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Messages - DattMuffinMan

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1
If we are lucky we could make an addendum to the current system, however I somehow doubt it would be that easy. The problem lays within how interceptors follow based on speeds. To fix this problem can be simple, when the player starts pumping out interceptors that are faster such as the Dragon, don't have the slower UFOs spawn anymore, or introduce more speedy variants to keep up with player and prevent manipulations of pathing.

Or we could rip up the entire flight system and change, but I think simply using triggers caused by the player, to keep up with the player would be more appropriate and perhaps less time consuming.

2
I was able to fly the UFO into my AA net, if I had more fuel I would've killed it without having to intercept. I was able to influence the UFO's pathing to my advantage, that's exploiting.

3
Well, its an exploit then not a bug if it is an intended feature. Still something that needs to be attended to.

4
OS: Vista Business
Card: Radeon 2400 XT HD
Processor: AMD Dual core
RAM: 3Gig(6 gigs pagefile)
Filesystem: x86
Version of Game: 2.5 installer apr 14 2014
Settings: Compat mode windows XP SP2
Run as Admin

This bug seems to be reserved for the Dragon Fighters only. It seems the scientists forgot to tell me they installed a fraking Alien mind control module on the damned thing when I wasn't looking! When an Alien Craft approaches the Dragon, you gain control of the alien craft via opposite movement as demonstrated in this video.
https://www.youtube.com/watch?v=rJVod1zftg0

Steps to reproduce:
1-get a Dragon interceptor
2-Have a Alien craft fly torwards the Dragon
3-Viola, you now control the Alien craft

PS: Bug Tracker
http://ufoai.org/bugs/ufoalieninvasion/issues/5332


5
Bugs in development version (2.6-dev) / Re: Saves are not registered
« on: June 07, 2014, 01:21:57 am »
Yea, that was clean install, I don't know why it was still being corrupted. I'll check later today and report back.

6
Bugs in development version (2.6-dev) / Re: Saves are not registered
« on: June 06, 2014, 04:12:52 am »
Update! The current version june 5 2014 has not resolved the problem.

All the console messages are the same, and when I try to load I am returned to Title screen.
Will update with a new consolelog and save file.

7
Bugs in development version (2.6-dev) / Re: Saves are not registered
« on: June 05, 2014, 10:29:41 pm »
There you go, will now create a ticket.

link: http://ufoai.org/bugs/ufoalieninvasion/issues/5330

8
Bugs in development version (2.6-dev) / Re: Saves are not registered
« on: June 05, 2014, 12:59:35 am »
I couldn't find the log sadly, so I manually writed down anything that was wrong.

My saves seem to do fine but above them was this:
Game_SetMode f: 'campaign_main' not found

Not sure if that is related to anything important. However when loading something more interesting seemed to happen:

UI_Delete Node: can't delete the static node 'geoscape.messages.dock.bottomMargin'

Running Subsystem 'interest'
Invalid interest category
subsystem 'interest' returned false-savegame could not be loaded

EDIT: Weird after going through the game a second time, the roaming folder decides to take the room service and plop some files down. The consolelog has been added to the first post. I looked at it a bit, seems that some of it pertains to the graphical glitches I am experiencing lol.

9
Bugs in development version (2.6-dev) / Saves are not registered
« on: June 04, 2014, 10:41:56 pm »
OS: Vista Business
Card: Radeon 2400 XT HD
Processor: AMD Dual core
RAM: 3Gig(6 gigs pagefile)
Filesystem: x86
Version of Game: 2.6Dev installer jun4 2013
Settings: Compat mode windows XP SP2
Run as Admin

Bug: Saves aren't Saved
How to Reproduce: Attempt to save, then load, you will then be shot back to the title screen
Cause: Not sure, however when I checked the roaming file for UFO2.6 there was nothing there, not even a save folder.
Fix: not sure seems to be a fundamental problem with coding, or incompatibility.

10
Discussion / Re: Impressions on 2.5 vs 2.4
« on: June 04, 2014, 08:58:37 pm »
Personally I found the camo to be useful. Allowed me to colour code my troops as if they were a bag of skittles ready to be eaten. Only some colours were more dangerous to eat. Also to put some design behind the entire camo section wouldn't be hard(even though coding it might be). If adjacent to the outside of a building/inside one Urban camo gives you a stealth bonus I.E the Aliens have to move in closer to see you. If adjacent to a plant with Jungle Camo the same applies and so on.
I don't know how much reduced vision the Aliens would have per camo as it would have to depend on their current stats(which I haven't seen). But the effects would differ from race to race. The Taman will have only 50% the effect of sight reduction, the Hoverdisks would have none, etc.

Also in 2.5 on very hard, I found the difficulty lacking, due to the fact smoke is Jesus incarnate on the battlefield. Perhaps some hard counters should apply such as the Hover disks and so on. However keeping the happiness up of all the nations is ludicrous, you have to kill 3 alien missions/objects in order to get even a few to pleased(Not enough come around so, even then if they did have enough you would run out of soldiers unless you exploited smoke). And I lost the game mid-way in(sad I couldn't test all the features) when about 4-5 countries weren't pleased, instead content/neutral. How does that make all the nations want to disband X-com!?

However I did have one mission wherein my LZ was invaded by those oversized ticks and had two dead to begin with, then point blank by a Taman another fell. Then another by friendly fire(the bullets shredded through a shazzar and hit him). The last one just got side shot while sitting in an alleyway. Those 3 bastards were lucky to get out alive on that one(Was using smoke the entire mission), and I felt as if I was playing X-com again huddling in my concrete hidey holes as I sent out soldiers to take Alien Plasma fire so I could watch another episode of Farscape. Perhaps more close quarters urban maps are needed as the AI just can't do that on open maps when encountering regular overuse of smoke.

All in all, I enjoyed the 2.5 build with no bugs(aside from the graphical glitch posted in Windows TechS). I enjoyed the aesthetic overhaul greatly, as in 2.4 felt like you were commanding a bunch of bobble-heads taken out of storage(it wasn't that bad, but nevertheless it was a bit goofy). All that needs to be worked on mostly is the AI really, and the writing. I can help with the writing so I'll send some PM's :D.

11
Windows / A standard Graphical Glitch on the Geocope
« on: June 03, 2014, 08:35:50 pm »
Build:
OS:Vista Business
Card: Radeon 2400 HD XT
Core: Amd Dual
RAM: 3gigs(6 gigs page filing)



Happens on the Geoscape whenever I put a interceptor on course to take down a Alien craft. Has happened both in 2.4 and 2.5beta.

Now I have to get off before this thunderstome fries my tower. Thanks for looking into this.

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