|
Post by algesan on Nov 6, 2015 5:09:52 GMT -5
Why you cant do it like this: Every ordnance you find via secondary objectives will carry over to the next mission, while bought ones via tact point will disappear when the mission ends. Because it changes the balance of the missions. I'm not going to comment yea or nay on this one (although right now I'd lean towards your position) for the simple reason that I haven't grokked the massive RP tree yet. I do miss my Templar Chaplain Captain though...
|
|
mataeus
Templar
[ Elite & Star Traders 2 Supporter ]
From summer sands, to armageddons reach.
Posts: 820
|
Post by mataeus on Nov 6, 2015 5:29:46 GMT -5
Why you cant do it like this: Every ordnance you find via secondary objectives will carry over to the next mission, while bought ones via tact point will disappear when the mission ends. Because it changes the balance of the missions. I'm not going to comment yea or nay on this one (although right now I'd lean towards your position) for the simple reason that I haven't grokked the massive RP tree yet. I do miss my Templar Chaplain Captain though... Absolutely agree. A few of the missions wouldn't have imparted the nervous tension and made me think hard about the careful tactical positioning of my engineers and turrets if I could just use a stockpile of health drops
|
|
|
Post by algesan on Nov 6, 2015 5:57:32 GMT -5
Because it changes the balance of the missions. I'm not going to comment yea or nay on this one (although right now I'd lean towards your position) for the simple reason that I haven't grokked the massive RP tree yet. I do miss my Templar Chaplain Captain though... Absolutely agree. A few of the missions wouldn't have imparted the nervous tension and made me think hard about the careful tactical positioning of my engineers and turrets if I could just use a stockpile of health drops I've needed one in some missions, but I could see two at higher levels. Right now I really need to figure out early heat issues before Engineer heat healing. Sux to watch a Soldier on OW stop a minor xeno swarm, only to be stuck doing nothing for a turn or three waiting for natural heat flushing.
|
|
|
Post by Cory Trese on Nov 6, 2015 10:18:54 GMT -5
I'll be honest -- it is technically not feasible to persist SP or Ordnance between levels. The saved game format simply does not know enough about the items to say how or when you got them.
This would have been something to get into the game during the alpha ... if we'd wanted to do it. At this point, the saved game format is locked and we're stuck with the clearing of SP and Ordnance.
|
|
|
Post by algesan on Nov 6, 2015 13:49:28 GMT -5
I'll be honest -- it is technically not feasible to persist SP or Ordnance between levels. The saved game format simply does not know enough about the items to say how or when you got them. This would have been something to get into the game during the alpha ... if we'd wanted to do it. At this point, the saved game format is locked and we're stuck with the clearing of SP and Ordnance. IOW, the only way to make something like this happen would be updating missions with a fixed item allocation, which defeats the purpose of "saving" wargear between missions. Alternatively, reduce the SP costs in missions. Not advocating either since I tend to hit "issues" by pushing too fast, just wondering about technical feasibility.
|
|
|
Post by wascalwywabbit on Nov 6, 2015 14:14:36 GMT -5
Partial solution would be single play session carry over (system mem, not save data), but always lost when game is closed.
Other possible work arounds: secondary save file for extra features; make map data game writable and then dump carried over ordinance next to player character(s) on the map instead of in the save.
Future games solution, extensible save data type with the single save file, e.g. Byte or word code number to designate what follows in the save, 1, maybe basic character attributes follow for next 16 bytes, then look for next code; 2, next word is ordnance; 3, kill type (byte) and count (dword) and so on.
|
|
|
Post by xdesperado on Nov 7, 2015 2:05:42 GMT -5
I'm currently working on some tips for playing at Ironman and have found a path to the Paladin that will allow you to unlock them by the time your done with the tutorial missions. You can then get one out on the first level of the Ferarai Lance mission if you choose the Hold one. Do as follows, L2: Get Operational Command, Battle Suit and Specialists Adaptions L3: Get Engineer 1+2, Born Leader, and Heavy Suit Adaptions L4: Get Battlefield Leader, Soldier 1+2+3, Scout 1+2 L5: Melee Specialist 1+2, Paladin 1, and Healer 1 I'll have the rest of the first part of the tips posted later today. Just getting started with TBF but on my two squads (one on normal second on demanding) I've had both Paladin and Hydra unlocked after initial tutorial levels. Chose the Ferari Lance going in through airlock both times and got both deployed in that mission. Fairly easy to get up the Requisition tree to unlock them. It's a bit harder trying to justify bringing one or both of them into several of those next few missions though. I'm finding the Hydra easier to justify currently on most missions than the Paladin much as I'd love the healing at times.
|
|