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Messages - hwoarangmy

Pages: [1] 2 3 ... 6
1
Offtopic / Re: OpenDungeons new release
« on: September 09, 2016, 12:38:26 am »
Yes, I agree that most windows becomes bigger each time requiring to change hardware and forcing people like that looks like racket.
However, there are not many players who play the game and as I said, nobody never complained.

Note that I have installed an ubuntu on an older computer I have and it looks like it is following the same path with new versions very frequent and lot of downloads...

2
Offtopic / Re: OpenDungeons new release
« on: September 07, 2016, 10:31:17 pm »
No 32 bit Linux ?
Because there are not that many linux users using 32 bits systems. So far, nobody complained so our linux binaries builder never bothered about it. I will ask him if he wants to build 32 bit binaries.

Well if something is real time I shy away from it usually, both for gameplay and resource consumption reasons.
Indeed, I guess it is not the most optimized game out there regarding memory consumption. However, nowadays, I guess it is not a problem anymore. I've already tried the game on computer more than 10 years old (windows xp) and there was no problem.

3
Offtopic / OpenDungeons new release
« on: September 06, 2016, 09:39:35 pm »
Hi all,

I've been playing UFO AI for some time now so I would like to let you know that another open source game based on an old one (Dungeon Keeper) has been released (version 0.7.1):
http://opendungeons.github.io/

I take the opportunity to thank everybody who worked on UFO AI as I've had much fun playing your game so I hope you will have some fun playing this one ^^

In any case, do not hesitate to try and give some feedback on our forum:
http://forum.freegamedev.net/viewforum.php?f=15

or in github:
https://github.com/OpenDungeons/OpenDungeons


4
Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: August 15, 2016, 09:56:52 pm »
Nice work!

Note that the required model format is described here:
http://ufoai.org/wiki/Modelling#Modelformat

Aircrafts are not in the list but since cars are around 700 polys, we can assume that 372 is low. According to Noordung, you can go for a bit more than 1000 polys.

5
Discussion / Re: XVI
« on: May 13, 2016, 08:05:06 pm »
It is not implemented. That means that infection is always 0, your soldiers have no way to fight infection (or infected civilians) and there are not much researches related (since they are useless).

6
Discussion / Re: XVI
« on: May 12, 2016, 11:56:03 pm »
As far as I know, it is not implemented yet.

7
Discussion / Re: Alien base
« on: April 23, 2016, 10:46:35 am »
I guess this time is not long just to allow you to make coffee (I may be wrong, UFO AI devs might want to make fun of players ^^ ).
More seriously, if there was an easy way to speed up the alien turns, I guess it would already been done. I don't know what slows down the turn (computing for aliens within vision ? Decide what to do ? Pathfinding ? ). But AFAIK, there is no way to disable anything that increases alien turn speed. And during alien base attacks, where there are loads of them, it can take ages as you already noticed :-(

Anyway, I remember seeing some threads about speeding up alien turns so it seems to be already known and is probably not easy to deal with. If you have some skills with code, you can have a look

8
Discussion / Re: Is everyone playing 2.6 Dev now?
« on: April 10, 2016, 08:51:35 am »
Sorry, I never tried

9
Discussion / Re: Is everyone playing 2.6 Dev now?
« on: April 09, 2016, 09:04:54 pm »
I've played 2.6 for some time and I confirm it is pretty stable. You should try it unless you have important campaign saved games you don't want to loose.
But there are many improvements. However, the GUI has pretty much changed and is not very straight forward for 2.5 players (as me). In the base screen, you will have to randomly clic on different things to see which opens a menu and which don't.

10
Discussion / Re: capture live alien?
« on: April 03, 2016, 09:51:59 am »
I usually equip my cannon fodders with stun rods (and plasma blades) to stun civies to avoid them to get killed too easily. And, if I'm lucky and find a taman alone in a closed space, I try to stun it. In this case, to avoid him to wake up and kill my team from behind, I let a cannon fodder on its tile so that it cannot wake up.

Concerning the research tree, I agree with you all as it doesn't unlock much interesting stuff while requiring many research time. Moreover, the text says that it is very important to find an alien alive while there is no much benefits to do it.
But that's not the only flaw with that. When you do the research, it is said that aliens die in the process while no alien is lost in the containment for example. I guess this part of the game needs some love ^^

11
Tactics / Re: Cannon fodder
« on: March 23, 2016, 10:00:20 pm »
I wouldn't say it's useless. It happened so many times that my soldiers survived having less than 10 hp, so that means if they hadn't worn armor they'd have been dead.
Because you don't play hard/very hard. I think I never saw any soldier survive a single shot with armor (at least rookies). But in any case, TUs are much more important than the few probability of surviving an attack.

12
Tactics / Re: Cannon fodder
« on: March 22, 2016, 11:19:28 pm »
By moving slowly, you are pretty sure to loose all civilians. Moreover, when you are in an open place, if you have a building around or an alien ship, you don't know what is inside, close to the door. And aliens have pretty high TU so they are likely to come to you and kill one of your (good) soldiers.

As we said, the main purpose of cannon fodders is to save good soldiers.

13
Tactics / Re: Cannon fodder
« on: March 20, 2016, 11:58:47 pm »
In hard modes (hard and very hard), aliens almost always one shot a soldier even with armour. And killing them require more than 1 shot with most weapons.
For my part, I tend to have 2 teams of 5 soldiers + 3 cannon fodders per base (with 6 bases). That means that in late game, I only need 6 * 5 * 2 = 60 good soldiers.
For this reason, I can use the best available soldiers for what I want them to do. And I don't need the other soldiers (strenght < 35 or not skilled enough). Using them as cannon fodders is not a problem.

Now, we come to the benefits of using cannon fodders. A good soldier requires a lot of missions to be good and there is a huge difference between a rookie and a veteran ingame. Thus, loosing a good soldier is something that should be avoided as much as possible. And using cannon fodders allows to expose a target and avoid attacks on non expendable soldiers.

Last but not least, on hard levels, you need to save as many civilians as you can. Letting some soldiers out of cover/smoke makes them preferable targets than civies and allows you to save some of them. In the first game I played on very hard,  I used much smoke and did not use cannon fodders as decoy out of smoke. I won every battle with only a few soldiers losses but all civilians were killed on almost every mission. Even through I played all available missions, I lost the game pretty early. Not saving civilians is not allowed and will result in nation happiness dropping.

14
Tactics / Re: Long range firefight or close combat?
« on: February 27, 2016, 10:41:44 pm »
It is a VERY BIG issue, because new soldiers aren't as skilled as veterans so it is not worth to let a lot of soldiers die every mission.
No, he is saying that you can use cannon fodders to lure aliens. Of course, good soldiers should be saved at all costs. However, I can say I have already lost a game where I had played and won every available mission very defensively, loosing every civilians. So, saving civilians is not an option ^^

15
Tactics / Re: Long range firefight or close combat?
« on: February 27, 2016, 11:00:24 am »
For saving civilians, other than disabling aliens quickly, soldiers need to be visible so aliens choose to shoot at them instead of civilians.
In most of the games I play, I usually hide my soldiers into smoke and let some cannon fodders exposed to see aliens and try to save civilians. However, when my soldiers are crouched, most of the times, aliens don't shoot at them and prefer to kill civilians instead. I guess it comes from them not shooting when hit chances are too low. From my experience, this strategy is very soldier-expensive as aliens usually shoot when high chance to kill only.

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