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Messages - tomvondeek

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1
Feature Requests / Re: Robots?
« on: March 18, 2011, 03:24:13 am »
Yep, there were robots, they had increased better stats than normal soldiers, but were inable to learn more - stupid KI ;)

so you could decide wether to start with soldiers who were a bit weaker but can train to super soldiers, or have some robots who wont improve.

but funny sidefact: it was always funny that even robots weren't immune to those stupid brainsuckers (good i hated them :D)

2
Feature Requests / Re: Upgrade basebuildings - another way
« on: March 04, 2011, 06:58:13 pm »
That is constructive critisism. Constructive critisicm against your solution but that doesn't somehow invalidate it. Without a working solution, the idea is useless, isn't it?

Replying to your "thats constructive critism". I can lash out with critic like that too: Aliens have so much better weaponry, instead of invading a base, why not destroy it with a giant plamsa blast from outer space? BOOM. Instead of a former base is a huge crater left in the ground. because aliens are smart. they try to invade it, get shot down, so they destroy the whole base. thinking as an alien who wants to eliminate the threat. and no, they don't need to get someone alive or steal our computers to get some data or something. their technologie is superior, they have no interest in ours, so they can destroy it without regretting it.
and yes, if you may say "but the base is faar deep under ground", i would say "oh, that giant super plasmacannon, invented to quickly destroy defenses of resisiting planets, can sourly blast a few miles deep whole into the ground".

due to exaggeration and fantasie we can find arguments against or for anyhing. so now i am arguing complety AGAINST BASE MISSIONS. ;) because aliens don't need to take the risks. when they figured out where the opponents base is, they can just destroy it. ;) so now argue with that! :D you can't say aliens wandering throug space, eliminating every race on every life-suitable planet they meet, didn't had any resistance before, where say needet a bit bigger canon, can you? ;

Now next to your argument (mhm, if i say something wrong or so, dont take it personal, my english s not that good and i am having this conversation with fun)
I am talkign only abour base-defending missions, other missions are not affected:
 there may can be an element of suprise, or as you tall it my solution takes away much of the tension. But in my opinion wild goose-chases are absolute less fun than seeing your enemy and having the chance to slaugther them.

you have enough tension during the game. there are landed ufos, crashsites, missions and and and. everything fine with tension and stuff.

and like i said in one of the posts before:
you should be able to research "improved base defenses to invading aliens" after your first base mission. reason for that? "Hell no, we didn't thought of aliens entering our base... we have rocket defense, lase defense, plasmadefense... we never thought of they might get through. but they did. soldiers reportet that there are lots of spaces where they could hide, it was hard work to find any alien. after this first base entering of the aliens, we gathered our scientists how we can improve base security: they suggestet to....."

so, if you don't like the idea, you don't need to use it if you don't want to. when you want your base defense missions you don't need to research "improved base defenses due tu invading aliens".


in my opinion, why i came up with the idea:
there are a loads of missions to do, they all have their fun to discover things. but basemissions are way to repetive. after 20th basedefending it gets soooo boring and its really annoying. and no, after 20th basedefending i dont need "tension" or "element of suprise". the mainpart of the game is not to defend your base in hundrets of missions, its aim is do defeat the aliens. and rescue earth. but you can't move on with the rest of the game, when you have a basedefending and a base defending and...

i mean i don't want to cheat like every alien is visible all the time in every mission, thats not my point. i'd like to have a way to ease up base defense missions a bit.

but ok, you don't like it - and still got no arguments :-p

3
Feature Requests / Re: Upgrade basebuildings - another way
« on: March 04, 2011, 02:47:43 pm »
@vulkus

I have no problem with constructive critic. But it wasn`t ;) It was't even my leven of discussion.

I am talking from a players point of view. I am sitting in front of the computer, playing the game, doing ingame research and missions.
Defending base missions are taking very long, because base isn't that small. So i thought of a way to make (only this type!) of mission faster: Knowing where your enemy is, how many there are, where they move. So i suggested cameras as a quick logic argument to make this possible. or motion sensors or whatever, i only suggested to make enemys during base defence visible.

so lets talk about THIS idea. would you agree or disagree, that enemy is visible?

if no, why? if yes, why? i am standing on the point yes, because this missions are repetitive, and a very big map, in worst case you need a long time to find last alien.
thats my argument why i want my idea of change in game. my solution was: put camreas in the base.

you answer, oh camreas no the aliens have so much furher technoligie, emp etc, they destroy everything like this befor they enter. this is an "ingame reality" answer. it has nothing to do with my suggestion, it only discusses my solution. so there IS NO constructive critic! ;)

if you want continue argueng with me, i ask again:

Should your base invading aliens be visible all the time or not?

