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Messages - Watered_Down

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Discussion / Re: Impressions after playing the latest nightly
« on: January 29, 2012, 12:57:36 am »
Two days ago we made a small but significant change to the math that determines how many UFOs are spawned. We're still testing it to make sure we haven't disrupted game balance elsewhere, but if I did everything right the player should see about 1/4 the number of UFOs in a given time frame.

We'd love for more people to download the latest nightly to help us test before 2.4 is released. There's probably still a lot of fine tuning to be done in our next development cycle, but our priority for the moment is to bring the number of missions back under control.

THANK YOU! I have been playing for at least a hundred hours and am just in start of August, downloading the nightly builds every week or so. After installing the latest, I went three whole days without seeing a UFO right away! Previously it was rare to go 12 hours without at least one. So, after three days, one spawned in Asia (shot down) and a few hours later another fighter spawned in USA, but it landed quickly. If anything interesting happens with spawning I'll post here.
I saw in the code changes that you guys tried to fix the bug I got frequently, which was the white cone appearing in the map and stopping pathfinding. I just played two battles and didn't see it happen.
Also, I agree with what Trashman said about alien materials and what Antkatcin said about not being able to pick your base defenders (its been said before). Perhaps these are two relatively straightforward code changes that could be tried for the next release? I read the previous discussion where the original designer of the way UFOs spawn debated the new guy who had outlined a way for UFOs to react to how well the player interrupts them (can't find the thread atm). I think it's true that the world's military/political reaction to the aliens should be fleshed out more, and then that would impact future revisions of how UFOs spawn and soldiers/cops doing their darn jobs and helping out on the battlefield (or not).  :)

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Design / Re: New, minimalistic battlescape HUD with transparency
« on: January 19, 2012, 10:23:04 pm »
MCR, this project looks really interesting, but I guess I have to ask a stupid question...where's the download link?

 :o

Thanks for your work.

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Discussion / Re: How do skills and attributes work?
« on: November 16, 2011, 04:34:32 am »
Aldato, thanks for your input on this, I had a similar question...Not knowing too much about the code in original X-COM, but does anyone know if this set-up is close to how that game worked? Thanks

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Hi guys, I am a long-time lurker, first-time poster...I played X-COM back on the PS1 when it first came out and I dominated the game after much practice...I played UFO AI last Spring and it was pretty cool, really incredible how much work must be involved to make it.... but it ran quite slowly and the reaction fire feature simply did not work, causing me to get slaughtered. Then I read that a bit later in the game time, UFOs would appear way, way too frequently and the game got really tedious. So, it looks like the October update was a big one and I would appreciate any advice about if these issues have been resolved.  ::)

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