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Messages - Bonbadil

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I had the same problem on the same map when I played with the stable 2.4. But only once, I don't know how to reproduce it. I managed to kill the ghost with a plasma grenade launcher salvo when I spotted where the shoots came from.

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Discussion / Re: Looking for late-game saves
« on: June 01, 2012, 10:22:31 pm »
If it's still needed, there is my last savegame, just before a crashed UFO mission which made my game hang. For a lot of time there is nothing more than grouped waves of UFOs every week, so I give up.

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Discussion / Re: Is sniper still useless? [2.5]
« on: May 15, 2012, 06:42:29 pm »
3. I am against a simple equation between crouch and better accuracy. Currently, our maps really lack a lot of good cover -- objects that provide defensive firing positions. This reduces the element of cover in the cover and concealment game mechanics. But I hope in the future with more cover in maps, that stance will have more to do with the demands of a particular defensive position than just accuracy. The decision to crouch or stand could have implications on whether the player is more or less exposed and, as a trade-off, is more or less capable of returning fire. In my ideal future UFO:AI, this is a more important calculation than weapon accuracy.
Maybe we could split the "crouch" in two antagonist modes:
- "Take cover" mode: which work as in 2.4 (TU, move and defence) but give variable penalties to accuracy (and maybe add a TU penalty to firing, also),
- "Take firing position" mode: which take a variable amount of TU (almost zero for close, small for assault, very high for sniper (25?)), prevent moving but give bonuses to accuracy (great bonus for snipe, medium for assault and near zero for close) (maybe the accurate shots would be only available in this mode?)
This should answer the snap shot/accurate shot problem of the snipe rifle, pros/cons of the theses modes should be clearer for players and make more difference between close/assault/sniper weapons.
Also, it would be a greater advantage to get around an enemy in firing position to take him back as he couldn't open fire directly without leaving this mode (and lose TU and the mode's advantages).
(I hope my poor English will be understandable, please feel free to ask otherwise.)

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Artwork / hospital icons wanted. (also discussion of hospital)
« on: June 15, 2007, 10:31:36 pm »
Quote from: "XaverXN"
Quote from: "Bonbadil"

The current formulas are :
if not in hospital : newHP = oldHP + 1
if in hospital : newHP = oldHP + 1 + EmployeePower * 10 / 100


What, the number of people currently being treated is irrelevant? In other words, 10 soldiers are healed as quickly as one, with say, one medic at work?

Yes. From what I see of the code (and understand :) ), the number of medics is not used, and the number of people currently being treated is irrelevant.
I would like implement this, but we must first find the correct formula. Maybe a medic could look after 5 employees (newHP = oldHP + 1 + EmployeePower * 10 / 100), the others employees at hospital will heal slower (newHP = oldHP + 1 + EmployeePower * 5 / 100) and the wounded employees not at hospital will heal as now (newHP = oldHP + 1).
For the last case, we cound think about lose of skills, also.

5
Translating / Searching translators
« on: June 10, 2007, 08:07:51 pm »
Hi zark,

There are 5 french translations waiting for a volonteer if you want :D there : http://ufoai.ninex.info/wiki/index.php/List_of_msgid/Equipment
I think it's the last ones... in french for the moment.

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Artwork / hospital icons wanted. (also discussion of hospital)
« on: June 10, 2007, 12:16:37 pm »
Another point we should think about is the influence of the number of hired medics on the speed of healing of employees.
The current formulas are :
if not in hospital : newHP = oldHP + 1
if in hospital : newHP = oldHP + 1 + EmployeePower * 10 / 100

We can also think about the lost of skills, ability, maximum HP or morale if a wounded employee is not admit in the hospital and healed by a medic...

7
Artwork / 2D Art
« on: June 07, 2007, 01:22:33 pm »
Quote from: "Winter"
Quote from: "blondandy"
I think the ideal research screen, would look, erm, technical, but actually be quite a simple interface.

Someone (on IRC, I think) cited this
http://www.optisch-edel.de/fo/screenshots/research.jpg
as a good example.


Bloody hell. That kind of interface would make me scream, shut down the game and flee in terror. It's about as opaque and confusing as you can get. It overloads new players with useless information and presents it in an extremely confusing manner. I don't think it's a very good piece of interface design.

You should try it before (http://www.freeorion.org/), because it might seem confusing, but it doesn't in reality ! I have use it, and I really think it's a great interface.
And the research queue is a blessing :)
I will try to find a better screenshot, more representative...

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Artwork / Alien blood
« on: May 31, 2007, 04:41:46 pm »

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Feature Requests / Corrupted Dates & Times in CZECH Localization
« on: May 14, 2007, 01:26:26 pm »
Quote from: "iX"
How I can contact CZ translator? :D

You can check here http://ufoai.ninex.info/wiki/index.php/Available_translations and PM them on the forum or leave a word on their personnal discussion page on the wiki, maybe.

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Me too :)

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Hello everybody.
I'm in the same case that Patola, but I'm under Windows 2000. And my 3 first and only savegames since I discover this good game never work.

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