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Messages - Xune

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Bugs prior to release 2.3 / Re: reaction fire reservation not working
« on: February 05, 2010, 05:26:03 pm »
This didn't happen in 28338, the lowest TU fire mode was selected for reaction fire by default, usually snapshot. Now no fire mode is selected, requiring you to first choose that and then activate reaction fire.

It looks like the functionality of retaining the units reaction fire status between missions is still present so I'm guessing it shouldn't be too hard to also retain their previous reaction fire selection as well.

Bugs prior to release 2.3 / Re: Targeting crashes the game
« on: February 05, 2010, 05:20:57 pm »
Like I said in my other post, load the save, fly to Anchorage and try to fire any weapon. In build 28338 the game would crash with the error massage in my previous post. In 28412 it doesn't crash but you are ejected from the battlescape to the geoscape. The mission still appears on the geoscape. Like I've said a couple of times, this doesn't happen with the other mission so it's probably specific to this map, Alien  landing - Industrial.

Attached is the ufo console log from after I load the save.

Windows / Re: Win32 Development Binary Installer Links
« on: February 05, 2010, 05:10:06 pm »
Unfortunately not so, the only options are what to install and where. No mention of retaining or overwriting saves or logs. The other builds didn't either btw.

It's no big deal, this is beta testing after all and I have my most recent save. Just an FYI for anyone else looking to install it. :)

Bugs prior to release 2.3 / Re: Targeting crashes the game
« on: February 05, 2010, 04:06:35 pm »
I'm now using the 28412 build. Attempting to fire when in the Anchorage mission now drops me back to the geoscape but the game continues. The +farm mission in San Fran is playable as normal.

Windows / Re: Win32 Development Binary Installer Links
« on: February 05, 2010, 03:25:10 pm »
Oh dear. I've just installed this build over the previous one supplied and it's removed all my previous saves. This didn't happen when installing the 28338 build over the 28213. Luckily I had my latest save backed up in a bug report. Anyone installing may want to do likewise.

Bugs prior to release 2.3 / Re: some bugs
« on: February 04, 2010, 06:48:26 pm »
I'm seeing these textural defects too including the hang, using Mutton's most recent windows build.

The rest of your points seem like feature requests rather than bugs but I definitely agree on the weapon origin being a problem. Too many times I have had a soldier take cover behind a bin or other item. The soldier can see over but they can't shoot at targets because they're firing from the hip which is obstructed by their cover. I think by default all models should fire from the shoulder unless taking a snap shot.

It seems like the destination of the shot can be altered by pressing shift, allowing you to aim at the targets feet, torso, head or above the model so it shouldn't be too hard to do likewise with the origin of the shot too.

Feature Requests / Re: Production Menu
« on: February 04, 2010, 06:37:46 pm »

I appreciate I'm not a programmer and things are more complex than they appear but other then this "special transfer" I can't see why this doesn't make a very nice fit with the game. If you've got anything written down regarding this feature I can see if there's any way to reconcile the two or at least put my mid to rest that it won't work as development continues and drop the subject.


Nice lateral thinking! I've tried killing my own guys but this doesn't cause it. Likewise, I've tried killing a soldier standing on an alien's body but it doesn't happen then either. I'm trying to engineer a situation where an alien kills a soldier standing on an alien body, which is what caused this the first time but it's proving harder than it seems.

Bugs prior to release 2.3 / Re: Targeting crashes the game
« on: February 04, 2010, 06:20:38 pm »
I think I'm experiencing this problem also. Attempting any kind of shot instantly crashes the game.

Attached is a save game with a mission in Anchorage, a portion of the ufoconsole.log from where I load the save and the crash message windows gives me. It loads Alien landing - Industrial, there's a drops ship ready and waiting to go for this mission. Almost before you arrive a second mission in San Francisco, +farm, appears where this problem does not occur.

Feature Requests / Re: Production Menu
« on: February 02, 2010, 02:32:59 pm »
Hi Geever.

If an item shouldn't bought OR sold that just gets a null value for both, the only option is to produce.

With the current system all workers are piled into the first project however you can select how many workers are involved in a project by hiring and firing them. The production time does scale according to the number of workers:

What I'm proposing is a system identical to the one used for research which would allow you to distribute workers across projects. This would be especially useful to be able to manufacture ammunition along side their fire arms or to produce other items while a large project like an aircraft is currently in production.

You last point is interesting. I did some looking around the wiki but couldn't see anything relating to the production or buy/sell systems. If you could elaborate on the idea perhaps this system can be altered to accommodate it.

Feature Requests / Re: Production Menu
« on: February 02, 2010, 01:30:03 pm »
Nice, glad you guys like it.

On your points Mattn:

If a base doesn't have a workshop you would simply grey out the produce button. A tool tip could indicate "No Workshop in Base" perhaps.

