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Messages - anonymissimus

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31
Mac / Re: make macinstaller help...
« on: August 13, 2016, 11:28:06 am »
Yes, it should at least try to build ufo (the basic executable) and game (the battlescape lib). It doesn't need all of those listed .hs but SDL.h SDL_mixer.h and such are obviously needed.

32
Mac / Re: make macinstaller help...
« on: August 12, 2016, 06:25:00 pm »
Not a solution, but if the build succeeded you can run the executable from the ufoai folder. (./ufo). If that's all you need.

33
Bugs in development version (2.6-dev) / Re: Break into debug mode?
« on: August 08, 2016, 08:06:01 pm »
You are on windows I suppose ?
MS windows always does this attempt to use debug mode when a program crashes, but this would only make sense if you are running UFO:AI under a debugger in the first place and are using a debug build (which is probably not the case). You would have to set up a development environment first.
Is there anything I can do when the debug menu comes up to keep the game from crashing?
No way.

From what you're writing there could be some illegal memory handling related to bleeding which tends to show up on the system the majority of developers do not use...

34
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 08, 2016, 07:44:58 pm »
What do you think? should i do something similiar to this plan?
It should grant a chance of throwing smoke without immediate reaction fire, since not all of the doors will be looked at by some alien, usually. And surely grants quick dropship leaving. So ok for me.

I wonder, will all of the UGV be 2x2 ? I was hoping there would be some kind of reconnaissance drone (small, very fast, unarmed, invulnerable to suffocation and bleeding, cannot carry anything)

35
Mapping / Re: Bug #5578 / spawnjail with hera@solarplant
« on: July 31, 2016, 08:54:01 pm »
The bug has been fixed already. Why do you provide files ?

36
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: July 31, 2016, 08:49:38 pm »
Looks as if the sides are completely open. Usually the first thing to do in a ground battle is provide cover by throwing a smoke grenade; however, doing so requires the thrower to be covered (or otherwise - reaction shot - thrower dead - one unit less and not achieved anything yet). The Firebird does it well. So some cover is useful.

I'm trying to throw in my battlescape experience here, as the current Herakles and Raptor don't seem to have been designed with that in mind.

37
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: July 31, 2016, 12:28:29 am »
Yes, those exits look pretty ideal for a ground battle, if the soldiers are still placed in the same way.
Since the Herakles carries 4 more troops it should be somewhat larger than Firefird, shouldn't it ?
A back/front exit is probably not needed. Having some cover inside of the dropship can be valuable too.

38
Feature Requests / Re: UFO:AI Manual
« on: July 29, 2016, 05:41:30 pm »
And please do not write in large letters continuously. Doing this in a forum is considered equivalent to shouting.

39
Artwork / Re: Hyperion Class Armed Dropship
« on: July 29, 2016, 05:37:20 pm »
The name is Raptor.
I'd wish for the Herakles dropship to have exits to the sides, as the current model essentially forces the player to waste the first turn. Map changes tend to remove those maps without the dropship on the map, thereby removing the possibility to use Herakles on them. Giving the Herakles more exits would re-add this tactical possibility.

40
Feature Requests / Re: Armed civilians
« on: July 21, 2016, 08:53:08 pm »
Apropos naked: Most of the females are of type Pamela Anderson with totally oversized breasts, a single breast larger than their head, and skirts like nothing. I like the Asian type, about the only one with realistic breast size. And in most of the maps (civilization themed - village, city etc) the females outnumber the males by far. Not a coincidence, no ?

41
Feature Requests / Re: Armed civilians
« on: July 20, 2016, 05:57:01 pm »
not enough TU's to use it (specially if they get an encumbrance penalty) even if they can hold it.
They seem to have lots of TUs by default at least, apparently about as many as a sheevar (~45), judging from how they are running around. So even with a penalty they should still have ~20 TUs.

42
Tactics / Re: Attack which UFO with what ?
« on: July 15, 2016, 01:38:21 pm »
While that tactic allowed me to win, I think it should be fixed in the code. I would humbly suggest something like behaviour trigger for UFO: if hit points are below 50 percent - stop behaving aggressively and/or stay away from known bases/SAM sites.
There was no way to take down anything stronger than a fighter for the longest part of the campaign then. I get the starchaser and thereby the ability to take on corrupters and gunboats without escaping into a base in about November or December. With gunboats cruising around uncalculatably missions cannot be flown to.

43
Discussion / Re: Lose the Game because too many civilians died
« on: June 24, 2016, 11:46:19 pm »
nation happiness statuses (from the source code):

Code: [Select]
if (stats->happiness < 0.015)
return _("Giving up");
else if (stats->happiness < 0.025)
return _("Furious");
else if (stats->happiness < 0.04)
return _("Angry");
else if (stats->happiness < 0.06)
return _("Mad");
else if (stats->happiness < 0.10)
return _("Upset");
else if (stats->happiness < 0.20)
return _("Tolerant");
else if (stats->happiness < 0.30)
return _("Neutral");
else if (stats->happiness < 0.50)
return _("Content");
else if (stats->happiness < 0.70)
return _("Pleased");
else if (stats->happiness < 0.95)
return _("Happy");
else
return _("Exuberant");

You are playing on normal difficulty. You should lose if half or more of the nations have less than 30% happiness. You already have 3 nations in that screenshot which seem to be on less than happiness 0.3 (America, Africa and Oceania). So probably in the moment the fourth nation drops from content to worse, you lose. Seems correct game behavior.

In reality you are losing earlier than that, because you need an increase in overall funding during the campaign. Only one of the nations has kept their starting happiness (Europe), all others got worse. As a rule of thumb, try to rescue at least half of the civilians in every mission. This then still means a slight increase in happiness, or no decrease at least.

(In German game version: Exuberant - Begeistert, Happy - Glücklich, Pleased - Erfreut, Content - Zufrieden). I don't know the others as I never had one less than content. 8)
If I have content nations, I sell UFOs to them until they are pleased again. So even on very hard (happiness >= 42%) that nation must be above the limit then. In the early campaign, I usually have about 2 nations at content.

44
Discussion / Re: UFOradiant
« on: May 20, 2016, 01:14:13 am »
So, I tried radiant on windows (xp) for the first time. I took the version from the "Map Editor" section from here http://ufoai.org/wiki/Download
While there are a few problems, it seems to work in principle - I can view the maps.
If you get messages about adjusting colours, then this maybe suggests that the problem could be some graphics card or driver issue. That's usually the case if some program refuses to even open up at all like that.

No need for feeling too sad...I know the editors of a few other games, and radiant is hideously complicated in comparison to those.

45
Discussion / Re: UFOradiant
« on: May 18, 2016, 10:50:26 pm »
The easiest probably is to install a Linux dual boot and get or compile and execute radiant there.

Or set up a development environment for UFO:AI (or rather, radiant) on windows and try to fix it yourself.

Of course, it might just happen that that binary that's provided for download works on win xp but not 7, or that something like "execute in compatibility mode for xp" does the trick, as the system that's used to build those executables  very likely is xp.
It might also help to try to get some info out of the program about why it doesn't work, such as a backtrace (does it crash ?) or debug messages. In some programs those can be activated without needing to compile it.

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