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Messages - Brasher

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1
Discussion / Re: Feedback 2.3
« on: November 15, 2010, 04:31:46 pm »
Understand I meant no offense; don't take my post any where near being a hostile review, please.  I'm rough around the edges, but this is completely a compliment.  Maybe I should have made it more clear the issues I mentioned are well known and are constantly being worked on which is why I praised every one involved on effort.  This game has made my year.  Out of all the games I have (Fallout, BF, CIV, and many more) you’d see me playing UFOAI the most. 
As far as Greever, it was late and you're right, I should have used a little more tact.  Reading my post again, it seems more like I singled him out, but there are others that I've seen having a tendency to shut people down in the forums, as well, with a manner that could harm publicity (this includes new people, young people who show an interest in this genre which is amazing as I thought this style of game play phased out of recent generations with the common ADD style need for instant gratification through the multitude of modern-day crappy games).  It's a personal peeve of mine.  My intent was to hopefully jolt some one out of the mundane (or what ever) which seems to have tainted their creativity and sincerity, not bash them as I believe they have been key players in the success of UFOAI, attitudes aside.  “Shudafukup” is quite different than STFU; it is impossible to express connotation via text, but if you were to have heard me speak it, it carried a light-hearted and playful tone.  I urge all of you to encourage people’s creative thoughts and let them down gently if a proposed idea is a bit too far-fetched or not possible.  Don’t forget you were “like that” at some point lol.
I’m looking into helping out with the maps, you totally got me stoked.  The only reason I haven’t contributed to this point is because I was worried about the old saying, “Too many cooks spoil the soup”, but if this area needs help enough for you to ask then I’m there and would love to support where I can.  I’ve never been a part of an on-line project like this; do you have a link to groups with a leader for certain tasks that I could get in touch with?  I get lost in your forums.  As an outsider, things look chaotic to me and I’m a bit intimidated… I’m old and accustomed to a structured chain of command lol.

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Discussion / Re: Feedback 2.3
« on: November 15, 2010, 05:22:52 am »
Hi guys, I stopped playing this for a while but downloaded it again last month and damn... it's still awesome!  Can't wait for the new elements you guys are working on.  Daddy wants some heavy armor.

Pros: 
Reaction-Fire... (this would have been on the list for cons a while ago).  What ever you guys did, it actually works worth a damn.  The last time I had UFOAI on my PC, I stopped using RF after the first mission when aliens pranced across my whole squad's LOS (who all forgot they were supposed to do something), popped off a few shots, did a moon-walk to the quick-mart around the corner while singing Michael Jackson's "Thriller" and grabbed a case of bear for the trip back on their next turn.  Mouth gaping, I swore "Reaction what?  Never... again..."(as I had seen the hundreds of complaints about it and its lack of any kind of effectiveness)  Out of curiosity i decided to try it (since it had been a while) to see if anything had been changed.  An evil grin spread across my face as an alien rounded the corner on his turn and was greeted with a hail of bullets.  THANK YOU soooo much.

Effort: You guys have all put so much effort into this project and continue to for all of us to enjoy.  I personally thank you, you brought the kid out of me again with this game.  To this day, the X-COM series is my all-time favorite and this is right up there with them in my book with it's own unique elements.  Keep up the awesome work you bad@sses.

Everything else not mentioned below: Outfrickinstanding.  Daddy like.

Cons:
UFOpedia: Extreme lack of luster.  Don't get me wrong, it's well written and flows with the story-line, but the lack of a large, sweet looking image of the research just makes it dry and uninteresting to review.  Hell, I used to check out old reports in X-COM often during a game no matter how many times I beat it (even the autopsy reports were cool), but I actually found I had to force myself to read UFOAI's research reports.  I almost feel I'm being punished for finishing the R&D, boys.  5 days and 375 UFO incursions later and I'm just not excited tenough to bother reading the plasma rifle or autopsy report.  It's a shame too because whoever wrote the 'pedia and put all that effort in was almost in vain.  It's bad when even just throwing up an animated picture of Starwars Kid in the top corner of every report could make it more interesting to browse.

