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Topics - Battlescared

Pages: [1]
1
Discussion / Quick Question: Do missions eventually go away?
« on: June 08, 2014, 07:06:18 pm »
Or do you have to fight every battle?  Normally I fight em all to resolution, but there are some times that I'd rather just let em disappear on their own like they used to in XCOM.  So just thought I'd shoot out a quick question to see.

2
Linux / Proper GIT command for 2.5 dev current
« on: March 21, 2014, 11:20:25 pm »
Hey all,

Try as I might, I just don't seem to get GIT.  It just doesn't seem to work the way I expect a CM system to work.  I just did a pull from my 2.5 dev directory, which I thought should have been setup to read the 2.5 baseline, but instead it overwrote it with the 2.6 dev baseline.  I don't know how to get a clean version of the latest 2.5 dev.

Can someone give me the exact commands to clone the 2.5 baseline on my disk?  And the separate commands to pull the 2.6 dev baseline?  I want them unique on my disk.

And while you're at it, if you could give me the clue on how to update each of them so I can keep each baseline independent.  If there is an existing post on this, please point me to it.  I haven't found anything that has helped me figure this out.  Thanks.

BS

3
Discussion / 2.5 Stable Now?
« on: February 16, 2014, 07:27:11 pm »
I see a lot of discussion on moving to the 2.6 baseline, but I don't think I've seen a general announcement that 2.5 is stable yet.  Is there anymore development going on in 2.5 that we should consider it the stable baseline now and 2.6 the only dev version going?

4
Discussion / Official Baseline?
« on: October 14, 2013, 03:17:07 am »
Quick question to clarify the statement on website. 

Is the intent to make 2.6 the final stable version for this release?  Or is work going to continue on 2.5 as a final stable release while 2.6 goes on to additional development? 

Usually odd numbers are dev and even numbers stable releases, but I didn't get a clear idea from the description.  Thanks.

5
Feature Requests / Dead Soldier Stat View
« on: July 28, 2013, 10:45:46 pm »
I take care of my squadies, but I don't always remember them.  Also, some turns happen so fast all of a sudden someone is dead and I don't really have any idea who it was if I missed the quick flash of a message that shoots by.  I would like to be able to click on their remains and see their names and stats.  That will help if I want to retry the mission.  Really need to know who's willing to be sacrificed.

If that's too complicated, maybe a button on the interface that pops up a quick list of soldiers and their stats that are on the mission, and just gray out the ones who've died.  The list could just be stat numbers; don't need the fancy bars or anything, so you can get all of them on one quick screen.

And I do add short notes to their names to help remember who is what, but again, sometimes they die so quickly, I lose track of who's who.

6
Linux / Running 2.5 in Mint
« on: July 14, 2013, 01:33:24 pm »
I'm getting a run-time error with X when I try to startup ufoai.  Here is the dump:

~/Games/ufoai25 $ ./ufo
---- endianness initialization -----
found little endian system

---- filesystem initialization -----
Adding game dir: /usr/local/games/ufo//base
Adding game dir: ./base
Adding game dir: /home/mark/.ufoai/2.5-dev/base
using /home/mark/.ufoai/2.5-dev/base for writing
executing filesystem.cfg
executing default.cfg
couldn't execute config.cfg

----- network initialization -------
libcurl/7.27.0 OpenSSL/1.0.1c zlib/1.2.7 libidn/1.25 librtmp/2.3 initialized.

------ server initialization -------
WARNING: cvar 'sv_maxsoldiersperplayer' out of range (0.000000 < 1.000000)
added 11 maps to the mapcycle

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.15
I: desktop depth: 32bpp
I: video memory: 0
I: Available resolutions: 1680x1050 640x360 320x240 (3)
I: video driver: x11
I: setting mode -1
I: set multisample buffers to 0
I: set swap control to 0
X Error of failed request:  BadWindow (invalid Window parameter)
  Major opcode of failed request:  154 (NV-GLX)
  Minor opcode of failed request:  4 ()
  Resource id in failed request:  0x280000f
  Serial number of failed request:  36
  Current serial number in output stream:  36

Not sure what to make of it, whether it's a bug or just something in configuration.  I built the maps and everything compiled fine without error, though I had to skip uforadiant.  I don't see a log file to include, though if you need me to run something with a command switch or look somewhere, let me know.

Also, I have a nVidia Geforce 550GTX running the 310.32 nvidia driver.

I believe I'm running Mint 14.1 64 bit with KDE, on an AMD Athlon 64.  I have run 2.4 successfully before, but now I seem to be getting the same error with it as well.

7
Bugs in older version (2.4) / Partical Cannon Mystery Production
« on: May 25, 2012, 08:48:09 pm »
I'm getting particle cannons showing up mysteriously in inventory.  Not sure what is triggering it, but they just keep showing up.