4
Feature Requests / Re: Sprinting feature
« on: March 03, 2011, 01:17:27 am »
i like it too, but like mentiones: when sprinting movement costs are reduced (in next turn reduced) AND during both turns reduced aiming. wairing heavy weapons (where ever it is in the inventory) should make sprinting impossible.

5
Feature Requests / Re: Upgrade basebuildings - another way
« on: March 03, 2011, 01:14:59 am »
You guys are funny...
I thought of an (base-) improvement and you discuss some hypothetical theories why cameras are nonesens. yes, i already suggested they might be destroyable, if its possible to program.

Look at today, every mall, bank is using cameraobservation. in ufo:ai we're talking about a high secure militry base! during missions, it might be fun to search aliens, but if i'd construct a billion dollar high security base - damn i'd pay some million more to get it really high secure. and that means like for example cameras. i just suggested it, because of

a) still talking about a military base
b) its big
c) easier defendle, because you see the aliens right from the start.

it was an idea to ease it up a bit. no, i don't think base missions are to hard or something like that, but its getting really repetetiv. so i tried to find a way to finish them faster.

and even if you don't have cameras, you could trigger a "better base protection" after first mission. like "ups, they found our base and are attacking. well, we got lase defense, rocket defens, plasa defense, whatever defense, but they still managed to get in. so lets research a way, to improve our base secuirty" and tadaa, after a short while of research "we found our base is too big, soldiers take too long to find all the aliens or some might even get in their backs and kill them. lets build cameras, so we know how many there are, where they are and where they move". even if they destroy the cameras, we still got the information "how many" and "where". two very very useful informations.

but i thought this thread was forgotten, nice to see it up again :)

6
FAQ / Problems using Buildscript 0.9.0 on Windows XP
« on: August 18, 2010, 12:37:53 am »
First problem was, i got a SVN failiure. I didn't write it down becuase i got the source code using TortoiseSVN and unchecked it...

During Compilation (not before, right in the middle) i got this message:

ufo2map.exe - Component not found
Application could'nt be started, jvm.dll could not be found. Nuew installation of the Application could solve the problem (translated, got the message in german)


Tried Buildscipt 0.9.0, updated the source code a few moments ago. I am using windows xp home.

Intel(R)Core 2 Duo CPU E4400, 2 Gig RAM and a NVIDIA GeForce 8500 GT

Any solutions?

See attachment i posted the logfile

I'd love to try 2.4! :)

Edit:
I looked inside the folder F:\Ufo ai svn\ and there acutally IS the file ufo2map.exe.
in the log i saw the command is ufo2map.exe -V so i opende command line there and tried this command myself i got the error message

SDL_Image.dll is missing

7
Feature Requests / Upgrade basebuildings - another way
« on: August 15, 2010, 01:20:29 pm »
one way, to defend a base is building structures like rocket or laser defence...

i would like two different other ways:

installing security cameras in any structure (some kind of main base improvement)
it makes all alien movement in the base visible! i find it some kind of weird, when aliens enter your home base und you have to search for them!

you should be able to research "better base defence" and after this, when you have the mission to defend your base, you see the aliens all the time, they can't hide!

the other way: install selffiring turrets (like for example in a tower defense game). they have no time units and cannot be controlled by players. but they have a reaction fire and can be equiped with any weapon a soldier can carry. so you can have save corridors, when aliens want to move through the secured corridor is a chance they trigger the turrets reaction fire.

