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Messages - Dr. Z

#736
General Discussion / Re: Questin about hitting chances
January 29, 2014, 08:27:03 AM
Ok thank you, I just calculated the average, which was about 40-50%, but if you multiply it, it makes sense  :)
#737
General Discussion / Questin about hitting chances
January 29, 2014, 05:05:49 AM
During a fight, I selected one of my guys and pointed at a raider, here is what it said:

Shot by Dweeb:           4%
  Range/skill               14%
  Range/equipment     90%
  Darkness                 60%
  Cover                      57%
    Rock debris stops   32%
    Rock debris stops   16%

How do you get to a hitting chance of 4% with this basic values?
#738
Stories / My first hollywood script
January 28, 2014, 06:36:14 PM
I had five colonists, when a group of I think six to eight raiders landed nearby. They spotted me when one of my guys was hauling a dead animal, so I took them in my proofed defensive positions, but one guy was to far away repairing stuff, so I took him in position to shoot them in the back.

But my defense was designed for enemys attacking my front door and those raiders flanked me, so my sniper was in trouble, attacked from two sides, and soon icapacitated on the ground. Two of my guys where at the front door, but one of them was on 20HP, so I took her into the main building. I sended my granade guy in position so he could "fire" and my rear guy in position to shoot them in the back, when I saw the leader: Tynan Sylvester, no joke.

The two in front of the door did a good job, but one of them got icapacitated and the grenade guy was at low health, so I rescued the one on the ground with him and put him inside. The only one left outside was my man in the back, but he didn't make it long and bleeded out on the ground. For a very long time the first one I lost in a raid.

But there where only three raiders left, so with my last two guys, both on about 20 HP, I build blasting charges inside my rooms and took them in save distance. The charges killed one and Mr. granade killed another one, but with her last shot, the raider hits my second but last colonists which falls to the ground, but didn't die. Yet. The last one escaped. Guess who it was. Right.

So right now, I had a balance of one colonist dead, three in coma, half of my base blown up by myself and one guy who had to clean the mess up. Which he did very well and my guys in bed recovered faster then I imagined. But just half a week after we survived the battle which outshined every Hollywood movie made in the last couple of years, the second wave should come.

Three badass-looking raiders landed, not loosing a single health point, all equipped with Lee-Enfield rifles. No doupt this where Tynan's elite assassins and he sended them to take revenge for his fallen allies. But I was not in the mood for waiting. I wanted revenge as much as they wanted, so we grabbed our guns, reloaded and moved out to show those fuckers who's the boss on THIS planet.

This was actually my first pre-eventive attack since I started playing this game, and it went terribly wrong. They where not even interested in my people. They just RAN PAST THEM, turned around, and shot them in the back. I managed to kill one, they managed to kill four. Three of my people died at once, the last one was left on the ground. For irony of fate, this last colonist was the first single raider I encountered in this colony. He came to destroy my base and kill my people, and now, he had success. Just not in the way he had expected.

Disclaimer: I didn't make this story up. It happend to me. Yesterday. And forgive me if some formulations are strange or the grammar is incorrect. I'm not that good in English.
#739
Support / Re: Super low FPS after alpha 1 update
January 28, 2014, 05:19:28 PM
I have a laptop with one graphic card and the same problem. And the loss of framerate when zooming out increases the longer I play.
#740
Bugs / Starving animals are impossible [mantis]
January 28, 2014, 05:16:43 PM
I accidently locked a boomrat in a room I build to protect one of my geothermal reactors. I was curious to see if it's exploding when it starves. But when the foodbar was empty, its regeneration rate was higher then his health-loss because of starvation and it didn't get incapacitate. I know that this is not a major problem but I think it's worth a look.
#741
Can you build a launchpad beneath a stockpile already filled, or do you have to build a launchpad next to the stockpile, with a new stockpile on top and than make your colonists transporting the stuff from the original stockpile to the new one on the launchpad?
#742
Bugs / Re: Visitors don't move
January 26, 2014, 06:44:27 AM
Quote from: Jones-250 on January 25, 2014, 02:29:40 PM
What a useless post.
Well I'm sorry for posting a bug in a bug-forum. I won't do this terrible mistake again. Please forgive me.

Quote from: Semmy on January 25, 2014, 02:40:26 PM
Did you wall off or otherwise enclose a piece of the map.
Yes I did. Thank you.
#743
Bugs / Visitors don't move
January 25, 2014, 12:14:46 PM
Sometimes when travelors come to my colony, they're just standing at the place on the edge of the map where they spawned doing nothing. Whe I click on them, the infobox says they're standing, but every few seconds it says "walking" for the blink of an eye, so I think the game want's to move them, but it can't because of a bug.
#744
What is a crenulation effect? I'm not english and the translator doesn't give a translation.
#745
General Discussion / Re: New gameplay in the update?
January 09, 2014, 12:57:51 PM
Will they be cheaper? Because I think that you will need more of them if you can't just place one in the middle of your colony but have to place them strategic and 200 Metal is much, espacially in the early game.
#746
Off-Topic / Re: Any Xcom: Enemy Unknown players around?
January 08, 2014, 05:09:05 PM
Maybe someone here can help me. Since I started Enemy Within, the game starts lagging like hell after ca. 10 minutes of playing, than after a time it runs normal, than it starts lagging again and so on... It's so bad that I'm not willing to play it anymore, which is sad because I love the game and was really curious for the DLC. And the original game didn't lag at all. I already lowered the graphics but nothing changes.
#747
Ideas / Re: hexagon tiles
January 08, 2014, 04:50:15 PM
I think it would be more effective if you could build walls diagonal, so that the game would create a connected wall, for the people who like hexagonal bases, but I don't see how the current combat system would benefit from hexagon tiles.
#748
General Discussion / Savegames after update
January 08, 2014, 04:38:43 PM
With an update probably upcoming this month, I wonder if I can expand my colony which I buil in the current version with the new content, or if the update will force me to start a new game.
#749
Ideas / Re: Your Cheapest Ideas
January 08, 2014, 03:34:46 PM
It's really annoying that you can't choose the powersource for your electrical objects. For example, if you put a lamp a few tiles away from a power conduit, there is an automatic placed smaller cable, but if theres also a wall nearby which isn't connectet to your network, the lamp probably will choose the wall instead of the conduit and won't function.
#750
Ok, thanks for the advise  :)