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Messages - hwoarangmy

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Coding / Using cmake to setup build env
« on: August 06, 2015, 10:34:31 pm »

First, thanks again for this great game. I've played 2.5 a year ago (finished it in normal) and I've recently started a new campaign to try 2.6 in hard mode and it seems you have done some great work. I will give you some more feedback when I will have played a little bit more.

I've recently downloaded the code source from github and compiled it (at least game, ifo2map, ufoed and ufo). Have you ever considered using cmake ?
Would you be interested in using it ?
If yes, I'm not a cmake expert but I can give a try ^^

Discussion / Re: Feedback on 2.5
« on: June 13, 2014, 12:40:00 am »
It is possible to switch the bars to show to HP, TU or morale with one clik
Really cool

Well it isn't as if the aliens didn't notice you landing, why wouldn't they be ready to welcome you with hot plasma :D
Of course, not all maps should be like that, but I don't see anything wrong with some maps doing that
Well, if I was phalanx commander, you were my director of field operations and you told me "Let's land the dropship with 12 over 30 of our best soldiers in the middle of ennemy lines without cleaning the field before they drop", you could be sure that I would send you to Doctor Connor to make sure, as I already know, that you are infected with the X Virus.

Well, the intro does say that they tried their best to fight the aliens with very few victories (and don't forget the Mumbai massacre)
Not every good soldier died in Mumbai, I guess. And again, I think that the soldiers we can recruit are really bad if they are said to be "the best soldiers from every country". But that's just a detail.

They already share vision in future 2.6
Good :)

(but they do take turns in strict spawning order), but I haven't played long enough to see if it make a difference, anyway the AI still haves a long way to go, it might not be a catastrophic failure, but still needs a lot of development...
I really think that if they could switch turn to choose the alien with the greatest chance to hit, AI would feel much better (at least, playing as a team). But anyway, I think that the worst thing is the "wandering aliens". They just seem to be lost and make really think that the AI is weak. But in all the other cases, I didn't feel there was a problem with AI. And again, if you find a way to improve alien AI so it shoots soldiers behing smoke grenades when they see them hide in the smoke, for example, the game will be really unplayable so the aliens levels will have to be decreased.

Recruits - I would like game fluff to more directly explain the selection of potential Phalanx members. The fact that sizeable group of soldiers died in Mumbai in itself (which bit of background also should be reconsidered as it overblows a bit strength of the aliens to what turns out happens during the gameplay) is hardly a good explanation why the rest of the world can now offer only a bunch of largely inept recruits, often mediocre even by the standards of typical military (as I assume that's what those are based on since they are available before Phalanx begins operations to make it's own standards and evaluation).
We agree. it's hard to explain that there is not even one sniper out there who can shoot an alien from 10m with more than 10% hit chances.

Simply mentioning that due to security concerns for what is beyond regular black ops, fitting background, attitude and mental/emotional characteristics is a priority would be good. Or even saying that there are many soldiers that fit high standards for potential Phalanx fodder but their respective governments are reluctant in offering informations about them, yet alone give them away as the threat is global and they'd like to keep some skilled personnel for their own military operations.
Yes, that could explain some things.

Landing next to them is a bit more understandable in case of missions where the alien ship is crashed to prevent the few able aliens left to leave the place or secure the area.
Let's be honest, no phalanx commander would agree to land a ship in the middle of alien lines to have a small chance to save 4 civilians and a big chance to loose 12 veterans. If we speak from realistic point of view, they would embed weapons to clear the area before troups can land.

Speaking of crashes, there really should be an increased chance of sizeable number of ship's crew dying with them leaving bodies near the crash site at the beginning of the tactical round, at least in case of battle-oriented or smaller units like fighters - not only player deserves such boon at times after prolonged dog fight in the air, but it's also more believable than 'they have REALLY good seatbelts' when the ship is bunch of burning bits strewn all over the place.
I had not really thought about it but I agree.

though here one may argue that they are simply far less burdened by their equipment
Or that they are not humans so they have mucles that allow them to do so :)

Certainly, I am not fond of increasing their stats even higher
I agree. It would only increase frustration to see an alien from the other side of the map coming to contact and kill your soldiers (When I didn't use smoke grenades, that was what I felt).

