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Messages - Duque Atreides

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1
Linux / Re: Debian/Ubuntu packages for i386/amd64
« on: October 15, 2012, 02:51:31 am »
Hi! I was trying to install the i386 package on debian tablet. It uses Whezzy. I don´t know if the debian package that is on this page works on it. I used the installer but, it show me some errors. The "errors" are missing address. I belive that these are the address where the information is. I have full internet signal.

What can i do? I´m not a linux user, but my tablet comes with whezzy.

2
Feature Requests / Re: SAM/Base Defense Range Geoscape Toggle
« on: July 27, 2012, 02:56:39 am »
about this, what about the lasers positions? It could be a very interesting thing to put laser defenses instead of missile defenses or, combine it.

3
Feature Requests / Re: Soldier craft position re-ordering
« on: July 27, 2012, 02:55:22 am »
I think that in firebird landing, the soldiers must be on the aircraft at the begining. Is more difficult, but, it gives more chance to survive an ambush, because the most of the soldiers are covered by the aircraft.

4
Tactics / Re: Where/why/how many bases do you build?
« on: July 26, 2012, 02:27:33 am »
Headquarters I build in eastern Europe. Next I build a base really near as a pure workshop base. My Headquarters base has all my labs and workshops churn out goods (I leave the workshop at head quater to churn out ammo). After that I build five more in order, China, USA, Africa (South), South America and then Australia. I never use air defence (I even sell the first interceptor at the start) I have a squad at each base and when attacked, kill them and sell their ship. Better than a somali pirate operation.

I used this too. I build the HQ at Slovakia, my workshops at Poland, an airbase at Kamchatka (Russia) or Korea, another airbase at Venezuela and the final airbase at India. Australia is the home of one of my radar bases (no garrison, only radar, CC and energy), a radar base at Canada (west coast) and another radar base at Namibia or Angola.

Antartica is covered by a radar post, and the Patagonia (Argentina´s southern land) is covered by a radar post too. All radar post or bases are covered by 3 SAMs and my HQ/Workshop base is covered by another 3 SAMs too. The Air bases relay on their missile/laser defense (2 missile/1 laser) and the fighter wing.

5
Discussion / Re: Difficulty; alien shooting
« on: July 26, 2012, 12:13:15 am »
But nigthly build is for 2.5, isn´t? I´m playing 2.4.

6
Discussion / Re: Difficulty; alien shooting
« on: July 25, 2012, 11:39:59 pm »
The answer is: the AI is buggy: AI_SearchBestTarget loops through all the fire modes but it resets visibility each iteration while only checking the visibility the first time, this effectively prevents aliens form ever using other firemode than the first one

Uploading patch to tracker shortly

Edit: Done patch #3547989

And how can i use this patch? Where i need to copy it?

7
Discussion / Re: Difficulty; alien shooting
« on: July 24, 2012, 04:37:48 pm »
Hi. I want to do the same question. Why the aliens don´t uses burst shot with plasma rifle, for example?

Thanks

8
@Duque Atreides
that was not a bad explanation, i am surprised.

but i'll write my own explanation anyway:
phalanx is a secret organization in order to protect phalanx from journalists asking for interviews and tv-shows, and telephone salesmen.

jejejejejeje well, that´s good :D

9
I was reading this post, and i think that the problem isn´t the secrecy of the Phalanx group, but the nature of the war. I think that the whole figthing must be secret to the public. What i mean? The aliens can come to Earth frecuently but don´t make a massive assault. Why? There´s many explanations, but i prefer to think that is a very bad cost/effective way to make the job. They simply can use a sickness to scrub the humanity, for example.

So, i think that the battle must be secret, the alien missions are "special operations" to achive the goal of the "sickness" (the game have a history of this) and PHALANX is a counter-alien special operations group. That´s all.

How to explain the attacks to population? That´s the point. If you fail a mission, people start to know the reallity of aliens and the nations start to have "media problems" and riots at the streets, so, the nations will cut your funds. But, if you have succeed, the "battle" can be covered and the life continue "normaly".

How to explain the fallen UFOS? well, military "secret" aircrafts :D. The attacks on cities? Terrorist group (Like Cobra? :D). Homemade videos of battles and aliens? Well, trivializing the video or hacking the Youtube :D

Some ideas...

10
User modifications / Re: Armour Values
« on: July 16, 2012, 04:30:11 am »
Ohh... that´s explain some things jejejeje

Thanks

11
User modifications / Re: Armour Values
« on: July 16, 2012, 01:36:48 am »
And what about the rating?


For example

Alien body armour have a normal_medium protection of 20. Rating of 20.

So, i understand that if i shot at the alien with a assault rifle, the equation is

Damage (42)-protection (20)-alien resistance (10 for example) = real damage (12)

But, what happen with the the rating? what effect have this thing?

12
User modifications / Re: Couple of questions
« on: July 16, 2012, 01:30:25 am »
If it don´t necessary mod the .po file, how can i add a new tech to the game (text i mean)?

For example

I want to write a tech preview for the advanced combat armour (i enable it for campaing). How can i do it? (please, think that you are explaining to a "stupid :D, i mean, detailed).

How can i write the text file? Second, how can i translate it?

Sorry if i´m tedious with the matter, but i´m very noob with the moding. :D

13
User modifications / Re: Couple of questions
« on: July 15, 2012, 08:39:14 pm »
I opened a .po file http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=blob_plain;f=src/po/ufoai-en.po with Notepad ++, to create new features. But, when i save the file and try to open it with Poedit, it send me the message "failed to conver file.....to unicode.

What im doing bad?

14
Newbie Coding / Re: Language files
« on: July 15, 2012, 07:24:03 pm »
Ok, i do it. Ignore the last message.

Thanks!

15
Newbie Coding / Re: Language files
« on: July 15, 2012, 07:22:05 pm »
You need to edit the .po files and compile them, see a similar topic I posted a few days ago: http://ufoai.org/forum/index.php/topic,6827.msg54442.html#msg54442

As I found out however, while you can create a new .mo file that will feature your new text, it won't be read in the mod folder and has to replace the one in base/i18n.

If you're just creating it for your own personal use then that won't be a problem, but as part of a mod replacing any core files outside of the supported mod system is generally a no-no due to issues with being able to play both modded and unmodded versions of the game. However if you're just adding in a new entry that might not be so much of an issue for you because an unmodded game simply won't call that entry and so not cause any problems.

Ok. I downloaded de .po file (i think; is a cfi.txt file), and the Poedit. I can now read the .txt but i can´t do a new one. For example, advanced_combat_armour.txt exist, but it isn´t advanced_combat_armour_pre.txt. So, how can i do the _pre.txt?

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