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Old 29-06-2010, 12:12 PM   #251
The Fifth Horseman
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Originally Posted by twillight View Post
The clicking is further complicated with some seemingly useless functions, like three type of walking. What's that for? Running costs the fewest AP.
Slower walking types increase the range at which you detect enemies while moving. I believe they also affect enemy reaction fire, but I'd have to check the manual to make sure.
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I wasn't sure on what weapon does what just by looking at them, and splash-damage cathed me unaware.
Each weapon has a code - D1, R3 and so on - on its stat sheet. The code tells you exactly how the weapon acts (with the exception of the assault launcher thing... forgot how it was called). My guide explains the weapon codes in more detail.
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How the transport-aircraft actually working?
That's not a very specific question. What exactly do you want to know?
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The biggest drawback is, that you can not move the screen. That's a pain in the ass.
Except you can.
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At one point the fog-of-war suddenly returned on already visited areas. Why?
Because those areas were not in your mechas' detection range at the end of turn.
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All in all, it wasn't bad, but I lost a mech and a flyer, and got 3 injured pilots - but no dead? Also, why 3 injured with two lost units?
Probably has to do with the damage the pilot's unit suffered. I'm not sure, generally it doesn't happen to me.
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Also, why I could not summon the promised air-support?
Check the mission briefing. Air strikes can only be called during specific time frames (dictated by the mission plan you chose), and then only if there actually are fighters assigned to the given air support wing.
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Oh, and the using of explosives... I planted all 3, then wondered why nothing happens X(
You have to perform the action twice to complete setting the explosives. It's in the mission briefing.
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After that I've read this forum, and started to wonder: there are various mecha-types?
Yes. Three you begin with, and their upgraded versions become available later for a total of six.
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My pilots gain exp?
Yes. It's not usually a significant increase, however, unless you actually grind it on purpose.
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QUESTION TO 5TH HORSEMEN: In your guid at the first mission you put Rizza Molina into a mecha. But she is an artillery-specialist, so please tell me how is that possible - and if not, who should bring the explosives?
You change the type of vehicle she is assigned to None, then leave the equipment screen and try entering it again. The game will ask you if you want her to use a mecha or act as artillery support.
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Also, where can I see the skill-levels?
All are shown on the equipment assignment screen. During the missions, there is also a command to call up the pilot's current status and show their XP for each skill.

My apologies, but I haven't played this for a while - my memory is fuzzy on most details right now.
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Old 29-06-2010, 01:26 PM   #252
twillight
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That's not a very specific question. What exactly do you want to know?
My question is, how the plane moves? It seems it flies through the shortest possible way... But why it even starts to fly? I keep going further slowly by my pointer, then at a certain point it execute flying (without double clicking).
Also when it is shot at, it seems to stop flying further most of the time, but can be pointed to fly forward in the same direction - just to be shot some more. I find this ridiculous.

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Except you can.
Uhm, how exactly can I move the screen, independently from my units (like: not constantly clicking in aiming mode)? That'd be a BIG help.

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Because those areas were not in your mechas' detection range at the end of turn.
"Problem" is, the unfogged area was visible for several turns before re-fogged. Ah well, then just time is included, nevermind.

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Check the mission briefing. Air strikes can only be called during specific time frames (dictated by the mission plan you chose), and then only if there actually are fighters assigned to the given air support wing.
Now there's my problem: for the first mission there doesn't seem to be a way to assign supporting aircraft (no pilot for that purpose). Still, the mission briefing promises my pilots will offer air-support (maybe the transport-units should do that?). Oh well, I figured out dropping artillery (or some mechas) I can ask for air-support. (Still seems impossible what's in the mission briefing: 2 arriving troops, 1 arriving artillery, 2 wave of airsupport - would require 5 pilots!)

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You have to perform the action twice to complete setting the explosives. It's in the mission briefing.
No, it isn't. I figoured out from the numbers (something "phase 1 from 3", on what I thought the other 2 will be executed automaticly, hence the 15 minutes delay). Fortunatelly at least not the same mecha is required for all three phases


SOME MORE QUESTIONS: Ok, so I figured out the stats. +7 is the maximum if I'm not mistaken. Rising scanning is a joke you say: just stand and keep scanning blindly; same with AP (just running around). But what about the rest?
There are 3 attack skills. Is there any other way incrising them then firing the proper type of unit with the proper weapon? (Blind shooting is not possible.)
Also how to incrise the defense skill? I'm all into defense skill.
And what about shielding? Activating shield lasts only for 1 turn, or for the rest of the mission?

