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Messages - Rockwolf

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1
Tactics / Re: UFO Yard not getting any!
« on: December 11, 2010, 06:22:13 am »
Greetings fellow men of the stand,

In these troubled times of earthly resistance, my somewhat successful operation is not evoluting to my satisfaction but for one small detail which escapes my reasoning and patience both. I've downed an alien UFO fighter and having constructed the Yard which is a requisite for storage, chose to keep it to myself. Our chief scientists congratulated me, an instant message informed of its transfer to the Yard, but the weeks passed, more fighting happened, I was actually told that the Yard had one space consumed by the aforementioned UFO fighter, except it never made it there. The Yard is empty. I'm told the aliencraft is not available for research. It's nowhere to be found.

Is this a bug or am I missing something particularly obvious here? This is my first play-through. I've researched Laser Waves and the Alien Armor.

*EDIT*

By the way, since we're here already, why not ask something else, right? I searched the forums and read about weapon loadouts and such. My questions is: in UFO:EU, Plasma was definately the best weapon in game, but apparently in here, Plasma is not all that great and Lasers are actually pretty good. Is this correct? Also, I'm rather fond of my snipers; should I start training them to use heavy laser rifles instead of sniper guns proper? I wish there was a laser sniper rifle, tho. Seems to me a shame I'm to drop my snipers because their weapon of choice will become obsolete.

Can you research UFO Theory?  Try researching that, it may help open up craft types.  Also, where is your UFO Yard?  Is it close to your base, or really far away?  Try to build UFO Yards really close to your base.

As for Snipers, eventually in late game you'll be using bigger and badder weapons than Plasma, and some of those will be useable by snipers.  I won't say what the weapons are, but they're very nice, and they'll make your snipers smile.  I do agree about LASER Sniper weapons though, it would be really nice to have a laser weapon that is useable by a sniper, or perhaps open up new research chains for better sniper ammo.  One thing about Lasers is that while they are extremely accurate, and most of your shots land if you've got a clear shot, however, even though you landed 4 strikes out of 6 in two volleys from a laser rifle, that Ortnok is still standing!  Lasers are kinda weak, but still better than ballistic weapons (shotguns with saboted slugs are debatable, I've had better luck putting down an Ortnok or armored Taman with slugs than lasers at close range)

2
My grenadier always has a reload of flechette shells ready to go for entering a ship.  I find that those are fantastic for CQC, don't know how they stand up to medium armored aliens yet, but you can have your grenadier do reaction fire with them, and so far, it pretty much turns any alien they hit into a big pile of pulp.

3
Bugs prior to release 2.3 / Re: R28281 No free Inventory crash to console
« on: February 01, 2010, 10:36:53 am »
I have been unable to duplicate the bug.  Sorry.

4
Bugs prior to release 2.3 / R28281 No free Inventory crash to console
« on: January 27, 2010, 04:21:18 pm »
Connecting to localhost...
connection attempt from loopback connection
load material file: 'materials/ufocrash.mat'
Starting the game...
Rockwolf has joined team 1
music change to PsymongN2 (from ufo2)
music change to PsymongN5 (from PsymongN2)
(player 0) It's team 1's round
Rockwolf has taken control over team 1.

INVSH_AddInvList: No free inventory space!


This is the last bit from when my dropship went from one successful crash site directly to the next one, both were very close to base.

5
They're the extra 'special' forces.

After each mission, they get lollipops and cool-aid.

6
I've had similar and just as appalling results with the rocket launcher, which IMO needs to be beefed-up in stats considering it's size, lack of multiple shots, and inconvenience, not to mention accuracy (you would think it could be guided somehow, at that size).


I don't bother with the rocket launcher at all.  You get one shot, and the next turn you have to reload, so their max rate of fire seems to be every other round, maybe you can squeeze off a shot a round if you don't move. 

Would be nice if the rocket launcher had a very minor guidance system.  As long as you have a line of sight to the target, and the percentage indicator claims a 5% chance or better to hit, then the rocket will weave around the partially obscuring obstacles, lock onto the target, and blow him away.  Considering the cost of ammo, and the inconvenience, without some better hit calculations for a rocket launcher, it's only purpose, as I can see, is to sell it and all of its ammo to make a few quick credits at the beginning of a new campaign.

7
Started up a new campaign with the most recent build.

One of my starting soldiers had a pretty high skill with explosives, so I decided to give the grenade launcher another go.  I must be just getting really lucky with her, because she's already racked up 12 kills in 5 missions.  A couple times there were aliens right next to each other when she turned the corner at the start of her turn, and yeah...   a 3 round airburst later, and they were done for.  She's also been a pretty useful soldier in the 'check out the crashed ufo' missions where your soldiers spawn around the dropship, with as many as 5 aliens surrounding them with guns leveled and at the ready.