A.I.: I'm sure it's a monster to program, but good god... as an X-COM veteran, your AI is effing retarded.  It is predictable and not too bright, and on many maps they congregate like cattle near key locations (especially base def).  What's worse is you compensate this by making them unnaturally beefy, like what the rage-quitter mentioned in earlier posts.  Granted, he struck me as having absolutely no strategic talent if he had that much of a problem, but it's obvious what's going on when the naked Tamans suddenly can take some serious punishment with a coke and a smile after researching plasma.  Compensating poor AI with exponentially accumulating, god-like stats does not present a challenge, its just poor programming border lining the ridiculous.  I can buy them becoming sharp-shooters due to the hive-mind learning curve according to the story, but health?  How does connected intellect explain learning how to take a burst of point-blank plasma fire after losing a few of the collective to ballistic rifle fire?  (Might be another con then, weapon Imballance?)  A 98 pound Tamon in his undies is still a 98 pound Tamon even if the over-mind he's connected to tells him he's a 12 ton armored elephant thats eats plasma for breakfeast.  I wish I could offer you a solution but I'm not a programmer, it's just blatantly absurd as it is.  I, too, have had Ortnoks take pot-shots at civilians across the entire map when I have a troop 4 meters in front of it armed with a sword and a dirty look.  Not only was my troop an immediate threat, but was what I thought to be an easier target than some idiot 10 clicks away behind 4 fences and some hay.  I've also noticed Aliens force-firing at targets like civilians or my troops when they have absolutely no LOS in that direction whatsoever, and they aren’t going berserk when this happens.

UFO Spammage:  The frequency of the UFOs paying a visit... holy piss.  Hopefully that is WIP, quite a popular topic.

Maps:  Farms and Oriental districts come up way to often and are too boring for their frequency, especially when you take into account the above mentioned spamming.  Some days I play about an hour and go, "Fu#$ this, not up for the grind today."  Ugh, just thinking about another forest mission right now makes me want to drive my head through a wall.

Variety:  In essence, the lack there of.  A year into the game and I am sssssssooooooo sick of Tamons and Ortnoks I could club a baby seal.  The great thing about a "story line" is you can modify it, change it, add things, take away things, whatever, to make it better- more enjoyable... for the game's sake this is a must.  Keep in mind you guys doing all the work on this project:  Stop slapping down ideas from all these creative people flooding in to support your game, I've seen allot of things that could greatly improve every aspect of this game.  As it stands right now, the game gets unbearably monotonous.  MORE weapons, MORE enemies.  On the topic of weapons, you have too damn many useless secondary weapons that really aren’t even handy in the beginning of the game let alone later on.  I see that there MIGHT be some new armors introduced which means you have a prime opportunity to enhance the game with some shiny new gnarly $h!t. (GREAVER I have seen too many posts from you stating "it doesn’t go with the story line... it doesn’t go with... it doesn’t..." shuddafukup.  The game aint done yet, the story-line CAN be MODIFIED to accommodate better game-play which is equally, if not MORE important.)

Fuel:  yea, there isn’t much point in making the advanced aircraft.  Why spend lots of money and waste allot of resources to get an aircraft so you can take on the harvesters and prevent them from landing when you need them to land so you can get the fuel to be able to take on the harvesters... yea... doesn't really make sense considering how long it takes to disassemble a fighter for the drop of antimatter they give does it?  Did any of you take into account how many damn UFOs visit during a 24 hour period, let alone 500 frickin hours?  Some one failed beyond epic on this.  The idea of technological advancement is to ADVANCE.  Getting a Firestorm and Avenger in X-COM was a wonderful time.  Getting the starchaser and other craft in this is painful and irrational.  I could get 1-4 ufos down with advanced craft's tank in this but with absolutely no point or end-game when letting them land or using Stilettos would have been as rewarding if not more.  I'm really hoping you make an attack transport, BTW, hopefully one that resides somewhere near the realm of economic.

