project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cmmps

Pages: [1] 2
1
Mac / Antimatter transfering problem
« on: December 28, 2017, 12:01:05 am »
Hello dear alien hunters! :)
I'm having a problem on 2.6-dev Nov 25 2017 MacOSX.
When I transfer antimatter to another base, it does not reach the destination. I'm losing the antimatter from the source base and it does not appear in the destination base. Also, when I go for another transfer, the amount of the last antimatter transferring appears in red in the transfer list. I have to quit and load the game again to restore the transfer list.
Any ideas?
I usually play on my Linux box but now I'm using my Mac-Mini. Is this a MacOS bug or a general bug?
Kind regards,
Carlos Santos

2
Linux / Re: Can't compile source with Arch Linux
« on: April 06, 2017, 11:17:31 am »
Hi DarkRain, thanks.

Yes, I tried that parameter from a forum (check 4 messages above) but it also failed. And I do have Lua 5.1 installed under /usr/lib/lua5.1.

Meantime I tried to downgrade the package lua but I could not because I no longer can find 5.1 in Arch repo. A
nyway I'm willing to try to create a folder "5.3" and copy the lua files directly under /usr/lib to that folder and recreate them with symlinks to point to the files on the folder /usr/lib/lua5.1.
For the sake of my system upgrades I shall add "lua" to the "ignore packages" list on my pacman.conf file and avoid further lua updates and "file exists in filesystem" errors.

I've been away from home due to work but I'll try this by the weekend and I'll post the results.

Thanks again guys!

Carlos

3
Linux / Re: Can't compile source with Arch Linux
« on: March 23, 2017, 12:46:24 pm »
Hi Geever! Long time! :)

That's exactly what I tried. I wrote it down on my post...  :P

Here:
Quote
And it seems there is a patch uploaded into UFO AI Issue tracker here:
http://ufoai.org/bugs/ufoalieninvasion/issues/5632

I've been trying other ideas without success. It seems the only solution will be to downgrade Lua to 5.1.

Thanks anyway. :)
Cheers!

4
Linux / Re: Can't compile source with Arch Linux
« on: March 20, 2017, 09:55:26 pm »
Thank you Namerutan but this is Arch Linux. The header files here are under /usr/include and bfd.h is there, what makes it more weird.
And this files comes with the package "binutils" so, when you install it with:
Code: [Select]
sudo pacman -S binutils/usr/include/bfd.h will be created.

However, I believe that this is not the problem as the cpp files are compiled and the error is with lua when the build performs a "LD" on "game.so". It seems it is not looking for lua in the right place.

With some more further search I found the very same problem reported on Arch Linux forums:
https://bbs.archlinux.org/viewtopic.php?id=208203

And it seems there is a patch uploaded into UFO AI Issue tracker here:
http://ufoai.org/bugs/ufoalieninvasion/issues/5632

However, it does not work. Indeed, I have lua5.3 and the lua.h file is directly below /usr/include but for lua5.1 it can be found under /usr/include/lua5.1
So I manually changed the configure file according to the following patch:
Code: [Select]
diff --git a/configure b/configure
index c1f9379..2ca8e02 100755
--- a/configure
+++ b/configure
@@ -238,7 +238,7 @@ check_headers() {
        check_header "zlib.h" "zlib"
        check_header "png.h" "libpng"
        check_header_bundled "curl/curl.h" "libcurl"
-       check_header_bundled "lua.h" "lua5.1"
+       check_header_bundled "lua5.1/lua.h" "lua5.1"
        check_header_bundled "mxml.h" "mxml"
        check_header "SDL.h" "sdl"
        check_header "SDL_mixer.h" "SDL_mixer"

I also tried:
Code: [Select]
./configure --with-embedded-lua5.1But it also failed to build.

I'm getting out of ideas... :(

I'm going to place this problem in the Arch forum as well.

5
Linux / Re: Can't compile source with Arch Linux
« on: March 20, 2017, 04:32:55 pm »
Thank you Norby

I believe the problem is more "lua related". However I checked the "could not find" files and installed the packages "mxml" and "gtksourceview2" that were missing. For "bfd.h", the strangest thing is that it belongs to the "binutils" package which is installed already. For "picomodel.h", I believe it's a project hosted on github and it's essentially for "uforadiant".

Now the "Could not find" lines appear for "bfd.h" and "picomodel.h".

