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Messages - paziek

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1
Feature Requests / Re: geoscape message line updating
« on: July 12, 2012, 09:22:13 am »
In fact I was sure it was some kind of bug and I'm getting delayed messaged. I even saved and loaded game with didn't help.
In my opinion this feature simply doesn't make sense. Scrolling is good, but not snapping to the top when new message arrives is weird... at least option to change that would be nice.

2
Feature Requests / Re: Reaction Fire
« on: July 12, 2011, 11:08:28 am »
Ok ok, before devs start rolling their eyes into their sockets  ::), I want to mention that I have searched the forums and I did take a look at the sourceforge dev post. I saw that some work is being done on being able to select the type of reaction fire. And so I just want to post some questions, more out of curiosity than anything.
-was it originally intentional for agents to only use snapshot in reaction fire?
-a bit off-topic but somewhat related. Why would anyone use the 7 TU version of the laser rifle when it is clearly inefficient (1 shot using 2 ammo)?
And a laser rifle rage:
1. 16 Ammo
2. Wave fire 5 times (3x5=15)
3. 1 ammo remaining
4. ????
5. Raaaaage... reload.
If we are on this, I would love to see reaction fire from Jagged Alliance 2, when if interrupted, you would get control over your soldier as if it was his turn and you choose what to do.

3
i downloaded the 2.4 version, it looks a lot better , there are acouple of things, the graphics are really nice, but all the soldiers look shining white /silver, like too much light on them, i tried playing with the graphic options, anything more than shader1.3 gives me a  black planet geoscape...
Yeah, game doesn't support better shaders than that. They are working on a fix, I think latest 2.4 build has that option to change shaders removed.
in geoscape if you press the radar button ( to show extended range of radar ) most of the map gets too shiny and white.
There should be option to make them less shiny in latest 2.4 and by latest 2.4 I mean nightly build.
i also get red boxes in the ground combat screen.....
You might want to report bug using those guidelines: http://ufoai.ninex.info/wiki/index.php/Bugs

4
Discussion / Re: Alien activity too intense?
« on: July 07, 2011, 04:32:13 pm »
it is impossible to say what the "right" level of UFO activity might be, and personally, I'd rather the dev effort went on adding shiny new toy than crippling my economy  ;D
I agree, thats why I asked for option to set that activity myself - just like I do with "general game difficulty". Like you said, a lot of UFOs doesn't really mean its more difficult to play; on contrary - it could be easier, but at the same time more boring. But if it takes too much time to code, then so be it, nonetheless I can't play this game in its current state and that leads to little bit less testing.

5
1. direct acess to research screen from main page will be nice, it will save time and clicks to find t curent way, and if posible, eqiping soldiers directly from main base will be nice too.
You can have more than 1 research facility, or to be more precise about issue here - you can have research facilities in more than 1 base. Each has its own scientists and its own materials (loot, UFO wrecks, alien body) they can research.

6
Discussion / Re: Alien activity too intense?
« on: July 03, 2011, 11:47:47 pm »
I guess you are playing the 2.3 version. 2.4 dev version maps have a lot more different alien starting locations so you can't always win the maps with the same strategy. Also, if you get tired of doing missions, just use mission autoresolving.
I would use auto-resolving if I had more soldiers, with I don't. I'm on latest 2.4, maybe some maps have more than 1 starting positions, alas there are also those that I don't even need to wonder where aliens are, since they are always in the same place. But... thats not the point. Even if each and every mission would have random starting positions, then it still would tire me too much. Right now I have 5 UFOs hovering over my radar range, not including 2 others that I intercepted - thats really putting me off this game.

7
Feature Requests / Re: Gun attachments and other ideas.
« on: July 02, 2011, 10:54:32 pm »
Know any programmers?  ;)
Yeah, I am actually doing some programming myself, tho not exactly with low-level language as C, but I recently found out that my soon-to-be new job requires C++, so C is just on the way; maybe I could contribute then. If I'll get some free time and turn off lazy-mode, then I'll try to come up with some non-god-mode AI using my current skills.
But thats just offtopic!

8
Feature Requests / Re: Gun attachments and other ideas.
« on: July 02, 2011, 02:11:37 pm »
Suppressors are useless IMO. The loud metal *clang* the slide does will still give away position.
Well, they should reduce muzzle flash, so during night it won't give your position SO well, that enemy could actually shoot at where he saw flash and kill.
My suggestion for silencer would be to implement some kind of sound visual feedback system. Right now I hear some footsteps and gunshots, but I've got no idea where they come from.
I have attached screenshots of my quick mock-up on how this could be changed.
Depending on how well your soldier heard some sound, he will have that much accurate feedback. He can hear many sounds at the same time, maybe that should be reflected. Can he tell difference between alien footsteps and civilian? What if sound originates "somewhere from above/below"?



My suggestions for other attachments:

Assault Rifle:
40mm shotgun / 40mm GL / no attachment (lighter weapon, better to handle, more accurate?)
It should cost a little bit TU to bring up under-barrel sights

Sniper rifle:
ACOG (4x zoom) / 8x scope / 12x scope / night vision scope (according to ufopedia, not all aliens show up on infrared) / infrared scope
less zoom = less TU cost and quicker accuracy drop with distance
specialized scopes should have static-predefined zoom?

9
Discussion / Alien activity too intense?
« on: July 02, 2011, 12:48:07 pm »
Hello,

So I've come back to UFO:AI recently and now it has noticeably more content, so its playable for longer. But I find its very exhausting to progress any longer. When I started with just one base it was still cool - didn't see much, didn't act too much. But now that I have more than half of the land covered suddenly I'm doing around 2 missions per day, most of with I already remember where will be aliens and what to do to kill them easily. Its getting repetitive slow grind just to get some new research or maybe new alien on the scene. Its been over 100 missions and I didn't finish all laser weapons yet, made just one alien body dissection and I'm yet to catch a living one.
Maybe beside difficulty setting, there should be "alien activity" setting, that would give us opportunity to choose how often (more or less) we want to go into action.

What do you think?

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