Civilians:  steeeeewpeeeed eeedeeots.  So stupid they often run to aliens for shelter, or towards a gunfight... I must have missed that in the story-line Greaver, did the people of the future become incredibly dumb due to red-neck inbreeding and playing with Chinese lead-painted toys?  Why don’t they panic and run hiding like the aliens after being shot at?  Can you not program them to lose morale if they are the target of gunfire and/or within a radius of an alien?  How about when phalanx troop is in their sight they head to them or something, maybe even being able to take over their actions if you get within a radius (as if your troops were telling them what to do)?  I make it a priority to have cattle prods ASAP, and NOT for the aliens, hell no.  Its for the idiots I’m sworn to protect blocking doorways and stairwells for 10 turns.  How about a "restrain civilian" option when standing next to one that puts them down?  Their avatars crack me up too, aliens landed and the chicks pose with a hand on their hip like they gunna chew some @ss out of their man cuz they caught him cheatin'.  Where is the arms flailing, cowering, screaming, pant soiling, and lamentation of de women?

Soldier Skins:  I get sick of the same 8 heads, some with glasses some without.  I’m hoping you're adding more variety there.  Out of curiosity why do most of them all pop up with Asian names every game I play?  Are they the expendable race of the future ROFL?  The US gives me all their Asians, Africa gives me all theirs, Europe and so on every time.

The chick's death screams still sound like a chipmonk being punted over a field goal by a line-backer.

3
Discussion / Re: crouching down
« on: November 14, 2010, 10:58:44 pm »
Beautiful explanation of the difference between precision and accuracy.  Darts was a great example.  Reminds me of when I play drunk.  my precision is still good with my grouping but accuracy is way off heh.
P.S. - Just one last thing about language, something kinda funny:  You might be surprised at how the phrase "Let's go smoke a fag" in the UK is a harmless, casual thing to say when taking a break from working on something, but if spoken here in the United States where I am, it has a totally different, nasty meaning, one that can make people call the police to come arrest you if they think you're really serious.  (I'm not kidding, it can really get you into trouble here!)
Not to get too far off the topic but it's my understanding the term "fag" originated during the World War.  The Nazis were known for setting ablaze homosexuals, chain-smoking them (like cigarrettes).  It became a joke amongst infantry, one bearing extremely negative conotations about homosexuality, basically saying that the only thing a homosexual is good for is being "smoked like a fag".  Being that my friggin country is wussing itself into a pansey-@ss, "I'm a victim", double-speaking social state, it's safe to say that yes... saying "smoking a fag" in the wrong company can get you into some trouble.  Now, am I against homosexuals? No. Infact I have a couple gay friends and I call them ag-fays and much worse all the time.  I also despise America's recent, cancerously spreading demand for politically correct bullcrap.  I'm ex-military and speak my mind with little to no remorse, but when I learned where this phrase came from, I cringed and tend to use it less often.  It's almost worse than saying ni....  the "n" word, because with it, it carries with it all the horror of burning people alive through narrowminded, hatred brought on by an extreme superiority complex and so much more.
Just a little FYI.

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Discussion / Re: Killer Download Speed...
« on: June 18, 2010, 10:55:52 pm »
Well crap, I can't wait any more.  Starting the download now, hopefully it will be successful while I'm at work.  12 hours of graveyard shift ahead of me and this is all I'm gunna be thinking about lol.

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Discussion / Killer Download Speed...
« on: June 18, 2010, 03:36:02 pm »
Holy she-male cows of India, 8 hours to download latest version?!  Do you guys have a faster mirror or is SF it, cuz I'm only able to download at 18 KBS from the Forge.  Also, that advertisement never goes away and the download doesn't initiate on it's own.  I have to use the "direct link" or "choose mirror" button at the top... all take the same 8 hr 45 min.

6
Discussion / Re: Fuel Pods are they worth it?
« on: June 13, 2010, 07:07:23 pm »
Well crap, I'm sticking my foot in my mouth now, yea they're pretty pointless.  Who's idea was that, for real?  weigh yourself down to hell for what, only enough fuel to maybe hit Mc Donalds along the way?  EPIC FAIL.

