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Messages - Battlescared

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76
Discussion / Re: Weapons and damage in 2.5 (HEAD)
« on: May 18, 2012, 06:56:15 pm »
The big thing that strikes me, looking at these damage numbers, is that it's hard to justify taking a Laser Rifle over an Assault Rifle...

So take the Assault Rifle, or the electromagnetic rifle, or any of the other rifles.  I dump the laser rifle in favor of the heavy laser, plasma rifle, or the em rifle.  Either three choices are better for one reason or another.  I've also carried an assault rifle long into the campaign to help with balancing weapon ammo usage.  Assault rifles always have ammo for sale, laser rifles take a bit before the world supply chain takes over, and if I load up on lasers, I'll burn through ammo too quickly.

The one thing I would say though, and this may not be too popular, is that you should have to research the lasers in order (just earth based tech, stuff we find we should be researchable whenever).  Start with the pistol and work your way to the heavy, dumping the lesser weapons along the way.  Then at least you learn the weapons and take the ones that work for you.  For the last few releases I've found the heavy laser to be the more effective and useful in my squads.  It puts enough damage on them at range to soften them up a bit from it's accuracy, and at close range it hits pretty hard.

Now, if there is a gimp to accuracy in 2.5, then yes, that may make it far less useful.  That might negate the main reason I carry them.  I'd have to play with them to see how they work in practice.

In general, I hate these kinds of analysis because you have to take the weapons in context of game play.  Many things make a weapon a better choice over another other than just numbers and damage, such as map types and when you expect to engage the enemy.  But good analysis anyway.  A little theory can go along way.

77
Discussion / Re: Wounds, healing, etc...
« on: May 15, 2012, 02:31:11 am »
There was one part about healing that bothered me.  It took forever to heal up soldiers to full health in the hospital, but on the battlefield I could heal someone up to full health in a few seconds with a med pack.  Seems to me that someone in the hospital should realize that the away teams have med packs and use them a little more. :)

If you really want suspense, get rid of med packs all together. That would give the hospitals more use, which as the game is right now, there is no need to take up a base space for them.  Balance wise, I'd prefer to see med packs gone and the hospitals heal a little faster.  Then there would be need to swap chars out more, and bringing home a wounded char would be suspsenful.  Right now, there's no need to swap chars out because they can be healed to full health before bug hunting, assuming you survive the initial onslaught.

The other issue is that med packs are unlimited in ability.  The original XCOM had them as a consumable, and had to be replaced and only had one or two charges on them, depending on the wounds of the chars.  It might be worth putting that model in the game as well so they have to be managed a bit more carefully and are not as powerful as they are now.

78
Discussion / Re: Promotion of the game among no-nerds
« on: May 13, 2012, 07:29:09 pm »
One more idea.  I regularly watch HappyPenguin.com (Linux game tome) and LinuxGames.com, but I haven't seen a recent posting of UFO:AI on either.  Two sites I think you should regularly update with info.  Might catch a few eyes there as well.

79
Discussion / Re: 3 Things to Change Back... (v2.4 suggestion)
« on: May 13, 2012, 06:41:47 pm »
Cool. Thanks for links.
I like yours Geosphere02 & 04. I hear some elements reaching far to Jean M. Jarre, some other characteristic for around 2000 trance music.
I like Venethian's electric guitar what reminds me music from Oni game.
Good job, carry on!

Agree.  The music in 2.4 is excellent.  A significant upgrade to the game.  Well done!

80
Discussion / Re: 3 Things to Change Back... (v2.4 suggestion)
« on: May 13, 2012, 06:38:26 pm »
Chiming in on the side that if the battlescape is too boring, then the game probably isn't your forte.  The battlescape is the game.  If you take that out and autoresolve everything, I can't see where the game is even remotely exciting.  I know, to each his own, and they certainly want everyone they can to enjoy themselves to grow the community, but it just seems  awkward.

