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Messages - shag

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Bugs prior to release 2.4 / Re: Soldier Stat Increase System: ABILITY_SPEED
« on: February 05, 2012, 10:41:30 pm »
I haven't checked to see if the numbers match, but in my playing I noticed that the Speed ability is not increasing (or very very slowly). It's as if it's just a given when hiring a soldier, with no chance of improving.

I actually search for 'speed bug' first before arriving on this thread :)

So from this thread and from the code I see speed experience _IS_ gained, only very slowly (or, more accurate, it translates into very slow increase of speed ability). What would be a good rate of speed ability growth is when you start to be able to use Nanocomposite Armour your most experienced soldiers (those from the start of the game), should have about the same TU's (with nano armour) as they had at the start of the game (without nano armour), with average speed experience growth (so not taking the max gain every mission, but more near 60-75%).




2
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: January 19, 2012, 10:58:38 am »
patch is here, although from my experience with my prev patches it will be in git within the next hour :)

https://sourceforge.net/tracker/?func=detail&aid=3475976&group_id=157793&atid=805244

3
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: January 19, 2012, 10:37:41 am »
Ah found it. Preparing a patch now. I will submit to sourceforge as soon as I check the build completes successfully

4
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: January 19, 2012, 09:54:27 am »
Quote
on topic: i tried to make deb from latest git and i got error missing ufo manual.pdf :)
file i got is "ufo-manual_EN.tex"

Yeah I have seen that too. I went into src/docs/tex and ran pdflatex manually. That worked without problems, and also rebuilding the deb after that went through without problems..

so there's still a small glitch in either
a) the clean (as in that it used the pdf from manual pdflatex run)
b) the build (somehow not building the pdf, or getting into an error running pdflatex, possibly due to sanitized PATH by debuild)

5
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: January 18, 2012, 02:23:54 pm »
Hi! :)

Strange.. after installing the deb and running the game it exited with an error about ui_hunksize being too small.. maybe if the var is defined it still uses it and does checks on it..

6
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: January 18, 2012, 02:12:53 pm »
AMD64 oneiric packages of 2.4-dev are here :

http://www.outrightsolutions.nl/~sander/ubuntu/ufoai/

Built from git from 2012-01-17

I had to make one adjustment to my ~/.ufoai/.../config.cfg, which was created by the existing debian 2.4-dev deb. I had to set ui_hunksize to 4 (from 2). I don't know if these new packages create the right default if config.cfg does not exist, haven't tested that yet..

Have fun!


7
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: January 17, 2012, 05:12:49 pm »
Works mostly fine on my oneiric amd64 laptop w. intel graphics.

1) I had to force install with dpkg --force-depends though, and symlink /usr/lib/libbfd-2.20.1-system.20100303.so to /usr/lib/libbfd-2.21.53-system.20110810.so
2) In ~30 hours of playing I have seen 1 crash in the earth view, and 1 crash in the tactical mode

I am now building ubuntu oneiric packages from recent git. Will post links here when I confirm working game client.


8
Discussion / Re: 50 Hours of Game Design Notes
« on: January 10, 2012, 11:55:11 am »

9) Consider some "intermediate techs". As it stands your tech tree is kind of bare, and the only way to improve your weapons is to jump to a whole new tech. A way to give the player to have something to research, as well as to keep different weapons types relevant as the game progresses, would be to have intermediate techs.


This is something I totally agree with. It is quite bare, considering the amount of time it takes to research new techs compared to the amount of tactical missions a player has to do. Creating intermediate tech will allow to decrease the research time for each tech, thereby increasing the amount of 'milestone reached gratification' moments, which is IMO quite important to keep people interested in the game in the longer run.

It also subtly changes the tactics you can employ in tactical missions, e.g. when shooting takes 2 TU less, the accuracy is slightly better (or worse), blast range increases/decreases etc etc.


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