thedjstu Posted April 28, 2013 Posted April 28, 2013 (edited) Had a look through the files, and the armour item doesn't give the topic anymore, but it should be opening from taking the ship. that is a negative for me. Unless I am not "securing" the ship in the games opinion by not visually clearing the 2nd floor, which never happens because all the aliens are on the 1st floor and bumrush you the second you come in range. took a look through the files, apparently I am supposed to get alien launch tubes from the carrier? that didn't drop either. Edited April 28, 2013 by thedjstu Quote
Chris Posted April 29, 2013 Author Posted April 29, 2013 Yeah, after a bit of testing it's obvious that the datacores for crashed ships are misbehaving and not unlocking technology correctly. I'll sort them out today. Quote
raziel1981 Posted April 29, 2013 Posted April 29, 2013 Chris regarding the flamethrower - unlikely to ever make it into the game or into the next build ? Quote
GreySciTe Posted April 29, 2013 Posted April 29, 2013 I am sad if flamers don't make it into the game because thats something you don't see often in round based strategic games. Actually I can't remember any game. Quote
Nemeo Posted April 30, 2013 Posted April 30, 2013 Flame throwers don't behave like ordinary weapons, which means they would require custom code to work as you would expect. If there's no other flame throwing weapon, it's not really worth the trouble. But it would fit nicely in a terror oriented tech tree. And it's so fun to use. Quote
GizmoGomez Posted April 30, 2013 Posted April 30, 2013 It's not the code, it's that the guy making the animations/sprites for it isn't going to do them anymore. He doesn't do freelance work anymore, or something like that. Quote
raziel1981 Posted April 30, 2013 Posted April 30, 2013 if this won't make it to the game, then this is definatley one of the things that are mod-worthy since all of the basics for it are in the game besides the flame animations Quote
thothkins Posted April 30, 2013 Posted April 30, 2013 On another thread there are posts about each tier being distinctive, with no overall perfect weapon. The flammenwerfer fits much mroe into that view of the game, rather than one where tier 4 weapons are the best. period. So, it's another little special part of the game perhaps gone. I was using flammenwerfers in UFO:ET. Early enough that I doubt it was a mod of any sort. I believe they expanded it out to have chemical throwers too, to add a bit of variety. Just imagine... your world is attacked by malevolent plant creatures determined to free their brethren from the cruel captivity of garden centres and you have a chemical thrower. Every game should have them. Quote
GreySciTe Posted May 2, 2013 Posted May 2, 2013 (edited) I haven't tested, but I'm assuming the other values are:ammo.plasma.plasmacell ammo.mag.MAGclip weapon.grenade.Shockgrenade The one for MAG ammo doesn't work. What is the right command/text i have to insert? The others for Laser and Plasma did work. The shockgrenade didn't but thats because i already researched it i think. Edited May 2, 2013 by GreySciTe Quote
Nemeo Posted May 4, 2013 Posted May 4, 2013 Do you mean that hotfix 2 has been updated with Sathra's changes? Quote
windex Posted May 4, 2013 Posted May 4, 2013 (edited) Has the V18.3 hot fix 2, ground combat. enemy turn screen freeze > corrupt save problem been fixed with an updated hot fix yet? Edited May 4, 2013 by windex Quote
GreySciTe Posted May 4, 2013 Posted May 4, 2013 Yep. Stealth updated. Thats good to know. I first didn't understand what you meant with getting the HF because i had it already. But with erudans comment i understood. Quote
Sathra Posted May 5, 2013 Posted May 5, 2013 I don't think so windex. Maybe in the next build, which should be soon. Quote
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