7
Discussion / Re: Production for profit
« on: June 13, 2010, 06:58:05 pm »
This is where the economics of the game are lacking in realism.  The market price for any of the items is going to be considerably higher than the cost to produce, so it makes absolutely no sense that you don't make any profit.  Especially with technology that your own R&D creates, you would patent it and set a hefty price for such advanced and in-demand itmes.  As far as "being employed", no, get a clue.  It's a mercenary group called Phalanx, not a fist full of Burger King employees.  Phalanx is funded by ALL world governments, and not very well considering the services they are providing... to the entire human race.  Do research on mercenary groups and private contractors employed by governments.  Hell, even pharmaceutical companies... you think the creators of Viagra who were (funded by god knows who & how many) don't reap the fruits of their labor?  Most everything is funded by some one, some group, some government, or all of the above, but are still able to benefit from what they are funded to do.  Being prior military myself, I have seen the government pay some outrageous prices for items and services that would run you or I a fraction of what they paid for; like a $600 socket set that could have been purchased right off base at Lowes for much less, or $130,000 to have a new sink put in the dorm bathroom by a Redneck and two illegal immigrants.  F-16s and B-2 stealth bombers fetch a hefty price, so does the latest and greatest weapons fresh on the market at preasent date.  Wtf is Phalanx selling this crap at stock prices for?  Is Phalanx offering their services as charity?  Yes, and they even feed the homeless on the weekends LMAO.  At least give us a tax write-off lol.

8
Once again, I effing LOVE this game and I'm only voicing this because it's the ONLY thing I've found unenjoyable, you guys have done outstanding in all other aspects that I've seen so far, thanks!... BUT...

You guys are making this simple system way too complicated.  In old X-COM games, it was designed with this in mind: both you and the enemy's turn was happening at the "same time", like a span of 10 seconds of combat (when both have moved their turns it completed 1 round).  Reaction fire was made perfectly and logicaly.  It was based on the soldier's reserved TUs vs the enemy's TUs with strength, stamina, and reaction being the modifiers for what took place.  The soldier's reaction stat (quickness) determined how well he responded to a threat first coming into view.  If he had 90 TU reserved he could make 3 snap shots costing 30 TU each in RF.  If an enemy came into view with 91 TUs and the exact same stats, he would not be able to fire yet as it is not in that time frame during the turn. If it popped into view with 90 or lower the soldier would make his first snap shot based on his own accuracy (unlike what i've noticed in UFO AI's system, I have had soldiers and aliens that couldn't hit the broad side of a barn turn into dead-eyes repeatedly in RF).  If the target survived or was missed, it could move to safety or return fire until it's TUs exceeded the soldier's next RF shot (60 TUs); in which he would snap off another.
On that same note, if the enemy came into the soldier's peripheral at 90 TUs, the soldier had to turn 45 degrees to face it , and the enemy's current path would be interupted with the opportunity to respond.  The soldier's Reserved TU's were deducted 1 point for the turn causing him not to have enough to pop off 3 shots (bringing him to 89 TUs reserved), and he could not shoot until the enemy made another move unless his reactions exceeded the target's.

If an enemy came into sight with 30 or less TUs, the soldier was able to wrap off all 3 shots or save the remainder if the first 1 or 2 killed it.  Again, the hit chance percentage was calculated as if you made that exact same shot on YOUR turn, the soldier didn't become a sniping-god-from-hell just because it was "YAY reaction fire time!"  If he had a short range weap, or couldn't aim for spit, it was best not to put him in that situation.  There were times when an enemy was "dug in" on reaction fire and you were forced to find other means of dealing with the problem.  That added excitment, so slap what ever whiner it was who swayed you from doing it like this and please fix it, it's broken hardcore.

