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Play Report

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nemchenk:

--- Quote from: ufogio on February 18, 2008, 10:43:47 am ---That's very interesting... Will Phalanx be some sort of 'Men in Black' Force fighting the aliens without having to be discovered by the rest of the population? Please tell us more :)

--- End quote ---
Pretty much :) My idea is to reference the tone of the original UFO:EU (XCOM1) game, with the first phase of the campaign literally finding out what the lights in the sky are about! :) I like the Mumbai incident, and think the XVI meta-plot is absolutely inspired. I am just not a fan of *starting* the game at the all-out-war phase.

Neko, I am trying to get some authoritative feedback from the devs on these questions, but I am not certain. Have a look around the fora, read the relevant threads: there's one or two about the economy, the Firebird, the guns etc. From what I have read in various "storyline" threads, some of the devs decisions are non-reversible, which is fine, except I don't know what exactly they are :)

I used to code on MegaMek and MegaMekNET, and there the split between game and campaign allowed various server operators to run very different campaigns: some with advanced tech and Battletech Clan Wars, others set in the more "traditional" 3020s univers, and some even with no Battletech at all and set in World War II :) So, perhaps if UFO:AI was modular enough, the same could work here -- I am quite happy fixing bugs and introducing features which would help both the official, and the "spinoff" campaigns.

Like I said, if you want to colaborate on something, just let me know :) I will continue with my alternate campaign anyway, because I enjoy it :P I will be posting the fruits of my work (hah! :P ) for people to ridicule or enjoy, as they see fit :D


Yours,

nemchenk

EuchreJack:
I actually remember in a beta for 2.2, released near the end of 2007, that there was a base info screen.  This screen gave lots of good info, such as available space for personel, aliens, aircraft, lab space, etc.
But, it didn't make it into version 2.2.

I wonder where it went?  :'(

Kildor:
"Base summary" in Base view?

eleazar:

--- Quote from: Neko on February 18, 2008, 01:55:34 pm ---I noticed there's nothing like "Balancing" or "Pacing" in the ToDo-List, so maybe the devs are working on this themselves.

--- End quote ---

The current tech-tree, equipment selection, alien races, etc. are all very incomplete.
In such a situation, "Balancing" or "Pacing" are not really possible in any thorough way.

Also the 2.3 branch will have an all-new, more "responsive" method of spawning missions, alien activity, etc.  The current method is relatively quick and dirty.


I don't think the game currently has GUI support for alternate campaigns, though it shouldn't be too hard copy over the a set of modified text files to play an alternate campaign.

kracken:

--- Quote from: EuchreJack on February 20, 2008, 05:00:02 am ---I actually remember in a beta for 2.2, released near the end of 2007, that there was a base info screen.  This screen gave lots of good info, such as available space for personel, aliens, aircraft, lab space, etc.
But, it didn't make it into version 2.2.

I wonder where it went?  :'(

--- End quote ---

We removed it in 2.2 because a lot of the informations displayed just had wrong values. Therefore this menu was meaningless.
Unfortunately, this can't be fixed in 2.2.1. :( But it is reintroduced in trunk.

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