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Post by nails on Nov 22, 2011 19:58:37 GMT -5
nails - such as turning in your leviathan guns to get additional honor? This please! Or at least a guns for Med kit program
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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 Nov 22, 2011 21:48:47 GMT -5
blackgauntlet - would that "something wicked" be a fourth game? Are you leaking our secrets?!? I've been in the Matrix a couple of times and hacked into your nodes... SoS is AWESOME! Thanks for listening to our feedback... ;D Nah... I dunno what's going on, really. Yeah ... or at least getting enough to buy lunch once in a while Heh heh! Good one! Templar: I'd like to have a chilli mustard dog. Vendor: Sure, milord! There y'go! 2 shillings, please. Templar: Er... do you accept Honor?Templars aren't paid in Credits... they are paid in HONOR!
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Post by nails on Nov 23, 2011 7:33:31 GMT -5
I am trying to complete the moons mission where the goal is to kill the eggs and proceed south. Eggs are dead, I went to the southern exit, and nothing. No lightning bolts, no mission complete. What did I miss?
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Post by Rico's Roughnecks on Nov 23, 2011 7:36:20 GMT -5
Here's a simple thing that adds a lot of roleplaying aspect... name changes for templars. You can personalize, name them after alien fighting movie heros, or my favorite part of XCom was giving the characters nicknames as they earned them in battle. Even 15 years later I fondly recall my squad of Gung-Ho Medero, Rocketman Zander and Hellcat Jones.
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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 Nov 23, 2011 21:18:29 GMT -5
I am trying to complete the moons mission where the goal is to kill the eggs and proceed south. Eggs are dead, I went to the southern exit, and nothing. No lightning bolts, no mission complete. What did I miss? You missed this. ;D Here's a simple thing that adds a lot of roleplaying aspect... name changes for templars. You can personalize, name them after alien fighting movie heros, or my favorite part of XCom was giving the characters nicknames as they earned them in battle. Even 15 years later I fondly recall my squad of Gung-Ho Medero, Rocketman Zander and Hellcat Jones. We already requested that to Cory, actually. Let's cross our fingers to see if it will come true. ;D
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Post by fallen on Nov 24, 2011 12:44:32 GMT -5
nails and @bg - the new update to Deep Moon Core should resolve the bug that prevented it from being beatable! Thanks for all your help and patience. Rico's Roughnecks - you've got enhancement TA-220 for re-naming your individual Templars.
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Post by Rico's Roughnecks on Nov 25, 2011 1:43:28 GMT -5
Sweet I get a TA-220. Since I have no idea what that means, I'm going to assume you guys are sending me a real leviathan suit. Can they leave it by the back door, or does someone have to sign for it?
I took some time to watch the reserve CP issue. When my turn ends, any cp above 2 is reduced to 2, anyone with 2 stays 2 but a cp1 is reduced to 0, no chance to counterattack. Then all the aliens make their first move, then as they make their second moves the cp2s are all reduced to 1. So if I have 2cp and I'm 4 spaces from a blue bug, he moves 2 spaces and I interrupt with 1cp. If I don't take any action, he moves 2 more right next to me but I have no cp now and he attacks with his third action. Except rarely, at random, one trooper will keep his cp2 while the others are reduced.
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Post by absimiliard on Nov 25, 2011 12:47:10 GMT -5
Hey Rico,
I'm wondering if the oddities you're seeing WRT saving CP for the alien's turn is due to soldiers? Soldiers, as opposed to scouts, get a chance to not use a CP when they shoot during the alien's turn. In my experience on the current version I've also found they get about the same chance to "not spend" a CP when they wait for an alien to move. So I've seen a soldier with 3 CP left, I hit "Next Turn" and they drop to 2 CP, an alien gets close, they shoot it *BANG* and use no CP (due to a lucky die-roll in the game engine) so they STILL have 2 CP left, I hit "Next Turn" again and (I assume due to another lucky "soldier die-roll") they don't use a CP to hold, another alien walks close, then they blow it away as well.
Once I had a soldier holding his actions, bolter at the ready, and out-waited all the xenos. I had to turn him, then turn him back to his original facing, in order to use up my remaining CP. (probably because no aliens had turns left to take)
Mind you, this might well be buggish behavior. (in which case I will attempt to summon The Cory to look into it by mentioning his name..... "Hi Cory!")
