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Messages - ferralll

Pages: [1]
1
Feature Requests / Re: Suppressing fire: For those hard to get aliens
« on: October 02, 2013, 04:56:25 pm »
Yea.  It would not be a simple addition to the game, it would be a marked change to the combat system (changing tactics, the flow of battle, and would require a change to alien AI).

But to expand on my idea of a savings throw vs moral, I figured it would work something like this: TU loss = Floor((Rand(50:100)-Moral)/33)
So a random number from 50 to 100 minus moral (assuming moral average is around 75 or so) and if you score <32 no TU loss, 33<->65 lose 1 TU, <66 lose 2 TU.  calculated for each bullet.

2
Feature Requests / Suppressing fire: For those hard to get aliens
« on: October 01, 2013, 09:22:25 pm »
New feature.  I am not sure if this is very possible, but I think it could work.

Basically there are some weapons that have a full auto option, that turn out to be pretty much useless because of accuracy. 
I would love to see some other effect of shots like this.

My basic idea is: If a bullet impacts with in a 2 square radius of a combatant, then the combatant looses a small amount (1-2) TU points for the next round. 
That means that you could use snipers, and when they do not hit, they are doing a small amount of TU loss. (Think of it as a flinch reaction eating up precious seconds)

But if you were to go full auto with a weapon, on a partially conciieled opponent, you could (if kept up) render him stuck in place and vulnerable to a flanking manuver. (also it would give the pinned combatant a the choice between reaction fire, shooting, or trying to run, rather than two of the three)


Just an idea... it might be completely unbalanced.  And it might change game play completely.  but it could also add a huge depth to the game play.
Perhaps a better way to do this would be to incoporate it in to the moral system.  where a saving throw vs moral will effect the loss (if any) of TU.

3
Feature Requests / Quick List for soldier setup
« on: May 02, 2012, 01:49:18 am »
Simple idea that would allow for quick and easy soldier equipping. 

When equipping, have the ability to "save current setup".  This just saves the type and location of teh weapons/equipment on the soldier, and allows for you to name it. 

So you can have "flamer", and when you apply it, it automaticly puts the flame thrower, grenades, side arm or and what ever else you have saved ot that setup. 

It would just make load outs quicker and less tedious.  (especialy because the right clicking automaticly likes to put med kits and grenades in their hands)

4
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: April 06, 2012, 01:09:38 am »
Thanks for all the help MCR and Accumulator

I started it up, and it seems to run fine.  It is a bit slower than 3.2, but then again, I have a slow computer.  I just need to adjust some of the graphics profiles, and re-tool a couple of the keyboard controls.  (The battle map movement is difficult because of the slowness, but I will change that soon.)

But I fooled around with the Geoscape, and did a quick battle, and so far I think it is looking like a great improvement!

I will post if I have any problems.

5
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: April 06, 2012, 12:32:52 am »
Seems like the new build is working.  I am installing it now.  (The libjpeg62 conflict did not re-occur)

6
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: April 02, 2012, 11:44:04 pm »
Hmm...

Nope.  I checked, and I have libjpeg62 installed.  And I still get the same message. 

I tried re-installing it, and I tried restarting it.  But it is still giving the same message.

7
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: April 02, 2012, 09:06:05 pm »
I downloaded, but I got this message from the package installer.
Code: [Select]
Error: Dependency is not satisfiable: libjpeg62 (>= 6b1)
Does that mean that libjpeg62 is to high of a version? Or is there something else wrong?



EDIT:
I am running Ubuntu 10.04

8
Linux / Re: I just want to play a game .....
« on: October 12, 2010, 02:55:36 am »
yea... you are right.  It is a quick fix if you just copy game.so to one of the files that the log says that it is looking in. 
Now it works great! and I am loving it once again.

9
Linux / Re: I just want to play a game .....
« on: October 07, 2010, 10:47:50 pm »
So I think I am reading this right... but the "game.so" loaded... or I assume. it was not the same message as last time.
But it seems to be looking for something in the directories that it says not found at.  Any idea what it is looking for? Could I just move what ever file needs to be there in to that place and get the game to run?

