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Post by baxterr on May 18, 2015 11:41:36 GMT -5
Thanks for your answers guys! The flavour text is quite misleading then The Hydra is also quite useful if you have to defend a spot, since it is hard for anyone to approach you or your squad without roasting himself
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Post by baxterr on May 18, 2015 11:33:07 GMT -5
I lol'd Having my starting contract I immediately head for Thulun Prime. Bam I meet a ship, but its just a merchant so I acknowledged and moved on. I move onto Thulun Prime, I meet another ship. Just a smuggler, so I move on. I tried to land on Thulun Prime, bam I meet another ship. This time a pirate from Syndicate Rychard. I managed to escape him, but caught a torpedo in exchange. I landed on Thulun Prime. Since completing the contract would move me back to outer space and I would have to land again, I first head for the Star Dock to repair my sail, which got damaged when the torpedo hit me. Repairing my sail, the game tolds me that my contract expired. Rofl, seriously? Didn't know if I should laugh or cry about this
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Post by baxterr on May 15, 2015 3:07:30 GMT -5
Greetings! I've encountered something which I am unsure about if it is a wanted behaviour. My Hydra Specialist died to his own fire, wearing an armor which clearly states that it makes him immune to fire damage. So I am confused about this :/
Important: As long as I am standing still nothing happens, but as soon as I move the templar (turning around or walking forwards or backwards) will make him take damage, sometimes down to 1-2 HP. But as with any dice rolls in the game, he may not take damage at all or ridiculously high damage.
Map played: Any (not bound to specific map) Templar Stats: Udan Yuriah (starting Hydra Specialist from the Squad Templar Battleforce) 26 Battles / 773 Kills Strength: 2 Quickness: 4 Warrior: 8 Tactics: 2 Evasion: 4 Ranged: 19
Templar Equipment: Incinerator Powerarmor Description states the immunity somehow: Leviathan Hydra Suits are designed specifically to transport and control the Templar Incinerator weapon. Reinforced against heat damage this armor protects the Atar from flame damage. Plating: 5 Shielding: 8 AP: -1 Atreus: Yes Wards: No Honor: 7200
Hellfire Incinerator Damage: 12 Damage Type: 2 Attack Bonus: 3 Ammo: 14 Range: 4 AP: 1 Splash: 2 Honor: 1000
Leviathan Gauntlet Damage: 2 Damage Type: 0 Attack Bonus: 2 Ammo: 0 Range: 1 AP: 1 Splash: 1 Honor: 0
Difficulty: Normal
Device: Samsung Galaxy SII (GT-I9100) with Cyanogenmod 10.1.3-i9100, which runs Android 4.2.2.
Greetings, BaxerR
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Post by baxterr on May 15, 2015 2:49:56 GMT -5
Lol AA, spam much
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Post by baxterr on May 15, 2015 2:42:57 GMT -5
The "super story" and interlocking / all campaigns updates are coming soon. Since TA has no permissions (neither internet nor sd card) loading levels without an update from Google Play isn't going to be a feature we are able to deliver. However, we're not against user designed levels. In fact, we may offer than as option to [Elite Supporters] at some point in the future. The map editor that we use is freely available and easy to learn. Hey Cory, I've been searching like hell, but was never able to find it: The TA Map Editor you mentioned in your post. Where can I get it? Do I need some "special" rights about this? I would really like to try it out and put my own ideas into this game.
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Post by baxterr on Apr 25, 2015 0:40:20 GMT -5
Thanks for the answer! Atleast I know that my phone is not broken on this behaviour. Recently it started to act strange. For example reverting another game I play (Pixel Dungeon) to a previous position which was way behind the last known. But all items I used are still gone. Then sometimes it just crashes when trying to install an app or updating an installed app. Really strange... That sounds like your SD card may be loose or incorrectly inserted. Do you get messages about it mounting and unmounting? No, but it is still very strange. When I look into Settings I see everything as internal storage. But I do have a SD card inserted. In the Root Browser the SD card's space is found in the folder ExtSD. I am confused about it... I believe it is some kind of Cyanogenmod bug. I can not install apps that require an SD card either.
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Post by baxterr on Apr 16, 2015 12:52:18 GMT -5
baxterr - xenos are unpredictable terrible creatures. They get move bonuses from a dice. That they do. Some of the AI get more dice the more they get hurt Thanks for the answer! Atleast I know that my phone is not broken on this behaviour. Recently it started to act strange. For example reverting another game I play (Pixel Dungeon) to a previous position which was way behind the last known. But all items I used are still gone. Then sometimes it just crashes when trying to install an app or updating an installed app. Really strange...
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Post by baxterr on Apr 16, 2015 1:18:57 GMT -5
Hey slayernz!
Thanks for the answer. You are right about the points you've stated but let me explain my problem more closely.
Let's just do it like this: *= empty space C= Captain (Null Blade, Heavy Plasma Sidearm) S= Soldier (Leviathan Repeater) X= Blue Xenoform (usually 1 tile per movement phase)
X****CS
My Squad just moved 2 Squares in the direction of the Captain. There is a soldier behind him, guarding his back. The others are not important since they guard the rear and cannot be used for combat to the front of the squad.
