UFO:Alien Invasion
General => Discussion => Topic started by: Crystan on May 13, 2012, 12:54:49 am
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Dont know if already (or the author) post it already but here it is:
http://www.youtube.com/watch?v=uGJ6Z3ZWU20
(the first part is still 2.3.1 so i linked the second one)
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He is not using the middle mouse button at all, nor any keys... ???
His narration is nice, but he plays like a newbie ;D
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Also he uses a version which has a bug, where the release of the left mousebutton is recognized as second click -> that is why he enters a building immediately when he enters the base...
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Are you sure? I think i can clearly hear him clicking twice. And well, yes - i think he IS a newbee. ;)
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Yes.
It was this one: http://sourceforge.net/tracker/?func=detail&aid=3516845&group_id=157793&atid=805242
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Here part 3:
http://www.youtube.com/watch?v=ZpSiEHSuNpM&feature=relmfu&fmt=18
and 4:
http://www.youtube.com/watch?v=cAg1lmotHFA&fmt=18
He did not turn the camera once yet :-\
Could someone with a youtube account give him some tips about also using keys, middle mousebutton and the other HUDs, please ? ::)
It is fun to see his excitement about the finished research and his disappointment when still no new scientists are available (end of Part 4). :D
Also we can see how easy it is to miss a finished research <- we should improve that, a finished research should never be missed...
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Also he complains about the controls being a pain sometimes, maybe someone should tell him about the battlescape gameplay move/move and shoot confirmations, so he won't missclick anymore...
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He did not turn the camera once yet :-\
Could someone with a youtube account give him some tips about also using keys, middle mousebutton and the other HUDs, please ? ::)
Software must be done for people, i dont think we can make people for software.
BTW i play like him, a mouse, one button, and mouse wheel too.
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BTW i play like him, a mouse, one button, and mouse wheel too.
Me too. Memorizing hotkeys are for work.
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In part 4 he already uses 1-8 to switch the soldiers. Maybe there is some hope ;D
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From those who complain about his playstyle... Are there videos of those, who can show "how to play" this game?
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From those who complain about his playstyle... Are there videos of those, who can show "how to play" this game?
Nope, but feel free to do one if you want. ;)
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Nope, but feel free to do one if you want. ;)
I don't know "how to play", that's why I'm asking.
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His narration is nice, but he plays like a newbie ;D
Also note that he has got TU reservation and reaction fire mixed up -- another sign that this part of UI needs redesign. (Which reminds me ...)
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I also noticed that he didnt add any ECM or Armor to his aircrafts. And he didnt use his Saracen even if he has one. Also on part 5 his base is attacked and he had no soldiers at his base - which ereased it completly. Probably a warning if a ufo is going to attack the base a warning should appear if there no soldiers at the base? Which also leads me to that someone should really do some tutorial videos.
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I also noticed that he didnt add any ECM or Armor to his aircrafts.
Not adding ECM is an error, but in my experience armor isn't worthwhile—the hit to speed and range is just too big for what you get in return.
~J
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Another Lets Play:
http://www.youtube.com/watch?v=kfYoSuTUbZI
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Spanish 2.4 Lets Play (for those who can understand it - not me):
http://www.youtube.com/watch?v=SfvBmKbuZbk
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Spanish 2.4 Lets Play (for those who can understand it - not me):
http://www.youtube.com/watch?v=SfvBmKbuZbk
"Ufo: Alien Invasion-Part 1-Where the heck do you equip soldiers"
:(
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Why the hell no one checkout the tutorial? :D Well its true, the equiptment screen of soldiers is a bit hidden but i think (hope) UI2 will fix that issue.
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I watched LP by FrontFox and this guy has found 2 IMHO exploits/bugs:
- Bazooka as a sniper weapon. Ducking soldier has 70% to hit from whole map distance.
- Stucking aliens in UFOs, like this (I can see it with IR goggles):
(http://img689.imageshack.us/img689/1077/20120613201058001.jpg)
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- Bazooka as a sniper weapon. Ducking soldier has 70% to hit from whole map distance.
Already fixed in 2.5
- Stucking aliens in UFOs, like this (I can see it with IR goggles):
Sandro pushed through a commit recently to try to reduce this from happening. But a proper solution will take a lot of work to rework the AI.
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what's "stucking"?
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what's "stucking"?
Aliens blocked by an obstacle, too dumb to find a way around.
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German lets play of the skirmish mode (2.4):
(first try)
http://www.youtube.com/watch?v=9BDp9QZ7uVo
(second try)
http://www.youtube.com/watch?v=tEUbYW4j3PU
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Lets Play by bytemeah:
http://www.youtube.com/watch?v=BOCvFl0E-wQ
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I don't have time to make an "official" gameplay video that properly shows how the game works, but I do have a YouTube account that I've had for a long time, I'd be happy to upload a proper video under my account if someone else makes one.
I also have professional pro audio recording gear including some very good vocal mics for a professional narration, and non-linear video editing software to add final touches and put it together.
EDIT: Well, OK, I suppose I could make the time to put together a short video that shows a few missions at the start of a game, but if anyone wants to see stuff that is only shown later in the game, they'll have to submit recordings for me to include a few clips.