Code: [Select]
2010/10/06 09:34:09 XML Written to buffer (422870 Bytes)
2010/10/06 09:34:09 ------- Loading game.so -------
2010/10/06 09:34:09 not found at '/usr/lib/games/ufoai/base/ufoai'
2010/10/06 09:34:09 not found at '/home/sfarrel2/.ufoai/2.3/base'
2010/10/06 09:34:09 not found at './base'
2010/10/06 09:34:09 not found at '/usr/share/games/ufoai/base'
2010/10/06 09:34:09 ********************
2010/10/06 09:34:09 ERROR: failed to load game library
2010/10/06 09:34:09 ********************
2010/10/06 09:34:09 Shutdown server: Server crashed.
2010/10/06 09:34:36 Wrote config.cfg.
2010/10/06 09:34:36 Shutdown gametype 'Campaign mode'
2010/10/06 09:34:36 Wrote keys.cfg

10
Linux / Re: I just want to play a game .....
« on: October 06, 2010, 04:23:15 pm »
Same here (again).
They updated the playdeb version last night, so I installed the updates and could not get a mission or a skirmish game to work.  I also tried un-installing and re-installing the game, and still it does not work.

I tried to look for "ufoconsole.log" but there does not seem to be any found on the system. (I am not sure why that is... maybe I am looking for it wrong-ly, but last time I found it, I just did a search for the name, this time it gave no results)


11
Linux / Re: I just want to play a game .....
« on: October 03, 2010, 09:48:57 am »
sorry... I am a newb...


Can you please spell it out for me, I have no idea how to make this work.
with ubuntu 8.04 the system froze at the end of the intro when I tried to compile 2.3.x, now I can not do the battle scape ( the best part ) and I would really apreciate the help if you could help me to try the new version.


Thanks, and if you can help, I will love you for ever

12
Linux / Re: I just want to play a game .....
« on: October 02, 2010, 07:39:56 pm »
I am also having this problem.
I am unable to actually enter a mission while playing.  Even when I try to play a Skirmish game, it boots me back a screen instead of starting the skirmish.  

I assume that my log is pretty much the same as the person before me.  Because the same thing happens, I try to enter the mission,  and nothing happens except the music changes.  It does not usually crash, but just goes on with the mission still there ready to be completed.

(if you direct me how to get the ufoconsole.log ... I can give that to you.)