I've hit restart so many times on those kinds of missions, it makes me sad.

8
Yeah, those little buggers can be pretty tough.

I especially love how these soldiers are supposed to be the best of the best, but they can't seem to hit anything that's further than 10 squares away, even the snipers, with a clear line of fire, and Aimed Shot...  miss!

I don't even use grenadiers anymore, those guys just carry around flame throwers.  A lot of combat tends to get pretty close (especially inside a ship) and my flamethrowers are the ones who rack up the kills pretty quickly.

9
Windows / Re: All in one win32 build script
« on: January 21, 2010, 11:13:56 am »
Works perfectly now, a few warnings, but looks like I have a working uptodate revision now!

Thanks for all of your patience.

10
Windows / Re: All in one win32 build script
« on: January 20, 2010, 12:24:20 pm »
@horza
File: "C:\PROGRA~2\UFOAI\MinGW\bin\intl.dll" -> no files found.

outdated Mingw environment
sfx 7z file codeblocks.exe

@Rockwolf

I've tested the script on a clean vista x64 setup without a problem
So if you are unable to compile ufo2map by hand using codeblocks.exe than the problem is somwhere on your machine
The log file contain no error



Possible that you forgotten something?




I'll try to do it via the base administrator account, and see if that changes anything.

I'll keep you updated.



Okay, didn't work in Administrator, but then I noticed a little something in the way I had your application set up.  I had Codeblocks set to d:\ufoai_src\codeblocks

Turns out that I had unzipped codeblocks into d:\ufoai_src\codeblocks\codeblocks

I changed that, and hit start, and it's now compiling!

Sorry for my bout of stupidity.


Oh boy, my machine is really chugging away now!  Can't run any other programs until this finishes, lagging my machine really badly.


Okay, failed to build the installer, error 26, after 12 minutes.

I don't mind that it failed, this is the farthest I've gotten so far!  I zipped and attached the .txt, hope you can find out what went wrong!

Cheers again Muton, I really appreciate the effort you've put into making a compiler that someone like myself can use.

11
Windows / Re: All in one win32 build script
« on: January 19, 2010, 12:27:50 pm »
You have full access to the folder?
Run codeblocks.exe yourself and open project file
ufoai\build\projects\ufo2map.cbp
and recompile the project -> result?

Zip and attach the log file!
UfoAIbuild-*.log

Turns out that I didn't have full access.  I thought I did, so I did change it to full access on both root folders involved.  Crazy windows...  Doesn't even let me have full access on my own computer, under my own account, which is a member of administrators.  grr...

So, I set them up to full access, and ran your program, still idling at ufo2map.  I did check all 4 cores as well.  When I tried to run that project file in Codeblocks, it stopped right away.  I could not find the file UfoAIbuild-*.log, even after a full system search, thought I found a .txt document that matched.

I attached it, I hope this is what you meant.


12
Windows / Re: All in one win32 build script
« on: January 18, 2010, 10:20:21 am »
Still idling at ufo2map.  I set up the processor in the map compiler as you said.

Do I need to check something for the sse?  

Also, there's a dropdown with 01, 02, 03.  What does that mean, and should I select something other than the default?

If it helps, I'm only running Vista 32bit, even though my processor is a 64bit.  I used my current copy of windows when I built my new system a few months ago.  Putting a computer together and setting it up is about the extent of my skills with computers.  I can troubleshoot some of the simpler hardware issues, but that's pretty much it.  So, basically, I'm quite lost with much of what's required.

Sorry if you'll need to use a lot of explaining of each step.

edit:  Should I have C::B open and running when I try to run your compiler?

edit #2:  I've been doing everything on my D:\, but other than the drive path, everything was set up exactly as you described in the wiki.

13
Windows / Re: All in one win32 build script
« on: January 16, 2010, 03:28:26 pm »
Just want to say thank you to Muton for making something like this.

However, I seem to be having a problem getting it to work.

The application downloads the source, gets C::B ready, but when starting on the compile of Ufo2map, it seems to sit and idle.  My CPU is just sitting idling at around 5% activity, with little jumps to 10%, that's about it.  

I chose the option where your application determines the details of my processor.

Edit:  I have an AMD Phenom II, Quadcore, 3.0Ghz, 8Meg total cache, socket AM3

14
hehe, okay, if I can figure this out, I'll write a Dummies Guide.

Actually, won't need to do that, probably just put a little line in there linking to Muton's all in one updater/compiler

15
hehe, okay, if I can figure this out, I'll write a Dummies Guide.

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