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FrAvatar1 made a 30 (!!!) episodes long lets play of 2.4:
http://www.youtube.com/playlist?list=PLA1635BFD53B70941&feature=plcp
GermWelfareNewMedia made also a Lets Play:
http://www.youtube.com/watch?v=42uU47PXWxM&list=UU8faBDbZCNP5QpNUyHPcCHg&index=4&feature=plcp
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That GermWelfareNewMedia guy is politically incorrect in a rather hilarious way :) Just a few quotes:
"I'm a Yankee ... er, Northerner, I haven't done a honest day's work in my life" (talking about the farm map)
"Romney approves!" (after killing some civilian clad in Arab dress)
.. and there are more :)
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That GermWelfareNewMedia guy is politically incorrect in a rather hilarious way :)
Hahah, that guy is awesome.
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Haha yeah, that 40 seconds made me so loool:
http://www.youtube.com/watch?v=v2ZZx8uaeCA&feature=player_detailpage&list=UU8faBDbZCNP5QpNUyHPcCHg#t=78s
Oh god, i cant stop laughing - he's great. xD
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hehe - really cool. the game can be really funny it looks ;)
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From those who complain about his playstyle... Are there videos of those, who can show "how to play" this game?
i have also been waiting for some how to play videos, but it seems i have just became a considerably more patient person in the process.
first time playing is what let's play means, so i am not complaining about the players being newbies.
but i would rather watch someone who knows what he is doing.
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I hope to make a few videos for the release of 2.5, with some tips for old players regarding the vast changes and a nod to some basic gameplay strategies. But given all the other tasks hanging around, I won't be surprised if this doesn't happen. If it does, we'll make a ufoai-team YouTube account and post them from there.
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I hope to make a few videos for the release of 2.5, with some tips for old players regarding the vast changes and a nod to some basic gameplay strategies. But given all the other tasks hanging around, I won't be surprised if this doesn't happen.[...]
for more than five years i have been waiting for a reasonable ufo:ai gameplay video on youtube, killing time with other things to keep myself sane, and even if i wait more it probably will not happen ;)
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*Necroposting*
I've found a 18 part long Lets Play of 2.4 on youtube, found it worth to be mentioned here in the forums:
http://www.youtube.com/watch?v=H9o2zd_JMsg&feature=c4-overview-vl&list=PLTj9a3pCbtjWiR183tme8ysGWmC4l5qCq
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Interesting, but it makes obvious that UI is sometimes non-understandable. For example, he does not know that he can cycle through visible aliens. Or using right-click when equipping soldiers.
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There's a good text-based LP going on here (http://www.bay12forums.com/smf/index.php?topic=130094.0), for those that enjoy this sort of thing.
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There's a good text-based LP going on here (http://www.bay12forums.com/smf/index.php?topic=130094.0), for those that enjoy this sort of thing.
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.
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Thats great to hear. :) But i've been wondering why the resolution of the geosphere is so low in your screenshots while other textures are in a better quality?
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Ahh, I did not immediately connect the forums to Dwarf Fortress. I was thinking, "this guy is finding clever solutions to tactical problems". Makes sense now. :)
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Thats great to hear. :) But i've been wondering why the resolution of the geosphere is so low in your screenshots while other textures are in a better quality?
No idea, sorry! I have set the format to .png for all screenshots and am playing on a 1400*900 display with imgur for image hosting. Thing look a lot better ingame than in the geoscape screenshots. TBH its not that much a of a problem, the combat is where most of the fun comes from, and those images look fine. Also, the updates on the bay12 forums are getting kinda big now and lower quality images are helping keeping the thread load in a sensible time for most people.
Ahh, I did not immediately connect the forums to Dwarf Fortress. I was thinking, "this guy is finding clever solutions to tactical problems". Makes sense now. :)
Heh, thanks for the flattery! Whilst I am failry new to UFO:AI I have been playing x-com and its variants for years and like to think I have learnt a thing or two. It doenst help that as (you correctly assume) most Bay12/DF players are game sadists, and they seem to offer me challenging characters to use.
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Regarding the quality of screenshots. Perhaps the jpeg quality is set very low. IN your options, you should see an option for screenshot type. If you switch that to PNG you should get some better quality shots. You may need to convert to jpeg before posting to the forums, though.
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I didnt meant the quality of the screenshots, i meant the quality of the actual earth texture. Its really low res while other textures in the battlescape are in a higher quality.
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I didnt meant the quality of the screenshots, i meant the quality of the actual earth texture. Its really low res while other textures in the battlescape are in a higher quality.
I have no idea why that might be. I do have the screen stretched 4:3 to avoid lots of black sidebars. I have the texture resolution set to "normal" as my not-so-great laptop copes well with all other graphical features on at that texture but struggles with the weather if set higher. I shall try setting the texture resolution to high and turning weather effects off.
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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?
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/ufoai/base/ufos/basemanagement.ufo:
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")
}
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/ufoai/base/ufos/basemanagement.ufo:
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?
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That would be my guess.
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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.
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/ufoai/base/ufos/basemanagement.ufo:
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.
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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?
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In the first pic, 0 0 should be at the bottom left, not top left.
basetemplate altered {
building (building_entrance "2 4")
...
}
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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...
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Mind saving me the work of sharing the code for your altered base?
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.
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.
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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?
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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