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ntalas

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Everything posted by ntalas

  1. Hello, I mean: did you change Sebillian/ reaper stats? Sebilians seem to be too accurate compared to vanilla. The shoot at me (and kill me), in situations where in vanilla would have simply been impossible. Reapers also seem to run a lot :-) Can you please check?
  2. I didn't go through all the posts and I am not going to. Having skimmed a bit through the thread though, it's "funny" to see how some people cannot accept criticism or even cannot accept that someone may have a different point of view than their own. Yes, for someone a 3D globe is important and they would love to see it in the game. Get over it and don't try to convince them otherwise, simply because you are of a different opinion. The same applies to the rest of the negative comments about the game. It's also "funny" to see how arguments develop and how heated these arguments become, on what is realistic or not. That would be more than welcome on a scientific program, but on a computer game that is about an alien invasion in the seventies this is..well.. odd to say the least. Anyway, I am glad that Chris does not belong to either of these categories - how could he, because if he did, he would have not produced this game. As also he said in the diary, you cannot please everyone and it is always a balance of fun vs realism and micro-management. And judging from the result, it's a good enough game to give him a profit and allow him to start the development of two more games (if I remember correctly). In short... Do I agree will all game decisions? No. Do I find small things that break immersion? Yes. Are there bugs and many annoying things? Absolutely. Could it have been better given the restrictions? Probably. Do I enjoy it enough and I am happy for the money that I paid? Definetely! The last one is the more important question. And thousands of gamers agree with me ;-)
  3. Skitso, can you please put a "last updated" note on your first post, so that that we know when we need to re-download and update the maps? It would be really helpful!
  4. I've got my guy with 100 strength loaded as per title. He is receiving a considerable TU penalty: This forces me to use another Predator guy for carrying the cannon's ammo.
  5. Have look here ;-) http://www.goldhawkinteractive.com/forums/showthread.php/11183-How-can-I-transfer-engineers
  6. The hose occupies 4 tiles. From it's looks, it is a full-height cover. So if you are in X below, you should not be able to shoot at Y. yHHHH x Shooting to Y via leaning, could / should work from X in these cases: yHHxHHx Even if the hose is considered "partial cover", in the first case it should give an aiming penalty because you go through two "partial cover" tiles. At least this is how partial cover works in the rest of the game. Anyway, I think this will be one of the things that will never be fixed, because it is not "game-breaking". Probably someone will also argue that "this is how it is designed to work".
  7. Hello Skitso, is this a generic issue, or does it have to do only with the specific maps? http://www.goldhawkinteractive.com/forums/showthread.php/11297-1-07HF-Farm-watering-hose-offers-no-cover Don't know if that map is yours, but if it is not, just ignore my message.. Keep the good work!
  8. When I start the mission I get the message that there are signal for the praetor being alive, yet, I only find him dead inside the UFO. Luckily, I have a save before my dropship lands, and on first round. Save while dropships goes to the crashed UFO: [ATTACH]4791[/ATTACH] Autosave upon starting the mission. [ATTACH]4792[/ATTACH] geo2.sav Aut.sav geo2.sav Aut.sav
  9. While it should apparrently be 100%. I don't know if this is a map-specific bug, or if it occurs on all maps with the watering hose. I have the screenshot, as well as a save on the beginning of the mission. And the save from the beginning of the mission: [ATTACH]4790[/ATTACH] Aut.sav Aut.sav
  10. As per the title. I can always reproduce, hence I did not provide a save. If though you think it is necessary, please ask and I will be glad to upload one. Edit: After loading a saved game. Ie. the medpack has 70/100 remaining. Save and load the game, reset the medpack to 100/100.
  11. In my base I have 6 lasers defenses (the fear of losing the base justified their cost). Landingship attacked. First laser battery missed. The second one obliterated the landingship into pieces. Probably 4 laser batteries should be enough. I can't help but dream how cool it would be, if instead of getting a summary after everything is finished, to have something more dramatic. I remember in the first XCOM: "Laser battery... fired... (wait a few secs) missed!", and so on.
  12. Indeed this thread is about how it works - but I am just making a point. This is something related to how the game could have been made better and transferring scientists / engineers is a recurring topic in the forums. The answer is not "go make your own mod" (or even "go make your own game"), or is it? I don't have the time, nor the mood to do it. Worst case? If I think that all the small things are too big, I will simply stop playing. I hope this will not happen - so far I really enjoy it! Anyway a modder (or Chris) may pick up the point and if they think it is worth the effort, they may even include it in a future update.
  13. Except than having to micro-manage the whole process. It works like that but IMO it is not the way it should work. Anyway, too late to complain about it.
  14. At least the bug of re-equipping and re-assigning your soldiers after the Chinook left for a mission, has been fixed. Don't know what else.
  15. I am not commenting against or in favour of any of your comments (personally I would love a more polished game, even on minor things), but I spotted the following: It depends :-). Once, in the company that I work for it took us two weeks to fix a broken scrollbar. Yeah. Two weeks full-time - what a nightmare. But it had to be fixed, because the product would look unprofessional otherwise. Nothing functionally wrong, but the product would look amateurish. Usually, it is not that long, but in general you never know! :-) PS: It's not that we are incompetent, it's just that the code sometimes can be overly complicated and inter-interacting. Professional coders can confirm that.
  16. Hi there, R u sure? I uploaded the image on Stream for a higher resolution. http://steamcommunity.com/sharedfiles/filedetails/?id=277523918 If this is not a bug, would you consider a making this a "Change Request"? It would be cool to be able to pass my soldier through there! Thanks again!
  17. Hello Skitso, thanks for the maps! I have found the following two bugs while enjoying them :-) In the first one, the tank is blocked by a lamp post and cannot exit the Chinook. Second one. My soldier meeds to do quite a diversion because he is blocked by some invisible trees? Here are the save games in case that you need them: [ATTACH]4598[/ATTACH]. PS: I downloaded your maps a few hours ago. PS2: Keep up the good work! mapBugs.zip mapBugs.zip
  18. That's a brave thing to do! All your decisions to open yourself to community have been vindicated so far, so I am sure this could lead to some extremely interesting results! Btw are we talking about C++ here?
  19. Although I come from an XCOM background (the originals and the Firaxis), geoscape funding seems unbalanced. Here is how I played the game, in case it would help: As a new player I tend to focus on ground combat. Then, at the end of the first month I learn the hard way that I need to pay a lot of attention to the Geoscape. Then, I play close attention to the geoscape and focus my reseach on new aircrafs and ammunition. I finally loose three regions, but because I have three bases I am not going to lose the game. Funding is so tight (2.2M earning, 2.3M expenses) that I have to do as many ground missions as possible. This slows down the pace of the game and make it a bit tedious. I am not playing anymore, until version 1.04+ where these issues will be fixed. Other than that (and some minor glitches), this game rocks!
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