That said, I do see their point that most battle maps are too repetitive, and the base maps were big and played out mostly the same way... especially if you lay all your bases out the same way.  There needs to be more randomness in them, with different tactics to make things a bit more interesting.  Thinking back on XCOM, base defenses were often exciting because the aliens wouldn't always do everything the same way.  They varied their pathing and you had to be pretty careful about them sneaking up behind you.  You could force them into predictable patterns, but that required some planning.

And thinking back on XCOM again... you didn't have an autoresolve option, yet we loved it and played through them all. 

The best maps to me were the small, quick open fire shootouts that had the most suspense in them.  I enjoyed the city hunts and base maps, but again, aliens tended to always show up in the same place.  I only hit this map once in my last game, but there was one small city map that had about 12 aliens in it who just kept coming.  I think that was my favorite map.

81
Discussion / Re: Promotion of the game among no-nerds
« on: May 13, 2012, 06:24:26 pm »
Just an idea, but PCGamer regularly has articles on it about older/smaller games and even open source at times.  I think UFO:AI is an excellent game and meets the criteria of a full fledged game that they might be interested in promoting to other gamers.  Don't sell gamers short.  There are plenty of eye-candy wannabee's out there, but old-school is alive and well.  The Kickstarter projects are starting to prove that.  People are getting tired of the same'ol shooter stuff from every developer out there.

Maybe a letter to them might open a door for larger exposure?

82
Discussion / Re: Just Defeated the Alien Base
« on: May 13, 2012, 06:08:17 pm »
Done.

83
Discussion / Re: Looking for late-game saves
« on: May 13, 2012, 06:07:44 pm »
Late game save.  Alien base discovered and team on it's way into it.  6 bases, 3 away teams, lots of SAM's.  Most areas researched, but had 4 research teams going full bore to the end.

2.4 IA-32 Apr 27 2012 Linux RELEASE version.

84
Discussion / Just Defeated the Alien Base
« on: May 13, 2012, 02:57:24 am »
Guys, great job.  Enjoyed the game very much all the way to the end.  Was a little bummed when the ending scene hit, but cool, can always load up again.

Some comments:

1. AI needs a little work.  They need to take cover more.  The aliens tend to just walk up, maybe firing, maybe not.  They rely heavily on reaction fire, which hurts, but can just spread the damage out among team members, then heal back up.  They can be deadly if you let them get close, but overall they're pretty easily defeated.  I rarely restarted and maybe lost 3 soldiers the whole campaign.

2. The mansion map is very laggy.  Every other map was pretty good.

3. I never got the research option for advanced radar.  It just showed up at some point.

4. Enjoying the storyline.  Please make savegames compatible between versions... not sure if you have been doing this but I played this last one start to finish.  Was a little boring until I hit new stuff.  Will play from the start if needed in the future, but would like to pick up where I left off if possible.

5. The ending crashed on me when the ufo's started flying by. :(  Here is the output:

Disconnecting...
Client stream was closed
Used inventory slots after battle: 0
Shutdown server: Mission end
Unload the game library
music change to karlmacklin_geoscape (from PsymongO6)
Shutdown gametype 'Campaign mode'
music change to van_theme (from karlmacklin_geoscape)
Didn't find parent window "main" for window push of "popup_tipoftheday"
music change to van_theme (from Crystan-WinGame)
change music to Crystan-Credits
Error: Received signal 11.

Oh, I play in OpenSuse 12.1 on a ASUS P4T mobo w an AMD Athlon 64, 2GB.

6.  Overall very bug free, but did have a few times when the alien would duck himself right off the map and I couldn't hit him.  Only solution was to retry the mission.

I think you're headed in a good direction with the game.  The story has potential and enjoy the writeup's in research.  I'm not sure if I finished early because I noticed that the supply ships where disappearing and reappearing in the same spot, so I sent a few fighters to search like I used to do in UFO:Defense, and sure enough it popped up.  Wasn't finished researching everything yet though.

Thanks again, for the great work. 