8
Newbie Coding / Question on List Formatting
« on: May 21, 2012, 11:55:28 pm »
Hi,

I thought I'd take a stab at modifying the transfer screen to tell me how much of each item is at a destination site.  Figured that out, great, but for the life of me I can't figure out how the string is actually formatted for display on screen.  My small mod works ok for low quantities, though a bit ugly.  I chose to just add it to the "amounts" list and if there is more than 0 items at the destination site, display it in the same field, with a simple separator char to distinguish the two numbers.  Seemed the easiest way with least impact.  But if the item number gets over 2 chars at each site, then the display reads "..." since it can't fit the required chars into the space provided.

I'd like to clean it up and submit for your approval, assuming I can get it looking halfway decent, but I can't seem to figure out where the formatting or control of the field width is provided.  It seems to be shot off into the global void where some function not related to the actual transfer screen functions picks it up and decides what to do with it, and I don't see where that is.  Can anyone give me a quick synopsis on it and where to look?

9
Discussion / Just Defeated the Alien Base
« on: May 13, 2012, 02:57:24 am »
Guys, great job.  Enjoyed the game very much all the way to the end.  Was a little bummed when the ending scene hit, but cool, can always load up again.

Some comments:

1. AI needs a little work.  They need to take cover more.  The aliens tend to just walk up, maybe firing, maybe not.  They rely heavily on reaction fire, which hurts, but can just spread the damage out among team members, then heal back up.  They can be deadly if you let them get close, but overall they're pretty easily defeated.  I rarely restarted and maybe lost 3 soldiers the whole campaign.

2. The mansion map is very laggy.  Every other map was pretty good.

3. I never got the research option for advanced radar.  It just showed up at some point.

4. Enjoying the storyline.  Please make savegames compatible between versions... not sure if you have been doing this but I played this last one start to finish.  Was a little boring until I hit new stuff.  Will play from the start if needed in the future, but would like to pick up where I left off if possible.

5. The ending crashed on me when the ufo's started flying by. :(  Here is the output:

Disconnecting...
Client stream was closed
Used inventory slots after battle: 0
Shutdown server: Mission end
Unload the game library
music change to karlmacklin_geoscape (from PsymongO6)
Shutdown gametype 'Campaign mode'
music change to van_theme (from karlmacklin_geoscape)
Didn't find parent window "main" for window push of "popup_tipoftheday"
music change to van_theme (from Crystan-WinGame)
change music to Crystan-Credits
Error: Received signal 11.

Oh, I play in OpenSuse 12.1 on a ASUS P4T mobo w an AMD Athlon 64, 2GB.

6.  Overall very bug free, but did have a few times when the alien would duck himself right off the map and I couldn't hit him.  Only solution was to retry the mission.

I think you're headed in a good direction with the game.  The story has potential and enjoy the writeup's in research.  I'm not sure if I finished early because I noticed that the supply ships where disappearing and reappearing in the same spot, so I sent a few fighters to search like I used to do in UFO:Defense, and sure enough it popped up.  Wasn't finished researching everything yet though.

Thanks again, for the great work. 

Battlescared

10
Linux / SuSe 12.1 Issues
« on: April 27, 2012, 07:37:08 pm »
Hi guys,

I'm trying to get UFOAI to run under SuSe 12.1 and having a few issues.  First, I did have to create an extra sym link to get it to compile:

sudo ln -s /lib/libm.so.6 /usr/local/lib/libm.so.6

I also had to create the symlink described on your SuSe WIki as well.

It seems to be running fine, but I'm getting some missing links in data and not sure how to proceed.  I think they're all related, but the first noticeable one is that all the text is gone from the ufopedia and during the into sequence, all I get is intro_sentance1, intro_sentence2, etc...  I vaguely remember something similar when I setup 2.3 a while ago, so I'll check the forums for something, but I'd appreciate an answer here so there is a one stop thread for SuSe issues since I seem to be the first.  Thanks much and I do appreciate all the hard work you guys pour into this game.

Battlescared

P.S.  Here is the output from game while running.  I'm not sure if the messages  of the missing maps are normal or if there is something I need to do to correct that as well.  I haven't gotten to the battlescape yet.

