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Messages - Valis

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1
User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
« on: August 12, 2010, 05:45:36 pm »
For some strange reason the 2.3 game does not run on my computer. I have black geoscope and that is all. So sorry but no update in the near future :/ as I was fighting with it for 3h with no results. My linux version is out of date and lately I only run my WinXP to play some FfH2.

2
User modifications / Re: [UFO:AI v2.2.1 MOD] Weapons Mk. II
« on: June 21, 2010, 11:59:29 am »
2.1 and 2.3 differ a lot. You would need to extract my changes and then put them directly into the 2.3 files. Then see if it works. Maybe I will have a look at it but I have not seen this game in 3 months so it will take me some time to remember what I have done in the first place.

3
User modifications / Re: [UFO:AI v2.2.1 MOD] Holy Hand Grenade
« on: August 31, 2009, 05:44:44 pm »
A wooden rabit wont work.

But a swallow carring a coconut...;)

4
Offtopic / Re: Community Choice Award 2009 @ Sourceforge
« on: May 16, 2009, 02:13:02 am »
Done :)

5
Feature Requests / Re: Alien Tracking Radar for combat missions
« on: April 28, 2009, 09:25:36 am »
I wanted to request it sometimes later after 2.3 is released but since a discusion is already here...

I saw in TV once about a new gadget that the SWAT team was using. A set of a grenade-camera and a ocular head-set. It is already field tested. One soldier throws a grenade-like thing that in fact is not an explosive device. You can throw it around a corner, bounce it of the wall or ceiling, over a barricade. The device is equipped with several cameras giving a 360 degrees view around it. Then anyone who has a special head set and who is close enough can 'see through its eyes'.

As I see it in game terms: One soldier could throw a grenade-camera. Second soldier would use his head set to change the point of his sight to the point were the camera currently lies. He would have to turn around to emulate operating the device and changing the angle of his new sight. When activating his head set he could have more than one camera available for him from a list but I do not think it would be hard to code a list of max 8 cameras available at one time [there wouldn't be a need for more than 3 I think]

Anyway if we will have flying drone cameras then this idea is obsolete anyway :/

6
Bugs prior to release 2.3 / Re: Pathing error in farm-map
« on: April 21, 2009, 08:22:40 am »
It is a known problem. Devs are already fighting with it. This has stopped the whole project for a while now [2-3 weeks]

We all hope it will be fixed soon.

7
Windows / Re: Nakido Issues
« on: April 15, 2009, 12:47:25 pm »
Eloz Valis, wondering how come the compilation takes ~4hrs for u everytime? Do u always, like me, delete all the bsp files once a while and recompile everything??

I do that once a while, if i am bored or overnight, but usually for morning compilations, i trust the new /contrib/scripts/compile_maps.bat to do the job of updating all updated maps. :) Try that, perhaps it would speed up your compilations. Usually only when major maps updates will you experience a slightly longer update.

And also, if u have duo core capability or quad core (or more insane processors), u would benefit from em as the map compilers DO utilise the cores..... as a disadvantage though, u usually cant do much left on the system as it would lag like mad. lol.
This would make things faster, though i dun recommend it. Since at this stage, alot of pathfinding issues are being worked on, hence, u might want to seriously consider the recompilation of maps from time to time, as often as u can. :)

It takes ~4h or so to do the whole thing but I do it rarely and if I can I leave it for the night. The problem is I compile it under Linux and my wife is Linux-illiterate[and due to my tv card not running on linux] so she has to switch to win. Because of it I usually am up for the night compiling in the background and doing other stuff [surfing the net, etc.] No Core Duo either, my computer is this old that yesterday I had to replace its CMOS battery for a new one cause the system clock was not stored correctly.

Keep up the god work! :)

8
Tactics / Re: Suggestions for Balancing of 2.3 Weapons
« on: April 10, 2009, 10:36:28 pm »
But if you are capable of doing it your self and on top of that know everything about the problem then don't you think this discussion is even more pointless? :>

The thing is that I am willing to share my tinkering with the files so we can discuss about the results, not only blable about theoretical changes.

Maybe the plasma is currently broken but so far, as I see it, not the plasma weapons should be fixed but the armour resistance values. If the alien armour would be resilient normal damage from bullets then you would have to use plasma. It wouldnt be your dream weapon, but guess what, it shouldnt be. Each weapon [and feature altogether] should have a special purpose, a role in the game. If plasma weapon can be replaced with better results by another weapon, that is available from the beginning of the game, then maybe it should be cut out...or we find a role for it like in my armour proposal.

I still think this discussion should be moved to the mod section.

9
Tactics / Re: Suggestions for Balancing of 2.3 Weapons
« on: April 10, 2009, 09:26:17 am »
I question the point of this thread at this time of development.

The game dosent have all its weapons/armours/aliens yet that are planned so you can not balance things till they are.

TU efficiency may differ when armour and other kinds of aliens come into the game. For instance I would love to see an alien more tougher than (?)Ortonok, like four times tougher and with thick armour against projectiles. On top of that there could be a weapon gap, that for 2-3 moths of play you would not get a better weapon to kill it. Then, after a long struggle that would force you to come up with special strategies against it the aliens would make a mistake and bring a more deadly weapon that when fallen to the human hands would be a perfect counter for their own units[but not all of them].

I would love to see more decision crucial mechanisms like that. Either you take a lot of snipers/heavy guns but then you would be vulnerable to fast/jumping aliens course snipers and other big guns would have a mallus when using in RF [I think weapons should differ with RF, it is harder to react having a long clumsy rifle than a one hand sub-machine gun, for now I do not think the engine supports it], or you diversify and take some of these and these, were everyone knows that you become less efficient not specialising.


