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Messages - Norby

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FAQ / Re: Transferring/selling multiple items
« on: July 29, 2017, 05:00:04 pm »
Hi and welcome, 

Yes, shift+mouse wheel is much faster, just move the mouse exactly over the arrows.

make the zooming-in to aliens thingy when they shoot or move faster
You can set the following bars in settings/gameplay screen to maximum: Scroll speed, Move deceleration (Inertia in ufoai 2.6) and Actor speed. I use the last two at maximum but I use low scroll speed to avoid making me dizzy.

Alternatively you can disable the whole autoscroll feature by removing the tick from Center view but this also disable the autofocus on your soliders in your turn. If you would like to keep this then just use max. speeds which are pretty fast.

Your NPC soliders idea would be great to make new missions imho.

Discussion / Re: change the viewpoint vs change the camera angle
« on: May 15, 2017, 01:38:46 am »
Just press and hold down the middle mouse button (the wheel) while you move the mouse. Alternatively hold down the Ctrl key and press left-right arrows, but Ctrl also turn the solider to the direction of the mouse pointer so better if you move the pointer into the sight of the solider first to avoid spending 1TU unnecessarily.

Discussion / Re: setting up a target, green or red
« on: May 14, 2017, 12:17:08 am »
If it is green, can you be 100% certain you will not hit your own men?
It depends on the aiming ability of the solider. An experienced colonel never make a mistake but riflemen's shots show high dispersion so you should leave more room between the line and friends.

Punching is possible regardless of the red line but need Sniper Rifle, Coilgun or EM Rifle. Other bullets can not go through walls/floors but these can. Thick walls block these also: if the targeted alien doesn't grunt after a high probability sniper shot through a wall then the wall is too wide to penetrate.

Windows / Re: Fake fullscreen resolution on dual-monitor setup.
« on: May 01, 2017, 02:36:29 pm »
The config.cfg file in 2.5/base folder contain the next lines:
Code: [Select]
set vid_width "1920" a
set vid_height "1080" a
set vid_fullscreen "1" a
set vid_stretch "0" a
When I changed these to the unortodox resolution of my monitor (2048x1152) then the game recognized it well.
How about if you set your full desktop size, or maybe other values?

Discussion / Re: what difficulty level do I have?
« on: May 01, 2017, 02:19:11 pm »
Check your "Max. allowed debts" in the Statistics screen, then start a new game and find the same while adjusting difficulty. Your level is where you see the same debt value.

Discussion / Re: FuzzyScreen Overlay
« on: April 25, 2017, 11:33:05 am »
Imho the problem is that drawn over all other nice graphics, making them blurry. If possible to make it to background (below all others) to fill only the empty areas then can stay, otherwise better if not applied by default. For those who like it a new checkbox in the settings screen would be good which turn on manually.

The skill/ability numbers: Is a bit more ticky. The text and the number is in the same string the length of the word determines whether there is enough space for the number. We need to split them, but also figure out how to show both in such a small space....
I made a solution in inv_stat.ufo in v1.3 of my patch, sorry for it is not separated from my other changes.

Feature Requests / Re: Smooth encumbrance system
« on: April 25, 2017, 11:06:20 am »
A closely related problem is encumbrance being also tied to movement, and running vs. walking distinction requires overhaul of reaction fire to work properly.
Are you mean something like a new button on the HUD where we could change the movement mode between run and walk?

In my eyes soliders always run currently due to I assume they want to reach the next cover asap, so I set the movement animation to maximum in settings screen which also save some of my real time.

If we want a distinction then I can suggest an alternative way where a run/walk button would be unnecessary. We already have a stun bar with regeneration, so if a runnig step (for 2TU) also consume some stun points and below a stun level (50%?) steps get +1TU penalty then it mean the solider can not run as fast as before, like slowed down to walk, where less stun points are consumed for each step. Stun level should not reduced further below a low value (30%?) to prevent sudden sleep just from walking.

I know this affect stunnig also but a tired person could fall into sleep more easily so this is logical and not a problem.
Reactionfire would be unaffected as far as I know.

Maybe this penalty could be applied in hard difficulties only. In the hardest difficulty even a smoother solution could be possible if +1TU/step is applied below 70% stun level (like jogging) and +2TU below 50% (walking).

Feature Requests / Re: Smooth encumbrance system
« on: April 25, 2017, 10:59:10 am »
Yes, this would be good.
Thanks! :)
Maybe with some adjustments for how items are carried.
Please give some examples.
And slow down Strength growth.
I do not think it should be slowed, it is already the hardest to improve imho, this is why my first contition in selecting rookies is strength.
The way encumbrance works now, sidearms cannot be used most of the time
I think the smooth encumbrance system can help on this, so no need to change the strength formula.

Good to hear you solved, otherwise the simple way is to create the missing pics and ui folders and place the clear screen.png within.

Looks to a frequent request so imho would worth a checkbox in the settings screen which could remove the dust.

Feature Requests / Re: Smooth encumbrance system
« on: April 16, 2017, 08:49:14 am »
It is the default color for +0TU in ufoai 2.6 during combat. In the base it was white, but white is also the hover color when the mouse is over the label so I unified to the light blue.
It mean the optimal load near 50% where no movement penalty.

Feature Requests / Re: Smooth encumbrance system
« on: March 25, 2017, 12:45:23 am »
In v1.4:
- The highest difficulty level need at least 3TU for each move, 4-10TU when encumbered.
- MaxTU increase/decrease instantly when some weight is raised/dropped.
- Mouse wheel up/down in inventory window change the focus to the previous/next solider during battle.

Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: March 24, 2017, 01:43:06 pm »
If a new design is arrive into the game then I can imagine it as a new, 4th gen. dropship, which can hold 12 soliders and need 4 advanced ufo engines to build. Maybe slower than a Raptor but much more armored and capable to hold heavy weapons to be able to survive a sudden attack of a Gunship.

Feature Requests / Re: Smooth encumbrance system
« on: March 23, 2017, 07:46:43 pm »
Changes in Smooth encumbrance system v1.3:
- Encumbrance modifier is more close to the original, reach the top at 69% weight (2.5x at -5TU).
- Size of skill labels is increased in inv_stat.ufo to do not cut long labels (highly proficient).
- If a solider drop some weight then moveTU change instantly.

Now if a solider is penalized due to encumbrance so a step need 3TU and in the middle of a turn there is not enough TU left to reach safety then possible to drop his weapon to fall below 50% weight and his movement will be instantly boosted to 2TU/move. This could be enough to run into a safe place.

Max. TU will increase in the next turn only as always, this is not changed.

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