project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jerikojerk

Pages: 1 2 3 [4] 5 6 ... 10
46
Discussion / formal authorisation to use licenced content
« on: August 13, 2011, 12:49:10 am »
hi

I would like to get a formal authorization to use portion of UFO-AI program and to redistribute it, including graphical and textual (translation) element. I will use them to build a online and personal ufo-ai guide hosted on one of my personnal web pages. (likely at  http://jerikojerk.free.fr/ufoai/ there is nothing now )

This web app will be free to use, but i'm realy reticent to publicly release  the code source to reduce security risk. I think it may not interfere with Ufo-ai licence cause i won't take any algorithm out of ufo-ai but only data/artwork/configuration files, but as i'm not sure, i prefer to get a written permission.

thanks

----
edit: I forgot to mention i'm not planning to put adds on those pages.
 

47
Translating / Re: translation in french
« on: August 12, 2011, 12:46:42 pm »
is there someone who is dealing with french translation as of today?
the number of untranslating string is growing for this langage (and i won't have time to work on that before month...)

regards

48
Bugs prior to release 2.4 / Re: Game crash during ennemy move
« on: August 11, 2011, 07:34:55 pm »
usually geever request the savegame and the logfile.

49
Bugs prior to release 2.4 / Re: click less to transfert your cargo
« on: August 11, 2011, 12:43:49 pm »
well that's not so difficult to do: if you try it you will find there are definitively bugs, but with my 0 knowledge it's the best i can suggest.
Having a customized button will requiere new strings to be translated and i think it's not worth it...

50
Bugs prior to release 2.4 / click less to transfert your cargo
« on: August 11, 2011, 12:25:45 am »
When we are on a transfert menu, as long the possibility to transfert all the 'items' (ie all alien material) by just clicking on the item name, you may be interested in this little mod that allow to transfert 10 items with just one click.

It's not enough good quality to be one day in the trunk version but you may use the attached file to replace ufoai/base/ufos/ui/transfert.ufo (in fact rename you original version to revert the change). This file is loaded at game start so restart the game.

it will add a button that selects 10 items by 10 items for transfert.

Internaly it's done by calling 10 times the ±1 procedure. So you can't use that to cheat on cargo count.

there is still a little bug regarding having grey/blue button when reaching the max value. I still looking at a way to fix that...

hope it will help.

51
Tactics / Re: Where/why/how many bases do you build?
« on: August 10, 2011, 08:20:18 pm »
for the see, i always try to loose half of the intercepted ufo in the see, i'm trying to kill every alien that put a foot on the earth so if they crash in the see, there is no hunting down after so my soldier could have some rest.

The second reason is that a crashed ufo is not insteresting: there is no anti matter in it anymore and i need a good supply of antimatter... so i disassemble mostly harvesters. (With ufo hangar against the base so i can process a harvester in less that  5 days (5 workshops). If fact it would be good if the ufo thing could be rendered on geoscape under the base so when you click the base, the computer dont get confused.)

52
Feature Requests / soldier becoming old...
« on: August 10, 2011, 01:09:49 am »
hi

i'm having a little thought... while soldier progress (i've almost a team of commander) they may become quicker, more accurate and soon but it will be fine to reduce the life points of soldier that get hit a lot ... so the more you use a soldier, the more probably he will die so you will have to refresh your troups.

i'm thinking of the equivalent of 2 points per grades, so it will become a big handicap if the soldier reach grade 12 ;) and when the alien comes with blasters...

53
Feature Requests / Re: transfer/buy/sell tousands faster
« on: August 10, 2011, 12:56:36 am »
i'm having the same issue... but i'm transfering alien material for Stinger (up to 9000), maybe having 2nd row of button counting for 10% of the merchandise would be great . hopefully you can hold the button down...

And the finest anti micro-management thing would be having a screen that recap all the transfert (and when they will arrive) and a automation to transfert things (cargo) like antimatter from base where you dissassemble ufos and bases where you land your interceptors. it may be a hard time to develop a gui that allow "programming" that but after that, there is already an event that trigger a message when aircraft has refuelled so triggering the automation tool to fetch some AM should be far from impossible. but i'm not developper.

54
Mapping / the new maps are not always "walkable"
« on: August 09, 2011, 01:08:50 am »
hi while you're hardly working on new maps to make them good looking, let me show you a little bug that appear sometime.

the river is not crossable, so i i didn't get top class snippers i would never have a contact with the aliens... and the party may have lasted for years...

is there a limit or something to stop the game if the payers get  no more amo and no possibility to use knifes?

55
Bugs prior to release 2.4 / Re: the good old bug of aircraft in hangar
« on: August 09, 2011, 12:17:29 am »
looks like it's not needed anymore. thanks.

56
Bugs prior to release 2.4 / the good old bug of aircraft in hangar
« on: August 08, 2011, 06:05:39 pm »
hi

there is a very old bug about aircraft when you click on the aircraft button in the base's menu. i did not report it earlier cause i thougt it's already known.

how to reproduce?
  • first you may have two bases with different aircraft available in each so it's more obvious (it may also work if you have the same aircraft in both base but displaying a stilleto instead an other stilleto don't make thing realy to observe).
  • so go to base "alpha" equiped by a a Starchaser (you're rich !!!) click on aircraft menu select the starchaser.
  • now go strait to the geoscape directly (important, if you scoll between bases it does not works)
  • now go strait to the other base "beta" where you have the stilleto... click aircraft menu and ... tadam ... you see a starchaser.
  • if you click on the stilleto name, your aircraft is back

i'm playing on ubuntu and compile the latest working copy.

57
Discussion / Re: Skirmish mode is too easy
« on: August 08, 2011, 05:40:33 pm »
well it's likely what you get in campaign mode, but in campaign mode you can get 8 medium armored ortnoks with blaster on a little map...

if you find it's too heasy kill some of your soldiers first because ortnok (or alien AI) is stupid and will stay like this.

58
Feature Requests / Re: Indication of the difficulty level
« on: August 08, 2011, 01:57:08 pm »
this information exists in the savegame xml (and at the beginning). if you realy need this peace of information you save your game in not compressed mode and hex editor power...

59
Bugs prior to release 2.4 / Re: uforadiant
« on: August 08, 2011, 11:36:47 am »
ok i found it...

Code: [Select]
./configure --enable-uforadiant

60
Bugs prior to release 2.4 / Re: uforadiant
« on: August 07, 2011, 02:30:52 pm »
Hi


thanks for your help.
No it isn't here.

i'm playing on ubuntu...

Pages: 1 2 3 [4] 5 6 ... 10