Discussion / Feedback on 2.5-2.6
« on: June 07, 2014, 01:38:57 am »

On another thread, I said I would post some feedback about the game I am playing so here it comes :)
First, I want to thank you all for this great game. I have played it much now and I enjoyed it :)
Let me introduce my UFO history. I discovered on a website for old games UFO : Ennemy Unknown a while ago and played it (and none of its followers). I liked it very much so, few time ago, I started to look for a similar open source game and that's how I ended up in UFO AI's website.

So, I played a few the 2.4 then 2.5 and a little bit 2.6.

Concerning the 2.4, not much to say since I didn't play much so I don't really remember the differences between 2.4 and 2.5 except the equipment weight, which is a very good thing in my opinion.

Concerning the 2.6, I tried to play a game but it was too buggy for me (I tried in the beginning of 2014). The soldiers used to go for strange paths (for going from 1 case to the next one, they go diagonaly then horizontally so 5 TU instead of 2). I have also seen a map where I could not go inside the UFO (like if there was a wall) and I have given up on a base attack where my soldiers were not able to go to the stairs because of an invisible wall again.
But I have seen the UI and I think it is nice. It is good to see everybody's health. If it is not done yet, it would also be cool to add the TU bar so you can see in the blink of an eye if everybody has used his TU or not, which is especially good in a base attack to not forget a soldier.

Concerning the 2.5, I have played many hours now and I have an advanced game (normal difficulty) which is going very well (bases on every continent, every nations happy).
First of all, I want to say that I have seen almost no bug. Only some very annoying battlescape crashes when I was trying to capture living aliens but they were fixed by DarkRain in a thread where I posted the bug so it is not a bug anymore.
Concerning the game itself, I enjoyed it much.
I have only seen few things that could be improved (if you didn't play the game, please don't read this as you could be spoiled) :
1 - Spawning points : I played a map with the Heracles and 3 aliens (Ortnok, Taman and Sheevar) looking at me. Without smoke grenades, I would have lost all the team. I feel it is not very fair to start a map in such unfavorable situation.
2 - Reaction fire : It is pretty hard to understand how it works. The first games I played, I thought it didn't work as I never saw it trigger. I was keeping TU on every soldier to make sure they could handle any situation but I was seeing aliens come just in front, shoot, kill them and leave. After reading the forum, I have understood how it works but I believe it is much too hard to use. You cannot reserve enough TU for killing one alien (or it will kill you before it is triggered). Well, as you understood, I don't use reaction fire, which is a shame. If there was no smoke grenade, for me, the game would be unplayable.
3 - In the introduction, it is said that every nation sent its best soldiers to Phalanx. When you recruit them, it is strange to see that they are at most mediocre, even for sniper skills using a sniper riffle. IMHO, it would be better to use futuristic weapons even for the beginning (no sniper or assault riffle) used only by Phalanx.
That would explain why recruits, even being the best soldiers, are just rookies when they go to Phalanx. Or to say that the nations have revived Phalanx unit after loosing all their best soldiers.
4 - In the text, when trying to understand alien minds, it is said that some aliens are killed. in fact, their number do not change. It could be nice to really kill them so that the player as to capture some more to make more researches.
5 - In the text, it is said that some aliens (at least sheevar), do not see but have something similar to infrared detection. In fact, I have seen in game that they spot my units from far and, when I am behind smoke or behing a wall, they do not seem to detect me. It could be nice and interesting to really have different behaviours when dealing with different alien species.
6 - The game is really difficult in hard level. I have tried a game and I got a game over from the nations only after few months even having attacked every UFO I could (which are only scouts) and letting the other ones land but doing all missions. As I use many smoke grenades, civilians do not survive for long as aliens kill them fast since they do not see my units.
7 - When an Alien is in a room inside a building, it usually keeps wandering and I often have to suicide one soldier to find it or to make it come out to be able to finish it.
8 - AI.
 8A - I have seen many threads talking about it and saying it is not good. I do not agree. I think it is not that bad. Even if it can seem suicide addict, it is well explained in the game so it didn't seem weird to me. For me, the only problem is that when they do not see phalanx units, they just seem being lost and not knowing where to go (most visible during base attacks when you see them through the camera going in and out without doing anything). For me, if there was some kind of destination where aliens tried to go, the AI would not seem stupid. This destination doesn't have to be really strategic but it would make player think aliens know where they go.
 8B - From what I have seen, aliens do not seem to share there vision. I heavily use smoke grenades and the only aliens that kill me are the ones that go just near my units. I have never seen an alien spot me and another, without vision, fire at me. Even if I have to admit that this might be wrong since usually, the soldiers that are spotted do not survive. But if it really is, one thing that could be done coud be to check for all aliens to see if there is a good opportunity to fire when a Phalanx soldier is spotted (instead of playing alien turns one after the other). That would seem like if they were playing together instead of each one for himself.
Moreover, I would say that it is easy to make the AI seem to play better by giving aliens good stats (many TU and good accuracy as it is the case actually). But if the AI was better, and every aliens did play well, alien level should have to be decreased or the game would be unplayable.
To summarize, IMHO, to improve alien AI, there should be an objective so that they do not seem to be lost and the aliens should change their turns when they spot a soldier to let the one with the best chance to kill play.