Unfortunately, in UFO AI, I have stopped bothering with RF as it is absolutely illogical and worthless.  I've had many an alien waltz across wide open football-sized fields in front of my best troops lined up like a fireing squad with full TU's and varrying weapons, and not have one of them do anything more than smile and wave as it shoots at them and frollicks back to cover... yet the aliens seem to shoot at my troops (with better accuracy than if they were on their turn, almost god-like) with every step taken.  Pistols = 4 shots/steps, rifles = 2 shots/steps, and blasters = 1 shot.  I can't even begin to determine what was programmed for RF, it blows my mind as it appears to even lack consistency.  What's more is some how the alien keeps firing at its target, even if i move a soldier that is in a completely different part of the map.  Its like that alien just fired full-auto with a pistol on my soldier the split second it decided to engage RF... it makes no sense.  You've created a complicated in-game time paradox lol.  To combat this crap I've been hearing about waiting the full TU's to shoot what ever weapon is being carried because it "takes time to check target, aim, and fire, well it's the SAME CONCEPT for rounding a corner on YOUR OWN TURN and taking a shot.  Why should my troop's reactions be better when its on my turn?  TU's are supposed to represent "how much the character can perform in a set amount of time", and the factors governing the actions being taken should apply equally to both sides turns. But, the game is still playable if you modify your tactics to not rely RF for any reason, so if you decide to keep it like it is, oh well.  It just drastically reduces the strategic parameters of the tactical gameplay.

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Tactics / Re: SAM sites and radar: my eyes and my arms
« on: June 10, 2010, 06:25:48 am »
Yea, I feel you on the disassembly time.  I built my UFO yard I think on the same pixel as my production base with 5 workshops and it still takes forever.  FYI, just build sam sites around your workshop bases at four overlapping points and nothing stays in the air.  Radar tower seems like a waste to me, especially in the long run when i research advanced radar.  If you find yourself short on cash, pump out some Aircraft ECM, fast to produce and great for money.  I always have them queue'd in bulk and prioritize additional items above that when the need arises.

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Tactics / Re: Bases placement and type
« on: June 10, 2010, 06:14:00 am »
Making several Production bases is key in the long run.  1st base is usually a hybrid in mid-north of N. America.  The 2nd base I make is in Mid-East with 5 workshops, 1 of each hanger, radar, and storage, but when I first make one, I only make a couple workshops and build up as I aquire the funds.  I also have a transport for troops there for handling business on that side of the world, which later gets transfered to next base.  When completed they start pumping out ECM units non-stop except to make ammo, defense platforms, or disassemble craft, but they're always building ECMs.  3rd base I make is a military one with hangers and troops on the border of Russia And China.  4th is research base on Britain.  Production in middle of Africa, Military in north Australia, and Military in middle of S. America.  If I'm feeling frisky, I'll build my final base in Antarctica as a production facility.

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Tactics / Re: What's your favorite weapon?
« on: June 10, 2010, 05:53:07 am »
Don't underestimate the power of the MG.  I usually have 2 troops packing them even late in the game.   Their demoralizing power quickly cows aliens over great distances even if "O'l Painless" lands only a bullet or two ("We hit nothing").  It's meant to do just that, it's a "support weapon".  Support troops lay down an intimidating wall of lead while the assault troops flank around.  Nothing like watching a few aliens assume the fetal position for a couple rounds while the grunts move in.  On top of that, now and then I run into a batch of aliens lined up like ducks at a shooting gallery just around a corner that all bow down to the power of a single full-auto spray.  Grenade launcher is great for those targest behind stumps, walls and garbage bins, and especially for those buggers dug in like ticks on top of a high building ("Got time to duck?").  The heavy laser, though low damage against armor, has damn good accuracy even over medium to large distance with a 3 round spread.  Sword/pistol combo is my favorite for up-close and personal.  Medkit=must, all my troops have one.  WTF does the smoke grenade do?  I haven't notice any decrease for alien accuracy chucking one in futile attempts at protecting civilians... old X-COM games, smoke grenades were pimp, severely decreasing accuracy and vision allowing for a wide variety of tactical implementation.  In this, they just take up space.  I might as well put a Pepsi can in place of a smoke grenade on my holster.  My troop could at least then enjoy a refreshing beverage after hosing down a cowering Tammy.

