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Messages - tzzimy

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1
Offtopic / Re: Whats in your pockets right now?
« on: August 27, 2010, 11:07:36 pm »
nothing... hey wait that doesn't sound so good... :P

2
Offtopic / Re: Best golf accessory ever (best funniest commercial ever)
« on: August 27, 2010, 11:04:22 pm »
Quote
Well, an iron 7 might come in handy as a melee weapon Wink Or did you think of the UroClub as a sort of chemical weapon ?

Both Duke ;D would be awesome lol.

I play mini golf Duke because unfortunately in Greece its very expensive. I want to buy that club only to see the faces of everyone when i am going to "use" it!!! Especially my girlfriend ;D

3
Artwork / Re: Screenshot Thread Of v2.4 Artwork In Action
« on: August 06, 2010, 03:20:10 pm »
I must say the excavation lights look so cool :D All the work is nice. But with the brightness my soldiers might get blind if they use IR googles hihihi :D

Good job though, thumbs up! ;)

4
Discussion / Re: Question about the future
« on: July 23, 2010, 02:23:16 pm »
Duke these are my thoughts about alien game-play:

1) Aliens do need bases on alien planet to accommodate their attacks on it. Some facilities can be changed to follow the alien infrastructure but I do find that overall the buildings could be the same with different looks and titles. Of course big difference is that you have to start with Anti-matter production facility immediately.
2) You start the technology with some of the weapons missing so they have to research them for some time. As for the future, since humans develop new weapons based on both technologies (theirs and aliens) it could be possible to do some research tree following that logic and link those new weapons to the alien side. You also need to realize the humans infrastructure to know which targets to hit that have the most impact to them and help in their faster assimilation with a decisive win at the end on the most powerful nations military bases (namely discover Phalanx bases  8) ).
3) Currency and salaries and maintenance costs; that does need a lot of thought. A hive mind does not need currency or trade. But what it does need to get things done is time and resources. We could replace currency for humans with resources like anti-matter producing facility which will be required to transfer the various goods. Still this needs a lot of thought how to be implemented in the game in a way that feels "philosophical-correct" for an alien hive mind.
4) I agree totally about the freighter idea, sounds superb.

Hope one day in the faaaaaaaar future we will really reach at that point to start building new and various campaigns! :D

5
Discussion / Re: Question about the future
« on: July 22, 2010, 05:15:47 pm »
* tzzimy unhides from his corner and sweeps off his forehead with relief... ;D

6
Linux / Re: New to Linux -- Not Clear On How to Install UFO AI
« on: July 22, 2010, 02:38:52 am »
TC i might know why you have sound or graphic problems.

1) Pls check steps how to install Pulseaudio (a simple google search will bring it up). You will need more help after setting it up bcs it does not work by default and you have to configure some things that someone new to linux will not know how to handle unless he is a very careful researcher-reader on how-to 's

2) Install latest graphic drivers either Nvidia or ATI. Even ubuntu's repository default current nvidia binaries have issues and it took me 3 hours to realise that on my desktop build until i re-installed properly over the ubuntu's repository binaries (including dev files) the latest from nvidia.com. After that everything runs smooth now, including ufoai.

Although the guide in wiki is SPLENDID, FANTASTIC, AMAZING, it lacks some support on how to deal with common problems  for required packages. I will try to help on that as much as i can with a small guide for the common issues I faced and enrich it with other new-to-linux people experiences.

TC try to find me on irc.freenode.org-->#ufoai channel. I am always online there on tzzimy nickname so I can help you with your sound and graphic problems! :)

Cheers,
Tzzimy

7
Discussion / Re: Question about the future
« on: July 22, 2010, 02:06:13 am »
An alien campaign, which will be unlikely for the far future, it is indeed a very intriguing idea exactly as Duke described. Dfscott tried to simplify it with just changing roles but I think he is also in a good direction Duke. I.e. aliens should be in a tough position at start, even with their technology (yeah ok i know sounds wierd when you can travel through star systems) and they are "obliged" to investigate local technology and infrastructure in order to be able to build the definite advantage and take over the humans planet. A script-able campaign would be awesome but that is NOT, and should NOT be considered in any case a request by my side! Its only silly wishful thinking so please don't kill me! :P

Cheers,
Tzzim

8
Discussion / Re: Renamed nation makes errors
« on: July 19, 2010, 12:41:07 pm »
;D

9
Discussion / Re: Renamed nation makes errors
« on: July 19, 2010, 12:24:37 pm »
I am just saying it as a joke, no worries m8 ;)

Remember this game is under heavy development so I suggest if you are modding or changing something do not ask the developers to help, we do not want to waste their precious time off such issues. Just figure it out by yourself I think its not hard to figure it out what is wrong  8)

10
Discussion / Re: Renamed nation makes errors
« on: July 19, 2010, 12:15:15 pm »
I guess Russia does not like you either... ;)

11
Discussion / Re: How many bases can you purchase?
« on: July 18, 2010, 11:40:29 am »
Hehe too much sea around and I was using the "luring" UFOs tactic to shoot down harvesters but i was losing them to the sea. So I decided to use a city with more land mass around. Budapest also is my favorite European city! ;)

12
Discussion / Re: How many bases can you purchase?
« on: July 18, 2010, 02:12:10 am »
My favorites in chronological build order:
1) Budapest
2) Denver
3) Yinchuan (China)
4) Cuiaba (Brasil)
5) Alice Springs (Australia)

I am thinking to build a base in Siberia and Africa but for now I only use Radars and SAMs there.

Cheers,
Tzzimy

13
Discussion / Re: Say how much you love UFO AI here! :D :D
« on: July 18, 2010, 02:03:46 am »
Welcome m8! :D

You can come to the irc channel for a net-coffee query chat, for questions or advices, or express your anger for those tough to beat aliens on easy level!

irc://irc.freenode.org/ufoai

Keep the /cheers coming below, forum!   8)

14
Discussion / Re: Still hopeful but disappointed
« on: July 17, 2010, 07:28:05 pm »
;D Still its the hardest one because of the short distances on the places  you have to hide. Aliens need few TUs to walk across your hiding place, wall, pillar or corner of a stair, say hi, drink a coffee, talk about their last night stand, stab you in the back, cry in your funeral and go back upstairs where they came from -.-' hihihi hate that map ;D

15
Discussion / Re: Still hopeful but disappointed
« on: July 17, 2010, 12:09:26 pm »
That was easy level? What will you do on hard level? ;D
Ye I know, but that specific map is easy to handle if you hide your units before attacking the aliens. It will take 4 to 6 rounds to place your units before you are able to go on the roofs and take them out safely.

My personal hated map is Big City. "Nowhere to run, nowhere to hide" from Iron Maiden fits perfectly with this map where you bound to meet aliens on each floor stair... I hate that map... I will just do auto missions there on hard level!  :P

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