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Messages - ShipIt

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46
Feature Requests / Re: [Base map] A few suggestions
« on: October 10, 2015, 02:50:23 pm »
I play v2.5 and that may explains why the phone box still hampers movement.
And I believe you for the cams.

By the way, the new maps (as per v2.5) fit so well with the 2080s, as compared to some older maps, that the PHALANX Base map looks quite "obsolete" now. If the plans come from the late XXth century, the furnitures should be up to date.
For instance, we could have laptops or sensitive desks in the officers quarters (Quarters' 2nd floor), and in all the working stations. Also the large CRT TV in the Quarters should definitively be replaced. I hope you'll find time to have a pass before v2.6 is released.

Do you wish that we report any "anachronism" we spot on older maps (CRT TVs, XXth century cars, ...), or will you review them anyways in due time?

Some of the older maps were done at the very beginning of develepement. Back in 2006 the game did not took place in the future. However, in order to replace XXth century cars we would need upgraded models. Also you should keep in mind that playability is way more important for a map than visuals.

47
Coding / Re: the AI discussion
« on: October 10, 2015, 02:43:33 pm »
... Currently, there are no Aliens who start the mission already wounded. ...

This is not true.

48
Discussion / Re: Feedback on Alien Bestiary and Alien Teams
« on: October 10, 2015, 02:41:09 pm »
The alien teams are already different in 2.6-dev. However, we are very limited about that.

49
Feature Requests / Re: [Base map] A few suggestions
« on: October 10, 2015, 01:18:45 am »
Yes, all the cams are positioned at the center of their square, and connected to nothing.
The problem I report is that one of them, one of the large hangar's cams, is not even in an adjacent square, hence floating one half square off the wall, it's one square further away from the tower.

Just believe me. Placing them in the next cell will make them moving right through solid concrete. It looks bad no matter what  :'(

A potential missing path in the Quarters
A box on the wall seem to prevent the use of one square in the Quarters' SW corner.
It's the entrance of the Hideout, isn't it?
Granted, it's not an important place, but who knows?

The culprint is the phone placed at the wall. I fixed some of those some time ago (including this one iirc), not sure if I got them all, though.

50
Bugs in stable version (2.5) / Re: [map] Minor errors
« on: October 01, 2015, 06:42:36 am »
v2.5
Fuel Deposite
  • Door on the ground: it's turned bottom top, as seen with the sign that should be far away from the wall. (Look at the other door to see that the sign is on the top half of those doors).
  • MIssing path in the entrance yard: not even a box appears when you hover over this square.

There should be a barrel standing in 2. In 2.6 that is.

51
This occurs in several places and is not map related, but a mapcompiler (ufo2map) issue. See http://ufoai.org/bugs/ufoalieninvasion/issues/3118.

52
Feature Requests / Re: Smoke on higher difficulty settings
« on: September 26, 2015, 08:34:53 am »
IMHO, smoke is ATM the only way to not loose every soldier in some missions. I remember a mission in 2.5 with an Heracles dropship and an Ortnok with a needler and direct vision in front of the entrance. I even loose soldiers trying to launch the smoke grenade (because of reaction fire).

For me, without smoke, the game would be unplayable because aliens too many TU and they can snipe from a distance even with close quarter weapons or rifles. It would be very unlikely to have a soldier reach a high level...

You´re right. That was the reason why we introduced the smoke 'cheat'. 
But instead the Herakles should have side doors to allow more flexibility when disembarking, the map selection should take the number of actors into account (large maps for many aliens, small maps for fewer - requires a major rework of how and when the teams are assembled), the maps should in general provide more cover. As we are unable to change the ammo in a weapon when on the battlescape, we cannot even use the different ammo types we have, ...

53
Feature Requests / Re: Smoke on higher difficulty settings
« on: September 25, 2015, 03:14:13 pm »
Smoke as is right now is basically a cheat. The solution should not be even more cheating.


54
Bugs in stable version (2.5) / Re: [map] Minor errors
« on: September 25, 2015, 08:17:55 am »
Fixed 1/ and 1/ of the latter two reports. Thanks for reporting.

