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Post by bobzila on Jan 30, 2012 8:35:35 GMT -5
OK, great game, but infuriating as its missing any form of instructions (read I can't find any).
Okay, from the top:
1 - Why the hell do I get some turns where I have absolutely no command points? The calculation is simple and seems to have absolutely no random factors in it.
2 - How the hell do I use the med-kit?
That is all for the minute. Thanks. Apart from 'are there any instructions'?
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Post by Rico's Roughnecks on Jan 30, 2012 13:35:43 GMT -5
you do always start your turn with full cp. After you end your turn, the aliens each make one move of 2 spaces for blue and 3 for purple. Now you have a chance to react, altho its still their turn. If you had 1 cp left, you'll still have it for reaction. If you had 2 or more, you'll have 2 max. If you used it all, you won't have any. This might appear like you're having your turn with each templar having a seemingly random number of cp, but its the reaction phase during the alien turn. Then the aliens move another 2/3 spaces and your guys all lose 1cp and, if they have any left, get another chance to react. When you end that reaction phase, you lose 1 more cp and the aliens finish their movement cause your templars have no cp left. Then your next turn begins with full cp.
And I don't know what the medkit does either... I never got around to playing with it!
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Jan 30, 2012 19:07:51 GMT -5
Currently, it's useless. Beta, guys!
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Post by Cory Trese on Jan 30, 2012 23:35:42 GMT -5
Did you read the help file?
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Post by bobzila on Jan 31, 2012 6:10:45 GMT -5
Yes, I have read the helpfile. However, the last time I played this style of turn based strategy game, it was Battle Isle, where the defence phase was an integral part of the opponant phase (i.e. you move, the aliens move, if you have any points left, you can shoot aliens whilst they are moving). Its not made particularly clear in the helpfile that this isn't the way it works in Templar assault.
So are there in essence three aspects of the defence stage? I.e. you move, aliens move 2/3 spaces, you can defend if you have any points, aliens move another 2/3 spaces, you can defend again, aliens move another 2/3 spaces, you get full CPs? So for your 5/6 CPs, the aliens can move between six and nine spaces?
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Post by Rico's Roughnecks on Jan 31, 2012 11:21:39 GMT -5
More than that actually ;D Blue bugs get 3 actions but purple bugs always get 4 actions so they can move 12 spaces or attack 4 times. On Hard and up, they randomly get extra actions. I think I've seen a purple have as many as 7 actions.
You only get to react when you have cp and can "see" a bug at range 4 or closer in front of you. You lose 1 cp after each xeno action (after every xeno takes 1 action), so you can only react to the first 2 actions they make. (Unless you use your captains special ability to give extra cp) so they will sometimes get several unanswered actions against you. But they never get to react during your turn so it evens out.
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blackgauntlet
Templar
[ Star Traders 2 & Heroes of Steel Supporter ]
Jack in... Jack off!
Posts: 1,841
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Post by blackgauntlet on Jan 31, 2012 23:41:59 GMT -5
With the updates, TA is eerily becoming like a hybrid of WH40K with X-COM...
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