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Topics - ManicMiner

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1
Tactics / Mary Sue Aliens
« on: December 03, 2012, 11:41:01 pm »
Is it me?

I've started a new game to clear off the weight issue and all's been fine till the new aliens appeared at the same time as the needler. These aliens appear to be able to walk 30 units, shoot a volley at the dropship with >90% accuracy, and they STILL have time left over to reaction-fire to death anyone who takes a footstep at the end of their round. I lost five of my best troops before the end of round 2 because no sooner had they stepped clear of the dropship they were cut down by volleys of crossfire from aliens that were halfway across the other side of a large map!

2
Bugs in stable version (2.5) / Battlescape issues in Terror mission
« on: July 08, 2012, 01:04:33 pm »
    Hi,

    Sorry for the vagueness of this, but with the attached savegame I get a range of different issues every time I play the terror mission in the Italy map - for instance

    • If an unseen alien panics their round never ends and the mission has to be aborted
    • Certain weapon uses during alien round seem to cause a crash-out to the desktop
    • The "empty hand" issue

    Even with the game fully recompiled from source on 8th July 2012 these issues can be reproduced simply by aborting and reloading the saved game, but the bugs can vary depending on which aliens with which weapons are spawned in the mission. When I play any of the other missions I don't have any problems - it's just with the terror mission. I could've uploaded the logs but I thought it might be more useful for anyone troubleshooting those problems to just test the saved game repeatedly and reproduce the bugs themselves.

3
Tactics / Hoverbots. AARGH!
« on: June 21, 2012, 01:05:44 am »
How do you ever complete a mission with three or more of these things?

Usually, one of these things crosses over a rooftop and strafes my squad at the end of round one - and then gets another couple of reaction shots in. I've had four seasoned warriors killed before any of them's had a chance to shoot back.

I know one good shot from a plasma rifle takes them down but it's a miracle if my soldiers live long enough to take it out, considering they sit around like idiots waiting to be killed instead of using their reaction times. With three of these things appearing in buildings and on rooftops it's almost impossible.

4
Hi,

I've been compiling from source and noticed on the last compile it went from 2.4dev to 2.5dev and this resulted in a couple of minor differences between 2.5 and 2.4.

1. Saved game folder seems to have been pointed elsewhere. Not a problem but it is a minor annoyance. Haven't checked if there's a savegame break.
2. The globe - for some reason it just looks way, way better with the nighttime lights and relief on zoom.
3. In Battlescape, if you clicked on the fire button and got the popup showing the attack options you used to be able to "cancel" by right-clicking. Now you can't.
4. The farm texture for the fields now looks totally different. It's easier to read, but looks nothing like any farmland I've ever seen...
5. Getting a much more interesting variety of Battlescape locations.
6. Is it me or are the Tamans a lot more intelligent? I had one rotter lob a plasma grenade out of a first floor window, it bounced off a wall and round a corner and killed two grunts. How the Taman knew they were there is anybody's guess.
7. I've had to really start using the first aid kit throughout a mission instead of waiting till "last alien" and then sending the wounded into a group where they can all heal each other. This is a good thing.

If I see anything else, I'll post it here, but so far so AWESOME!!!

5
Bugs prior to release 2.4 / Harvester Missions Kill Game
« on: February 22, 2012, 11:33:57 pm »
Hi,

Got a weird problem - the game is fully patched to latest SVN and plays fine but over the last week of so (in the game) I've been getting random issues with harvesting missions. The Geoscape shows an error for it as the screenshot indicates.

No matter which set of grunts I send to the mission, the autocomplete results in mass loss of civilian life and an instant drop from Exhuberant to Happy from all nations, but if I try and play the mission, UFOAI it just freezes. I've attached the log from immediately after CTRL-ALT-DEL'ing out of the game, as well as the savegames that most frequently lead me to these unplayable missions - does anyone else have a problem with these saves?

I've even rebuilt all the maps completely just to see if that had a bearing on it.

6
Feature Requests / Hospital Idea
« on: November 18, 2011, 11:19:42 pm »
Nice and simple... when I have a grunt return from a mission with 5 health left, surviving on life support and eating baby food for six months, it would be useful to have him/her dropped from the mission roster and fully un-equipped.

Rason being he/she is physically incapable of holding a rucksack full of weapons and yomping across a battlefield.

Just saying.

7
Hi,

Prior to updating via Muton's script an hour ago my saved games were loading. Now when I select a saved game, the indications in the console are that the game has loaded however it just drops back to the load/save menu.

Is anyone else getting this?

8
Hi,

Bit of an odd one - the game saved OK as far as I can tell, but if I try to load it nothing happens.

I loaded a different save from a couple of days earlier in the game and that played OK, but round about the same time on the clock that I was able to save this game, I get the ending saying I've failed to protect the earth and PHALANX has been disbanded.

EH?

With all but one nation "exhuberant"?
With nearly every alien flying over land, being shot down?
With terror missions always answered?

A couple of times I've had to leave crashed UFOs alone for longer than I'd like, the simple reason being I only have two dropships and they're usually out doing other missions. Realistically though, how would you make good use of the hospital and keep your team in good condition if they're sent on away missions on a constant basis?

I'd use auto-mission, but 9 times out of 10 it says I failed and I lose the team... a bit dumb given that I can consistently go into the mission, play it, and win without a single loss.

