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Topics - kurja

Pages: 1 ... 4 5 [6]
76
Discussion / fueldump map - dumb question ;)
« on: May 04, 2012, 11:12:04 pm »
okay, so how do I enter that building? I can't find a door or a doorway, I do see a gate but can't open that.

77
Bugs in older version (2.4) / disappearing base structures
« on: May 04, 2012, 10:51:25 am »
Just loaded a saved game and my second base has nothing but the entrance, every other structure is just... gone.

slot 0 savegame is an earlier one showing the second base in early developement, if you look at the later slot 1 savegame you'll see the second base is empty.

78
Discussion / how smoke nades work?
« on: May 03, 2012, 01:05:38 pm »
It is my understanding that the alien ai still knows where the player's troops are at all times, so in what way are smoke grenades useful? Does blocking line of sight prevent them from shooting anyway? Or are they only useful in multiplayer games?

79
Discussion / 2.4 single player campaign types?
« on: May 03, 2012, 09:00:34 am »
so, what's the difference between simple and full campaigns?

80
I recall we had this one in 2.3, and there was a patch for it. Now it's back in 2.4, should we just run the same patch again?

81
Linux / playdeb net and 12.04
« on: March 30, 2012, 09:20:13 pm »
any word on when playdeb might begin to support the latest ubuntu release?

82
Bugs in older version (2.3.1) / health over maximum
« on: December 18, 2011, 06:33:20 pm »
sometimes a soldier's health is more than the maximum, for an example 86/81 or something like that. I *think* this might have something to do with having used medikits in the field?

83
Discussion / can't research particle beam weapon?
« on: December 16, 2011, 08:00:53 am »
So I disassembled a ufo fighter, and got a "research proposal" email about the fighter's particle beam weapon. But when I go to the research menu to put those scientists working on it, particle beam weapon is shown in the group of items that can't be researched at that base because those items are stored elsewhere. When the ufo was disassembled I also got a message about having lost antimatter because that base didn't have an antimatter storage, is this related?

84
Discussion / hit probability and movement
« on: December 07, 2011, 10:02:44 am »
How does movement affect weapon accuracy/hit probability? If an actor moves during his turn, then fires, or remains still before firing? If a target has moved during his last turn, is this considered a moving target and thus more difficult to hit?

85
Discussion / ufo's escape from my yard?
« on: November 29, 2011, 07:52:42 pm »
I'm in my first ever game year of playing ufoai (2.3.1), and I don't get what's happening with the ufo yard that I've built. I've recovered a number of ufo's, never done anything to them (can't at this stage in the game), but for some reason the next time when I'm asked if I want to sell or keep a ufo it might show a smaller number of ufo's in the yard.

So... how does this work? Or, does it?

86
Linux / 3D grief with ati cards (ubuntu lucid 10.04)
« on: November 26, 2011, 01:13:00 pm »
hey,

I've got two ati cards, an old 9800 and a newer hd 3450, both agp versions. My understanding is that the old 9800 is not really supported by neither the x.org drivers nor ati catalyst, but I thought that with the newer hd 3450 I'd get things running... but no. In fact, with that older card I got a playable 40-50fps, but now I'm getting 5-25 and it just sucks. And that's without any shadings or such. Catalyst actually reported that it does not recognize my card! Would anyone have an idea on how I might get this working?

87
Feature Requests / configurable equipment presets
« on: November 21, 2011, 01:12:49 pm »
I'd really like to be able to create equipment presets for my soldiers. So that I could equip one soldier like it's done now, click a save button and name the equipment set, and when equipping the next soldier I wouldn't need to drag and drop every bit of kit individually - instead I could click off of my list of saved presets for a full set of equipment. I believe this would be very handy.

88
Feature Requests / combatant-specific "aliens spotted" indicator
« on: November 21, 2011, 12:58:15 pm »
Near the upper right corner, there's a number indicating how many aliens have been spotted, but is it possible to determine which one of your soldiers has a line of sight on how many and which aliens? As I remember, the original xcom game worked this way; the number on top right indicated the aliens that the selected soldier could see, but in ufoai that number seems to be the total of aliens your squad as a whole can see. Is it currently possible to change it's behavior by changing a setting, if not, I for one would like to see it implemented.

Another thing: when my soldiers spot civilians, a line-of-sight line from the spotting soldier to the civilian is drawn, is it possible to display these lines at another time? For an example, click a button and see these lines of sight to any civilians/aliens the selected soldier can see.

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