It still crashes with the same errors :(

6
Linux / Can't compile source with Arch Linux
« on: March 19, 2017, 11:45:59 pm »
Hi there!
I was trying to update ufoai 2.6-dev and now I can't compile it anymore. I tried to delete the folder, clone it again from git but the problem remains.

This is what I get from ./configure (maybe there's a clue here but I'm not sure):
Code: [Select]
use c compiler: cc
use c++ compiler: c++
Debug build
Compile for linux
Compile for x86_64
Disable ccache
Using default CFLAGS
Using default LDFLAGS
Found cc cc
Found cxx c++
Using bindir /usr/local/bin/
Using datadir /usr/local/games/ufo/
Using libdir /usr/local/lib/
Using prefix /usr/local
Enable hard linked cgame
Use signal handler
Setting custom data directory
Setting custom library directory
Found zip from zip
Found python from python
Found doxygen from doxygen
Found xvid.h
Found theora/theora.h
Found execinfo.h
Could not find bfd.h
Found sys/utsname.h
Found link.h
Found jpeglib.h
Found zlib.h
Found png.h
Found curl/curl.h
Found lua.h
Could not find mxml.h
Found SDL.h
Found SDL_mixer.h
Found SDL_ttf.h
Found SDL.h
Found SDL_mixer.h
Found SDL_ttf.h
Could not find picomodel.h
Found gtk/gtk.h
Could not find gtksourceview/gtksourceview.h
Found libxml/parser.h
Found AL/al.h
Found gtk/gtkglwidget.h
Build modules:
Build cgame-campaign
Build cgame-multiplayer
Build cgame-skirmish
Build game
Build memory
Build testall
Build ufo2map
Build ufoded
Build ufo
Build ufomodel
Disable uforadiant
Build ufoslicer

And the error (lua related, I believe):
Code: [Select]
===> LD [base/game.so]
debug-linux-x86_64/game/game/g_ai_lua.cpp.o: In function `actorL_shoot(lua_State*)':
/mnt/games/ufoai/src/game/g_ai_lua.cpp:534: undefined reference to `lua_tonumberx'
debug-linux-x86_64/game/game/g_ai_lua.cpp.o: In function `actorL_throwgrenade(lua_State*)':
/mnt/games/ufoai/src/game/g_ai_lua.cpp:598: undefined reference to `lua_tonumberx'
/mnt/games/ufoai/src/game/g_ai_lua.cpp:609: undefined reference to `lua_tonumberx'
debug-linux-x86_64/game/game/g_ai_lua.cpp.o: In function `AIL_positionshoot(lua_State*)':
/mnt/games/ufoai/src/game/g_ai_lua.cpp:1323: undefined reference to `lua_tonumberx'
debug-linux-x86_64/game/game/g_ai_lua.cpp.o: In function `AIL_positionhide(lua_State*)':
/mnt/games/ufoai/src/game/g_ai_lua.cpp:1461: undefined reference to `lua_tonumberx'
debug-linux-x86_64/game/game/g_ai_lua.cpp.o:/mnt/games/ufoai/src/game/g_ai_lua.cpp:1502: more undefined references to `lua_tonulow
debug-linux-x86_64/game/game/g_ai_lua.cpp.o: In function `AIL_ActorThink(Player&, Actor*)':
/mnt/games/ufoai/src/game/g_ai_lua.cpp:2114: undefined reference to `lua_getglobal'
/mnt/games/ufoai/src/game/g_ai_lua.cpp:2117: undefined reference to `lua_pcallk'
debug-linux-x86_64/game/game/g_ai_lua.cpp.o: In function `AIL_TeamThink(Player&)':
/mnt/games/ufoai/src/game/g_ai_lua.cpp:2163: undefined reference to `lua_getglobal'
/mnt/games/ufoai/src/game/g_ai_lua.cpp:2166: undefined reference to `lua_pcallk'
debug-linux-x86_64/game/game/g_ai_lua.cpp.o: In function `AIL_InitActor(Actor*)':
/mnt/games/ufoai/src/game/g_ai_lua.cpp:2221: undefined reference to `lua_getglobal'
/mnt/games/ufoai/src/game/g_ai_lua.cpp:2231: undefined reference to `lua_pcallk'
/mnt/games/ufoai/src/game/g_ai_lua.cpp:2237: undefined reference to `lua_setglobal'
collect2: error: ld returned 1 exit status
make: *** [Makefile:173: base/game.so] Error 1

I'm running an updated system with Arch Linux x86_64 on an AMD FX6000 (6 core) CPU.