The armour mechanism already implemented also gives us the opportunity of using the best to man kind way of balancing the game and making it fun: the paper-scissors-rock mechanics. But instead of increasing the plasma weapons effectiveness I would suggest decreasing the current weapons damage values. IMO the first alien should be killable with normal bullets with ease, a warm up for the player. Then, the second kind of alien comes up, the tough one. He should be impervious to bullets but vulnerable to plasma and maybe partially to fire. And so on and so forth. A lot of strategy adjustments during the game so the player wont get bored and could find a new challenge as he goes. That can only be balanced as all of the items in the game are in.

For now the discussion about the game it self is pointless. On the other hand we can always mod the proposals from such a thread in a playground MOD in the mod section. Instead of agreeing that the plasma is useless we should propose new values for it and someone could [probably me :)] give you a modified weapons file to play around and see for your self if the 'cure' is really working.

[Friday morning, am I making any sense at all?]

10
Windows / Re: Win32 Development Binary Installer Links
« on: April 10, 2009, 08:45:03 am »
Well maps for me compile ~4h, sometimes more if I decide to do something CPU consuming while is runs in the background.

If you download then you can take up any amount of CPU and it wont slow the progress down so it is better to download it.

The best thing would be a map-pack with only the maps. The game it self compiles in one-two minutes tops, so you could checkout your self the code, update it at will and recompile only the game files [the make mechanism of this projects already supports it!] while the maps would be updated once few weeks.

11
Windows / Re: Win32 Development Binary Installer Links
« on: April 09, 2009, 03:42:35 pm »
Cause for that you would have to have an update system witch would require a server, a quality assurance system that would qualify the release as worthy of a release, a stable feature lock that would guarantee that saves between versions will work[or write a migration tool that will convert saves] and a lot of other not mentioned here things.

This is a work-in-progress project. Any official update mechanisms can be implemented only at a certain project maturity and probably only for bug fix updates.

I think there are more important things to implement right now.

12
User modifications / Re: [UFO:AI v2.2.1 MOD] Holy Hand Grenade
« on: April 09, 2009, 08:04:13 am »
Quote
LAUNCELOT:
    Have we got bows?
ARTHUR:
    No.
LAUNCELOT:
    We have the Holy Hand Grenade.
ARTHUR:
    Yes, of course! The Holy Hand Grenade of Antioch! 'Tis one of the sacred relics Brother Maynard carries with him. Brother Maynard! Bring up the Holy Hand Grenade!
MONKS: [chanting]
    Pie Iesu domine, dona eis requiem.
    Pie Iesu domine, dona eis requiem. Pie Iesu domine, dona eis requiem. Pie Iesu domine, dona eis requiem.
ARTHUR:
    How does it, um-- how does it work?
LAUNCELOT:
    I know not, my liege.
ARTHUR:
    Consult the Book of Armaments!
BROTHER MAYNARD:
    Armaments, chapter two, verses nine to twenty-one.
SECOND BROTHER:
    And Saint Attila raised the hand grenade up on high, saying, 'O Lord, bless this Thy hand grenade that, with it, Thou mayest blow Thine enemies to tiny bits in Thy mercy.'
    And the Lord did grin, and the people did feast upon the lambs and sloths and carp and anchovies and orangutans and breakfast cereals and fruit bats and large chu--
MAYNARD:
    Skip a bit, Brother.
SECOND BROTHER:
    And the Lord spake, saying, 'First shalt thou take out the Holy Pin. Then, shalt thou count to three. No more. No less. Three shalt be the number thou shalt count, and the number of the counting shall be three. Four shalt thou not count, nor either count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then, lobbest thou thy Holy Hand Grenade of Antioch towards thy foe, who, being naughty in My sight, shall snuff it.'
MAYNARD:
    Amen.
KNIGHTS:
    Amen.
ARTHUR:
    Right!
    One!... Two!... Five!
GALAHAD:
    Three, sir!
ARTHUR:
    Three!
    [angels sing]
    [boom]

Source: http://www.mwscomp.com/movies/grail/grail-21.htm

13
Offtopic / Re: What other games do you enjoy?
« on: April 07, 2009, 02:59:38 pm »
Nowdays I only play two games for real:
- UFOAI :)
- Civ IV: FFH2 - this is a mod for Civ IV, I have not played a single game of civ ever since I saw the mod, there are thousands of ppl who bought the expansion BtS only to play that mod, believe me, it is that powerful
[ http://forums.civfanatics.com/showthread.php?t=308020 ]

- not any more but year ago played DoW online a lot


I also used to play a lot:
- MoO2 - Galactic Civ 2 is awful if you ever got into MoO2 for real
- M.A.X.
- Settlers I&II
- Heroes of Might and Magic 1 to 3 + WoG [Wake of Gods, unoficial modpack]
- Homeworld
- Shogun: Total War

Now you know why I am so found of modding.

14
User modifications / Re: [UFO:AI v2.2.1 MOD] Holy Hand Grenade
« on: April 07, 2009, 09:13:09 am »
But only if you remember the film ;) Otherwise it deals puny 3(1) damage ;P

15
Feature Requests / Re: Proposal: TFTD-like features
« on: April 04, 2009, 12:32:26 pm »
Can I just repeat that this is NOT going to be part of the project as run by this team in any way?

If it is not going to be then what are we disusing here? Without the changes in the code it wont be possible to create it as a mod. So far the game does not support mods in this level of involvement into the game engine. If this discussion would have any point then at least the dev team would have to prepare a modular system in the game engine to support new dlls and overloading some features already implemented in such and such way.

[such modular system would be a darn nice feature, maybe it is only a way or reorganizing some loading procedures and explaining it in a manual, :/ I bet it aint that easy]

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