Code: [Select]
~/Games/ufoai24/ufoai-2.4-source> ./ufo
---- endianness initialization -----
found little endian system
 
---- filesystem initialization -----
Adding game dir: /usr/local/games/ufoai/base
Adding game dir: ./base
Added packfile ./base/0base.pk3 (15 files)
Added packfile ./base/0maps.pk3 (740 files)
Added packfile ./base/0materials.pk3 (57 files)
Added packfile ./base/0media.pk3 (11 files)
Added packfile ./base/0models.pk3 (1725 files)
Added packfile ./base/0music.pk3 (46 files)
Added packfile ./base/0pics.pk3 (1056 files)
Added packfile ./base/0shaders.pk3 (37 files)
Added packfile ./base/0snd.pk3 (354 files)
Added packfile ./base/0textures.pk3 (1767 files)
Added packfile ./base/0ufos.pk3 (109 files)
Adding game dir: /home/mustang/.ufoai/2.4/base
using /home/mustang/.ufoai/2.4/base for writing
executing filesystem.cfg
executing default.cfg
executing config.cfg
 
----- network initialization -------
libcurl/7.22.0 OpenSSL/1.0.0e zlib/1.2.5 c-ares/1.7.5 libidn/1.22 libssh2/1.2.9 initialized.
 
------ server initialization -------
added 8 maps to the mapcycle
 
----- console initialization -------
Console initialized.
 
------- video initialization -------
SDL version: 1.2.14
I: desktop depth: 32bpp
I: video memory: 0
I: Available resolutions: 1680x1050 1440x900 1400x1050 1280x1024 1280x960 1152x864 1024x768 832x624 800x600 700x525 640x480 512x384 400x300 320x240 (14)
I: video driver: x11
I: setting mode 0
I: set multisample buffers to 0
I: set swap control to 0
I: 1680x1050 (fullscreen: yes)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 0 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 9800 GTX/9800 GTX+/PCI/SSE2/3DNOW!
GL_VERSION: 3.3.0 NVIDIA 290.10
GL_EXTENSIONS: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distanc GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
found GL_ARB_multitexture
found GL_ARB_texture_compression
found GL_ARB_texture_non_power_of_two
using GL_ARB_texture_non_power_of_two
found GL_EXT_texture_filter_anisotropic
found GL_EXT_texture_lod_bias
found GL_ARB_vertex_buffer_object
using GL_ARB_vertex_buffer_object
max vertex buffer size: 1048576
found GL_ARB_fragment_shader
found GL_ARB_shading_language_100
GLSL version guaranteed to be supported by OpenGL implementation postfixed by vender supplied info: 3.30
found GL_###_framebuffer_object
using GL_ARB_framebuffer_object
max draw buffers: 8
max render buffer size: 8192
max color attachments: 8
found GL_###_draw_buffers
using GL_ARB_draw_buffers
max supported vertex texture units: 32
max supported lights: 8
max texture units: 4
max texture coords: 8
max vertex attributes: 16
max varying floats: 60
max fragment uniform components: 2048
max vertex uniform components: 4096
max texture size: detected 8192
...but using 2048 as requested
Using low resolution globe textures as requested.
R_LoadProgram: 'world_low' loaded.
R_LoadProgram: 'model_low' loaded.
R_LoadProgram: 'warp' loaded.
R_LoadProgram: 'geoscape' loaded.
R_LoadProgram: 'combine2' loaded.
R_LoadProgram: 'convolve3' loaded.
R_LoadProgram: 'atmosphere' loaded.
R_LoadProgram: 'simple_glow' loaded.
SDL_ttf version 2.0.9 - we need at least 2.0.7
 
------- sound initialization -------
SDL_mixer version: 1.2.11
... requested audio rate: 44100
... driver: 'pulse'
... audio rate: 44100
... audio channels: 2
... loaded ogg vorbis support
 
------- input initialization -------
0 possible joysticks
no joystick found.
Allocate 3 megabytes for the ui hunk
 
----------- parse scripts ----------
56 script files
...  0: extension
...  1: headgear
...  2: right
...  3: left
...  4: backpack
...  5: belt
...  6: holster
...  7: armour
...  8: floor
...  9: equip
53 ui script files
Shared Client/Server Info loaded
...108 items parsed
... 31 damage types parsed
... 32 equipment definitions parsed
... 10 inventory definitions parsed
... 22 team definitions parsed
executing keys.cfg
Warning: Empty description for UI keybinding: hudinv.bt_exit (i)
Warning: Empty description for UI keybinding: hud_alt.showinventory (i)
Warning: Empty description for UI keybinding: hud_mini.showinventory (i)
Warning: Empty description for UI keybinding: ahudinv.hideinventory (i)
Warning: Empty description for UI keybinding: hud_nohud.showinventory (i)
Warning: Empty description for UI keybinding: radarwindow.closeradar (HOME)
Warning: Empty description for UI keybinding: radarwindow.closeradar (h)
music change to van_theme (from PsymongN3)
74 static models loaded
CL_LanguageInit: language settings are stored in configuration: en
...using language: en_ZW.utf8
SDL_ttf version 2.0.9 - we need at least 2.0.7
...registering 13 fonts
----------- game modes -------------
added _Multiplayer
added _Full Campaign
added _Simple Campaign
added _Skirmish
added 4 game modes
====== UFO Initialized ======
=============================
Switch grab input off
Change gametype to 'Campaign mode'