Here we go :
Code: [Select]
2010/10/01 00:18:34 ----- network initialization -------
2010/10/01 00:18:34 libcurl/7.19.7 OpenSSL/0.9.8k zlib/1.2.3.3 libidn/1.15 initialized.
2010/10/01 00:18:34 ------ server initialization -------
2010/10/01 00:18:34 added 7 maps to the mapcycle
2010/10/01 00:18:34 ----- console initialization -------
2010/10/01 00:18:34 Console initialized.
2010/10/01 00:18:34 ------- video initialization -------
2010/10/01 00:18:34 SDL version: 1.2.14
2010/10/01 00:18:34 I: desktop depth: 32bpp
2010/10/01 00:18:34 I: video memory: 0
2010/10/01 00:18:34 I: Available resolutions: 1280x800 1280x720 1152x768 1024x768 848x480 800x600 720x480 640x480 (8)
2010/10/01 00:18:34 I: video driver: x11
2010/10/01 00:18:34 I: setting mode 3
2010/10/01 00:18:34 I: set swap control to 0
2010/10/01 00:18:34 I: 1024x768 (fullscreen: no)
2010/10/01 00:18:34 I: got 8 bits of stencil
2010/10/01 00:18:34 I: got 24 bits of depth buffer
2010/10/01 00:18:34 I: got double buffer
2010/10/01 00:18:34 I: got 8 bits for red
2010/10/01 00:18:34 I: got 8 bits for green
2010/10/01 00:18:34 I: got 8 bits for blue
2010/10/01 00:18:34 I: got 0 bits for alpha
2010/10/01 00:18:34 I: got 0 multisample buffers
GL_VENDOR: DRI R300 Project2010/10/01 00:18:34 GL_RENDERER: Mesa DRI R300 (RV515 7145) 20090101 x86/MMX/SSE2 TCL DRI22010/10/01 00:18:34 GL_VERSION: 1.5 Mesa 7.7.12010/10/01 00:18:34 GL_EXTENSIONS: GL_EXT_compiled_vertex_array GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_provoking_vertex GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_MESAX_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_convolution GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_framebuffer_blit GL_EXT_framebuffer_object GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_APPLE_packed_pixels GL_ATI_blend_equation_separate GL_ATI_texture_env_combine3 GL_ATI_texture_mirror_once GL_ATI_separate_stencil GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_NV_texgen_reflection GL_NV_vertex_program GL_OES_read_format GL_SGI_color_matrix GL_SGI_color_table GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_S3_s3tc2010/10/01 00:18:34 2010/10/01 00:18:34 using GL_ARB_framebuffer_object
2010/10/01 00:18:34 max draw buffers: 1
2010/10/01 00:18:34 max render buffer size: 4096
2010/10/01 00:18:34 max color attachments: 8
2010/10/01 00:18:34 max supported lights: 8
2010/10/01 00:18:34 max texture units: 8
2010/10/01 00:18:34 max texture coords: 8
2010/10/01 00:18:34 max vertex attributes: 16
2010/10/01 00:18:34 max texture size: detected 4096
2010/10/01 00:18:34 ...but using 2048 as requested
2010/10/01 00:18:34 Using low resolution globe textures as requested.
2010/10/01 00:18:34 not using GLSL shaders
2010/10/01 00:18:34 SDL_image version 1.2.10
2010/10/01 00:18:47 SDL_ttf version 2.0.9 - we need at least 2.0.7
2010/10/01 00:18:47 ------- sound initialization -------
2010/10/01 00:18:47 SDL_mixer version: 1.2.8
2010/10/01 00:18:47 ... requested audio rate: 44100
2010/10/01 00:18:47 ... driver: 'pulse'
2010/10/01 00:18:47 ... audio rate: 44100
2010/10/01 00:18:47 ... audio channels: 2
2010/10/01 00:18:47 Modified render related cvars
2010/10/01 00:18:47 not using GLSL shaders
2010/10/01 00:18:48 ------- input initialization -------
2010/10/01 00:18:48 0 possible joysticks
2010/10/01 00:18:48 no joystick found.
2010/10/01 00:18:48 ----------- parse scripts ----------
2010/10/01 00:18:48 50 script files
2010/10/01 00:18:48 47 ui script files
2010/10/01 00:18:52 Shared Client/Server Info loaded
2010/10/01 00:18:52 ... 99 items parsed
2010/10/01 00:18:52 ... 32 damage types parsed
2010/10/01 00:18:52 ... 80 map definitions parsed
2010/10/01 00:18:52 ... 29 equipment definitions parsed
2010/10/01 00:18:52 ... 10 inventory definitions parsed
2010/10/01 00:18:52 ... 20 team definitions parsed
2010/10/01 00:18:52 executing keys.cfg
2010/10/01 00:18:52 music change to van_theme (from PsymongN3)
2010/10/01 00:20:40 CL_LanguageInit: language settings are stored in configuration: en
2010/10/01 00:20:40 ...using language: en_ZW.utf8