Battlescared

85
Discussion / Re: Is sniper still useless? [2.5]
« on: May 13, 2012, 02:42:17 am »
I kept 3 snipers on every team.  Death from afar.  The only question was whether anything would be alive by the time my assault troops got in range.  Snipers are deadly on small maps with snap shot.

86
Linux / Re: SuSe 12.1 Issues
« on: April 27, 2012, 08:05:11 pm »
I found the text solution:

"make lang"

Forgot that step.  Thanks again.  Will post any other issues that come up, so far so good.

87
Linux / SuSe 12.1 Issues
« on: April 27, 2012, 07:37:08 pm »
Hi guys,

I'm trying to get UFOAI to run under SuSe 12.1 and having a few issues.  First, I did have to create an extra sym link to get it to compile:

sudo ln -s /lib/libm.so.6 /usr/local/lib/libm.so.6

I also had to create the symlink described on your SuSe WIki as well.

It seems to be running fine, but I'm getting some missing links in data and not sure how to proceed.  I think they're all related, but the first noticeable one is that all the text is gone from the ufopedia and during the into sequence, all I get is intro_sentance1, intro_sentence2, etc...  I vaguely remember something similar when I setup 2.3 a while ago, so I'll check the forums for something, but I'd appreciate an answer here so there is a one stop thread for SuSe issues since I seem to be the first.  Thanks much and I do appreciate all the hard work you guys pour into this game.

Battlescared

P.S.  Here is the output from game while running.  I'm not sure if the messages  of the missing maps are normal or if there is something I need to do to correct that as well.  I haven't gotten to the battlescape yet.

Code: [Select]
~/Games/ufoai24/ufoai-2.4-source> ./ufo
---- endianness initialization -----
found little endian system
 
---- filesystem initialization -----
Adding game dir: /usr/local/games/ufoai/base
Adding game dir: ./base
Added packfile ./base/0base.pk3 (15 files)
Added packfile ./base/0maps.pk3 (740 files)
Added packfile ./base/0materials.pk3 (57 files)
Added packfile ./base/0media.pk3 (11 files)
Added packfile ./base/0models.pk3 (1725 files)
Added packfile ./base/0music.pk3 (46 files)
Added packfile ./base/0pics.pk3 (1056 files)
Added packfile ./base/0shaders.pk3 (37 files)
Added packfile ./base/0snd.pk3 (354 files)
Added packfile ./base/0textures.pk3 (1767 files)
Added packfile ./base/0ufos.pk3 (109 files)
Adding game dir: /home/mustang/.ufoai/2.4/base
using /home/mustang/.ufoai/2.4/base for writing
executing filesystem.cfg
executing default.cfg
executing config.cfg
 
----- network initialization -------
libcurl/7.22.0 OpenSSL/1.0.0e zlib/1.2.5 c-ares/1.7.5 libidn/1.22 libssh2/1.2.9 initialized.
 
------ server initialization -------
added 8 maps to the mapcycle
 
----- console initialization -------
Console initialized.
 