Any ideas?

Thanks,
Carlos Santos

7
Mac / Base attack mission crashing (2.6-dev)
« on: November 01, 2015, 11:38:53 pm »
After solving the problem of the maps on my MAC, I'm playing normally even in larger maps.
However, on base attack missions, the game crashes with a segmentation fault after some turns while aliens are moving.

The error reported by the system, after the crash on a base attack is:

Process:               ufo [651]
Path:                  /Users/USER/*/ufo
Identifier:            ufo
Version:               0
Code Type:             X86-64 (Native)
Parent Process:        bash [509]
Responsible:           Terminal [500]
User ID:               502

Date/Time:             2015-11-01 22:26:30.001 +0000
OS Version:            Mac OS X 10.10.5 (14F1021)
Report Version:        11
Anonymous UUID:        A253C178-20B4-3E38-68EE-8C0917EB932F


Time Awake Since Boot: 4800 seconds

Crashed Thread:        4  GameThread

Exception Type:        EXC_BAD_ACCESS (SIGSEGV)
Exception Codes:       KERN_INVALID_ADDRESS at 0x0000000000000000

VM Regions Near 0:
-->
    __TEXT                 000000010f8ef000-000000010fc2e000 [ 3324K] r-x/rwx SM=COW  /Users/USER/*

Thread 0:: Dispatch queue: com.apple.main-thread
0   libsystem_kernel.dylib           0x00007fff8c3de3fa __select + 10
1   ufo                              0x000000010fa57711 Qcommon_Frame() + 1041 (common.cpp:1527)
2   ufo                              0x000000010fb3e60d main + 93 (osx_main.cpp:70)
3   libdyld.dylib                    0x00007fff915445c9 start + 1

Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0   libsystem_kernel.dylib           0x00007fff8c3df232 kevent64 + 10
1   libdispatch.dylib                0x00007fff8bd8426e _dispatch_mgr_thread + 52

Thread 2:: com.apple.audio.IOThread.client
0   libsystem_kernel.dylib           0x00007fff8c3d94de mach_msg_trap + 10
1   libsystem_kernel.dylib           0x00007fff8c3d864f mach_msg + 55
2   com.apple.audio.CoreAudio        0x00007fff8d0c8544 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 98
3   com.apple.audio.CoreAudio        0x00007fff8d0c84d2 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42
4   com.apple.audio.CoreAudio        0x00007fff8d0c6a05 HALC_ProxyIOContext::IOWorkLoop() + 1089
5   com.apple.audio.CoreAudio        0x00007fff8d0c64f2 HALC_ProxyIOContext::IOThreadEntry(void*) + 88
6   com.apple.audio.CoreAudio        0x00007fff8d0c63c3 HALB_IOThread::Entry(void*) + 157
7   libsystem_pthread.dylib          0x00007fff8f4fc05a _pthread_body + 131
8   libsystem_pthread.dylib          0x00007fff8f4fbfd7 _pthread_start + 176
9   libsystem_pthread.dylib          0x00007fff8f4f93ed thread_start + 13

Thread 3:
0   libsystem_kernel.dylib           0x00007fff8c3d94de mach_msg_trap + 10
1   libsystem_kernel.dylib           0x00007fff8c3d864f mach_msg + 55
2   com.apple.CoreFoundation         0x00007fff8c777eb4 __CFRunLoopServiceMachPort + 212
3   com.apple.CoreFoundation         0x00007fff8c77737b __CFRunLoopRun + 1371
4   com.apple.CoreFoundation         0x00007fff8c776bd8 CFRunLoopRunSpecific + 296
5   com.apple.AppKit                 0x00007fff917e256b _NSEventThread + 137
6   libsystem_pthread.dylib          0x00007fff8f4fc05a _pthread_body + 131
7   libsystem_pthread.dylib          0x00007fff8f4fbfd7 _pthread_start + 176
8   libsystem_pthread.dylib          0x00007fff8f4f93ed thread_start + 13