For items that are only meant to be produced and not bought, they would have a permanent market presence of 0, meaning that the buy option could never be activated. Any quantities of this item sold by the player would not reach the market, on sale the item is removed from inventory and credit balance increased, nothing more.

Likewise, if something isn't meant to be producible only bought it could be given a null production value which the logic that enables or disables the produce button would interpret as meaning "don't enable". A tool tip would indicate "We Can't Produce This Item" and perhaps an entry in the UFOpedia article indicating why, storywise.

Regarding the base view Menu, I have proposed: "a combined Buy/Sell/Production screen, which could simply be named Equipment in the base view."

I appreciate this isn't much to go on. Are there console commands I can use to instantly spawn and kill actors? If so I can try stacking them up and see if this is reproducible or was just a one off.

Discussion / Re: Aborting a Mission
« on: February 01, 2010, 10:55:37 pm »
To riff on this notion of a safe zone, I've had the idea of short range guns mounted on the dropship and operated by the pilot. Similar in concept to the US Stryker, the pilot would stay inside the vehicle and remotely operate a turret gun with mounted camera. It would have a limited visual and firing range, just enough to hit anything immediately near the ship such as aliens who are right on top of you in the first turn.

At the moment I have the visual of this ace killer pilot sitting in his cockpit twiddling his thumbs and listsning to the gun and plasma fire around him, wondering what he'll have for dinner when this mission is over  :P

Feature Requests / Re: Production Menu
« on: February 01, 2010, 10:45:39 pm »
I've been thinking along the same lines as Joe. Currently the Buy/Sell and Production screens repeat information while omitting sections that would actually be useful. Take a look at the two shots below, the sections in red are common to both where as those in yellow are unique.



As you can see, there isn't much unique content. It's pretty stodgy, taken up with repeat info and empty space.

I've mocked up some shots of a combined Buy/Sell/Production screen, which could simply be named Equipment in the base view. It conveys all the info of both screens and more.

Allow me to talk you through this first shot. Using the Buy/Sell screen as a base, the Disassembly tab has been brought across. Starting from the list of equipment you have:

  • Autosell
  • Item name
  • Current quantity in base
  • 1x Incrementation *
  • 10x Incrementation *
  • Incremented value vs Items on the market

*Only shown when a piece of equipment is selected otherwise we get unsightly repetition of x1 and x10 all over the place.

Currently the assault rifle has been selected and incremented to a value of 12. This value is contextualised later.

Moving left we have workers available, production lines and storage. I've removed workshop capacity as it is simply a reiteration of the maximum number of workers available. I've renamed production limit to production lines as this made more sense to me. The word "limit" implied that I couldn't produce more equipment than the limit, it actually is the number of jobs you can queue, therefore production lines made more sense. I've set this to an arbitrary value of 5, based on nothing other than I liked the shape of the number :)

Below that is the item overview which contextualises the selections made in the item menu. Below the item name, picture and UFOpedia link, we see the purchase, sale and production values. The first two are greyed out as there are no rifles to buy and there are less than 12 to sell, only produce is available. Below is a summary of the item.

Clicking produce would add the job to the production queue below the item list, adding all available workers to the job and immediately debiting the cost of the entire job. This is further expanded in the shot below.

This job has now been running for 16 hours, you can see the total production time as well as the next items completion time. The contextual area to the left has also changed when selecting the job, allowing you to alter the number of workers and items in the job and reporting how this will affect production time and costs.

Regarding using production as a means to generating revenue independently of the supporting nations, whether it's intended or not it's very possible using the current build. This can be counteracted in a few ways, firstly by requiring production costs to be paid upfront for a job, therefore reducing the likelyhood of mass production queues. This however will only inhibit those with little cash, in the event the player already has a decent balance you can bring market forces into play. With a hidden supply and demand value for each item, when the player starts flooding the market with high margin items, sale price will start to fall as supply is met. Eventually the item will be worth little more than production costs.

Please let me know what you think. I'm pretty keen to try and implement this, I'm no programmer but I'm a quick learner.

Feature Requests / Re: Dropship healing area
« on: January 31, 2010, 04:50:00 pm »
I agree with this sentiment. There are acceptable pros and cons here, especially if the proposed health system in this thread comes to fruition.

A soldier not immediately tended but making their own way back to the drop ship will be bleeding out and may fall unconscious or die from their wounds. They also now have their back to the fight and could suffer additional wounds. Once in the drop ship they wont be able to see very much of their surroundings and are susceptible to ambush. I don't know about the healing rate, that's open to balance but I don't think it would be unfair to expect similar healing properties as a team mate would administer, especially if the proposed functionality of treating wounds vs healing is implemented. Then of course the soldier has to get back to the fight.

In my opinion this would be the lesser option for treating a wounded soldier but choice is a fine thing.

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