------- video initialization -------
SDL version: 1.2.14
I: desktop depth: 32bpp
I: video memory: 0
I: Available resolutions: 1680x1050 1440x900 1400x1050 1280x1024 1280x960 1152x864 1024x768 832x624 800x600 700x525 640x480 512x384 400x300 320x240 (14)
I: video driver: x11
I: setting mode 0
I: set multisample buffers to 0
I: set swap control to 0
I: 1680x1050 (fullscreen: yes)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 0 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 9800 GTX/9800 GTX+/PCI/SSE2/3DNOW!
GL_VERSION: 3.3.0 NVIDIA 290.10
GL_EXTENSIONS: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distanc GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
found GL_ARB_multitexture
found GL_ARB_texture_compression
found GL_ARB_texture_non_power_of_two
using GL_ARB_texture_non_power_of_two
found GL_EXT_texture_filter_anisotropic
found GL_EXT_texture_lod_bias
found GL_ARB_vertex_buffer_object
using GL_ARB_vertex_buffer_object
max vertex buffer size: 1048576
found GL_ARB_fragment_shader
found GL_ARB_shading_language_100
GLSL version guaranteed to be supported by OpenGL implementation postfixed by vender supplied info: 3.30
found GL_###_framebuffer_object
using GL_ARB_framebuffer_object
max draw buffers: 8
max render buffer size: 8192
max color attachments: 8
found GL_###_draw_buffers
using GL_ARB_draw_buffers
max supported vertex texture units: 32
max supported lights: 8
max texture units: 4
max texture coords: 8
max vertex attributes: 16
max varying floats: 60
max fragment uniform components: 2048
max vertex uniform components: 4096
max texture size: detected 8192
...but using 2048 as requested
Using low resolution globe textures as requested.
R_LoadProgram: 'world_low' loaded.
R_LoadProgram: 'model_low' loaded.
R_LoadProgram: 'warp' loaded.
R_LoadProgram: 'geoscape' loaded.
R_LoadProgram: 'combine2' loaded.
R_LoadProgram: 'convolve3' loaded.
R_LoadProgram: 'atmosphere' loaded.
R_LoadProgram: 'simple_glow' loaded.
SDL_ttf version 2.0.9 - we need at least 2.0.7
 
------- sound initialization -------
SDL_mixer version: 1.2.11
... requested audio rate: 44100
... driver: 'pulse'
... audio rate: 44100
... audio channels: 2
... loaded ogg vorbis support
 
------- input initialization -------
0 possible joysticks
no joystick found.
Allocate 3 megabytes for the ui hunk
 
----------- parse scripts ----------
56 script files
...  0: extension
...  1: headgear
...  2: right
...  3: left
...  4: backpack
...  5: belt
...  6: holster
...  7: armour
...  8: floor
...  9: equip
53 ui script files
Shared Client/Server Info loaded
...108 items parsed
... 31 damage types parsed
... 32 equipment definitions parsed
... 10 inventory definitions parsed
... 22 team definitions parsed
executing keys.cfg
Warning: Empty description for UI keybinding: hudinv.bt_exit (i)
Warning: Empty description for UI keybinding: hud_alt.showinventory (i)
Warning: Empty description for UI keybinding: hud_mini.showinventory (i)
Warning: Empty description for UI keybinding: ahudinv.hideinventory (i)
Warning: Empty description for UI keybinding: hud_nohud.showinventory (i)
Warning: Empty description for UI keybinding: radarwindow.closeradar (HOME)
Warning: Empty description for UI keybinding: radarwindow.closeradar (h)
music change to van_theme (from PsymongN3)
74 static models loaded
CL_LanguageInit: language settings are stored in configuration: en
...using language: en_ZW.utf8
SDL_ttf version 2.0.9 - we need at least 2.0.7
...registering 13 fonts
----------- game modes -------------
added _Multiplayer
added _Full Campaign
added _Simple Campaign
added _Skirmish
added 4 game modes
====== UFO Initialized ======
=============================
Switch grab input off
Change gametype to 'Campaign mode'

--- save subsystem initialization --
added campaign subsystem
added base subsystem
added research subsystem
added hospital subsystem
added market subsystem
added employee subsystem
added aliencont subsystem
added aircraft subsystem
added alien base subsystem
added interest subsystem
added installation subsystem
added mission subsystem
added ufostores subsystem
added production subsystem
added messagesystem subsystem
added stats subsystem
added nations subsystem
added transfer subsystem
added xvirate subsystem
added messageoptions subsystem
Com_ParseBlock: unknown token 'robot_base' ignored (robot_base)
Com_ParseBlock: unknown token '7500;' ignored (7500;)
Com_ParseBlock: unknown token 'robot_rankbonus' ignored (robot_rankbonus)
Com_ParseBlock: unknown token '0;' ignored (0;)
Com_ParseBlock: unknown token 'admin_robot' ignored (admin_robot)
Com_ParseBlock: unknown token '150;' ignored (150;)
Com_ParseBlock: unknown token 'robot_base' ignored (robot_base)
Com_ParseBlock: unknown token '7500;' ignored (7500;)
Com_ParseBlock: unknown token 'robot_rankbonus' ignored (robot_rankbonus)
Com_ParseBlock: unknown token '0;' ignored (0;)
Com_ParseBlock: unknown token 'admin_robot' ignored (admin_robot)
Com_ParseBlock: unknown token '150;' ignored (150;)
Campaign data loaded - size 696368 bytes
...techs: 200
...buildings: 16
...ranks: 16
...nations: 8
...cities: 456

