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Messages - Ufozook

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1
Feature Requests / Re: Variable Smoke Persistence
« on: February 15, 2018, 09:48:56 am »
Thanks, I understand now.

Hmmm, what about shrinking it then?

2
I've uninstalled 2.5 and the problem seems to be gone. Thanks!

3
Feature Requests / Re: Variable Smoke Persistence
« on: February 14, 2018, 02:02:14 am »
Easy in bulletpoints is not necessarily easy to code. Have you considered the performance cost of that operation?

Just out of curiosity - where's the performance hit?

4
Mapping / Re: How to start mapping
« on: February 13, 2018, 09:24:56 pm »
Six years later, same problem. The Mapping section does not cover the distinction between bsp, map and ump files, or at least not where I could find it so far. Downloading the map file from the link above gives me ufoai-2.4-mappack.tar.bz2, which sounds like it's a bit outdated.

5
Windows 10, 2.6 (version from about a month ago)

In my campaign game, I recently built a new dropship and transfered empty it to a new base. About that time I noticed that my Dragon and other dropship in Dammam HQ have two health bars in the Aircraft menu. When I click on a soldier to assign or unassign, the game gives me a "Error. Enter Debug Mode?" message, but I can return to the screen and slowly, one by one, make my selection. The problem persists and it's pretty unplayable that way.

Savegames and logfile attached.

edit: the forum doesn't allow .rar files. Please rename the attachment to campaign.rar to unpack.

6
Feature Requests / Variable Smoke Persistence
« on: February 13, 2018, 11:09:03 am »
First, congrats on bringing one of the best games ever back to life. Especially the maps are stunning.

Secondly, I've read a few ideas concerning smoke, and why they're all requiring a large time investment (i.e. are not likely to happen). At the same time, smoke is such a powerful tool that it's probably the most important factor in a fight. I think there's one idea that should be not too complicated to implement and make the game slightly harder, but more realistic and interesting because of less predictability:

Currently the entire smoke cloud is treated as a single entity. All affected tiles are covered for three turns. Why not randomize smoke dissipation per tile?
- On the first turn you'd get the full benefit, just as now.
- On the second turn, each tile would have a small chance (perhaps 15%) of dissipation.
- On the third turn, each remaining smoke tile would have a large chance, say 70%.
- Those few tiles not dissipating after three turns would be covered for a forth turn.

One of the most useful tactics in UFOAI is stepping out of the smoke cloud to spot aliens, then have the rest of the gang, safely hidden in the cloud, open up with all guns. At enemies they can't even see themselves. Variable Smoke Persistence would make that tactic still possible, but suddenly very dangerous.

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