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Topics - jffdougan

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Discussion / New Let's Play at VGG
« on: October 31, 2013, 05:38:38 pm »
Well, I'm going to try running a text-based "Let's Play" at VGG, starting on easy mode. Thread is posted, seeing if I get feedback on potential site for first base.

thread here.

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Design / Alien Containment Unit
« on: October 16, 2013, 04:29:50 pm »
Food for thought:

Now that (in the current state of 2.5) live aliens can't be captured until the Alien Breathing Apparatus has been researched, would it make story sense for the Alien Containment Unit to not be buildable until after the research is completed, and increase starting player money by the cost of an ACU? I can make the case either way.

3
Feature Requests / Hospital interface
« on: March 18, 2013, 05:06:03 pm »
With the implementation of the wound system, one thing I often find myself wondering about is a soldier's recovery time. In the hospital screen, a mouseover will show both what kinds of wounds have been sustained and how much damage they have caused, but it would be nice to have an estimated recovery time shown, most logically if the soldier is clicked on.

I'm not sure how this would be implemented on the code side, but I do find myself wondering if I'm the only person who sometimes wonders about such things.

4
Bugs in stable version (2.5) / firing radii - Dragon vs. Stiletto
« on: March 07, 2013, 05:04:13 am »
I'm not sure if this is a bug, and don't know where to look. In my current saved game, I've finally gotten my first Dragon interceptor built, and its firing radius when armed with two particle beams seems to be smaller than that of a Stiletto with the same equipment. Is it an artifact of something, a legitimate bug, am I misjudging, or is this deliberate?

5
FAQ / recover mission start autosave?
« on: March 04, 2013, 11:09:45 pm »
Is there a way to recover the autosave that generates at the start of a mission? I had a computer crash (not necessarily connected to UFO:AI) happen while about 1/2 turn into a ground mission, and would prefer not to have to jump all the way back to my last deliberate save if possible.

6
Discussion / Preliminary question: economics
« on: March 01, 2013, 03:36:10 am »
Can somebody point me to the files where data relating to item pricing, man-hours to construct items, engineer salaries and workshop maintenance costs? I'm working up a proposal connected to what feels like a tighter economy in v. 2.5-dev compared to v. 2.4, but would like to make it a little more concrete.

7
Discussion / How-to draft beginnings
« on: February 25, 2013, 05:34:37 pm »
The following items have had basic "how-tos" requested. Per the thread with the original quote, these should be more like a cross between a user manual and a FAQ than like a strategy guide. This thread exists for that purpose - the posting of drafts, critiquing and rephrasing thereof, and suggestions for additional topics. I'll be reserving a bunch of posts after this so that the individual topics can each get their own posts.

As a note: I'm not positive I get the flashbangs part well enough to write it, but I'll give it a shot.

Code: [Select]
Basic Concepts (Campaign)
 Research
 Production
 UFO Interception
 UFO Disassembly
 Nation Happiness
 
Basic Concepts (Ground Combat)
 Time Units
 Reaction Fire
 Soldier Weight and Encumbrance
 Wounds and Healing
 Auxiliary Equipment

Please note that we want these to be very simple, short, clear and straightforward. Consider this a how-to on the absolute basics, not a strategy guide. Please also realise that I or others will probably change and edit any text you contribute, but a head-start will still be appreciated.

If there are other concepts that need to be explained, suggest them, but don't feel bad if we reject. This is really just the basics, not a full manual.

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