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Post by mushroom on Mar 13, 2016 15:10:34 GMT -5
Drayan Core scenario, crashed straight to home screen when I attempt to swap out Nyla. (She's tough, but her build is a little too selfish for my play).
Now that I think about it, another "bug" is that you don't get any supply points credit when you swap her out.
Platform is android 5.0.1, Samsung s4.
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Post by mushroom on Feb 22, 2016 21:56:51 GMT -5
Thumbs up. Like the colors and overall feel.
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Post by mushroom on Feb 16, 2016 10:56:51 GMT -5
This is in the Starport Breach mission, after capturing the third tact point. Saw it on both Hard and Brutal difficulty.
Message shown is: "The lift under the causeway can carry only a single Templar per turn" or something very close - which was from one of the early Galantia Cross missions. The message should tell us to move everyone to the extract point.
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Post by mushroom on Feb 4, 2016 22:23:05 GMT -5
Spitters are the WORST. Much rather have litches than those 6-range spitters.
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Post by mushroom on Jan 11, 2016 14:38:18 GMT -5
Brutal
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Post by mushroom on Jan 11, 2016 11:38:18 GMT -5
Darn, sorry. Yes, you got it, it's Battleforce. Beat the level, but got my favorite Scout killed as I so often do. Picked Retry to try again, and he was still dead...
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Post by mushroom on Jan 11, 2016 11:22:31 GMT -5
For the harder difficulties with perms-death on failure, it seems that retry leaves the Templars dead who died on that level. I think they should be revived, just as if you had aborted or gotten your captain killed.
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Post by mushroom on Jan 10, 2016 19:07:11 GMT -5
I'm a big fan of the REAL d11 dice and the d17s. Geometric wonders, never before seen!!
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Post by mushroom on Jan 9, 2016 12:01:53 GMT -5
I hope you're not driving! (Couldn't resist)
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Post by mushroom on Jan 9, 2016 11:59:09 GMT -5
If anyone is interested in numbers, I did a quick calculation for the most common case, and the average damage of a weapon is increased by * DamageIncreaseAvg = 0.5 * Str^2 / (WeapDamMax - WeapDamMin) (*Ignoring negligible terms for clarity. Not valid if strength is greater than the difference between the max and min damage of weapon, yadda yadda yadda...) D6 weapon, STR 3 .5*((3*3)/(6-1) = .5*(9/5) = .5*1.8 = .9 Actual answer should be .5 average damage increase. Unless I missed something in the Combat Mechanics thread. Hmm, yes you're right. I have seen damage rolls described as 0 to X before, but it's described in the combat thread as 1 to X. A little confusing. The approximation above is still right for larger damage ranges though...
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Post by mushroom on Jan 8, 2016 22:12:50 GMT -5
TeeWee - I have to admit I've been secretly using this awesome spreadsheet and it has been a very handy tool, and easy to update. I don't know if you still have the sheet online or not, but thank you for the time you put into it way back when.
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Post by mushroom on Jan 8, 2016 22:04:20 GMT -5
fallen - I wish I could. I think it was the top center one, above the wall, but it's a bit fuzzy. If I run this level again anytime soon, I'll try to reproduce. This one really needs screen shots to explain.
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Post by mushroom on Jan 8, 2016 21:57:15 GMT -5
If anyone is interested in numbers, I did a quick calculation for the most common case, and the average damage of a weapon is increased by *
DamageIncreaseAvg = 0.5 * Str^2 / (WeapDamMax - WeapDamMin)
(*Ignoring negligible terms for clarity. Not valid if strength is greater than the difference between the max and min damage of weapon, yadda yadda yadda...)
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Post by mushroom on Jan 8, 2016 12:20:02 GMT -5
I've seen that for a different node. Power up the node from the south, and when the engineer comes by, it shows the error message (that it is unpowered) and goes dark. Possibly was supposed to explode, not sure.
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Post by mushroom on Jan 4, 2016 19:39:04 GMT -5
I think you guys have done a great job advancing the interface with this game, and this is probably the last place where you have yet to surpass what you've put into HoS. Thanks for all the hard work.
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