project-navigation
Personal tools

Author Topic: UFO: AI 2.4/2.5 Lets Plays  (Read 28854 times)

Offline jffdougan

  • Rookie
  • ***
  • Posts: 56
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #45 on: September 03, 2013, 04:22:10 pm »
Thanks for the recognition - there is a long tradition of X-Com worship amongst the Dwarf Fortress community, with there seemingly always at least one lets play of one version or another of it going on. There are 3 at the moment (one of TFTD, one of the new one, and one of Xenonauts), and I thought that I would expose the rest of Bay12 to your work. People are responding very positivley so far, so expect a few more players coming your way.

How'd you go about customizing the layout of the initial base?

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #46 on: September 03, 2013, 05:31:48 pm »
/ufoai/base/ufos/basemanagement.ufo:

Code: [Select]
basetemplate balanced {
building (building_entrance "4 2")
building (building_quarters "3 4")
building (building_quarters "3 3")
building (building_aliencontainment "1 0")
building (building_storage "4 3")
building (building_powerplant "4 4")
building (building_command "2 4")
building (building_hangar "3 0")
building (building_intercept "3 1")
building (building_workshop "0 4")
building (building_radar "4 1")
building (building_lab "1 3")
building (building_hospital "2 3")
}

Offline jffdougan

  • Rookie
  • ***
  • Posts: 56
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #47 on: September 04, 2013, 04:56:12 am »
/ufoai/base/ufos/basemanagement.ufo:

Code: [Select]
basetemplate balanced {
building (building_entrance "4 2")
building (building_quarters "3 4")
building (building_quarters "3 3")
building (building_aliencontainment "1 0")
building (building_storage "4 3")
building (building_powerplant "4 4")
building (building_command "2 4")
building (building_hangar "3 0")
building (building_intercept "3 1")
building (building_workshop "0 4")
building (building_radar "4 1")
building (building_lab "1 3")
building (building_hospital "2 3")
}

That's for the default base, yes?

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #48 on: September 04, 2013, 10:43:28 am »
That would be my guess.

Offline MonkeyHead

  • Squad Leader
  • ****
  • Posts: 127
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #49 on: September 04, 2013, 07:10:29 pm »
Simply adding new lines with the correct names and grid references adds them to your starting base. Be careful with the references though - the (0, 0) point is the top left corner which is kind of unintuitive.

Offline Wolls

  • Rookie
  • ***
  • Posts: 93
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #50 on: September 04, 2013, 09:24:22 pm »
/ufoai/base/ufos/basemanagement.ufo:

Code: [Select]
basetemplate balanced {
building (building_entrance "4 2")
building (building_quarters "3 4")
building (building_quarters "3 3")
building (building_aliencontainment "1 0")
building (building_storage "4 3")
building (building_powerplant "4 4")
building (building_command "2 4")
building (building_hangar "3 0")
building (building_intercept "3 1")
building (building_workshop "0 4")
building (building_radar "4 1")
building (building_lab "1 3")
building (building_hospital "2 3")
}

The standard base, and MonkeyHead's altered base layouts.

Offline jffdougan

  • Rookie
  • ***
  • Posts: 56
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #51 on: September 05, 2013, 04:11:06 am »
Simply adding new lines with the correct names and grid references adds them to your starting base. Be careful with the references though - the (0, 0) point is the top left corner which is kind of unintuitive.

Mind saving me the work of sharing the code for your altered base?

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #52 on: September 05, 2013, 07:37:54 am »
In the first pic, 0 0 should be at the bottom left, not top left.

Code: [Select]
basetemplate altered {
building (building_entrance   "2 4")
...
}
« Last Edit: September 05, 2013, 07:41:38 am by ShipIt »

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #53 on: September 05, 2013, 10:15:29 am »
Actually, ShipIt, though it makes no sense, it appears that Monkeyhead is right. If the numbers represent [x y] like any other RMA, then a 0 value for y is at the top. I wonder why it's different? I guess this mechanic has probably been around longer than the RMA system...

Offline MonkeyHead

  • Squad Leader
  • ****
  • Posts: 127
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #54 on: September 06, 2013, 06:42:49 pm »
Mind saving me the work of sharing the code for your altered base?

Code: [Select]

basetemplate balanced {
building (building_entrance "2 0")
building (building_quarters "1 3")
building (building_quarters "3 3") building (building_quarters "2 3")

building (building_aliencontainment "0 4")
building (building_storage "2 1")
building (building_powerplant "3 4")
building (building_command "0 3")
building (building_hangar "0 0")
building (building_intercept "0 1")
building (building_intercept "1 1")
building (building_workshop "3 0") building (building_workshop "3 1")
building (building_radar "2 2")
building (building_lab "4 3") building (building_lab "4 4") building (building_hospital "2 4")
}


Here is the code for the finished base in the I shape constructed with security in mind - access points only to the north, radar room as bottleneck.

Below is the one I have been using most recently - same layout, but with less starting facilites to make the early game more of a challenge.

Code: [Select]
basetemplate balanced {
building (building_entrance "2 0")
building (building_quarters "1 3")
building (building_quarters "3 3") building (building_quarters "2 3")
building (building_storage "2 1")
building (building_powerplant "3 4")
building (building_command "0 3")
building (building_hangar "0 0")
building (building_intercept "0 1")
building (building_workshop "3 0")
building (building_radar "2 2")
building (building_lab "4 3") building (building_hospital "2 4")
}

Not sure I have got the spacing via TAB correct - you will probably want to check that before trying to use this.


Offline jffdougan

  • Rookie
  • ***
  • Posts: 56
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #55 on: September 07, 2013, 05:38:47 am »
Yeah, two things I noticed about your initial I-shaped base, that come along in the later part of the early game (depending on difficulty level):

- Since the radar room is your bottleneck, do you build an advanced radar facility next to the default one and then tear down the old one?

- Where do you find space in the initial base for antimatter storage?

Offline MonkeyHead

  • Squad Leader
  • ****
  • Posts: 127
    • View Profile
Re: UFO: AI 2.4/2.5 Lets Plays
« Reply #56 on: September 07, 2013, 11:17:55 am »
When advanced radar comes along, I sometimes build it next to the initial one, and tear down the old one, replacing it with the antimatter storage and a laser battery, to give a 3 wide bottleneck directly above the living quarters. Quite often, I have a sedcond base by then, and tear down the workshops (second base is usually production focussed) and put the antimatter sotage in the space freed up by this, along with a lab or two and a second basic storage