2010/10/01 00:20:40 SDL_ttf version 2.0.9 - we need at least 2.0.7
2010/10/01 00:20:40 ...registering 10 fonts
2010/10/01 00:20:40 134 static models loaded
2010/10/01 00:20:40 ====== UFO Initialized ======
2010/10/01 00:20:40 =============================
2010/10/01 00:20:40 Switch grab input off
2010/10/01 00:21:01 Change gametype to 'Campaign mode'
2010/10/01 00:21:01 --- save subsystem initialization --
2010/10/01 00:21:01 added base subsystem
2010/10/01 00:21:01 added research subsystem
2010/10/01 00:21:01 added campaign subsystem
2010/10/01 00:21:01 added hospital subsystem
2010/10/01 00:21:01 added market subsystem
2010/10/01 00:21:01 added employee subsystem
2010/10/01 00:21:01 added aliencont subsystem
2010/10/01 00:21:01 added aircraft subsystem
2010/10/01 00:21:01 added installation subsystem
2010/10/01 00:21:01 added ufostores subsystem
2010/10/01 00:21:01 added production subsystem
2010/10/01 00:21:01 added messagesystem subsystem
2010/10/01 00:21:01 added stats subsystem
2010/10/01 00:21:01 added nations subsystem
2010/10/01 00:21:01 added transfer subsystem
2010/10/01 00:21:01 added alien base subsystem
2010/10/01 00:21:01 added xvirate subsystem
2010/10/01 00:21:01 added messageoptions subsystem
2010/10/01 00:21:01 Campaign data loaded - size 4458784 bytes
2010/10/01 00:21:01 ...techs: 190
2010/10/01 00:21:01 ...buildings: 19
2010/10/01 00:21:01 ...ranks: 16
2010/10/01 00:21:01 ...nations: 8
2010/10/01 00:21:01 ...cities: 457
2010/10/01 00:21:01 2010/10/01 00:21:03 Loading savegame xml (size 104297)
2010/10/01 00:21:03 Loading savegame
...version: 4
...game version: 2.3
...xml Size: 1292401, compressed? y
2010/10/01 00:21:04 Shutdown gametype 'Campaign mode'
2010/10/01 00:21:04 Change gametype to 'Campaign mode'
2010/10/01 00:21:04 --- save subsystem initialization --
2010/10/01 00:21:04 added base subsystem
2010/10/01 00:21:04 added research subsystem
2010/10/01 00:21:04 added campaign subsystem
2010/10/01 00:21:04 added hospital subsystem
2010/10/01 00:21:04 added market subsystem
2010/10/01 00:21:04 added employee subsystem
2010/10/01 00:21:04 added aliencont subsystem
2010/10/01 00:21:04 added aircraft subsystem
2010/10/01 00:21:04 added installation subsystem
2010/10/01 00:21:04 added ufostores subsystem
2010/10/01 00:21:04 added production subsystem
2010/10/01 00:21:04 added messagesystem subsystem
2010/10/01 00:21:04 added stats subsystem
2010/10/01 00:21:04 added nations subsystem
2010/10/01 00:21:04 added transfer subsystem
2010/10/01 00:21:04 added alien base subsystem
2010/10/01 00:21:04 added xvirate subsystem
2010/10/01 00:21:04 added messageoptions subsystem
2010/10/01 00:21:04 Campaign data loaded - size 4458784 bytes
2010/10/01 00:21:04 ...techs: 190
2010/10/01 00:21:04 ...buildings: 19
2010/10/01 00:21:04 ...ranks: 16
2010/10/01 00:21:04 ...nations: 8
2010/10/01 00:21:04 ...cities: 457
2010/10/01 00:21:04 2010/10/01 00:21:04 Load 'slot7' 18 subsystems
2010/10/01 00:21:04 ...Running subsystem 'base'
2010/10/01 00:21:04 ...subsystem 'base' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'research'
2010/10/01 00:21:04 ...subsystem 'research' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'campaign'
2010/10/01 00:21:04 ...subsystem 'campaign' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'hospital'
2010/10/01 00:21:04 ...subsystem 'hospital' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'market'
2010/10/01 00:21:04 ...subsystem 'market' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'employee'
2010/10/01 00:21:04 ...subsystem 'employee' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'aliencont'
2010/10/01 00:21:04 ...subsystem 'aliencont' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'aircraft'
2010/10/01 00:21:04 ...subsystem 'aircraft' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'installation'
2010/10/01 00:21:04 ...subsystem 'installation' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'ufostores'
2010/10/01 00:21:04 ...subsystem 'ufostores' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'production'
