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Messages - ptbptb

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31
Feature Requests / Additional armor / shield tech?
« on: October 03, 2011, 04:18:13 pm »
Could we have something better than Nanocomposite Armor further down in the tech tree? 

Or maybe an EM shield that gives some protection against charged particle weapons? (e.g. vs. Plasma & Particle weapons, but not against Kerrblade or Needler. You could stick it in the auxiliary slot where the Infra-red Goggles go).

32
Bugs prior to release 2.4 / Re: [map] Unwalkable squares in +forest
« on: October 01, 2011, 02:22:11 pm »
OK, here we go again.


33
Bugs prior to release 2.4 / [map] Unwalkable squares in +forest
« on: October 01, 2011, 10:40:19 am »
The attached images from the +forest map (Little Forest) show where my soldier should be able to walk, but can't.  If you try the action just cancels and nothing happens.  It also affects longer movements that happen to include those squares (the 'expected route' includes them but the actual route taken doesn't).

34
Feature Requests / Could we have the CIVILIAN SPOTTED! messages be optional?
« on: September 30, 2011, 05:36:05 pm »
Like the subject says. I don't like the way the camera jumps around every time a citizen pops out from around a corner. If that could be turned off in the gameplay options that would be great.

35
Actually, there is an alternative approach you could take.

It seems that the Plasma Grenade (requires 30 Alien Materials) is the production item that requires the smallest amount of alien materials to make.  The other items all seem to be multiples of 10 for their Alien Materials requirements. So you could simply make the 'Alien Material' item 10 times larger, 10 times heavier, worth 10 times as much and require 1/10 the amount for everything.

The net effect would be the same, only the Stingray would take just 900 to build (so much less mouse clicking required).

36
Feature Requests / Re: Escort mission for Interceptors
« on: September 29, 2011, 08:56:58 pm »
But you can launch any shiip from the aircraft menu see attachment
I had no idea what that did. :-P

And, yes, I know that interceptors have shorter range, generally. Long enough to make a difference, though, IMO. Especially if you use a fuel pod or have some of the later interceptors (from Dragon up).

37
Feature Requests / Escort mission for Interceptors
« on: September 29, 2011, 05:41:36 pm »
When you send out a lightly armed troop transport plane to a UFO landing sight it would be nice if you could send an interceptor along with it to protect it.  This isn't easy to do at present as 1) there is no way to launch an interceptor _except_ by clicking on a sighted UFO. 2) Interceptors generally fly at different speeds so it isn't that simple to keep them near the troop carrier all the way.

I suggest that an extra option be added to the menu you get when clicking on an aircraft (Back to Base, Stop, Change Base, ...).  The new option would be something like "Request escort" and clicking it would bring up a list of planes so you can pick one to launch and fly towards / alongside the target aircraft.

38
Discussion / quoting in the new forum.
« on: September 29, 2011, 01:05:13 pm »
It looks like the

Quote
quote tag


doesn't work.

39
Well there is room for a second spin control to the left of the existing one, IMO. You could either have that one do all/nothing or do (say) 100 per click.

I think an accelerating spin control would be more elegant, but I'd be happy with anything. :-)

40
Bugs prior to release 2.4 / Re: Bug - crash on entering a particular mission
« on: September 28, 2011, 08:55:03 pm »
Quote
this bug is already fixed - please use a more recent version of 2.4-dev

Yeah, I just finished doing a full download a minute ago and found that out myself.

41
Transferring 9000 Alien Materials from one base to another isn't fun. I think the simplest, and most user friendly, way to speed up buying / selling / transferring large numbers of an item would be to adjust the code for the spin control to use an increasing increment.

e.g. Click, and hold, on 'up' and you get +1 each time the counter clicks up for the first 10 or so, then +5 each for the next lot, then +10 each for the next bunch, then +50 etc.

Well, exact values can obviously be tweaked by the programmers to whatever looks nice, but that's the basic idea.

42
Bugs prior to release 2.4 / Bug - crash on entering a particular mission
« on: September 28, 2011, 08:28:38 pm »
In the attached save file a transport craft is just about to reach a UFO mission. Every time you click 'Enter' for that mission the game crashes. I have played the laboratory map before, so it obviously doesn't always generate missions that crash. Anyway, the last part of the console log is as follows:

Code: [Select]
[STATS] Soldier Polina Schwartz earned 0 experience points in skill #6 (total experience: 0). It is now 0 higher.
[STATS] Soldier Polina Schwartz earned 0 experience points in skill #7 (total experience: 0). It is now 0 higher.
[STATS] Soldier Polina Schwartz earned 200 experience points in skill #8 (total experience: 2800). It is now 7 higher.
[STATS] Soldier Polina Schwartz earned 267 experience points in skill #9 (total experience: 4256). It is now 9 higher.
Client stream was closed
Used inventory slots after battle: 0
Shutdown server: Mission end
Unload the game library
music change to van_geoscape (from AlexFightmare)
Calling subsystems
...subsystem 'campaign' - saved
...subsystem 'base' - saved
...subsystem 'research' - saved
...subsystem 'hospital' - saved
...subsystem 'market' - saved
...subsystem 'employee' - saved
...subsystem 'aliencont' - saved
...subsystem 'aircraft' - saved
...subsystem 'alien base' - saved
...subsystem 'interest' - saved
...subsystem 'installation' - saved
...subsystem 'mission' - saved
...subsystem 'ufostores' - saved
...subsystem 'production' - saved
...subsystem 'messagesystem' - saved
...subsystem 'stats' - saved
...subsystem 'nations' - saved
...subsystem 'transfer' - saved
...subsystem 'xvirate' - saved
...subsystem 'messageoptions' - saved
XML Written to buffer (2277251 Bytes)
music change to Crystan-Geosphere02 (from van_geoscape)
Calling subsystems
...subsystem 'campaign' - saved
...subsystem 'base' - saved
...subsystem 'research' - saved
...subsystem 'hospital' - saved
...subsystem 'market' - saved
...subsystem 'employee' - saved
...subsystem 'aliencont' - saved
...subsystem 'aircraft' - saved
...subsystem 'alien base' - saved
...subsystem 'interest' - saved
...subsystem 'installation' - saved
...subsystem 'mission' - saved
...subsystem 'ufostores' - saved
...subsystem 'production' - saved
...subsystem 'messagesystem' - saved
...subsystem 'stats' - saved
...subsystem 'nations' - saved
...subsystem 'transfer' - saved
...subsystem 'xvirate' - saved
...subsystem 'messageoptions' - saved
XML Written to buffer (2277505 Bytes)
setting game random seed to 493799
------- Loading game.dll -------
not found at '/usr/local/lib'
not found at 'C:\Users\Paul\AppData\Roaming\UFOAI/2.4-dev/base'
found at './base'
Using RMA2 seed: 31 for <(null)>
tiles: -laboratory/lab_ +main +craft_drop_firebird +craft_ufo_scout
pos: -32 -24 0 16 -24 0 -32 0 0
tiles: 3
CM_LoadMap: "-laboratory/lab_ +main +craft_drop_firebird +craft_ufo_scout" "-32 -24 0 16 -24 0 -32 0 0"
Rerouted for RMA in   5.0s
checksum for the map '+laboratory': 2445452322
ufo script checksum 437549448
-------------------------------------
Connecting to localhost...
==== ShutdownGame ====
Used inventory slots in game on shutdown: 0
==== InitGame ====
Spawned ai player for team 0 with entnum 61
Spawned ai player for team 0 with entnum 62
Spawned ai player for team 0 with entnum 63
Spawned ai player for team 0 with entnum 64
Spawned ai player for team 0 with entnum 65
Spawned ai player for team 0 with entnum 66
Created AI player (team 0)
Spawned ai player for team 7 with entnum 67
Spawned ai player for team 7 with entnum 68
Spawned ai player for team 7 with entnum 69
Created AI player (team 7)
Used inventory slots after ai spawn: 0
connection attempt from loopback connection
load material file: 'materials/laboratory.mat'
added static light, color (1.000000, 1.000000, 0.690000) position (728.000000, -172.000000, 79.000000)  radius=255.000000
added static light, color (1.000000, 1.000000, 0.690000) position (808.000000, -172.000000, 79.000000)  radius=255.000000
added static light, color (1.000000, 1.000000, 0.690000) position (568.000000, -172.000000, 77.000000)  radius=255.000000
added static light, color (1.000000, 1.000000, 0.690000) position (968.000000, -172.000000, 79.000000)  radius=255.000000

Com_EParseValue: Illegal vector statement '1' (file: 'src/client/battlescape/cl_spawn.c', line: 164)[/quote]

43
Discussion / Re: Tech Tree diagram update
« on: September 27, 2011, 05:13:23 pm »
Is something missing from the requirements for Antimatter Missile?  I don't have it as a research option and I've certainly researched Harvester.

Also you can remove the ? from Starchaser. The UFOpedia entry for Stingray states 'no requirements' but I think it does actually require Starchaser to be researched first. (UFOpedia bug).

I think it would be good to get a confirmation that you can research Dragon Interceptor without researching Alien Astrogation or Alien Detection first.

44
Feature Requests / Small tweak to reaction fire.
« on: September 25, 2011, 10:03:53 pm »
I've got no problem with the idea that after you move, or fire, you may trigger reaction fire.

What I don't like is when your soldier is shot before he fires.

I think what happens is that soldiers are allowed a 'free movement' to rotate to face the direction they are going to fire. So when you click for them to fire they (often) turn 1/4 or 1/2 around before firing - and that's when they get shot. :-(

I don't like it because, a) soldiers keep getting smoked just as they are about to kill aliens and b) there's no warning.

So could it be changed so that any 'swivelling-to-fire' is not considered for triggering reaction fire?

45
Bugs prior to release 2.4 / Re: Alien Materials from Harvester disassembling
« on: September 23, 2011, 02:14:01 pm »
One hour till production finished at AtS. Zero Alien Materials before, 1600 after.

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