As I didn't finished my game yet, I might post more comments later :)

Bugs in stable version (2.5) / Re: Exit Battle Early
« on: April 15, 2014, 10:55:15 pm »
I have tested the new nightly build and I have not seen the bug. I have seen aliens wake up so it seems that the fix works :) Great work

Bugs in stable version (2.5) / Re: Exit Battle Early
« on: April 15, 2014, 12:36:20 am »
I have been trying to download from git during the week end but it takes ages and it failed each time so far.
Thanks for updating the 2.5 Nightly build, i will try it tomorrow and let you know.

Newbie Coding / Re: sources 2.5 vs 2.6
« on: April 14, 2014, 11:02:26 pm »
OK, thanks for the reply. I have tried the 2.6 version but it was a little bit too buggy.

I have tried both versions and i will give some feedback when i will be more advanced to not spoil/be spoiled :)

Newbie Coding / sources 2.5 vs 2.6
« on: April 13, 2014, 11:36:34 pm »

I am currently downloading the sources from git but as it takes ages, can somebody tell me if it is the same sources for 2.5 and 2.6 ?

If not, how to download the 2.5 version and, if yes, how to choose the version to compile ?


Bugs in stable version (2.5) / Re: Exit Battle Early
« on: April 12, 2014, 08:05:46 pm »
I had seen that the event was launched and at some point, it was lost but I couldn't figure so far why. Is there some documentation explaining how the threads works (it's hard to follow the code to know how the events are handled) ?
And thanks for the feedback. If you tell when it will be in the 2.5 downloadable version, i can test on the savegame i kept if needed.

Bugs in stable version (2.5) / Re: Exit Battle Early
« on: April 03, 2014, 01:04:15 am »

I also have the same issue. It happens when you stun aliens and they wake up. I don't really know why yet because I have already seen aliens wake up.
I suspect it happens when you stun more than 1 or 2 aliens. In my current game, I am trying to stun 3 aliens on a map where there are 8 and this bug is almost systematic when I stun aliens at the begginning. The only way I found to finish the map is to kill aliens first then stun the 3 last.

Here is the log :

I have had a look with the debugger and it seems it is a bug with the alien state. When he wakes up, his state is not changed (still 0x43) so the sanity check that an entity is alive before killing it fails. I have not seen yet how the messages are sent to the server so I could not go further. I will have a look deeper when I can.

I have posted the log with the developer option. If needed, I have 2 other logs of the same problem (but without developer var set).

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