), or afterburner (extra speed), etc. - but only one from list.
  12. Base teleports caused no problems - they move on the same floor. It somehow linked not only with simultaneous movement but with engine-induced switch of current level too. Maybe (I'm not totally sure) this CTD is because game tries simultaneously draw movement on current floor and teleport animation on another floor.
  13. Where in game can I see parameters of vehicle weapons? There are pop-ups with damage, mitigation, ammo capacity, TUcost for soldier weapons - on soldier equiping screen. For vehicle weapons - nope. Not in vehicle equiping screen, not in xenopedia. Or it's just I didn't found?
  14. You never can change interceptor's gun (and you do not need to). You can change heavy rocket to light rocket of same tear - but what for? Choice between one heavy and two light - meaningfull, but, as I get it, no good for balance. Yes, this combo box had its function when interceptor's weapon was more flexible. When it was manufactured, and you had an option to load old rockets remained in storage (better then none!) when you have not enough modern ones. But now, when interceptor's ammo is automatically supplied and automatically kept up-to-date, what these combo boxes are for? For illusion of free choice?
  15. When Fury returns from air combat, game informed me of singularity torpedo shortage for reload. I switched to workshop - no means to order singularity torpedo. I switched to interceptors, tried to change weapon, selected singularity torpedo (from a pull-down list of one ) - and voila! Fury is loaded and ready to fight. I'm not sure: is it how it meant to be? You pay for overpowered interceptor usage with necessity to reload it manually?
  16. Yes, bug is rare, but I just repeated it. One my soldier moved on Carrier's top floor. I switched to another by pressing hotkey (i.e. without focusing on) - that soldier was still on previous floor. I clicked him to move there, and in a moment when he teleported in (first soldier was still moving) - game CTDed.
  17. I think trouble is not in "this engine is bad" or "3d engine is better". Trouble is in not having of total "what we need our engine to do" list at engine choosing moment. If only GH had such list... But alas, sometimes software developers just have to "show already" at least conceptual demo. And to show it they have to choose some engine, some platform, some database etc. And it's time for Devil to cut in: "you already have a distributive of A" or "you already learned how to drow circles and triangles in B"... And then as farther as harder to change, as farther as more code need to be re-written, as farther as close deadline is. And you spend more time inventing crutches, patches and bypasses than implementing your ideas. I had such troubles too
  18. vaultdweller, kabill you are right. Two step closer to log and it does not block anymore. So, trouble really is "props do not have height parameter". I'm sure: in next iteration of our universe this parameter will be added on early development stage, even before graphical engine selection
  19. Unbeleivable. There is a table in a room on a 2nd floor of a building. When your soldier goes through 1st floor, game can decide not to draw this table and not to consider this table when calculating movable path. It means game already knows which label this table exists on.
  20. But it is a math issue: "does a line from (x1,y1,z1: soldier cell) to (x2,y2,z2: alien cell) cross а cell (x3,y3,z3: tree log)?" If answer is "yes", you can consider log tallnes, thickness etc, or just use some "blocking probability constant for tree log". If answer is "no", parameters of tree log do not matter at all. But to get this yes/no answer you have to solve an equation. And some equation is calculated. Game already can decide somehow: this log do block, that rock do not block. As I suspect, now game uses simplified equation: all "Z" are "0". If I guess right, this is not fully compatible with idea of between-levels shoting. To me, it means "correct an equation" or "disable 3D - only 2D levels with transition points between". Maybe I'm too perfectionist.
  21. Chris, log is "less then one cell height" tall. Do you still have nobody who can formulate simple system of linear equations, and all geometry is still calculated inside some "black box" of graphic engine?! Can I fire from 2nd floor window? Can I fire from industrial rooftop? This project is yours to decide. Good practice I was teached is "All math and every calculation algorythm must be done before first test of visualisation modules, or it is not you use graph lib to visualise your ideas but graph lib use you to propagate itself".
  22. Soldier's point of view: clear sight Trying to target: blocked as if soldier was on ground
  23. There is an old programmer's proverb: "Every time you find a bug in your code, it is at the best case a penultimate bug"
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