9
Feature Requests / Equip Soldiers - Weapons Categories and Skills
« on: August 02, 2010, 02:45:46 pm »
Hi,

This is just a rough suggestion in light of the Wiki being a bit out of date...

It's not going to be obvious (to newbies) whether firing a plasma etc is a "heavy" weapon or a HE weapon and this might be a bit ambiguous given the skills for the grunts shows "High Explosives" and "Heavy Weapons".

Ditto applies to alien weaponry particularly the Plasma Blaster.

I assume for the moment that only launchers (rocket and grenade) and grenades are "HE" and no alien weapons are either "HE" or equivalent to flamethrower.

If that assumption is wrong, is there any way to make it a bit easier to work out - for example, indicate which weapons and fire method a soldier is best suited to wielding when equipping him/her from the base?

I don't have any specific ideas on this, but maybe a tab for "Recommended Weaponry" in addition to the categories, which lists the weapons and ammo which suit that soldier the best.


10
Mapping / City Map main stairwell is too dark during night missions...
« on: August 02, 2010, 01:57:02 pm »
Hi,

Is it just me or is the main stairwell now so dark when playing a night mission, that you can't see anything at all? (This is on 2.4). I've recompiled it, played around with the lights, and it's still impossible to see anything!

The corner ones are fine, it's just the main entrance... During the day, it looks like this:

http://ufoai.ninex.info/wiki/index.php/File:Ufoai2.3-dev_%2Bcity_1.jpg

11
Windows / Base is under attack but no aliens, no mission...
« on: July 05, 2010, 02:25:03 pm »
I have a saved game where the base in South America has apparently been under attack for quite a while; I didn't notice till a UFO flew right over it without getting shot down.

I can transfer stuff there, build new facilities and so on (and even sent personnel there) but can't do research, equipping or UFO intercepts.

Is there any simple way of fixing this?

Ta muchly

12
Windows / Different Maps
« on: October 21, 2008, 12:49:20 am »
Hi,

I'm playing the 2.3 game and have noticed I only ever get the farm, variants of the industrial map, a map with a bunch of small dwellings on it and an arctic map.

I have seen swamps, a pyramid map, a mine and some luxury condos on a hillside on previous releases. Has something been lost in translation?

13
Feature Requests / Inventory and Production
« on: October 15, 2008, 07:48:35 pm »
This isn't necessarily a bug but more of a useability issue. In the most recent Windows binary (thanks Destructavator!) the research works great but the whole workshops / manufacturing / inventory side of it... (Sideshow Bob Shudder).

I allocate all my engineers to make 8 combat armours the first chance I get, but the UI never shows how long it'll take or how many engineers are assigned to the job or any hint at how long it'll take - and there's no notification when it completes.

Back in September (game time) I recruited 30 engineers and tasked them to build 8 instances of the reinforced armour made available through research - it's now the following February and I have 15 items of alien armour which I can only assume were collected following successful missions, no new suits of armour in the inventory, and according to the UI I still have 8 units marked to be built.

The only other thing I've assigned any engineers to do is disassemble a scout and I started that in June in the home base; it's still not completed.

I've progressed a fair way down the research track (got three new types of aircraft and all laser/plasma weapons have been researched) but I'm still flying ships with bog-standard rocketry. Why? Because when I go to manufacture weapons for the aircraft, there's nothing new in the list for me to build.

The research notes you get in mail tell you everything except what object categories the new production items are - it shouldn't take much to show "We can now build: New Item: (Primary / Secondary / Heavy / Other / Aircraft / Aircraft Component)"

Basically, the interface is trying to be far too clever for its own good. All we need is something similar to the research UI; assign X number of engineers to X task, there should be a calculation as to how long it'll take and therefore the user should be able to see how far along the manufacturing process is.

14
Feature Requests / Assertion Failed in m_inventory.c line 297
« on: September 29, 2008, 10:42:26 pm »
Hi,

I consistently get this error on industrial missions whenever I try to select a secondary weapon; it also results in a massive expansion of RAM utilization.

Just now I monitored it and the RAM used by ufo.exe went up by 10mb per second after the debug error appeared. I finally terminated it after it reached 500mb...

This is on the 2.3 EXE build, I think from 14th September.

15
Feature Requests / Suggestion: Engineers, Scientists, Medics... and ?
« on: September 24, 2008, 09:42:17 am »
Hi,

I was watching La Femme Nikita the other day and if there's a better model for no-nonsense interrogation I've never seen it!

There are a fantastic (if very creepy) pair of people called the Torture Twins - don't talk much but then their job is to make the enemy talk. You only see them in the interrogation room, with their toolkits.

If playing with their bodies doesn't turn up answers, Madeline messes with their heads. And if that doesn't work, or they need a "soft" approach to the interrogation, there's always Nikita.

It might take a lot of coding but this would make use of the "stats" that at present are assigned to scientists etc.

What delicious fun if:

1. Aliens can die under interrogation if you rely too heavily on the sociopathic element of the team
2. Aliens can escape the interrogation room if you're too soft (mission on base to apprehend fugitive)
3. You can assign a team to one alien and they gain tech in parallel to other development (tactical advances, cultural info, alien mission types)
4. You have to adjust the team dynamic according to the alien's rank.


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