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Messages - Damyen

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Windows / Re: Cannot open skirmish games
« on: May 07, 2017, 02:19:00 am »
Hi. I was really wondering if it was a bug because my computer running UFO:AI is really old, and I thought the material could be the problem (I really wondered what could cause a menu not to open, while the other entries did open). So I asked before :) Of course, I would have done the ticket myself.

Windows / Cannot open skirmish games
« on: May 06, 2017, 06:04:29 pm »
Hi. I tested the 04/05/2017 build recently and i have a problem: the game "breaks into the debugger" (and crashed) if I try to start a skirmish game (that is: I can even access the skirmish game options). I play on an old computer thus disconnected from the Internet. Here is a copy paste of part of the error message I believe responsible of the problem. I will do a more precise bug report if you tell me what I should join to the report.

* Steps : just after starting the game, I loaded a campaign savegame, closed it; then checked the multiplayer options, closed it; then wanted to open the skirmish menu... and game crashed).

* Copy paste :
Shutdown gametype 'Campaign mode'
Change gametype to 'Multiplayer mode'
Warning: Could not open 'team00.mpt'
Failed to resolve host WSAHOST_NOT_FOUND
could not resolve ''
sendto on socket 2224 failed: WSAEHOSTUNREACH
Shutdown gametype 'Multiplayer mode'
Change gametype to 'Skirmish mode'
UI_AllocNodeWithoutNew: Node behaviour 'LoadSlot' doesn't exist
Shutdown gametype 'Skirmish mode'
Wrote keys.cfg
There are still 2 opened files

* quick note: all what I wanted to check (for ex. regarding translations), was ok :) Thanks.

Tactics / Re: base invasion on campaign
« on: April 30, 2017, 12:22:56 am »
Hello. There is a hole in the wall of the power plant, but it is really open when the alien have blown the wall (it's a "trick" to set the passage here: as the game engine doesn't allow materials to be destroyed, you have to create a "closed hole" that opens only after the aliens have openend it).

Windows / Re: Nightly Builds (Full Installer)
« on: April 30, 2017, 12:17:11 am »
Thank you! I'll test it sunday (I wait one day to be sure :) )

Tactics / Re: base invasion on campaign
« on: April 28, 2017, 07:53:34 pm »
The other objective outside the power plant completes in two turns, and will grant the aliens access to your base by blowing up a hole in the wall.

And just a word about that: I think this makes base defence very easy. You just have to rush in the power plant with snipers, and shoot aliens through walls (sniper rifle, Bolter). As their main force rushes here, you kill about 3/4 of them with ease. Maybe changing the place of the "hot spot" creating the hole, or adding another few hot spots for blowing the wall could solve this issue.

Tactics / Re: base invasion on campaign
« on: April 28, 2017, 07:47:58 pm »
Hello. Moreover, you have some clues of what buildings you have to protect by reading the Ufopaedia (be careful thought: all you read is not true, because some "target zones" are still missing).

On the battlefield, each target zone is shown by a sort of green smoke (ex.: check the command, next to the video room, to see how it looks like).

Windows / Re: Nightly Builds (Full Installer)
« on: April 28, 2017, 07:38:14 pm »
Hi. A few days ago, I downloaded the nightly again, and I think it is still broken. That is :
  • I uninstalled the old version (20/01/2017) from my computer, keeping conf. file and savedata;
  • I installed the recently downloaded version.

The timestamp of the new version was ok : 23/04/2017... But the translations I wanted to check were out to date (=did not fit the actual .po file on the main branch), and some features or bugs' correction were not here (ex. : No "feature request #4114 Nations graph colors should be consistent with Geoscape colors" commited in february).

Discussion / Re: FuzzyScreen Overlay
« on: April 25, 2017, 10:34:23 pm »
I voted "I don't like it", but, as said above, adding an option to toggle this fuzzy layer would be a good solution.

Hello. Thanks for feedback. Just short reply here, to help you with some issues.

I had it on 2 different maps that aliens didn't have any weapon equipped. They just fled and tried to hide.
I never had aliens without any equipment; at least, they had a grenade or a plasma blade. Which difficulty did you choose?

in the combat mode some buttons are too small in my opinion. The "visible alien" button could be an idea larger
Maybe could you also try the keyboard shortcut (space bar)? (note: I prefer small buttons to have a large view of the map).

