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Messages - Atanase

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1
Bugs in development version (2.6-dev) / Problem in the logic of the game
« on: December 10, 2019, 05:20:36 pm »
Hello,

I have 14 living aliens in 3 bases with Alien Containment.
As it is enough for the research, my 3 more bases don't have that facility. Why must I pay for a useless facility ?
Unfortunately, during one operation, my sniper didn't kill an alien but just stunt it.
When my Firebird returns to its base the system says that there is a problem with this stunted alien.

I can't kill the alien.
I have no time to construct an Alien Containment.
I can't reroute the Firebird to another base with Alien Containment, no space in the Dropship Hangar.
So I can do nothing.

The only way I found is to save the game, patch the saved game directly by hand and reload. It is not very nice.

I think that in this case, it could be good to have the choice to kill the alien in the Firebird as we can do if we have an Alien Containment full.
Or directly the system could kill it as it do for the first alien before the research of breathing

2
Discussion / Finding Alien Base
« on: December 09, 2019, 07:59:41 pm »
Hello,

If I remember correctly, in the original version of UFO, it was possible to send an Interceptor to the last known position of a UFO when he disappeared and to do some research on an alien base.

Now, that does not seem possible, so how can I find a base?

I found one just because it was between my base and the site of a crash, so the transport flew over the base by chance.

3
User modifications / Caracteristics of weapons
« on: December 03, 2019, 11:05:43 am »
Hello,

I would like to create new weapons more realistic and near of the actual weapons used by the soldiers now. For this I need to understand some parameters in the  "weaponsxxx.ufo" files.

Is somebody able to answer these questions ?

What does the 'shotorg' parameter represent ?
What is the meaning of "crouch" in this context ?
How thick, or number, is the value of 'throughwall' ?
As a normal soldier use 2 TU to walk one square, what is the "size" of this square. How many squares represent a "range" of 20, 100, 250 ?
What is (or in what .cpp file can I find) the formula that is used to calculate the effectiveness of a shot according to the distance, the dispersion of the weapon, the accuracy of the shooter, his skill in the weapon used, etc ...

Thank you in advance for your help.

4
J'ai trouvé quelques petites surprises dans la dernière version (2.6-dev). Ce ne sont pas des bugs au sens propre mais d'étonnantes différences de comportement du jeu.
Je vous en livre une ci-dessous en espérant que la forme vous amusera. Si cela vous convient, je posterai très bientôt mes remarques sous la même forme.
L'anglais n'étant pas ma langue maternelle, c'est Google qui a effectué la traduction.
Bonne lecture.

I found some small surprises in the latest version (2.6-dev). These are not bugs literally but amazing differences in the game's behavior.
I give you one below hoping that the form will entertain you. If it suits you, I will post my remarks very soon in the same form.
Since English is not my mother tongue, Google has done the translation.
Good reading.

------------------------------------------------------------------------------------------------------------
From: Philibert Dugenou, chief accountant of Phalanx units
To: Atanase Rigel, Commander-in-Chief of the Phalanx Structure

My commander,

In my free time, I allowed myself to conduct a quick audit of our production conditions in their financial aspect.

I am sending you the elements that I discovered as well as my conclusions and recommendations through the example of the manufacture of a Laser Turret

Production time of a laser turret: 1500h
For a team of 10 engineers: 150h

The monthly cost of an engineer is: 575 credits, or 3.6 credits per hour worked.
The manufacture of a laser turret therefore amounts to: 3.6 X 150 X 10 = 5,400 credits

To this must be added the cost of maintenance of the workshop, 3,200 credits per month, or 4.5 credits per hour, or 675 credits for the 150h manufacturing of the turret in question.

If we consider that the cost of the raw materials required for this manufacturing is about 20% of the personnel cost, that makes us about 1,080 additional credits.

The manufacture of the turret is therefore up to us:

Raw materials: 1,080 c
Rooms: 675 c
Staff fees: 5,400 c

A total of: 7,155 c

I will mention the cost of storage of the turret only for memory but this cost is added to the total in good accounting.
Likewise, I will not take into account the research and development costs necessary to design this weapon.

In short, if we want to get into our fees, we would have to sell it for a minimum of 7,200 credits.

The selling price on the market being 9 000 credits we could think that we realize a very small profit, which would not be a bad one if it were true.
But a sum of 10,000 credits, equivalent to that of buying on the market, is billed to us each time.

So, instead of winning
9,000 - 7,200 = 1,800 credits
we lose
9,000 - 10,000 - 7,200 = 8,200 credits

Having no counterfeit money printing shop hidden in a corner of the base, I have to tell you frankly, sir, that we are going to ruin in the near future.

You could argue that this kind of turret is not on the market, but I'm still wondering who is going to get those 10,000 credits.

These commercial practices, which I will not hesitate to describe as "dubious", are in effect for all the products we manufacture.

At first, it is essential to NEVER make ourselves what we can buy.

Your predecessor used to have various items made in good time and resell them in order to improve our finances. This practice is therefore to be avoided.

Respectfully yours.

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