Couldn't get a simple shot through one square without it going at a 90 angle.....from then on i had lost. Frustrating when there is zero accuracy or intelligence from your troop... moved troops into open to finish game quick
They're doing it again... ms auto cannon and a good shot couldn't get it through one square... you'd have to be retarded and on drugs not to make the shot. They are dead now because they clipped the door frame. Game lost .... beyond frustrating
Okay hopefully you can find it and alter it otherwise it means in games with victory points for kills incendiary grenades and flame throwers will have be be banned.<br /><br />I just lost this game although I should have won. No biggie of course but still a bit annoying.
I can see in the game logs you used a variation of the Tennison gambit, apparently it works as good in Stellar Forces as it does in chess:<br /><br /><a href="https://www.youtube.com/watch?v=E2xNlzsnPCQ">https://www.youtube.com/watch?v=E2xNlzsnPCQ</a>
I'll have a look at this. You should get the VPs if it was your grenade. I'm not sure about the flamethrower though. Thinking about it, I don't think game keeps track of who set someone alight. It's been a while since I looked at this, so I'll have to refresh my memory.
Hello, Mr. Rost310, nice to meet you, please allow me to introduce myself, I am Trollmineitor, a powerful AS (artificial stupidity) running on top of the most packed Linux servers datacenter in the galaxy. I'm in command of the Globex Trollmineitor Battalion and our elite escort detail services are hired very often by our old and very good customer Sterner Regnix. Please do not shoot and let Uncle Sterner prime and throw a second grenade as a gesture of good faith and friendship. Thanks.
Trolly, look at the league table. Rost310 is no novice mate.<br /><br />I know why he does it because I've done the same. Super heavy armour reduces your APs so much you give them the lightest firearm. Yes not very powerful but from close range you can fire rapid low cost auto fire and you're able to take most punishment back.
Steve, something else that needs altering. In this game I'm not getting victory points for kills with incendiary grenade or the flame thrower. Twice I have killed an opponent with fire and neither were added to my points total. Seems rather unfair.
Oh, man, even Jackie Chan bought it... just a little piece of advice, equipping super heavy armor and marsec pistols is not the best choice, the damage of that gun is ridiculously low. Thank you very much for bringing such nice unit names to the game.
Lol! :) Before we started the last game, a remembered an issue with this mission where the superhumans were vulnerable to grenades, so my plan was to use them. Unfortunately I forgot that I'd banned grenades, so I used Blasters which are the next best thing. I might have to ban those though, as it seems that this mission is one where only one particular tactic works.
And this is how Uncle Sterner survives to fight another game... thank you very much Mr. RABID for making possible this sweet moments, no regrets uninstalling GTA Online and installing Stellar Forces again, i swear.
Hi Trolly, thanks for suggestion. However, looking at the mission stats page ( <a href="http://www.stellarforces.com/dsr/miscstatspage.cls">http://www.stellarforces.com/dsr/miscstatspage.cls</a> ) the superhuman attackers has lost every game in the last year (which is admittedly only two games). What do you think?
Hi, Steve! i would think about the convenience of reducing the aim of the superhumans in the moonbase assault mission, all you need to do is place them in opportunity fire and with so many action points it is really hard for the defenders to stand a chance. This is only my opinion, of course.
What do you mean exactly? Reduce the number of APs it costs to lay an egg? I'm just going through the missions and tweaking any that look unbalanced, so I'll probably add an extra alien here and there.
I've just released client version 1.135, with a couple of small changes:-<br /><br />* Incendiary grenades will potentially explode if caught in an explosion.<br />* Nerve gas no longer affects droids, androids or Angels.
I've finally got round to starting a wiki. There's not much in it at the moment, but I intend to add to it (and it's public so anyone can add/edit it) and if any questions come up, I'll add answers to it.<br /><br /><a href="https://stellarforces.fandom.com/wiki/Stellar_Forces_Wiki">https://stellarforces.fandom.com/wiki/Stellar_Forces_Wiki</a>
Just to let you know, the "nerve gas" fix is in progress.<br /><br />I was also thinking of changing it so that any other androids, like Android Barker (who appears a lot) and the Angels should also be immune to nerve gas. What does anyone think?
Something I've noticed before. If a grenade goes off near an incendiary grenade it doesn't set it off, it instead often destroys it. I don't find that with other grenades. For instance, a nerve gas grenade will either detonate or not, it doesn't just disappear as with incendiary grenades.
It was like this: I was walking my dog in a quiet area when the hooligans started throwing Molotov cocktails. At first, my dog was almost set on fire, and then, when I began to run away, they killed me. I didn't touch anyone and didn't want to offend anyone. I am simply torn apart by this injustice. Don't be offended that my angry dog is now hunting your ass.
I always use Aimed Shot, unless my unit hasn't got enough APs, in which case I use the next best, but only as a last resort. Or if the enemy unit is close enough, I walk up to them and use an autoshot.
Its just frustrating losing games after firing dozens of shots and hitting walls. The accuracy on this game needs completely overhauling. Currently playing "crash site".... if any of my squad could shoot straight the ambassador would be dead several times over.... most games just become random luck and I feel it takes the skill out of the game. Dont get me wrong I've played games where I felt sorry for the other player who's turn it was to fire dozens of rounds point blank and miss. Just seems so random.
Just my luck the two I joined are advanced mode! Don't like advanced mode as you can have 16 units two or three get killed in a turn and all the rest piss their pants, go half APs and drop their weapons. But I suppose a one off (or two off here) won't hurt.
Hi I got a few Underground Colony games set up. 2 are Advance mode, 2 not. All practice. Everyone welcome to join. If any one wants to set up new ones like the co op versions, higher than normal credit or league points ones, count me in.
Or even tournament! Doh. Had a few.<br /><br />I'm up. We should get eight. Play twice, attackers and defenders. (Home and away). Knockout competition.<br /><br /><br />Me. Steve. Peter. Rabid. Henoh. Rost. Drigbert. Dijon. Socrates. HC. Evil. Etc.<br /><br />Sign up.
If you are firing an auto shot then realistically you are spraying the bullets so can understand them going off at wide angles. Of course a true auto shot (burst fire) would be better but understand how it is programmed to somewhat represent that by being able to fire multiple shots.<br /><br />A snap shot can be off but I feel not as much as in the game. You are firing from the hip but then it should at least be heading near to your aim. Not at 45 degree angles quite often.<br /><br />Aim shots should always been close to the target and they usually are, but sometimes they go wild which they shouldn't if they are aimed.<br /><br />I love this game and Steve has done a great job and continues to do so, and deserves utmost respect for it. Constructive criticism and not (pardon the pun) angry snipes all the time from some.