Since the rearguards have only 2AP left, the squad is halted at this place, the Xenoform is out of (current) sight. I press End Turn, my Captain and Soldier lose their remaining (non-defensive) AP. The Fog of War clears a bit since my squad is standing, the Xenoform becomes visible. The Xenoform moves 1 Tile closer.
X***CS
Now I've got time to react since both of them can "see" the Xenoform, both have 2 AP. The Captain cannot reach the Xeno with his blade since he would be out of AP before he reaches it. His Sidearm cannot reach it either this turn. The Soldier has a Leviathan Repeater and therefore only has a range of 3 tiles. I decide not to do anything and I press End Turn. If my math is correct, the Xeno has now 2 movements left. So even if I dont kill it, the next turn, when all AP are gone and all Xenos moved should look like this: X*CS
But back to my explaination. When I pressed End Turn, the Xeno behaves as expected, he moves 1 tile closer. It now looks like this: X**CS
Captain and Soldier each have 1AP left. Now I can decide: 1. Shoot it with the captain. 2. Press End Turn, since it shouldnt reach us this turn right?
I try to shoot it since I've got the chance. Sadly the captain misses his shot (or didnt kill it whole, I cant remember). I end the turn since the soldier does not have the Xeno in range yet. The Xeno moves: X*CS
Now the turn should end. But the Xeno's a bitch. Suddenly he gains up speed, and goes in melee range: XCS
Then: The Xeno attacks the captain - blocked. Then: The Xeno attacks again - Captain is hit, loses 2 HP.
And all my question is about: Where did the Xeno get the additional movement from? When the Xeno is faster than 1 tile per movement, it is not unlikely for them to move out of the fog of war into melee range and still attack the same turn.
Sometimes I also recognize this with Xenoforms lining up behind a slow, blue one. You can see them behind the blue. Sometimes the blue doesnt have these additional movement, but they do. You can recognize it because they are flashing, but they cant move since the slow blue one blocks the path. Sometimes a single xeno flashes up to 3 times.
Additionally this seems to be completely random as these "additional" moves may not apply to the same Xeno the next turn.
In Exchange I've got to admit that some Xenos have less movements. Once a Xeno approached my captain in the last turn. I hit it with my sword, but didnt kill it. Then everyone was out of AP so I expected the Xeno to attack at least once. But that did not happen and the next turn started.
Now I am confused :S
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Post by baxterr on Apr 14, 2015 1:30:39 GMT -5
baxterr - fixed for next! Thanks for the detailed report. Hey there! Has been some time since I visited the forum, but I was happy to see the bugfix deployed. Since I downloaded the update, I had 2 templars dying while on a mission. Every time I aborted they were back from the dead. I guess it is not quite necessary for you but I still wanted to give the feedback that it now works as intended P.S.: Came up with another question. Why the hell do some Xenoforms still have 3 moves after I had to press End Turn because I couldnt act in any proper way? Sometimes it even happens that my Neptune Gunner (who usually kills everything in front of him) is approached by a Xeno after my last Defense Turn and hit twice, even if the Xeno wasnt in sight before. How am I supposed to counter that? Usually I cant do anything to prevent it, since my soldiers are out of AP even if I didnt spend any of them. I've got the feeling that this is some kind of artificial difficulty for the later levels.
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Post by baxterr on Mar 1, 2015 7:37:19 GMT -5
baxterr -as the enemy turn progresses, your Templars lose their AP. If the aliens have a long way to move, then by the time they arrive, you can have already spent your 2 AP waiting. fallenThanks for the answer! I am aware of the fact you are mentioning, but I recognized that sometimes when 2 Templars both enter the defense phase with 2 AP to spend, one of them loses one AP already before I can take the first defense move. Take this example: Captain Vega - 3 AP left Martus Victin - 2 AP left Button 'End Turn' pressed Captain Vega - 2 AP left Martus Victin - 2 AP left Now its getting weird: Alien, which was already on screen moves closer, afterwards the first defense turn starts, but! Captain Vega - 1 AP Martus Victin - 2 AP Suddenly one of the templars has one less AP and I have no explaination why. The point was lost before I was even able to make a defensive move. The Xenoform didnt take 2 turns here and Martus still has his full defensive APs. So when the alien is not in melee range I can try to use my sidearm and hope he will kill it with 1 shot, otherwise the Xeno will close in next turn and hit Captain Vega in the third round, as Martus Victin is facing the other direction and cannot turn around + fire. This does not happen exclusively to the Captain, I have seen this on a Neptune, a soldier and a scout aswell. To sum it up: The soldiers defensive APs are sometimes taken away for no reason and I would like to know if it is a wanted behaviour and what triggers it?
