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Topics - Doctor J

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Discussion / Incendiary Rocket
« on: June 06, 2008, 11:48:43 pm »
So i'm looking to make a tweak for an M202-style incendiary rocket for the rocket launcher [].  I have most of it, but i don't know how to set the damage and splash radius.  Since it appears this has been discussed before [going back at least two years], i wonder if anybody has any tentative values they'd like to suggest?

Coding / Weapon Spread
« on: May 10, 2008, 12:29:49 pm »
The spread values given for firemodes in the .ufo files - are these in degrees, radians, 'gosh units' or what?  I tried grepping the sources but didn't find anything like a useful comment, only it being used in G_ShootSingle().

Feature Requests / Equipment Management
« on: April 21, 2008, 05:30:42 am »
I notice there is a feature request [# 1946068] asking that the sell equipment screen be modified to prevent the user from selling equipment that his soldiers are using.  I, too, have been annoyed by this, and have some related observations to share:

  • Similar to the above, it is too easy to transfer items that are already equipped.  The error is not discovered until it is time to launch the ship.  If the ship is launched by double clicking on the target, you won't notice the lack until you get on the Battlescape.

  • The fact that equipped items remain in storage enables the following exploit - two squads in two dropships at the same base don't need to have two sets of equipment.  As long as you have eight sets of armor in storage then both squads will have enough armor.

To summarize, the game would be improved if items that are equipped did not count against storage - these things are either in the soldier's locker or stored on the dropship.

Tactics / Blades
« on: April 15, 2008, 05:33:33 am »
It is interesting to me to see if anybody uses the blades that are too big to fit in a holster or on the belt...

Discussion / New Campaign Q's
« on: April 11, 2008, 01:08:32 am »
Okeh, i finally got 2.3 to hold together long enough to get through a mission.  There are two issues that concerned me enough to ask:

1) As soon as i built my home base i immediately started construction on a Small UFO Hangar.  A few hours before it gets completed i get the Farm mission [the one with the landed Scout].  The mission was fairly rough [it seems i had forgotten to equip armor], but i got through it ... and was forced to sell the Scout.  To add insult to injury, the hangar was completed before my Firebird got home.  On the bright side, the money from the sale of the Scout enabled me to go on a base building spree.   :o  So if campaigns are not going to start with a UFO hangar, can we please put a delay on the Farm mission until two weeks into the campaign?

2) One of the farmer's daughters killed two of my men with a Plasma Pistol and was later seen with a Plasma Rifle when i put her down.  I know from other threads in the forum that we don't have psi control, so to what do i attribute her aggressiveness?  Is this a really early XVI infection?

Feature Requests / Seven Samurai?
« on: April 04, 2008, 04:52:41 pm »
I just tried out SVN checkout # 16128 and seemed to have discovered an "off by one" bug somewhere.  I started a new campaign, and there are eight soldiers in the barracks.  Strangely, only seven of them are ticked - i am not able to add the eighth without removing a currently selected soldier.  The Firebird steadfastly shows "8 of 8", but when i go to the equipment screen there are only seven soldiers there.  What further debugging would help?

Discussion / Bugs File?
« on: April 02, 2008, 06:09:50 pm »
So i looking at the FAQ
Code: [Select], which seems to have been written for version 2.1.  Anyway, it references a file called "bugs" which is said to be distributed with the game.  I've never seen it in trunk, nor in binary.  Can i safely assume that this info is obsolete?  Further to that, will it make anybody mad if i update the FAQ page - including removing this reference??

Coding / Campaign Test?
« on: April 02, 2008, 07:28:16 am »
So i've made some tweaks to my weapons_human.ufo and want to test it out.  According to the instructions included here:, i should be able to type "campaign test" in the game console.  When i try it, however, i get this:
Code: [Select]
campaign test
Unknown command "campaign"
So what is the up to date method of testing?  If i try to start a skirmish, i don't get the weapons that need testing.  It seems a little much to ask to start a campaign and just wait until i get a mission...

P.S. This is the 2.3-dev version.

Coding / Suggestions for UFO2Map utility
« on: March 28, 2008, 10:43:28 pm »
I'm finding that 'make clean/make/make lang' is almost inconsequential in terms of time needed, but 'make maps' takes so long that i essentially have to plan around it.  Therefore i would like to offer the following suggestions:
  • pre map: output the total number of maps needed to be remade
  • post map: output the total amount of time used making maps

Tactics / Particle Beam Cannon
« on: March 28, 2008, 09:22:38 pm »
How many of you use the PB Cannon, and if so, which weapon used by your squad does it replace?  While it is massively damaging, it is much shorter in range than a Rocket Launcher and needs even more TUs.

Coding / Which version?
« on: March 26, 2008, 06:07:25 am »
I did a SVN download the other day [checkout 15841], configure/make/etc and when i tried to run it, i get this

<snip initialization and parsing>
Code: [Select]
execing autoexec.cfg
"version" is "UFO: Alien Invasion 2.3-dev Unknown Mar 23 2008 MacOSX DEBUG"
S_Music_Start: Playing music: 'music/van_theme'
Segmentation fault

So now my question is, how far back do i have to step to get a version that will work?  Pardon my ignorance of how these procedures work...

Tactics / Camouflage Patterns
« on: March 23, 2008, 05:30:44 am »
Do the different patterns of the soldiers' uniforms [Desert, Jungle, etc.] make a significant difference in being seen/hit by the BEMs, or is it purely a matter of window dressing?

P.S. Why is there no camo for woodland/forest?

Tactics / Machine Guns
« on: March 22, 2008, 06:56:32 pm »
Q1: How many of you equip a squad with a Machine Gun?

Q2: Those of you who do, at what point do you consider it obsolete?  The Plasma Blaster puts out a high volume of fire on 'Burst', but 24 TUs means the gunner will never be able to move...

Discussion / Wiki Updates?
« on: March 14, 2008, 11:49:57 pm »
Is this the proper place to talk about modifying the wiki, or does it belong in 'Design', or where?

Feature Requests / Cargo Plane Transmutes Matter?
« on: March 08, 2008, 06:43:51 pm »
Here's exactly what i did: on the 2.2 Mac binary, i transferred a Dropship, its squad, and all their gear to another base.  I was not quite done loading the gear onto the transport [was down to pistols] when i got an error message that the storage in the new base was now full.  Assuming that the interface had stopped before crossing the threshold of 100% full, i clicked "Transfer".  The transport took off.  When it arrived at the new base, there was a strange message like "Base Oceania has no Antimatter Storage, 64 units of antimatter destroyed".  I hadn't even gotten to where i could research antimatter, and i definitely didn't have any.  It got even curiouser when i tried to outfit the squad.  I had shipped, for example, 1 Machine Gun and 5 MG magazines.  The new base received 69 MGs and 1 magazine.  Not only did the quantities change, but my storage held a lot of things that i couldn't use: Miniguns, Nanotube Armor, etc.  I hadn't yet researched any of these things.  What was worse, storage was now 40% over full, and i couldn't do anything until i sold off the excess.  I have included two savefiles: Slot4 is just after the transport plane takes off, Slot5 is just after arrival in Base Oceania.

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