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Messages - Borsti67

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1
Bugs prior to release 2.4 / Re: Aircraft Production
« on: April 09, 2012, 03:35:29 pm »
Given the military pragmatism I wold think they would want  only one hanger design. Thus a hanger should either hold one large craft or two or three small ones.

Mostly agree. For reasons of available space one might build a small hangar which can only hold one small craft, but a large hangar should be suitable for ANY ship (and of course more than 1 small).

2
Design / Re: storyline question: Why is phalanx a secret organization?
« on: April 09, 2012, 03:31:18 pm »
Phalanx is a very small Organization. What would you think about your government, when you hear your family (and thousands of others) was slaughtered by Aliens and all they (seem to) do is an investigation department?
The technology Phalanx has (and later on finds and develops) is nt available all over the world, and since you only have this one base (= this one chance) any publicity would make it an easier-to-hit target.

3
Feature Requests / Re: Display Weapon Classes in 'Equip Soldiers' window
« on: September 18, 2011, 12:19:03 pm »
what about some kind of mouseover-effect? The weapon stats could pop up when you hover the mouse over it...
I also thought about some kind of color-coding a frame around the weapon, but I think this would be rather confusing.

4
Feature Requests / Re: Where is the air support?
« on: July 10, 2011, 01:24:51 pm »
And some precision SHIVA fire would be fun. No real reason to have the dropship just sit there.

This is a point to consider IMO. The pilot is aboard. The ship is armed. Possibly the dropship has order to stay grounded for some reason (not giving a target, waiting for emergency return of the soldiers, whatever).
We can also assume that rockets cannot be used due to the short distance, but lasers and the SHIVA should work nicely.
So I'd say it would be logical to have the pilot sitting behind his weapon controls during the mission. He only needs 2 or 3 commands:

  • Ready for liftoff (i.e. don't shoot - may be handy if you're trying to catch aliens alive)
  • Open fire on enemies
  • Optional: shoot only safe targets (NO civvies or soldiers can be hit by accident)

The only limitation is that the weapons are aiming frontwards and probably won't have a wide angle. But since a hit with that kind of weapon is a 100% kill it would be well worth the effort.  ;D

5
Discussion / Re: Suggestion: Crew selection made easy
« on: March 31, 2011, 09:34:56 am »
nice idea in general, eventually improved by a sort function which moves wounded soldiers to the end of the list.
But in fact I don't think it will be *that* useful, because there is more you need for your decision:
- you select your best man in "heavy weapons" stat, but may be you don't have one ready/free
- same applies to ammo
- there's a lot of stats to consider, so the list will be way too large for one screen (and that's the main purpose, isn't it?)

I think, a (configurable) "auto-select and equip" would be more suitable especially for beginners...

6
Offtopic / Re: Upcoming movie
« on: January 17, 2011, 12:47:39 pm »
What exactly would be "whole plot"?

Whatever suits best in regard of budget, special effects, available actors and preferences of the producers. ;D

7
Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: January 07, 2011, 07:36:17 pm »
hm, starting the update script throws an error - in the background there is a DOS window (wait_copy_run.exe), the popup shows "unable to copy new revision"?

€dit: Now it works w/o having changed anything... ???

8
Artwork / Re: Screenshot Thread Of v2.4 Artwork In Action
« on: January 04, 2011, 12:41:29 pm »
the 1st one is good, but the money on the table looks too comic-like to me...

9
Linux / Re: No Linux download package for 2.3.1? (besides source)
« on: December 05, 2010, 11:09:27 pm »
I'd like to see a "PPA" for Ubuntu, so the system would update itself... :D

10
Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: December 05, 2010, 12:38:46 pm »
Thanks Muton, the script now updated itself automatically to 0.9.4 and seems to work fine!

Regarding my proposals - I'm not sure if you got me right, but on the other hand I don't know the tool(s) you're programming with. May be I should explain in German (via PM)?

11
Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: November 30, 2010, 07:23:58 pm »
Hi Muton!

What happened to the script?
Today I was told it is out-of-date and I should download a new one. This one calls itself 0.9.0, but seems to search for SVN instead of GIT? Of course it doesn't seem to work... The DLed file is "UfoAI_win32_build_environment_0.2.0" which cannot be correct.

When searching in the WIKI for hints here: http://ufoai.ninex.info/wiki/index.php/Code::Blocks%28guided_with_GUI
...I see the link in "Starting from Scratch" leads to a 404 page. :(

I redownloaded 0.3.1 from this thread now.

12
Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: November 07, 2010, 03:06:51 pm »
Hey Muton!

So you succeeded in getting up GIT for you script, this is really great news!
Just downloaded and started...

One thing - while checking through the options, I saw the tooltip for "download" (in "optimize maps") is missing (shows the same as "fast").

I believe if checked, this means the maps will not be compiled but downloaded? If I'm right, I'd recommend the following:
Make it the 1st checkbox in the group, and disable all the other options when checked. Just cosmetics, I know, but it would make things a little clearer?

oh, and another proposal: the source path is defaulted by ...mingw\ufoai which is fine in most cases. Anyway on a new installation it is "red" of course and you can't "Start" right away. But when pressing the "ufoai src" button, you don't get this path but must click through from the beginning.
My recommendation: When clicking on "Start" without a valid path, launch the same dialogue as on "ufoai src" after selecting a new, empty directory ("DL source to...?").

Downloading now with only 200 KB/s...  :P

Thanks for your efforts!

13
Offtopic / Re: Wish me luck...
« on: October 26, 2010, 05:37:51 pm »
whoa :( *thumbs pressed*

14
Mapping / Re: WIP on alien base
« on: October 21, 2010, 08:59:11 pm »
yeah, somewhat scary - very cool!

15
Artwork / Re: GUI Design
« on: October 21, 2010, 08:58:14 pm »
the wow interface is also great

Why? I see a sh*tload of pictures meaning nothing to me (as a non-WOW-player). THIS would certainly NOT let my ever try it...

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