12
Tactics / Re: Shooting down UFO's?
« on: June 10, 2010, 05:25:06 am »
Starting out sucks, but I pair up Stillettos, both armed with 1 cannon(or laser) and 2 sparrows.  They can take on scouts and fighters with no loss.  Harvesters will still kick the crap out of them, but I follow them with my transport and let them land for troop exp. and new scenery anyways.  I have found I can target a Harvester with a Stilletto and every now and then it will change course to intercept, so I then bait it to a sam/laser site in this manner.  It takes some micro-managing, but it can save you a dime if you're that desperate.

13
Discussion / Re: Fuel Pods are they worth it?
« on: June 10, 2010, 05:09:16 am »
I personally strap fuel tanks on my transport.  Ive run into days where there are a crap load of crashes and a terror pop-up within several game hours of each other and hit 'em all without having to refuel.  It would other wise have been costly as far as national relations go by wasting time going back for more fuel.  You lose faction the longer events like terror or a crashed UFO is active, especially in the beginning when all you have is the first base.  Just make sure you have pleanty of storage space before the transport returns lol.  I make specialist bases, though, usually one Research and several Workshop bases with 8 troops stationed in case of invasion.  My workshop bases continuously pump out ECM units for profit interupted only by priority work orders like weapons/ammo/ dismantle UFOs(I practically build my UFO hangers on top of em and surround them with SAMs).  The rest of my bases are war posts loaded with aircraft and pissed-off troops split equally across the map to disperse fast and effective air/ground battle.  Just for the hell of it, I build a radar tower in antarctica so the aliens have no where to go un-seen except in the mid Pacific Ocean.  I love 2.3 so far, but there have been no spider bots or any other creatures in my game and I've researched everything.  My alien containment units are full and nothing has happened since the serum was made, so I'm not even sure if anything more is in the game besides Tammys and Green Schwarzeneggers (Get to de Harvestahhhh!).  But I haven't quite dismantled a Harvester yet, maybe everything is pending on that?  It's not letting me use the Plasma Blades even though they're researched, and I'm surprised to not have stumbled over an alien base yet.  Maybe I'm bugged though, I have no idea.  I'm not a programmer, just a huge fan.

14
Discussion / Re: do explosions travel thorugh walls
« on: June 10, 2010, 04:36:44 am »
Just tap the shift button and it will cycle through floor, mid-level and above head on the selected floor lvl.  Works like a charm for grenade launchers, you can air burst their heads right over fences and hedges.  As for destructable terrain, I hope one day some one implements that, it used to be a major tactic for me in the old X-COM series.  Another tip: if there is doors, use 'em.  hitting backspace near a door allows for open/closing (1 Time Unit).  I had fun on an industrial level where a building had a door not far from the doors of a harvester and I had both flanks covered by the rest of my squad while my main character stood in front of the door. Open, fire, close, next turn, repeat and they dont seem to get a clue lol.  Always pack medkits on all your troops.  None of mine die this way, with them in pairs healing each other.

15
Discussion / Re: Halelujah!
« on: May 30, 2010, 01:27:56 am »
I'm running Win XP (not a fan of Vista) with GeForce 7600 GT, Asus MB, and crap load 'o ram.  Forgot to mention my quad-core processesser if that makes a difference.  I was just reading up on the installers.  Don't know if I go with the 1st or 2nd stickey (Win32, or 2.3 Dev).  Is there a noob-tard forum that can set me on the right path here?  All I need is a start and I can figure stuff out from there, just one basic and simple tutorial for monkeys and I can master this on my own without wasting your prescious time from continueing progress on this beautiful masterpiece in progress.  I'm still cramming all the forums and there is alot of stuff, so if you have the "monkey's link" you would spare me many hours and a cronic headache lol.  I feel like I'm back in the military and thrown on an OJT training project.  I'm assuming I should uninstall UFO, download an installer, then reinstall, correct?

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