UFO:Alien Invasion
General => Discussion => Topic started by: Duke on March 26, 2014, 11:19:00 am
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A poll only takes 5 options. So this is just the first round. Feel free to suggest more issues below that have a chance to make it into the top 10. Do NOT copy our bug tracker here !
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2.5 is available as beta already anyway and the release will be out when it's ready, I prefer the increased difficulty, I can't comment on the code since I haven't even seen it and I don't even know what a Windows IDE is but since it has a) Windows and b) IDE (I have SATA by now ;) ) in it I'm not going to care am I ;)
But the wiki really is kinda inaccessible, I can't find anything there.
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IDE = Integrated Developement Enviroment.
In short: if you are on Windows, you'll have a hard time just to compile ufoai.
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I am all the way with kurja here.
Except: whats wrong with Code::Blocks?
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Except: whats wrong with Code::Blocks?
Nothing as far as I could tell.
I normally play on my unbutu box but I'll grab a windows box and try it sometime soon. The last time I played UFO on a windows system was back in 2.1.
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Except: whats wrong with Code::Blocks?
C::B itself is ... ok.
But the fact that uforadiant doesn't compile on Windows is related to outdated libs in the codeblock.zip and/or the codeblocks repo at github.
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C::B itself is ... ok.
But the fact that uforadiant doesn't compile on Windows is related to outdated libs in the codeblock.zip and/or the codeblocks repo at github.
UFORadiant doesn't compile on Linux either (Debian Squeeze).
There is no good IDE for Linux either, it is just less a problem there as you have a big arsenal of (cli) tools you can use instead.
-geever
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@All: Don't forget to vote here !!
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I voted for difficulty, but this will need some explaining.
The difficulty level is spot on around when the enemy first start carrying plasma rifles and wearing medium armour. Losing between 2 and 4 soldiers on each mission feels right. Thing is, when laser weapons come around, the difficulty level drops significantly due to the aliens lack of long range lethality until their medium armour and PB weapons come around. This is where my minor gripe can be found - you end up with elite troops that hve survived most of the middle game, and they will almost certainly get killed late game like the early game (2 to 4 a mission feels ok if it were not for the fact they were being replaced with greenhorns), and you have to replace them with rookies unable to carry weapons in combat that will level the playing field and that will not last more than a few missions. Either the middle game needs to be made harder somehow (though laser weapons do not need a nerf as they feel just right), or soldiers need to skill up faster so losing higher skill troops is not so game breaking in the late game.
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The discussion about 'lack of windows IDE' has been split to another thread:
http://ufoai.org/forum/index.php/topic,8628.0.html (http://ufoai.org/forum/index.php/topic,8628.0.html)