The accentuation of the actually chosen soldier in combat isn't intense enough.
Quite true.

It would be nice if a mouseclick on an opened category would close it. Then it wouldn't be necessary to use the scroll bar that often
It should work so. You open and close categories by clicking on them. Strange (or I don't understand the problem ;) ).

I don't like that i can't see the available space and that the items "float in free space" around the soldier. I think that propably makes it even harder for someone new to the game. For me it would be enough it were in a slightly darker grey or something like that
Check this :,9066.0.html (a bug report was made)

Artwork / Re: Herakles-class Heavy Lifter Redesign
« on: April 19, 2017, 09:41:01 pm »
Whatever could improve the Herakles lifter, and its single and unconvenient exit, is welcomed :). Like said before, I also prefer that only human tech. is used to build it.

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

+1. This would be a nice idea to add a checkbox in options to use or to remove the fuzzy overlay.

Windows / Re: Nightly Builds (Full Installer)
« on: April 19, 2017, 09:22:44 pm »

I downloaded 2 times the Windows version of the nightly build of v2.6-dev (to replace my "old" version of 09/2016), once in february, and a second time a few days ago. But after install, I noticed that the version was the one of the 20/01/2017. So, there may be a problem while generating the nightly builds.

This problem rises 2 more questions:
 a- is it still usefull to generate a nightly? Couldn't we shift to a weekly (ex. : every monday), or even a monthly (ex.: the 10th of every month)?
 b- would it be easy to have the installer show the version of the build during the installation process?

Tactics / Re: Cannon fodder
« on: March 03, 2017, 03:14:34 pm »
I'd like you to try 2.6, with its insane damage scaling, and suffocation forcing you to leave the smoke.
Same :) I find the v2.6, very hard settings, more difficult. You can keep losses very low, but must alway stay alert.

Translating / Re: translation in french
« on: March 03, 2017, 03:06:08 pm »

2a. Laser. I am hesitating now ;) After reading the wikipédia article about laser I prefer "tir en continu" / "tir en impulsions"; moreover, "pulser" is usualy used for gases ("air pulsé" for example). (Ok, I am a little bit fussy here)

2b. Needler. Ok for "Rafale courte" & "Rafale libre", but not ok for "Tir de neutralisation": this is a tactical concept that doesn't exist in UFO:AI. So, if we use "Volée": "Short Burst -> Rafale courte" / "Cannonade - > Volée d'aiguilles" / "Needle Stream -> Rafale libre" ("Rafale libre" would be, such as other weapons, the firemode that uses the max. amount of ammo). But I can also do "Cannonade - > Rafale libre / "Needle Stream -> Volée d'aiguilles"  (to keep the "needle <-> aiguilles" connection).

2e. Ok.

3. Ok. Manta / Chasse-étoile / Firebird

4b. No, we don't need a lot diversity here, because there are few aircraft and there are clearly identified.
4c. I prefer "montage / démontage" because it is shorter (and fits better in the graphical interface). But I'll also use assemblage / désassemblage in descriptions.

5. Yes, I saw it because I did it :) For many reasons.
 - I wanted to remove duplicates because it is easier to write one template, and then copy-paste it where necessary rather than duplicating wrinting in many places.
 - I don't like theses repetitive sentences in articles: once is enough, and they prevent the reader from going to the point precisely (=info about the device or the building). The Excalibur Project should have its own entry in the UFOpedia.
 - (related to previous point) I generaly try to "compact" the wrinting, removing duplicates & repetitions. ("Monter en haut" -> "Monter", or "la vie extraterrestre dans l'univers" -> "la vie extraterrestre" - Of course extraterrestrial life is in the universe -) & trying to give a precise idea of the subject than to stick to every single word of the original version.

Discussion / Re: thx
« on: February 22, 2017, 10:27:27 pm »
you'r idea would be very simple to implement
Ok, thanks! I'll keep this idea in mind whenever I am trying to use uforadiant (= not now).

Probably nothing, XVI does start spreading (I think) and there are some research projects about it, but neither have any gameplay effects at all AFAIK.
Ok. I asked because I never ever had XVI spreading. I first thought the reason was that I was playing very well :)... Hum, no. I just thought that doing every mission prevented XVI from spreading, and in every campaign I played, I expanded my radar cover very quickly (4 bases =  total cover of Earth).

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