--- save subsystem initialization --
added campaign subsystem
added base subsystem
added research subsystem
added hospital subsystem
added market subsystem
added employee subsystem
added aliencont subsystem
added aircraft subsystem
added alien base subsystem
added interest subsystem
added installation subsystem
added mission subsystem
added ufostores subsystem
added production subsystem
added messagesystem subsystem
added stats subsystem
added nations subsystem
added transfer subsystem
added xvirate subsystem
added messageoptions subsystem
Com_ParseBlock: unknown token 'robot_base' ignored (robot_base)
Com_ParseBlock: unknown token '7500;' ignored (7500;)
Com_ParseBlock: unknown token 'robot_rankbonus' ignored (robot_rankbonus)
Com_ParseBlock: unknown token '0;' ignored (0;)
Com_ParseBlock: unknown token 'admin_robot' ignored (admin_robot)
Com_ParseBlock: unknown token '150;' ignored (150;)
Com_ParseBlock: unknown token 'robot_base' ignored (robot_base)
Com_ParseBlock: unknown token '7500;' ignored (7500;)
Com_ParseBlock: unknown token 'robot_rankbonus' ignored (robot_rankbonus)
Com_ParseBlock: unknown token '0;' ignored (0;)
Com_ParseBlock: unknown token 'admin_robot' ignored (admin_robot)
Com_ParseBlock: unknown token '150;' ignored (150;)
Campaign data loaded - size 696368 bytes
...techs: 200
...buildings: 16
...ranks: 16
...nations: 8
...cities: 456

Sanity check for script data
...buildings ok
...tech ok
...aircraft ok
...items ok
...... city 'agartala_tripura' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'austin_texas' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: village, Coast: false)
...... city 'bogor' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'bogot_' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: western, Population: urban, Coast: false)
...... city 'chennai_tamil_nadu' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: oriental, Population: urban, Coast: true)
...... city 'chittagong' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'c_rdoba' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: urban, Coast: false)
...... city 'denver_colorado' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: urban, Coast: false)
...... city 'hai_phong' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'hanoi' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: false)
...... city 'johor_bahru_johor' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'kaohsiung' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'kolkata_west_bengal' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: oriental, Population: urban, Coast: true)
...... city 'makati_city' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'manila' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'mexicali_baja_california' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: urban, Coast: false)
...... city 'monterrey_nuevo_le_n' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: village, Coast: false)
...... city 'naypyidaw' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: false)
...... city 'quezon_city' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...... city 'san_antonio_texas' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: desert, Culture: western, Population: village, Coast: false)
...... city 'singapore' can't be used in game: it has no map fitting parameters
      (No map fitting craft_ufo_harvester)
      (Terrain: tropical, Culture: eastern, Population: urban, Coast: true)
...nations failed
music change to Crystan-Geosphere03 (from van_theme)
change music to PsymongN5
change music to Crystan-IntroSad
change music to space
change music to van_geoscape
Shutdown gametype 'Campaign mode'
music change to van_theme (from van_geoscape)
Wrote config.cfg.
Wrote keys.cfg
recursive shutdown

EDIT: Removed wall of text into the code block. Learned a new trick today.  :-[

11
Bugs in older version (2.3.1) / Transfer of Employee bug
« on: June 28, 2010, 02:11:06 am »
Playing with 2 bases staffed and start a new base up.  I'm trying to transport a couple experienced soldiers from Base 1 to the new Base 3.  When I unload them from my aircraft, go the Transfer screen and select the soldiers to transfer, it lets me do it and I see the number of soldiers decrease by 2 on the employee screen, and the total number of employees drops by 2.  I get an a message on the Geoscape that the transfer started. 

Base 1 has two living quarters, 9 soldiers, 3 pilots, 10 workers, and 18 scientists.
Base 3 has no employees and one living quarter.

However, those soldiers never show up at the new base.  If I try to hire any new employees, I get a message that my base is full on living quarters, even though it clearly says 38/40 employees on the Employee screen.  When I try to run a mission with my team from Base 2 (that's just where I noticed the problem), I get an error message:

********************
ERROR: Game Error: Could not find character on team 1 with unique character number 1603
********************
Shutdown server: Server crashed.

Fyi, I was able to transfer two employees from Base 2 to Base 3, which only had one living quarter and about 18 employees, so it may have something to do with two living quarters or possibly something that triggered when I hit max employees, though I did try firing a few and trying again with the same results.

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