-abs
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Post by fallen on Nov 25, 2011 13:01:07 GMT -5
@ricos - cory and i have chatted again and we are going to work on fixing this. Stay tuned!
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Post by Rico's Roughnecks on Nov 26, 2011 1:17:29 GMT -5
I'm wondering if the oddities you're seeing WRT saving CP for the alien's turn is due to soldiers? Soldiers, as opposed to scouts, get a chance to not use a CP when they shoot during the alien's turn. its not that. The 'help' says soldiers have a 55%chance to not use cp while attacking during reaction phase and it is a pretty good power. I've had strings of 4 or 5 attacks without using cp and I will sometimes if an alien is 2 spaces away and I have 2cp in my turn, Ill end my turn let him move toward me and then shoot/punch in reaction phase cause I might get more attacks that way. The "help" says any templar can reserve 2cp, no reference to class. I have the reserve cp bug figured out now, if anyone is interested. When you end your turn, more than 2cp reduces to 2 and cp2 remains 2. That's as it should be, except cp1 goes to zero which it shouldnt. Then the first alien movement phase, blues move 2 and purple move 3. Now, unless an alien has moved to range4 or closer in front of you, your cp2 will reduce to 1. Then the aliens move again, and your cp1 goes to 0 whether there is an alien in sight or not. I think you are supposed to reserve 1 or 2 cp throughtout the aliens turn regardless if you can see them or not. This is why the purple aliens were kicking my butt, cause they start their turn out of sight and my cp vanished but they were fast enough to attack me anyway Sorry if I am belaboring the point. I thought detail might help you debug it. Yeah that happened twice, both times with my scout on the 'hold the gate' mission in moon campaign.
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blackgauntlet
Templar
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Posts: 1,841
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Post by blackgauntlet on Nov 26, 2011 1:35:33 GMT -5
I believe a notification to inform that such skills were activated is in order. ;D
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Post by Rico's Roughnecks on Nov 26, 2011 2:22:24 GMT -5
@ricos - cory and i have chatted again and we are going to work on fixing this. Stay tuned! You could also make the turns shorter, sort of like how it goes during the aliens turn where they move 2 spaces, then we interrupt with 1 or 2 cp, then they attack once, then we attack once, then they attack once more. Instead of getting 5 or 6 cp per turn from the quick+tactic/3+4 equation, maybe use quick+tactic/3 so you'd get 2 or 3cp for a shorter turn then the aliens take a shorter turn. This is more realistic than when my captain can run 4 spaces and slash an alien 3 times while the alien just stands there, then a purple alien runs 9 spaces and attacks him while he can't react. I know this is how turn based 'movement point' games have always been (xcom and jagged alliance were like this 15,20 years ago... yeah I'm old) but since you guys are going ground up, there's no reason not to consider a shorter turn structure. And it removes the complication of the reaction phase during the enemies turn.
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blackgauntlet
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Post by blackgauntlet on Nov 26, 2011 3:52:45 GMT -5
You mean like how CK works?
I would have liked the combat to be a little more like that but I believe the mechanics to do so is a little different.
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Post by Rico's Roughnecks on Nov 26, 2011 6:27:02 GMT -5
You mean like how CK works? I would have liked the combat to be a little more like that but I believe the mechanics to do so is a little different. Ck and ta aren't that different. Yeah they look a lot different, but the mechanics are similar. Of the differences, I actually like the facing rules in TA and combining moving and attacking, as opposed to ck when you can move and shoot in anydirection but have to pick move or shoot I don't mean changing much about TA combat mechanics, just reducing the number of cp so there are quick turns back and forth reacting to the enemies actions. Shorter turns mean they can remove the system for reserving cp or interrupting the enemy turn because you can react when your next turn is only a few cp away.
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blackgauntlet
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Posts: 1,841
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Post by blackgauntlet on Nov 26, 2011 12:09:29 GMT -5
Yeah, that's what I meant about a "little" different.
In CK, an attack would bring you to another attack screen with more options. In TA, the attacks are done on the same screen.
For CK, APs are quickly depleted at one go while TA only takes 1 or 2 CPs for each action.
This fundamental difference, even if minute, may make it really hard to balance for a TBS.
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