Thread 4 Crashed:: GameThread
0   game.dylib                       0x0000000134e06640 G_MissionThink(Edict*) + 1248
1   game.dylib                       0x0000000134dfd453 G_EdictsThink() + 195
2   game.dylib                       0x0000000134e0441b G_RunFrame() + 379
3   ufo                              0x000000010fa96265 SV_RunGameFrame() + 21 (sv_game.cpp:761)
4   ufo                              0x000000010fa96202 SV_RunGameFrameThread(void*) + 66 (sv_game.cpp:747)
5   libSDL2-2.0.0.dylib              0x00000001110b880a SDL_RunThread + 60
6   libSDL2-2.0.0.dylib              0x00000001110f1233 RunThread + 9
7   libsystem_pthread.dylib          0x00007fff8f4fc05a _pthread_body + 131
8   libsystem_pthread.dylib          0x00007fff8f4fbfd7 _pthread_start + 176
9   libsystem_pthread.dylib          0x00007fff8f4f93ed thread_start + 13

Thread 4 crashed with X86 Thread State (64-bit):
  rax: 0x0000000000000000  rbx: 0x00007f8e40f02320  rcx: 0x000000012939d050  rdx: 0x000000012939d438
  rdi: 0x000000012939d050  rsi: 0x0000000000000000  rbp: 0x0000000134ff7e10  rsp: 0x0000000134ff7d90
   r8: 0x0000000000000000   r9: 0x0000000000000003  r10: 0x00007f8e45e00000  r11: 0x0000000000008889
  r12: 0x000000010fa961c0  r13: 0x00000000000008ff  r14: 0x00007f8e45fd5260  r15: 0x0000000000000000
  rip: 0x0000000134e06640  rfl: 0x0000000000010202  cr2: 0x0000000000000000
 
Logical CPU:     4
Error Code:      0x00000004
Trap Number:     14

8
Mac / Re: 2.6 mission and base attack errors
« on: November 01, 2015, 02:04:58 am »
Thank you.

Yes, I compiled the code but I had to make some workarounds macports.
The only problem is that gdb is having now problems on Mac but I may try it again if I get more troubles.
That backtrace was generated by the OS after I clicked to break to debug.

I still have a Linux box but working as a server... Sometimes I really miss it a lot but I can't say I'm not happy with Mac (although it crashes sometimes) but it's always better than M$ (IMHO)...  :P I need to fix my Linux laptop...

Thank you for your help. I'm now compiling the maps!  8)

9
Mac / Re: 2.6 mission and base attack errors
« on: October 31, 2015, 09:19:57 pm »
Hi....

Well, I followed the instructions for MAC and after "make" and did a "make lang models maps-sync".
In fact, I noticed that by running "make maps-sync" or "python ./contrib/map-get/update.py", some maps return the message "version mismatch, skip update" and in the end, the result is: 0 upgraded, 69 version mismatched, 793 already up to date
Exactly as described in the thread you linked!

I remember "make maps" on Linux... I tried now and got "make: Nothing to be done for `maps'."

So, if I still have to compile maps... Could you be so kind and remember me how to do it? I don't remember...  :-[

EDIT: I remember a ufo2map but I also noticed on make maps-sync: "WARNING: ufo2map source code mismatch"
         And by typing, for instance: "./ufo2map mine.map"
         I get: Error: "file 'mine.map' doesn't exist"
         But the file is on "./base/maps"
         How can I compile the missing ".bsp"?

Thanks,

10
Mac / 2.6 mission and base attack errors
« on: October 31, 2015, 05:29:13 am »
Hi!

I'm testing 2.6 on my MAC and I'm having errors in some missions and when I had a home base attack.

Here follows some information of the crash on the base attack:

Process:               ufo [42958]
Path:                  /Users/USER/*/ufo
Identifier:            ufo
Version:               0
Code Type:             X86-64 (Native)
Parent Process:        bash [728]
Responsible:           Terminal [717]
User ID:               502

Date/Time:             2015-10-31 04:27:31.127 +0000
OS Version:            Mac OS X 10.10.5 (14F1021)
Report Version:        11
Anonymous UUID:        A253C178-20B4-3E38-68EE-8C0917EB932F


Time Awake Since Boot: 42000 seconds

Crashed Thread:        0  Dispatch queue: com.apple.main-thread

Exception Type:        EXC_CRASH (SIGTRAP)
Exception Codes:       0x0000000000000000, 0x0000000000000000

Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   libsystem_kernel.dylib           0x00007fff8ce48c82 __kill + 10
1   ufo                              0x000000010f2aa33c Com_BreakIntoDebugger() + 508
2   ufo                              0x000000010f3979de Sys_Backtrace() + 30
3   ufo                              0x000000010f2a9928 Com_Error(int, char const*, ...) + 552
4   ufo                              0x000000010f2a103d CM_AddMapTile(char const*, char const*, bool, int, int, unsigned char, mapData_s*, mapTiles_s*) + 653
5   ufo                              0x000000010f2a0478 CM_LoadMap(char const*, bool, char const*, char const*, mapData_s*, mapTiles_s*) + 920
6   ufo                              0x000000010f2f01b8 SV_Map(bool, char const*, char const*, bool) + 1080
7   ufo                              0x000000010f2ec636 SV_Map_f() + 678
8   ufo                              0x000000010f297197 Cmd_vExecuteString(char const*, __va_list_tag*) + 407
9   ufo                              0x000000010f2953fa Cmd_ExecuteString(char const*, ...) + 362
10  ufo                              0x000000010f29524b Cbuf_Execute() + 491
11  ufo                              0x000000010f15b032 CL_SendCommand() + 18
12  ufo                              0x000000010f15af7b CL_Frame(int, void*) + 299
13  ufo                              0x000000010f2aed8b tick_timer(int, void*) + 1531
14  ufo                              0x000000010f2ae3f0 Qcommon_Frame() + 240
15  ufo                              0x000000010f39560d main + 93
16  libdyld.dylib                    0x00007fff91faf5c9 start + 1

Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0   libsystem_kernel.dylib           0x00007fff8ce4a232 kevent64 + 10
1   libdispatch.dylib                0x00007fff8c7ef26e _dispatch_mgr_thread + 52

Thread 2:
0   libsystem_kernel.dylib           0x00007fff8ce4994a __workq_kernreturn + 10
1   libsystem_pthread.dylib          0x00007fff8ff643dd start_wqthread + 13

Thread 3:: com.apple.audio.IOThread.client
0   libsystem_kernel.dylib           0x00007fff8ce444de mach_msg_trap + 10
1   libsystem_kernel.dylib           0x00007fff8ce4364f mach_msg + 55
2   com.apple.audio.CoreAudio        0x00007fff8db33544 HALB_MachPort::SendMessageWithReply(unsigned int, unsigned int, unsigned int, unsigned int, mach_msg_header_t*, bool, unsigned int) + 98
3   com.apple.audio.CoreAudio        0x00007fff8db334d2 HALB_MachPort::SendSimpleMessageWithSimpleReply(unsigned int, unsigned int, int, int&, bool, unsigned int) + 42
4   com.apple.audio.CoreAudio        0x00007fff8db31a05 HALC_ProxyIOContext::IOWorkLoop() + 1089
5   com.apple.audio.CoreAudio        0x00007fff8db314f2 HALC_ProxyIOContext::IOThreadEntry(void*) + 88
6   com.apple.audio.CoreAudio        0x00007fff8db313c3 HALB_IOThread::Entry(void*) + 157
7   libsystem_pthread.dylib          0x00007fff8ff6705a _pthread_body + 131
8   libsystem_pthread.dylib          0x00007fff8ff66fd7 _pthread_start + 176
9   libsystem_pthread.dylib          0x00007fff8ff643ed thread_start + 13

Thread 4:
0   libsystem_kernel.dylib           0x00007fff8ce444de mach_msg_trap + 10
1   libsystem_kernel.dylib           0x00007fff8ce4364f mach_msg + 55
2   com.apple.CoreFoundation         0x00007fff8d1e2eb4 __CFRunLoopServiceMachPort + 212
3   com.apple.CoreFoundation         0x00007fff8d1e237b __CFRunLoopRun + 1371
4   com.apple.CoreFoundation         0x00007fff8d1e1bd8 CFRunLoopRunSpecific + 296
5   com.apple.AppKit                 0x00007fff9224d56b _NSEventThread + 137
6   libsystem_pthread.dylib          0x00007fff8ff6705a _pthread_body + 131
7   libsystem_pthread.dylib          0x00007fff8ff66fd7 _pthread_start + 176
8   libsystem_pthread.dylib          0x00007fff8ff643ed thread_start + 13

Thread 5:: GameThread
0   libsystem_kernel.dylib           0x00007fff8ce49136 __psynch_cvwait + 10
1   libSDL2-2.0.0.dylib              0x000000011094189f SDL_CondWait_REAL + 14
2   ufo                              0x000000010f2ed1f5 SV_RunGameFrameThread(void*) + 53
3   libSDL2-2.0.0.dylib              0x000000011090880a SDL_RunThread + 60
4   libSDL2-2.0.0.dylib              0x0000000110941233 RunThread + 9
5   libsystem_pthread.dylib          0x00007fff8ff6705a _pthread_body + 131
6   libsystem_pthread.dylib          0x00007fff8ff66fd7 _pthread_start + 176
7   libsystem_pthread.dylib          0x00007fff8ff643ed thread_start + 13

