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Messages - ptbptb

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16
Well, I finally got UFO AI compiled on my local computer (2732 warnings!) using muton's updated SDL and it all seems to be working OK.

17
Newbie Coding / Compilation with Code::Blocks
« on: October 07, 2011, 02:42:03 pm »
I get the message "unable to find c:\DEVELO~1\CODEBL~1\MinGW\bin\WINenvVER" when trying to compile for windows_debug. Is that some file I should have, but don't?

18
that should already be fixed in latest master - you are talking about singleplayer, no?
Yes single player.

I got the 16MB UFO:AI binaries yesterday and stuck them over the full 868MB full installer version I installed on Sep 24th.  I suppose I need to do it properly and mess around with repository checkouts. :-/

19
which build are you using? muton published an updated sdl.dll - but you can't use that with our nightly builds, as they are statically linked

I got the 16MB UFO:AI binaries yesterday and stuck them over the full 868MB full installer version I installed on Sep 24th. 

I guess I should get with it and do a git repository checkout and compile it myself with the fixed SDL?

20
I'm talking about this bug. When you alt-tab away from the game in full-screen mode the mouse cursor sticks in the top-left hand corner of the screen. 

I understand it's an "SDL issue" so I'm not asking for the bug to be re-opened or whatever, I'd just like to know if anyone can advise on how to get it to stop happening.  I've downloaded the latest stable SDL runtime I could find (and couldn't find any more recent beta SDL runtime files) and it didn't make any difference.

21
Bugs prior to release 2.4 / Big City drops back to world view on entry
« on: October 06, 2011, 07:52:09 pm »
On entering the Big City map '+city' it drops back to the world view immediately after the city finishes loading.

22
Feature Requests / Advanced Installation Tech
« on: October 06, 2011, 10:59:30 am »
This is simple idea - just add a couple of Techs to the tech tree for advanced installations.

1. Advanced Radar Tower. Just has improved coverage - same as Advanced vs Normal radar buildings on bases.

2. SAM/SAL Site. Allows you to have Surface to Air Laser as well as/instead of Surface to Air Missile installed.

23
Tactics / Re: Base invasion
« on: October 05, 2011, 08:22:10 pm »
My top tip on base invasions is to design your base right first.  Aliens usually come down through the Large Hanger or the Entrance. If you make sure the Large hanger is next to the Entrance and all the Living Quarters are near the Entrance your soldiers will be in a good position at the start and the aliens will charge down to get shot.

24
Tactics / Re: What's the best tech tree path?
« on: October 05, 2011, 08:20:18 pm »
I've just got the Plasma Blaster. I'm not sure yet whether it's actually a better deal than the Machine Gun or not. The accuracy is just so poor you almost need to be in flamethrower range before you get much use from it.  I might do some trial runs to see which gets the best result between the two.

25
Tactics / Re: experience?
« on: October 05, 2011, 08:17:02 pm »
The promotions and the skill increases seem to work on different systems.  What do you actually get for Promotions? Do you get stat increases for promotions, but skill increases for killing aliens with certain weapon styles?

26
Feature Requests / Re: PB Rocket ammo for Rocket Launcher?
« on: October 05, 2011, 04:03:40 pm »
But wouldn't antimatter rockets be hilariously pointless?
The moment you run out of batteries for the warhead antimatter containment, you go boom.

It doesn't do to nitpick the technology too much.  For example the whole 'plasma blasts contained in plastic bags' thing. It's about as practical as pulling a balloon over the end of a shotgun to 'contain the pellets when fired'.

27
Tactics / Re: What's your favorite weapon?
« on: October 04, 2011, 04:19:32 pm »
Flame thrower all the way.

Burn! Baby burn!

That one surprises me. It does good damage, and you can get a few good shots from it in a turn if you don't have to move, but the range is pretty darn short.

I use two each of Grenade Launcher (PB Grenades), Rocket Launcher (HE Rocket), Machine Gun and Flamethrower.  The kill counts are lowest on Flamethrower with Machine Gun a close second. When I get Plasma Blaster researched I'll probably switch out one of Machine Gun and Flamethrower for it.

Highest kill counts on Grenade Launcher, btw.

28
Tactics / Re: nanocomposite armour
« on: October 04, 2011, 04:15:36 pm »
How do I get the alien materials required to make nanocomposite armour?
Disassemble UFOs (which you need to have stashed in a UFO Yard Installation previously).

29
Feature Requests / Re: PB Rocket ammo for Rocket Launcher?
« on: October 03, 2011, 09:26:50 pm »
It's probably a thing of the bloody thing turning out overpowered.
Well, possibly, but you could always nerf the damage levels a bit.  At present it takes about three hits with a HE Rocket to kill most aliens - if that was dropped to two it would still be a big improvement.  There are also the natural limitations of the rocket launcher (only one shot per round, limited ammo, lots of TU to reload).

30
Feature Requests / PB Rocket ammo for Rocket Launcher?
« on: October 03, 2011, 06:30:18 pm »
OK, I admit this has been suggested before - but I didn't see any response to it. It does seem a little unfair that you can have PB Grenades but not PB Rockets, and you wouldn't need any new graphics to speak of either.

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