(Sry for this many questions, I'm in the group of those who can not download the manual, must be my mistake - but I think this is all. The guide got unpacked fine though.)
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Old 29-06-2010, 03:29 PM   #253
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Originally Posted by twillight View Post
My question is, how the plane moves? It seems it flies through the shortest possible way... But why it even starts to fly? I keep going further slowly by my pointer, then at a certain point it execute flying (without double clicking).
It travels on the shortest route between the two points. You set the point by clicking once on any hex that is not on the edge of the display. There is no double-clicking in this game.
Quote:
Also when it is shot at, it seems to stop flying further most of the time, but can be pointed to fly forward in the same direction - just to be shot some more. I find this ridiculous.
Turn based game. The pause is supposed to represent the pilot reacting to enemy fire.
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Uhm, how exactly can I move the screen, independently from my units (like: not constantly clicking in aiming mode)? That'd be a BIG help.
Click on a hex on the border of the screen to move the display one hex in that direction. Click on the blue border to move the display one "screen" in that direction. Click on the mini-map to make the map view follow cursor movement until you click again.
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"Problem" is, the unfogged area was visible for several turns before re-fogged. Ah well, then just time is included, nevermind.
If at the end of the previous turn your mecha "saw" that area, it will remain uncovered at the beginning of the next one. Effects of scanning for enemy presence also carry over.
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Now there's my problem: for the first mission there doesn't seem to be a way to assign supporting aircraft (no pilot for that purpose). Still, the mission briefing promises my pilots will offer air-support (maybe the transport-units should do that?).
Only fighters specifically assigned to air support can do that.
Quote:
Oh well, I figured out dropping artillery (or some mechas) I can ask for air-support. (Still seems impossible what's in the mission briefing: 2 arriving troops, 1 arriving artillery, 2 wave of airsupport - would require 5 pilots!)
That is correct. The game only offers you options, not guarantees that you can use everything. In other words, you can either eat the cake or keep the cake but not do both at once.
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SOME MORE QUESTIONS: Ok, so I figured out the stats. +7 is the maximum if I'm not mistaken.
Correct. The AP limit is different, of course (I believe I mentioned this somewhere?)
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same with AP (just running around).
Found a better way. By freezing an offset in the memory, you can keep the AP at zero - effectively making the pilot earn 1 point of AP experience every turn with no input on your side.
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There are 3 attack skills. Is there any other way incrising them then firing the proper type of unit with the proper weapon? (Blind shooting is not possible.)
Not that I know of. However, all indirect fire weapons can, in fact, be fired blindly.
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Also how to incrise the defense skill? I'm all into defense skill.
No idea.
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And what about shielding? Activating shield lasts only for 1 turn, or for the rest of the mission?
Until the mecha moves. I think firing weapons also caused the shield to drop.
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(Sry for this many questions, I'm in the group of those who can not download the manual, must be my mistake - but I think this is all. The guide got unpacked fine though.)
HOTUD seems to also have a copy of the manual: http://hotud.org/component/content/a...strategy/21335
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Old 18-01-2011, 12:38 PM   #254
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The savegame checksum is tacked on in the last two bytes of the save file. I'm not sure what exact type of checksum algorithm is used, though. :/
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Old 19-12-2011, 12:56 PM   #255
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Found a better way. By freezing an offset in the memory, you can keep the AP at zero - effectively making the pilot earn 1 point of AP experience every turn with no input on your side.
Please, could you elaborate how did you freeze the offset?
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Old 19-12-2011, 07:23 PM   #256
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By using Cheat Engine: http://cheatengine.org/
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Old 20-12-2011, 12:32 AM   #257
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Originally Posted by The Fifth Horseman View Post
By using Cheat Engine: http://cheatengine.org/
First of all, thank you for your reply. Could you please tell me more? I tried to use cheat engine but, apparently, it does not work if the program is run inside dosbox. All the times I try to freeze the process that writes on the memory addresses of PD, then Dosbox crashes. As far as I had been able to understand, dosbox does not allow any freezing; am I right?

In case I'm not, how can I freeze the offsets if PD is run inside dosbox?

Do you run PD using dosbox or an other dos emulator?

Last but not least... did you get any news about the translations of PD's sequels?

Thanks again,
MM

Last edited by Mechamen; 20-12-2011 at 12:41 AM.
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Old 20-12-2011, 04:21 AM   #258
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All the times I try to freeze the process that writes on the memory addresses of PD, then Dosbox crashes.
That's... really not how you're supposed to do it.
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As far as I had been able to understand, dosbox does not allow any freezing; am I right?
Not when you try to freeze the entire thing.
Quote:
In case I'm not, how can I freeze the offsets if PD is run inside dosbox?
Its' memory is a subset of the memory space belonging to DOSBox. Choose DOSBox as the process to monitor. Run a first scan with "unknown initial value". Move a loader by one step. Rescan with "decreased value". Repeat until you will have only one offset left. Double-click it to add it to the offset list and then check the box to freeze it.

Quote:
Last but not least... did you get any news about the translations of PD's sequels?
None.
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Last edited by The Fifth Horseman; 20-12-2011 at 04:30 AM. Reason: Just fixed the last broken quote tags. :p
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