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Bio2hazard

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Bio2hazard

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#1  Edited By Bio2hazard

Games I bought and never opened/played, cause I'm a idiot and don't have that much time:

Nights ( Wii )

resident evil 4 ( Wii ) - Beat it on the PS2, seemed awesome, bought the Wii version, havn't felt like playing it since..

Super Paper Mario ( Wii )

Enslaved ( Xbox 360 )

Too Human ( Xbox 360 )

Batman: Arkham City ( Xbox 360 )

Resistance 3 ( PS3 )

So much shame. :(

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Bio2hazard

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#2  Edited By Bio2hazard

Progress report:

Earth should be saved within 1-2 (real life) days. :)

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Bio2hazard

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#3  Edited By Bio2hazard

Playing on Classic Ironman. Lost 2 campaigns, but this 3rd one seems like I might beat the game!

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Bio2hazard

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#4  Edited By Bio2hazard

SHIVs are amazing. Expendable, powerful, good accuracy once outfitted with good guns, sturdy. Playing on Ironman classic and I'd bring one every mission if they'd stop bugging out.

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#5  Edited By Bio2hazard

Hey,

pre-patch i've been having a issue with plasma alloy shivs and I was wondering if anyone else has experienced it.

In the barracks the model of the shiv is not visible, it shows up as a empty space in the squad selection as well. When choosing to take it to a mission, it has the default armor of a female soldier but without head and it will not move. ( When ordered to move, it'll simply not move and the game can not proceed as you can't end your turn - it probably tries to animate the move but stalls )

I tried trashing the bugged bot and manufacturing a new one, but same problem. Normal SHIV with Plasma works fine, it's only alloy shiv with plasma that's causing the problem for me.

I've tried scouring the internet for information but wasn't really able to find anything ... so I ask you fellow bombers: Have you gotten a plasma alloy shiv to work ?

Once my patch finishes I will report if that fixed it.

Playing on Classic Ironman

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#6  Edited By Bio2hazard

Your highest ranking soldier on a mission has a Star on their rank symbol. It might indicate that the unit is in charge of the operation and should that unit be injured or killed, the morale of all other soldiers will suffer greatly. I'm not 100% sure as the game never explicitly mentions said star ( unless I missed it ), but I suspect it might be the case as a mechanic like that was in the original.

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Bio2hazard

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#7  Edited By Bio2hazard

Played it for 15 hours in Classic Ironman mode. I had to abandon 2 campaigns as the game tends to spiral out of control quite easilly. If you fail 2 missions in a row, you can expect multiple founding nations to ditch you, and it's really hard to recover from that when the only soldiers you have are rookies. And especially early game, it's extremely easy to get into a situation where 95% of the mission is going great - but then last 2 sectoids.. all your guys have a 50% chance to hit, and all 4 of your soldiers miss. Aliens turn - 2 shots, 2 crits, 2 kills. Other 2 soldiers panic = lost mission.

My current game is going great though. I have plenty of high-ranking soldiers, including a max rank sniper that just obliterates everything with a laser rifle, upgraded SCOPE and double tap + executioner ability ( combined = kind of OP ). Just finished the assault on the alien base without loosing a single soldier. Lost 3 funding nations, unfortunately, but the other nations are low panic.

As far as tips go.. lets see... snipers are awesome if you get them squad sight + SCOPE.

Get sat uplink station and build it adjecent to the starting sat uplink. Build satelites. Satelites are your ace card to save funding nations that are about to leave the XCOM project - deploy satelite and panic instantly decreases by 2 blips.

Try to build power plants adjecent for the energy bonus. Make sure to get at least 1 Workshop so you can actually build higher-tier stuff ( frustrating to not be able to make carapace armor, as it requires 10 engies while you are sitting on 9 ).

So far, I havn't had to build a lab yet, research seems to progress fast enough.

Always sell "(Damaged)" items on the grey market. Should also sell corpses ( but keep a stock of around 5-10 for research and engineering projects ).

Prioritize getting a officer's thingy to increase squad size.

@Syndrom: Nope, not by a long shot! It serves as a introduction to...

psionics

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#8  Edited By Bio2hazard

Hey,

I uploaded a test file under prototype builds in the google drive. It's essentially just me messing around with unity. I am using @DrFlapjack's model with walking and idle animations. I messed a bit with light, shadow, particle engines, terrain generation and trees. It's all super simple but I just wanted to learn.

I must note that I have not used any of the textures and assets that were uploaded to the google drive ( I saw them too late ), but I will definitely use them for the next test! Also, I might disappear for a couple of days due to the release of XCOM. I've been .. looking forward to it, put mildly. :)

For my next test, I will probably try to use a style more inline with what we have in mind - using mostly sprites rather than 3d models. It might be nice if we can get some sprites of trees or greenery or other assorted objects to attempt to create a interesting level that could perhaps be somewhat close to how we want it to be in the end.

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#9  Edited By Bio2hazard

@w1n5t0n: Sure. I'm sure it'd help me out just by reading it and trying to understand what exactly you are doing :) A example of how exactly I can tie game mechanics together would be grand!

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#10  Edited By Bio2hazard

@w1n5t0n: Well physics in general should be helpful. I looked at what's possible with it and it seems like there's some cool stuff :) I'll figure it out though. I'm curious by nature so I love diving into methods and checking out what I can do with em.

@DrFlapjack: Sure! I'll be looking forward for that model with running and jumping and I'll try to implement it. I've been reading through multiple unity tutorials ( mostly http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial andhttp://forum.unity3d.com/threads/37093-Over-7-hours-of-Unity-Training-Videos-Download-them-now!)

So far it's been going pretty well. The main thing that I need to wrap my head around is how to actually get into the code, how to cross-reference objects, how to have scripts run which arn't necessarily attached to a object in the hirachy and stuff like that. I will probably set up a more expanded test/demo tomorrow once I get that model from you, and then we can work from there :)

And yeah I always have the reference open! Currently on the rigidbody page to adjust the physics stuff :) rigidbodySo yeah, I definitely think I'm making good progress learning. I hope that soon we can split up some tasks for the other coders using the "scenes" in the game. I'm hoping one coder can do the menus, one coder can take care of battle screen and I guess I'll work on the exploration aspect.