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XCOMUFO & Xenocide

Bugs & Other Troubles.


Omega0

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Just some things I've noted with UFO2000 that don't seem to work right:

 

Thrown weapons have a tendency to land at the thrower's feet.

I can't seem to throw weapons down through a hole in the ceiling.

I can't have a soldier walk off a ledge & fall to the lower floor.

Soldiers don't assume height like in X-com (e.g. when you click the top part of a staircase from the lower level, the soldier still understands where to go)

Soldiers standing on top of a UFO can vanish mysteriously

The sliders for soldier stats don't work right: often when I drag one down, it just pops back to the starting position. (A random soldier generator would be nice)

Changing a soldier's species doesn't always stick, when I close the soldier detail it often changes back to human-no armor.

Walls don't have any effect on blast radius

Nothing seems to beat missiles

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Just some things I've noted with UFO2000 that don't seem to work right:

 

Thanks for reporting bugs,

 

Bug reports should also include version number of the program (for example: 0.7.1031) and operating system info (for example: Windows XP, Debian GNU/Linux , Mac OS X, Commodore 64).

 

Bug database is here:

http://ufo2000.xcomufo.com/mantis/view_all_bug_page.php

 

I've been just recently trying to squirm my way into the project so I'm not sure if it's ok to post here everything people like/dislike before checking the bug database. On the other hand it's bad because then there are a lot of messages saying the same things but it also shows what disturbs most people. I'd think it would be better to let people post all suggestions without going through the database (it's length might scare some good testers out).

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Thrown weapons have a tendency to land at the thrower's feet.

don't bother - if you must throw a weapon, you need a high strength and throwing accuracy and even then you'd be better off running as far as you can, dropping it, and then moving and having someone else run and take it

 

I can't seem to throw weapons down through a hole in the ceiling.

you must aim for the floor tile beneath it

 

I can't have a soldier walk off a ledge & fall to the lower floor.

you must click the tile beneath the hole

 

Soldiers don't assume height like in X-com (e.g. when you click the top part of a staircase from the lower level, the soldier still understands where to go)

same as above

 

Soldiers standing on top of a UFO can vanish mysteriously

no idea

 

The sliders for soldier stats don't work right: often when I drag one down, it just pops back to the starting position. (A random soldier generator would be nice)

there is a minimum and maximum stat range, you can't go past it

Changing a soldier's species doesn't always stick, when I close the soldier detail it often changes back to human-no armor.

absolutely no idea

 

Walls don't have any effect on blast radius

aready known

 

Nothing seems to beat missiles

lower the score, use a more urban map, or develop better strategy

Edited by Blehm 98
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Thrown weapons have a tendency to land at the thrower's feet.

 

When throwing objects inside houses or when you are on the 4th level they will bounce back on the roof.

 

I can't have a soldier walk off a ledge & fall to the lower floor.

 

You'll need to place the cursor on the lower floor and click for him to fall. Different system from X-Com.

 

Soldiers don't assume height like in X-com (e.g. when you click the top part of a staircase from the lower level, the soldier still understands where to go)

 

Works like the previous issue: place the cursor on the upper level, to where you want to move.

 

Soldiers standing on top of a UFO can vanish mysteriously

 

Can you provide more details?

 

The sliders for soldier stats don't work right: often when I drag one down, it just pops back to the starting position.  (A random soldier generator would be nice)

 

Have you tried slowing down the speed on Options?

 

Changing a soldier's species doesn't always stick, when I close the soldier detail it often changes back to human-no armor.

 

No idea.

 

Walls don't have any effect on blast radius

 

Yup. Unfortunately not implemented yet.

 

Nothing seems to beat missiles

 

You can always play without explosives. Armor helps but on the beta the damage from explosions is always applied to the under armor. On the stable the location where damage is suffered depends on where the shot hits, making it less powerful.

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"The sliders for soldier stats don't work right: often when I drag one down, it just pops back to the starting position. (A random soldier generator would be nice)"

 

There are minimums and maximums for certain stats - to make it all a little more even (Who wants to play against soldiers who always hit their targets? or always react to your movement)

 

The species bug seems to only really apply when changing a human female to somthing else (from experiance which is minimal - never really bothered me too much)

 

As for beating rockets - Remember that a player using expensive equipment wont have that good a spread of gear over his whole team. I like to hang back until my opponent is out of rockets myself: if he's going to blanket the area in explosives, ill let him remove all the obstacles stopping my snipers lines of fire! ;D

 

Failing that - Send for the Kazi T-shirts/Sectoids. They can somtimes stop the pain

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Some stats (like Morale/Bravery) are locked and can't be modified either. :)

 

(On the subject of immobile sliders)

Edited by Exo2000
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  • 3 weeks later...
Has anyone else noticed that to modify strength, you need double the points????   (ie.  1 Strength=2 Stamina)

 

Actually 1 point of strength is the same as 4 points of stamina. Check it here

 

i wasn't refering to the unit cost, but the point cost.....to increase your strength 1PT, you have to lose 2PT's from other stats. Your stat chart states this, but now my question is, why??

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Again, its for ballance - if you choose to have a soldier with max strength to lug round your gears, its not fair if he's also a really good shot or has lots of TUS. Its like having a sniper who can carry a spare tank in his back pack, its just not fair!
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Your stat chart states this, but now my question is, why??

 

To restrain people from packing sectoids (or floaters nowadays) with plenty of rockets/HE ammo/High Explosives. The way it is they will have to spend points on strength and reduce them from another stat.

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