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Messages - brackxs

Pages: [1] 2
1
Windows / Re: Place to upload test binaries (possible solution)
« on: April 10, 2009, 07:21:35 pm »
@odie:
nakido is way cool! downloads are really fast and you're allowed to use download managers. I was able to download your last build within 5 minutes.. :-))

2
Windows / Re: Win32 Development Binary Installer Links
« on: September 13, 2008, 04:28:49 pm »
Thanks a lot for generating new Win32 packages.

The ultimate service would be to edit the link in the first post of this thread accordingly.

(Just a suggestion.. :-) )

<Edit>I just remembered I asked for the same thing in the other thread.. :-). Its me getting seinile..</Edit>

3
Windows / Re: is there a new Beta?
« on: August 15, 2008, 06:20:09 pm »
In the interest of coordinating/pooling beta installers, what I can do is start a new, dedicated forum thread when I'm done uploading ...
To make things even easier you could edit the first post of the thread so that the link to the newest package is alwas linked in the first post.. ;-)

4
I did some further testing: The error occurs in a game from the moment on you save while flying to the place of a mission. the defect savegame still happens when saving lateron even though at that time no ship is flying to a mission.

5
i use

UFO:AI 2.3 developement version (Windows) 429MB (trunk - rev ~17280 - 2008-06-19)

and can reproduce abovementioned crash with any savegame. I attach the error-box.

[attachment deleted by admin]

6
Feature Requests / Re: Nation building
« on: March 30, 2008, 02:11:40 pm »
Maybe the aliens could employ some kind of cloaking mechanism for their bases? with gadgets that are so big that this technique would not work with aircraft... :-)

7
Feature Requests / Re: Feature Request: In mission saves
« on: February 21, 2008, 06:19:39 pm »
I recall one of my GBA Castlevania games. It had a save feature that let you save anytime, but just to reboot the GBA. I.e., you could not continue playing after the save, it just saved the current game state and next time you started you could restore that state or load an normal save (from a saveroom). If you chose to load a saved game your instant save was lost. If you loaded the instant save you could continue from that point, but not reload that save again. Iirc. Might have seen that on some rpg, maybe Breath of fire or Golden sun...

This way of saving would solve this dilemma, without ruining the hard work needed to win a mission.

i support this one

8
Feature Requests / Re: Updating soldier stats
« on: January 27, 2008, 05:38:48 pm »
i meant a physical shooting range (which might need just an extra building..)

9
Feature Requests / Re: Menu suggestion
« on: January 19, 2008, 03:30:14 pm »

10
Feature Requests / Re: Updating soldier stats
« on: January 19, 2008, 03:22:49 pm »
In return, enrolled soldiers will gain experience in the speed, health, strength and accuracy skills, and up to two selected weapon skills. Signifigantly injured soldiers obviously would not be able to partake in training.

plus maybe a shooting range?

11
Feature Requests / Re: Updating soldier stats
« on: January 12, 2008, 12:12:17 pm »
I think there is an important factor missing in this discussion: What are the soldiers doing in between missions? healing and eating and sleeping? i don't think so. while combat missions are important to make the soldiers understand how their training pays off in appropriate situations the skills a soldier accumulates are mainly from training. so battlefield experiences will maybe result in promotions but most of the time not in skill improvements.

that is why i want to introduce another system of skill improvement: training camps. imagine: training takes time and ressources and the effect depends on some primary skills as e.g. intelligence and physical fitness. in order to make this not overly exploitable restrict the number of training sessions allowed to 1. money available and 2. rank of the tranee (e.g. two training sessions per rank). let these training camps take a week or so. voila.

12
Feature Requests / Re: Updating soldier stats
« on: January 08, 2008, 11:08:15 am »
i think rewarding extraordinary good results in a skill with advancement in capabilities is only one side of the coin. more often you learn from failure as much as from success.

(can you imagine to learn a lot from a lucky shot? i can't.)

usually the (unaided) learning speed in some completely new skill is as follows:

* one usually has some "inherent" probability of success, applying the skill untrained
* when new to a skill you experiment rather than train the skill since you don't even know how to perform the skill perfectly. this is rather slow and you learn mostly from success (which is rather rare).
* you find out how to perform the skill. you learn now more rapidly and you learn as much from success as from failure.
* you perfect the skill. you learn mostly from failure (which is rather rare)

so seemingly a realistic function for learning must depend on both success and failure. the easiest way to implement this is the use of two flags for each skill: one flag denoting successfull usage of the skill while the other denotes the faulty usage of a skill. after each usage of the skill check if this was faulty/neutral/successfull and set the according flag to one. if both falgs are one, increase the skill infinitesimally and reset the flags.

13
thx. but what is with the goggles?

14
* when loading a game the email-icon represents "new unread mail". the only mail marked as unread is the "welcome"-mail. if i read this mail, the mail notifier stays on "unread mail available". i am unable to switch this off until i really got a new mail and read it.

* in the german translation there are some strange linebreaks in the buy/sell-lists, e.g. alien body armour etc. seems like these tranlations are too long to fit a line

15
* I somehow did not get the ir goggles to work. the soldier had them equipped and hat about 25 time units to spare, the headgear icon was not greyed out, but when clicking on the the headgear-icon nothing happens and no time units are spent.

* wrong graphics (plasmablade) is displayed in the rocket-defense screen (base-->buildings-->rocket-defense)

otherwise: great game...

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