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Messages - skarg

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1
Windows / Re: Win32 Development Binary Installer Links
« on: December 31, 2009, 08:29:01 pm »
Destructuvator:

I am using your 27596 build and i keep getting an
assertion failed error
(see attached pic) but the path on the file
it references d:\ufoa1\src\common\tracing.c
does not exist on my machine
is this an error in the installer or is this a more generic error?
it happens on "alien landing-industrial" whenever i go to select a
fire mode (snap burst etc) for someone.


2
Bugs prior to release 2.3 / Re: cant put small craft in large hanger
« on: December 29, 2009, 07:36:44 am »
no worriies Duke, I originally
only viewed it as a volume problem, one of
storage.
I did not consider it in the light of maintenance or one of
servicing.
Although not an aircraft expert, I can understand the argument
that something designed to, say,
lift a large craft might simply drop or maybe crush a smaller one.

3
Bugs prior to release 2.3 / Re: cant put small craft in large hanger
« on: December 24, 2009, 04:57:58 am »
LOL, fair enough geever
thanks for clarifying

4
Bugs prior to release 2.3 / cant put small craft in large hanger
« on: December 20, 2009, 08:52:14 pm »
i'm playing  destructavator's build 27240 when I researched the dragon craft
i could not get any because i only had large hangers in my base.
And I made sure at least one was empty.
demolishing a large hanger and building a small one allowed me to buy them.

Shouldn't I be able to store a dragon in a large hanger though?

5
Feature Requests / Re: Human vs. Human and more!
« on: December 19, 2009, 08:27:07 pm »
could we have human criminal maps "poppy fields - alien crash" or something
you could have some humans armed with guns (maybe a rocket launcher to make it interesting)
who shoot at both
phalanx and the aliens


could be entertaining - probably something for 2.4
that would be interesting though
I have already seen proposals for having the cops shoot at the aliens
that would make a  mission much more interesting though.
-XVI infected humans,cops,irate farmers, criminal syndicate members, local troops, pissed off store owners,
gang bangers, women with baby carriages - all packing heat

you could even have a "comedy map" aliens crash into the midst of an NRA convention!
LOL just stand there and watch as 30 citizens or so pull out guns and a wild west shootout develops...
 :o


6
or even a researchable upgrade -the "medi helmet" or something -im not so good with names.
"-commander the hospital doctors and some techs got together to collaborate on a new device,
when it senses a criticall injury it injects coagulants and sedatives to prolong the persons life until help arrives"
some device you could research and build that would attach to the soldiers gear to reduce death rate or something
of course it would only reduce chances of death and come with some weight penalty.
(nothing should really save a soldier from a tamman doing a "burst fire" with a rifle at point blank range)

perhaps this could be implemented with some sort of "negative" hp allowance
full hp to 1 - active, but with debilitating injuries??
"'Tis but a scratch.
A scratch? Your arm's off!
No, it isn't.
Well, what's that then?
I've had worse.
You liar!
Come on you pansy!"

hp in 0 to negative allowance - unconscious perhaps with a "subtract something each round" effect
hp < negative allowance -death

the medi helmet or whatever could then simply add some value to the negative allowance
or make it a percentage of their full health value so it varies by soldier.

grist for the mill

7
Feature Requests / Re: crash damage
« on: November 30, 2009, 06:47:20 am »
sorry geever, I thought i read through the updated change list
on sourcefourge and the scanned through the list of stuff
 for 2.4

I guess I did not check carefully enough my bad, and my apologies.
thanks for the update

8
Feature Requests / crash damage
« on: November 29, 2009, 12:35:27 am »
I would like to propose a feature for consideration in the
development version:
crash damage.
When an alien spacecraft is shot down -
wound or even kill some of the crew.

This would add realism and speed up the gameplay by allowing
players to more quickly chew through all the crash missions.
(perhaps even make the "auto-complete" option viable later in the game by
weakening the alien side) It would also make the landed harvestor "terror" missions
much more dangerous in comparison. perhaps the damage could be partly random and partly proportional to the level of "overkill" that brought the spacecraft down in the first place.

this would hopefully provide a range of weakened aliens, everything from a controlled soft landing
with a couple of minor bruises (or their alien equivalents) up to  ramming into the ground
with only 1 or two aliens barely alive. perhaps the condition (and value) of the recovered craft could
be altered as well - reducing the amount of recoverable alien material or salvagable alien components
as appropriate.

9
Design / Re: CURRENT STORYLINE -- SPOILERS!
« on: November 28, 2009, 11:55:22 pm »
Winter - thanks for the plotline
destructavator et al-

I completely see the need to finalize game decisions at some point in order
to make any kind of progress at all

with that in mind let me propose a view that I believe upholds the current
plotline.

The alien hivemind ensures uniformity at the cost of creativity.
It knows what it has absorbed but since it's individual members are mostly mindless,
it can only really learn by either accident or conquering/absorbing new races.
Maybe it prefers it like that because independant thought is viewed by it as a challenge
to the supremacy of the hive mind.
The hive-mind itself could be much more concerned with instinct and dominance
then with scientific advancement (think of it as a character trait, compulsive and maniacal by our standards)

It clearly fears having it's "drones" out of contact for any significant timespan
and that limits its ability to attack earth.
It also is not willing to move the alien ark to earth orbit in order to intensify its efforts because it
still views the gate project as its primary interest, or because the resources to move the
ark would be too great an expenditure.
Perhaps it even needs the knowledge it could gain from earth
in order to complete development of it's trans-galactic gate scheme.

In fact, since Phalanx labs would presumably be the most cutting-edge
research institutes on earth, that could become a primary motivation later on in the game.
The Hive mind would want to capture mostly intact phalanx bases for infection/absorption
in order to potentially learn crucial information to it.

that would expain the relatively clumsy initial attacks on earth - they were all preplanned. The aliens
have only limited ability to "adapt on the fly" to ground conditions.
It would also explain why - later on in the game,
when Phalanx becomes more and more of a threat to them, they don't simply
vaporize the earth and have done with it.

It opens the possibility later on, when phalanx has an antidote of XIV, to have "disinfected" alien
defectors join them after a suitable time in captivity "I feel like i have awakened from a bad dream....".
(alien POW facility anyone?)

perhaps that could provide a plot element where phalanx learns of the alien history
or where to go to get it.

the point to all this is that the current outline seems entirely workable with just a bit of additional detail
thrown in to cover the logical gaps in the aliens actions.

The only real difference between my scenario and the original plotline,
is that the aliens don't just want to take over the earth, they need to take it.

anyway - grist for the general discussion.

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