Sanity check for script data
...buildings ok
...tech ok
...aircraft ok
...items ok
...... city 'agartala_tripura' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'austin_texas' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: village, Coast: false)
...... city 'bogor' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'bogot_' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: western, Population: urban, Coast: false)
...... city 'chennai_tamil_nadu' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: oriental, Population: urban, Coast: true)
...... city 'chittagong' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'c_rdoba' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: urban, Coast: false)
...... city 'denver_colorado' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: urban, Coast: false)
...... city 'hai_phong' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'hanoi' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: false)
...... city 'johor_bahru_johor' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'kaohsiung' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'kolkata_west_bengal' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: oriental, Population: urban, Coast: true)
...... city 'makati_city' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'manila' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'mexicali_baja_california' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: urban, Coast: false)
...... city 'monterrey_nuevo_le_n' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: village, Coast: false)
...... city 'naypyidaw' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: false)
...... city 'quezon_city' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'san_antonio_texas' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: village, Coast: false)
...... city 'singapore' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...nations failed
music change to Crystan-Geosphere03 (from van_theme)
change music to PsymongN5
change music to Crystan-IntroSad
change music to space
change music to van_geoscape
Shutdown gametype 'Campaign mode'
music change to van_theme (from van_geoscape)
Wrote config.cfg.
Wrote keys.cfg
recursive shutdown

EDIT: Removed wall of text into the code block. Learned a new trick today.  :-[

88
Discussion / Re: swapping aircraft between bases
« on: July 10, 2010, 01:20:14 am »
Sell it and buy it back in the new base.  I haven't tried it, but I don't see any difference in the buy/sell price, so that should effectively transfer it to the new base.

89
Tactics / Re: Reaction Fire
« on: June 29, 2010, 11:54:12 pm »
In most cases that will work pretty well. Sometimes it really doesn't since aliens are suicidal bastards. E.g. what good is hiding behind a corner with no working RF if an Ortnok just closes in on you and finishes you off with a brutal head-butt. ;-)

I have not really seen this.  More times than not, those guys walk up to me and find me in the same spot they were trying to get to, and when they get there, they have no TU to fire with, so they just turn around and walk away.  POP!  One dead alien.  That's the tricky part, trying to position yourself somewhere they want to go just far enough ahead to be waiting for ambush.   Then you don't have to rely on reaction fire, you have the advantage on the next turn.  Realizing that, yeah, they are suicidal, and quite dumb, makes it a little easier to predict where to set yourself.

And a little bait now and then helps too :)

90
Tactics / Re: Reaction Fire
« on: June 28, 2010, 10:32:09 pm »
I wasn't sure, Homunculus, so I just decided I would try to learn to fight without it.  I relied on it all through the XCom series and most games like this, but I decided I wanted to learn some new tactics.  So far I have no issues with RF and I'm not having trouble beating the enemy without relying on it.  I have killed an alien recently with it, and man was I surprised when it happened, so it does trigger eventually, but nothing I would rely on. 

What I tend to do is set my snipers up for long range firing and let them draw some enemy fire while I send the forward troops around the flanks.  If they get hit, I heal them up and go back for more.  It's nerve wracking getting so close and personal with them sometimes, but it's fun and feels good to dump a clip into them at point blank.

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