(sorry my english is not so good, i hope you know what i am trying to say :)

8
So to which of my Ideas do you refer?

Basicly used the search to find topics about weapon improvements and this was the only one i found and  i don`t know what was already discussed in the past :)

9
Hey there, i started playing 2.3 and share same thoughts as here were indicated:

These were some ideas:


- After having researched laser you can improve sniperrifle with a better aiming laser, reducing spread a tiny bit.
- After researching kerrblade, upgrading some assaultrifles with an kerrbladebayonet making it usable for stabbing in close combat.
- Researching plasma (aliens use a way better coolingtechnoligy for their plasma weapons) you can improve laserguns with better cooling, making them shoot faster (less tp)
- For all weapons shooting bullets improved Ammunition, made out of Alien material
- improvement of grenadelauncher should make a bit higher range (btw, it should be possible to shoot/throw in a high arc standing on the one side of a wall to the other side)


Edit: Corrected Typo

10
Tactics / Re: Some questions :)
« on: January 28, 2010, 10:26:16 pm »
hm ok... installed latest graphicdriver... an looked up the error log.

the last entry is as follows:

Quote
2010/01/28 22:17:58 Calling subsystems
2010/01/28 22:17:58 ...subsystem 'base' - saved
2010/01/28 22:17:58 ...subsystem 'research' - saved
2010/01/28 22:17:58 ...subsystem 'campaign' - saved
2010/01/28 22:17:58 ...subsystem 'hospital' - saved
2010/01/28 22:17:58 ...subsystem 'market' - saved
2010/01/28 22:17:58 ...subsystem 'employee' - saved
2010/01/28 22:17:58 ...subsystem 'aliencont' - saved
2010/01/28 22:17:58 ...subsystem 'aircraft' - saved
2010/01/28 22:17:58 ...subsystem 'installation' - saved
2010/01/28 22:17:58 ...subsystem 'ufostores' - saved
2010/01/28 22:17:58 ...subsystem 'production' - saved
2010/01/28 22:17:58 ...subsystem 'messagesystem' - saved
2010/01/28 22:17:58 ...subsystem 'stats' - saved
2010/01/28 22:17:58 ...subsystem 'nations' - saved
2010/01/28 22:17:58 ...subsystem 'transfer' - saved
2010/01/28 22:17:58 ...subsystem 'alien base' - saved
2010/01/28 22:17:58 ...subsystem 'xvirate' - saved
2010/01/28 22:17:58 ...subsystem 'messageoptions' - saved
2010/01/28 22:17:58 XML Written to buffer (603684 Bytes)
2010/01/28 22:17:58 ==== InitGame ====
2010/01/28 22:17:59 checksum for the map 'scout_crash': 2108909852
2010/01/28 22:17:59 ufo script checksum 2215827031
2010/01/28 22:17:59 Not enough spawn points for team 0
2010/01/28 22:17:59 Created AI player (team 0)
2010/01/28 22:17:59 Created AI player (team 7)
2010/01/28 22:17:59 -------------------------------------
2010/01/28 22:17:59 Connecting to localhost...
2010/01/28 22:17:59 connection attempt from loopback connection
2010/01/28 22:17:59 load material file: 'materials/scout_crash.mat'
2010/01/28 22:18:08 Starting the game...
2010/01/28 22:18:08 Tom has joined team 1
2010/01/28 22:18:08 music change to David01 (from van_geoscape)
2010/01/28 22:18:08 music change to Marine01 (from David01)
2010/01/28 22:18:08 ********************
2010/01/28 22:18:08 ERROR: name in the inlineList is no inline model: ''
2010/01/28 22:18:08 ********************
2010/01/28 22:18:08 Shutdown server: Server crashed.
2010/01/28 22:18:08 ==== ShutdownGame ====

11
Tactics / Re: Some questions :)
« on: January 28, 2010, 06:25:19 pm »
i'd love to play...

installation went well, changes look very good!
but i can't do any mission! i get to see the loading screen... then the battlescape interface... but the battleground itself is black... cpu goes up to 100%... tried both, with and without the latest patch you showed me.... is there a possibility to createn an error log or something?!

12
Tactics / Some questions :)
« on: January 21, 2010, 01:53:50 pm »
I am playing Version 2.2.1, and  I played with german language (i don't know if it makes a big difference *gg* should not), but here are my questions:

- after capturing alive aliens i could not research them. e.g. the blood spiders.

- storyline?! research? suddenly, someday in december, game endet. "thank you for playing ufo:ai"

WTF? Ufos i hadn't researched yet... is there still a lot of work in the storyline to do? shall i try version 2.3?

greets,

Tom

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