2010/10/01 00:21:04 ...subsystem 'production' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'messagesystem'
2010/10/01 00:21:04 ...subsystem 'messagesystem' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'stats'
2010/10/01 00:21:04 ...subsystem 'stats' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'nations'
2010/10/01 00:21:04 ...subsystem 'nations' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'transfer'
2010/10/01 00:21:04 ...subsystem 'transfer' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'alien base'
2010/10/01 00:21:04 ...subsystem 'alien base' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'xvirate'
2010/10/01 00:21:04 ...subsystem 'xvirate' - loaded.
2010/10/01 00:21:04 ...Running subsystem 'messageoptions'
2010/10/01 00:21:04 ...subsystem 'messageoptions' - loaded.
2010/10/01 00:21:04 File 'slot7' successfully loaded from compressed xml savegame.
2010/10/01 00:21:04 music change to van_geoscape (from van_theme)
2010/10/01 00:21:04 music change to van_geoscape (from van_geoscape)
2010/10/01 00:21:20 Free inventory slots: 844
2010/10/01 00:21:20 Calling subsystems
2010/10/01 00:21:20 ...subsystem 'base' - saved
2010/10/01 00:21:20 ...subsystem 'research' - saved
2010/10/01 00:21:20 ...subsystem 'campaign' - saved
2010/10/01 00:21:20 ...subsystem 'hospital' - saved
2010/10/01 00:21:20 ...subsystem 'market' - saved
2010/10/01 00:21:20 ...subsystem 'employee' - saved
2010/10/01 00:21:20 ...subsystem 'aliencont' - saved
2010/10/01 00:21:20 ...subsystem 'aircraft' - saved
2010/10/01 00:21:20 ...subsystem 'installation' - saved
2010/10/01 00:21:20 ...subsystem 'ufostores' - saved
2010/10/01 00:21:20 ...subsystem 'production' - saved
2010/10/01 00:21:20 ...subsystem 'messagesystem' - saved
2010/10/01 00:21:20 ...subsystem 'stats' - saved
2010/10/01 00:21:20 ...subsystem 'nations' - saved
2010/10/01 00:21:20 ...subsystem 'transfer' - saved
2010/10/01 00:21:20 ...subsystem 'alien base' - saved
2010/10/01 00:21:20 ...subsystem 'xvirate' - saved
2010/10/01 00:21:20 ...subsystem 'messageoptions' - saved
2010/10/01 00:21:20 XML Written to buffer (1292336 Bytes)
2010/10/01 00:21:20 ------- Loading game.so -------
2010/10/01 00:21:20 LoadLibrary failed (game.so)
2010/10/01 00:21:20 ********************
2010/10/01 00:21:20 ERROR: failed to load game library
2010/10/01 00:21:20 ********************
2010/10/01 00:21:20 Shutdown server: Server crashed.
2010/10/01 00:21:20 music change to van_geoscape (from van_geoscape)
2010/10/01 00:21:22 Shutdown gametype 'Campaign mode'
2010/10/01 00:21:22 music change to van_theme (from van_geoscape)
2010/10/01 00:21:23 Wrote config.cfg.
2010/10/01 00:21:23 Wrote keys.cfg

13
Kinda a simple idea. Though I do not know how hard it would be to implement.

Cause a flash bang to some times trigger enemy fire at the flash bang (or in a random direction).

This could just be a chance that it will fire, and have it related to the moral of the person who sees it. Thus it could be a great new tactic for approaching an enemy in a fortified position.

To implement this well, I think that every time an enemy is fired at his moral will be decreased.  This could be judged by a proximity method.  If a shot lands or passes through an area 2-3 tiles a way, then the moral will steadily get lower.  (Perhaps a different moral bar would have to be set up for this).  So, you could have a machine gun lay down cover fire at the enemy, then have some one throw a flash grenade to the other side of the corner, and if he fires at it, have another guy sneak up and shoot the distracted enemy.

Also this would give a bigger use to the machine gun.
Though the effect of moral would have to be thought out in a bit more detail.  Armor, amount of friendlies in the area, and other things would have to be taken in to account. But that is my basic idea.

(thanks for listening to me.  If I had more time, and a bit more programing experience, I would deffinantly be trying to contribute on the other side of this game.  I love it, and thankyou very much for making it!!!)

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