project-navigation
Personal tools

Author Topic: Option "Start with buildings"  (Read 6058 times)

HaJo

  • Guest
Option "Start with buildings"
« on: September 02, 2006, 11:35:34 pm »
The option "Start with buildings" doesn't make much sense:
if you un-select it, you need to build a dropship-hangar
(6 days) before soldiers can be sent on missions.

The first mission comes up on day 1 or 2, and expires 3 days later,
so it is almost sure you will miss this first mission.

Suggestions:
* Allow soldiers to reach missions 'on foot' / by car etc.
 if the mission-site is near enough (say speed 100 km/h)

* Change that option to "Base Layout #1 / #2 / #3 ...",
 to select from a couple of alternative base-layouts
 (this would need just some .ufo -scripts to define these layouts)

See also issue 1551194 on sf.net,
https://sourceforge.net/tracker/index.php?func=detail&aid=1551194&group_id=157793&atid=805242
Hiring, research and production work with unfinished buildings

Offline Bandobras

  • Captain
  • *****
  • Posts: 586
    • View Profile
Option "Start with buildings"
« Reply #1 on: September 04, 2006, 04:10:45 pm »
I've corrected it in SVN branch 2.0 (future RC5). Please test. In short --- the fist buildings you build in your first base have zero build time with the no_buildings option.

HaJo

  • Guest
Option "Start with buildings"
« Reply #2 on: September 18, 2006, 01:33:56 am »
Quote from: "Bandobras"
I've corrected it in SVN branch 2.0 (future RC5).
the fist buildings you build in your first base have zero build time with the no_buildings option.

Tested now with SVN-3530:

* building with zero build time only works until you leave build-menu
 i.e. when you build a few facilities, then visit hire/buy/research etc,
 then come back to build some more, build-time is on again

* there is a huge financial difference between no_buildings on+off:
 with no_buildings, the player has to pay for his dropship + interceptor,
so the player with no_buildings cannot build a sensible base
(just entrance + dropship-hangar + dropship leave you with only 53070,
from your 4 million of the standard campaign).

Quote
Hiring, research and production work with unfinished buildings

Still not fixed, e.g. you can research while the lab is unfinished.

Also, with no_buildings I got only 1 of each weapon + 3 rockets + 3 grenades,
even on "very easy".  
This is barely enough to equip 7 soldiers for the first mission,
and I don't think this is easy or funny...

Offline Killertomato

  • Rookie
  • ***
  • Posts: 48
    • View Profile
Option "Start with buildings"
« Reply #3 on: September 18, 2006, 02:06:55 pm »
One more thing on building, though not the same kind of issue previously discussed in this thread.
When I build an interceptor hangar on my second base the second interceptor is stationed on the homebase and I can't transfer it to the 2nd base.

HaJo

  • Guest
Option "Start with buildings"
« Reply #4 on: September 18, 2006, 02:42:59 pm »
Quote from: "Killertomato"
When I build an interceptor hangar on my second base the second interceptor
is stationed on the homebase and I can't transfer it to the 2nd base.

See issue 1551227 on sf.net "new dropships go to first base"
https://sourceforge.net/tracker/?func=detail&aid=1551227&group_id=157793&atid=805242

Offline Killertomato

  • Rookie
  • ***
  • Posts: 48
    • View Profile
Option "Start with buildings"
« Reply #5 on: September 18, 2006, 08:39:13 pm »
Ah...
It's pretty hard to keep track of all the bugs. Especially with limited time.

Offline Bandobras

  • Captain
  • *****
  • Posts: 586
    • View Profile
Option "Start with buildings"
« Reply #6 on: September 19, 2006, 01:49:53 am »
Quote from: "HaJo"
* building with zero build time only works until you leave build-menu
 i.e. when you build a few facilities, then visit hire/buy/research etc,
 then come back to build some more, build-time is on again


Is it good or bad? Proposals?

Quote
* there is a huge financial difference between no_buildings on+off:
 with no_buildings, the player has to pay for his dropship + interceptor,


Wow, I missed that. Or was it not so in RC4? I hope it will be OK in RC5, while you are using trunk, probably, so you are bound to have problems.

Quote
Also, with no_buildings I got only 1 of each weapon + 3 rockets + 3 grenades,
even on "very easy".  
This is barely enough to equip 7 soldiers for the first mission,
and I don't think this is easy or funny...


Funny? Buahahaha, tormenting players is always funny! :twisted:

Let me guess --- you've chosen "no buildings" but you have not chosen "no autoequipped soldiers"? That is iron-man mode: try something easier if you are scared :P.

HaJo

  • Guest
Option "Start with buildings"
« Reply #7 on: September 19, 2006, 03:00:05 am »
Quote from: "Bandobras"
Quote from: "HaJo"
* building with zero build time only works until you leave build-menu

Is it good or bad? Proposals?

Bad - I suggest to check the date to allow zero-time-building
during the first hour or day.

Quote
you've chosen "no buildings" but you have not chosen "no autoequipped soldiers"?
That is iron-man mode

Those two choices should be independent of each other.

Offline Bandobras

  • Captain
  • *****
  • Posts: 586
    • View Profile
Option "Start with buildings"
« Reply #8 on: September 19, 2006, 07:37:19 pm »
Quote from: "HaJo"

Bad - I suggest to check the date to allow zero-time-building
during the first hour or day.


A good idea. I hope somewhat codes that.

Quote
Those two choices should be independent of each other.


They are, but how do you propose to hire soldiers and equip them if there is no living quarters and dropships that would make hiring possible?

HaJo

  • Guest
Option "Start with buildings"
« Reply #9 on: September 19, 2006, 10:09:27 pm »
Quote from: "Bandobras"
Quote from: "HaJo"

Bad - I suggest to check the date to allow zero-time-building
during the first hour or day.

A good idea. I hope somewhat codes that.

Who coded the zero-time-building - feature ?
He/she would be an excellent candidate to fix it...

Quote
how do you propose to hire soldiers and equip them
if there is no living quarters and dropships that would make hiring possible?

Instead of the optinon start-with-soldiers, it would be more useful
to have an "auto-equip"-button on the hire- and/or equipment-screen,
because this could be used many more times during the game.

MarekR22

  • Guest
Option "Start with buildings"
« Reply #10 on: December 04, 2006, 07:19:11 pm »
In new version UFO:AI 2.0-RC6 this option still doesn’t work!!!
It is even worse  :!: .
After disengaging option "Start with buildings" and building all needed facilities no aircraft shows up. Even after 6 AND MORE days. I waited until 27 January and nothing.
Rearranged base can be useful when aliens attacks base (command center and living quarters close to the entrance).