General > Discussion
Feedback 2.3
geever:
--- Quote from: merlinme on August 28, 2010, 11:34:08 pm ---Hi, I'm coming into this as someone who loved the original games, and I'm impressed by what you've done so far. I am a commercial C++ programmer, and I would like to help out when I have the time. Realistically, "if I have the time", as I have a family, but I will try.
--- End quote ---
Hi, welcome on board. I hope you can get plenty of time for UFO:AI. The more developers, the better. ;)
--- Quote from: merlinme on August 28, 2010, 11:34:08 pm ---1) I gather there's no weight/ strength/ Time Units system created yet.
--- End quote ---
DarkRain just started to working on it, see here.
--- Quote from: merlinme on August 28, 2010, 11:34:08 pm ---2) I know there are various proposals to resolve medikit issues.
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criusmac started to work on medikit and injury system once, but he abandoned us. :( His last patch is on the tracker also discussion in the Medikit thread.
If you could pick up the line and continue his work it would be awesome!
--- Quote from: merlinme on August 28, 2010, 11:34:08 pm ---3) As far as I can tell, it's no cheaper to produce something than it is to buy it.
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That was a decision not allowing profit from producing because PHALANX is not a merchant firm but to be honest I'm not quite satisfied with the way it is done. I think is should be done with market system like the way xcom3 did: if you sell much of an item it's sell price drops dramatically. But that's something for the future.
-geever
Duke:
Hi Merlin and welcome from me as well :)
Well, geever was faster than me and said exactly what I wanted to say, so I saved some time ;)
As you can see from those discussions, we have numerous 'junior game designers' around here. So simple approaches like yours (to get things started) won't stand the test of discussion.
As you are a professional, I see two major areas of work for you:
1) bugfixing. We don't have so many devs that are able to fix *any* bug.
2) encapsulation. We started the tedious task to work the code towards a more OO design. Maybe one fine day (2084 ?) we can switch to C++.
You can get much applause from the users for #1. For #2, you'll 'only' get kudos from a few admins. But #2 will always fit into your time table ;)
merlinme:
--- Quote from: Duke on August 29, 2010, 01:42:20 am ---Hi Merlin and welcome from me as well :)
Well, geever was faster than me and said exactly what I wanted to say, so I saved some time ;)
As you can see from those discussions, we have numerous 'junior game designers' around here. So simple approaches like yours (to get things started) won't stand the test of discussion.
As you are a professional, I see two major areas of work for you:
1) bugfixing. We don't have so many devs that are able to fix *any* bug.
2) encapsulation. We started the tedious task to work the code towards a more OO design. Maybe one fine day (2084 ?) we can switch to C++.
You can get much applause from the users for #1. For #2, you'll 'only' get kudos from a few admins. But #2 will always fit into your time table ;)
--- End quote ---
Hi, thanks for the responses guys. I tend to prefer simple solutions because they actually get implemented. I've had a look at the medkit diffs and there's some interesting stuff there, however I can't help thinking it would have been nice to fix what is effectively a bug for the latest release, without getting so bogged down in multiple wound locations etc. I'd have thought multiple wound locations could have been added later, e.g. when it became possible to target particular locations (which would presumably require creation of a body graphic as well, so that could be reused to show where wounds were).
I'm more than happy to bugfix, it's a significant part of what my job involves anyway. It will take me a while to get up to speed though, bearing in mind I've never programmed in C before, never used SourceForge before, etc. We use quite low level C++, so I didn't have any problems understanding the medkit diffs, but there are C vs. C++ style differences (how something is done) as much as anything else. Bug fixing would probably make more sense until I understand how you want to do encapsulation, for example. When I'm a bit more comfortable with the code I might have a look at picking up the medkit stuff.
One final point on features (and I know you have more features than you have coders!): is armour facing anywhere on the ToDo list? I always quite liked that it in the X-Com games there was a tactical element to which way your soldiers faced. If you get hit on the front then even with quite weak armour you had a chance, whereas if you got hit from behind then even with the super armour you could get damaged. It's also quite realistic, as soldiers and tanks do have stronger armour where they're most likely to be hit, i.e. on the front.
Keep up the good work- I will try to help out where I can.
Kildor:
If you know C++, you also can give your attention to UFORadiant, our map editor. There is many wishes and bugs in it, and we (mappers) will be very happy ;-)
Precisionist:
For the people having difficulty with the game, here are the 3 biggest game changers that I've found:
1. Research and build the nanocomposite armor ASAP
2. Research and build lasers, ASAP
3. Use cover! The game gets to a point where if you dont finish your TUs with cover, expect to get hit. #1 can usually keep those hits from getting lethal.
Make sure everyone has a medikit. If you start getting tore up, create an "aid station" where one or two guys are in a safe spot, and you run your hurt guys to them. The aliens are often not too aggressive so you can take time to heal up wounded folks.
As far as suggestions, I also agree with the several of the other posters about the pace of the game. I can understand the aliens escalating their activity, but it gets to a pretty ridiculous level when it takes several IRL hours just to get through 1 game day, when you have weeks to have something researched or broken down. I'm not sure what the best fix for this would be.
Couple of questions:
Can 2.3 save games be transfered to 2.4?
Can terror missions or crashed UFOs be ignored once in a while, or will that result in big status hits?
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