55
Discussion / Re: I'm stuck
« on: September 25, 2015, 07:35:16 am »
I`m using the 2.5 version and there is the same problem. When it is August 2086, any events occurs no longer. Does any solution exist to fight with aliens further in current campaign? Maybe i should edit some code in a savegame - can it help?

Maybe describing the problem in some detail and attaching the savegame in question will.

56
Bugs in stable version (2.5) / Re: [map] Minor errors
« on: September 24, 2015, 07:09:26 am »
    [/li]
    [li]This one is more like a feature request. On one of the Harvest maps, a house model features an unused solid space (that's quite odd). The two last screenshots suggest to change this model a bit. The solid bloc could become a WC/bathroom, and the bathroom could become an office, so that the whole right wing becomes a quasi-independent suite (entrance, bedroom, office, bathroom) for an elder child or to be rent.
    [/li]
    [/list]

    This is true in real life. In game it will just create dead space. Civs will be cought there and end up with no chance to run, and your soldiers will never be forced to enter.

    57
    Don't fear. It's going to become soon an issue on the Bugtracker!

    I've thought it's better if things are discussed here first, because I just can't understand all the game mechanics. Also, I don't know if the file was altered between v2.5 and v2.6 and what are the new UI and menus.

    Moreover I need some advice to be more constructive on Bugtracker, as I can't tell "the truth" for all the languages.

    For example, is this a feature request or a bug report?
    Shall I request the writers to think more about the localization, without touching the English version (save for the necessary new duplicates), or shall I suggest to change words even in English, to be more accurate and more consistent?

    Whether to call it a bug or a feature request does not make a huge difference. Also, the tracker distinguishes between the different game versions.

    Beside that, if stuff gets extensive you could consider setting up a proposal in our wiki and linking there from the tracker.

    Another word - reporting problems is always appreciated, even more for the current dev version than for our stable. There probably will be no 2.5.1, and we clearly lack manpower. So its unlikely someone will fix any problem in the 2.5 branch that is not present in 2.6-dev (especially UI).

    58
    Feature Requests / Re: [Base map] A few suggestions
    « on: September 23, 2015, 08:52:58 pm »
    4/ Screen displays in Radar Room:

    In the normal Radar Room, as well as in Command Center, there are vertical, flat monitors that display  an assault rifle data sheet (or worse!).

    At least in the Radar Room, I'd rather have some UFO (fighter, harvester) infos.
    (Moreover, there's maybe a glitch on one of the horizontal displays)

    I've replaced those in the radar rooms. No UFO pics, though.

    59
    Feature Requests / Re: [Base map] A few suggestions
    « on: September 23, 2015, 07:48:37 pm »
    1/ Transport Hangar:

    The tower safety cam is really, really in the mid of thin air. Although the other safety cams too are attached to nothing, this one could be perhaps moved toward the building a bit?

    This is not a mapping issue. The camera model is always shown in the center of the cell, it is not possible to place it anywere else. See http://ufoai.org/bugs/ufoalieninvasion/issues/4873 and http://ufoai.org/wiki/Talk:Mapping/Entities/misc_camera.


    2/ Workshops:

    Is there a mean to move this crate furniture, so that the three squares right to it (or at least the nearest one) are made walkable (or rather crouch-able), without loosing the corner square on the other side?

    I fixed this not long ago.

    3/ Hospital:

    The thin wall causes the beds to encroach on free squares, resulting in not necessary added UT cost. Any solution?

    Fixed it. Thanks for reporting.

    60
    Bugs in stable version (2.5) / Re: [map] Minor errors
    « on: September 12, 2015, 09:24:10 pm »
    This a debatable suggestion. (:)).  I find the Ambushed Military Convoys map settings a little odd, mainly because the regulatory distance between vehicles in a military convoy don't seem to be followed.
    Currently, they are next to each other!
    I know that there must be some balance between realism and map interest, but I'd suggest to correct this setting in the best way. For example, I'd remove the second truck.
    Also, I'd remove the older, 20th century models, perhaps adding more of the escort vehicles.
    I know that this mean that the map's interest would change, but frankly, on the two times I played this map, I never had to penetrate deeply inside the canyon.

    There will be an updated version of this as soon as I find the time to finish it.

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