Thread 6:
0   libsystem_kernel.dylib           0x00007fff8ce4994a __workq_kernreturn + 10
1   libsystem_pthread.dylib          0x00007fff8ff643dd start_wqthread + 13

Thread 7:
0   libsystem_kernel.dylib           0x00007fff8ce4994a __workq_kernreturn + 10
1   libsystem_pthread.dylib          0x00007fff8ff643dd start_wqthread + 13

Thread 8:

Thread 0 crashed with X86 Thread State (64-bit):
  rax: 0x0000000000000000  rbx: 0x0000000000000010  rcx: 0x00007fff50ab6cd8  rdx: 0x0000000000000000
  rdi: 0x000000000000a7ce  rsi: 0x0000000000000005  rbp: 0x00007fff50ab6cf0  rsp: 0x00007fff50ab6cd8
   r8: 0x0000000000000006   r9: 0x00007ffd07400000  r10: 0x00007fff771e45e0  r11: 0x0000000000200202
  r12: 0x0000000000000038  r13: 0x00007fff50ab6d88  r14: 0x00007fff50ab6d68  r15: 0x00007fff50ab6d78
  rip: 0x00007fff8ce48c82  rfl: 0x0000000000200202  cr2: 0x000000010f4812fc
 
Logical CPU:     0
Error Code:      0x02000025
Trap Number:     133

Regards,
Carlos

11
User modifications / Re: Customize home base
« on: December 22, 2013, 03:24:11 am »
Many thanks! :)

Let me say 2.6-dev is much better than 2.5-dev... I still had some crashes with segmetation faults on 2.5. Now 2.6 runs very well!
Congratulations! You're doing a really great job here!

Cheers!!! :D

12
User modifications / Customize home base
« on: December 20, 2013, 09:25:24 pm »
Hi there!

I'm back to UFO AI... 2.6 just rocks! :D
There's something I'd like to do... change the layout of the first base (home).
I have some preferences on building position for a better base defense and the layout of the first base doesn't match them...
Is there anyway to costumize how the home base will be build? Buildings positions and so on?

Kind regards,

13
Discussion / Re: New wound and healing system on 2.5-dev
« on: July 20, 2012, 09:12:43 pm »
Well, you have conviced me. :)
Anyway, a little of more HP would be welcome.

As someone posted, you may get out of available soldiers fast, specially at the beggining of the game.
Or you can get out of space in the base to build more livintg quarters! What you going to do? Unhire wounded soldiers?  :-\

So, IMHO, the hospital should have a better recovery rate.
It also makes sense the question of having doctors and, maybe, with skills... The better the skills, the faster the soldiers are recovered..  8)

Carlos

14
Discussion / New wound and healing system on 2.5-dev
« on: July 19, 2012, 10:39:52 pm »
Hi

On the current master the new system for wounded soldiers and the new healing abilities seem fine!
The idea of including the body parts affected when a soldier is at the hospital is also excellent!

However, healing is now too much weak! It barely heals a soldier and now he's/her's health will start to decrease in each turn and more than each healing.

I'd like to hear more about this new system and how it works now.
I hope there will be some more balancing on healing... I'm not saying that healing should heal as much as on previous times but reduce the amount of healing in more than 50%... Mmmm...  :-\

Regards

15
Discussion / Re: changing craft's homebase - need an extra hangar?
« on: June 25, 2012, 08:31:36 pm »
Hi

This is more a suggestion..
Is there any way to make possible to try to recover a lost base?

For instance...
You are returning from a mission and your home base is attacked... you lost the base due to lack of soldiers or because they were too few and they were all killed (of course here you can always push the "retry" button...). So, the base will became under alien controll (you may even add more aliens to defend the conquered base) and you are able to send your "homeless" aircraft to attack the base and try to get it back...

Of course, you shall lost all items stored on that base and even you may have to rebuild some building... ah! Nice one! Radars, defense batteries, alien containners, labs and workshops! All destroyed! :D

Well, I'm writing down some suggestions and I'm willing to start contributing for this wonderful game I discovered about 2 months ago! You got me addict! :D

Cheers!
Carlos

Pages: [1] 2