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Post by baxterr on Feb 27, 2015 4:54:37 GMT -5
Hey slayernz! I tried this with a full squad of scouts but even then I wasnt fast enough. Most times my way got blocked by approaching Xenos so I had to fight them. As these Xenos all have 4 HP and my squad is quite new (but they all have 6AP already) it takes about 3 to 4 shots to take one down of no shot misses. But there are like 5 approaching at once. Only my captain can almost reliably kill them in 2 strikes with his Null Blade. Dont mention melee combat for my normal squad members. I had such a frustrating time with (using 5AP to get health down from 4 to 2 and other jokes). -.- fallenWhat question bothers me now: 7. In the defense round some knights loose their AP quicker than others, sometimes both Frontsoldiers loose their AP so they cant react to an approaching Xeno which just moved into range, while my rearguard still have AP but they cant do anything since I have to turn them around first Whats about this? I thought its like: Enemy move - Option to spend Defense AP - End Turn removes 1 AP from every soldier - Enemy Move - Option to spend last AP point when no point was spend at the first chance - End turn removes last AP - Enemy Move - New Turn Sometimes it seems that the AP disappear completely after round 1 and some Templars already lost 1 AP before the first defense turn begins or sometimes they dont seem to loose any and I had a third defense phase. Is this correct? When yes, is there some kind condition for either to happen or is it randomized?
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Post by baxterr on Feb 26, 2015 12:55:58 GMT -5
fallenAbout the dead Squad members bug: I tested little bit around that problem. Test conditions: Mission: Divided we fall (Moons of Nachot Ugo) Squad: Captain (Null Blade, Plasma Sidearm) Hydra (Standard equ.) Scout (standard equ.) Soldier (Leviathan Cannon) Difficulty: Normal So when I lost all Templars except my captain, I aborted and all of them (seemingly) stayed dead. I force closed the game and I tried restarting my device - to no avail. I could not select them in my Squad screen, but I could select others. When I just started the mission again they came back to life to join the captain in the fight. Then I quickly aborted the mission and I was able to normally select them in the squadmenu. Then I let them die again and aborted - they were shown as dead again. This time I selected other squad members to join in the mission, as soon as I hit the 'To battle' button, the game crashed. After starting it up again, my Templars were alive and ready for action. Strange revive technology isnt it? Great detailed description, thank you. I have taken #TA-3012 to fix this in the next release! Glad I could help We'll take a look and see if there is anything we can to do help. What device and Android OS do you have the issue with? I have a Samsung Galaxy SII (i9100) with Cyanogenmod 10, which runs Android 4.2.2
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Post by baxterr on Feb 26, 2015 12:46:23 GMT -5
fallenAbout the dead Squad members bug: I tested little bit around that problem. Test conditions: Mission: Divided we fall (Moons of Nachot Ugo) Squad: Captain (Null Blade, Plasma Sidearm) Hydra (Standard equ.) Scout (standard equ.) Soldier (Leviathan Cannon) Difficulty: Normal So when I lost all Templars except my captain, I aborted and all of them (seemingly) stayed dead. I force closed the game and I tried restarting my device - to no avail. I could not select them in my Squad screen, but I could select others. When I just started the mission again they came back to life to join the captain in the fight. Then I quickly aborted the mission and I was able to normally select them in the squadmenu. Then I let them die again and aborted - they were shown as dead again. This time I selected other squad members to join in the mission, as soon as I hit the 'To battle' button, the game crashed. After starting it up again, my Templars were alive and ready for action. Strange revive technology isnt it?
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Post by baxterr on Feb 26, 2015 12:33:17 GMT -5
Oops ... just put two strategies down for the Nachot-Ugo level. Stick to the primary strategy of separating the squad members. It's so much easier and fun than waiting for Xenos to come to you!!! Hey slayernz! Thanks for the advice, but it was not the first mission where I had my troubles. Gatecrasher (I believe its the third or fourth mission into the Moons campaign) is the level that made me s*** bricks especially with a new squad. With my Tutorial Squad it was a piece of cake, but with a brand new Templar Battleforce it was quite horrible. I always level Quickness first aswell, except for the berserker.
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Post by baxterr on Feb 25, 2015 12:33:01 GMT -5
I tried different approaches, I only was able to make it by using War Gear +25% ammo and +1 Use for Naval Officer. I tried using scouts, neither could they outrun nor shoot the Xenos down fast enough. Also tried with soldiers + Neptune, this was also the constellation which made it possible for me to pass using the above mentioned wargear. You see, while on that mission I also tried to grab all Secondary Objectives which makes the mission alot longer. But it was always the first part which gave me big trouble. Even with the wargear activated I had to use my Naval Reload once when my squad entered the first passage.
I came up with three other questions: 4. When I beat the same campaign twice, how will it show up in the Victories-Section where you see your Prestige? Will it be Stardock Raid 2x Stardock Raid, Stardock Raid or Stardock Raid (as if you just beat it once)?
5. Was the soundtrack for Star Traders RPG and Templar Assault RPG exclusively made for you by Imphenzia or did you find it somewhere on the homepage? 6. When using wargear, for example +25% ammo for a mission and you resupply that soldier with the Naval Veteran, it only refills to the standard capacity, not to the increased one (f.e. 16 for standard Leviathan Gun). Is it supposed to be like this?
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