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Messages - cevaralien

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61
Abusing the save system is not the way to deal with a feature, it's just what cheaters do.

Noordung, thanks for the bugreport, I'm thinking about how to fix that exploit...

-geever

But is true, that feature don´t makes the game more difficult. If you can dig all the base, why leave a "rock" there? Another thing, why don´t choose the initial entrance?

Maybe the answer is that the locations are old bases taken from UN?

62
User modifications / Re: aircraft mod
« on: July 06, 2014, 02:38:44 am »
yes reducing firebird range is nice idea.

you have herakles and raptor for faster transport later. besides saracen doesnt have cargo hold. so using as a dropship isnt good idea, becouse in some maps you soliders would start with no cover (maps in wich there is dropship)

Herakles is not a faster transport, is fast like firebird. Raptor is a faster transport but it´s only for later stages of the game. The "modified" saracen could be a faster transport but unarmed. How? removing all electronics and using the weapons bay for soldier bay. It could be done with 3 back 3 seats that go down when the craft land. Cover? no matter, use smoke grenades. In fact, in 2.5 i begun to use smoke grenades because the aliens begun to use burst fire.

This is the only way to be "realistic" when ground missions is needed. Look at this: your interceptors shoot down an ufo. Your firebird is about 10.000 km from there. At 1.000 km/h, you reach the destiny in 10 hours. In that time, the aliens could be very far from the crash site or can be rescued. I know that the games don´t works in that way, but i think is possible to do more realistic the game without hardcoding.

For that reason, i reduce the firebird range. Now, i must relay on the eight bases with eight teams. What´s the problem? simply, when raptor or herakles begun to be available, i will only need one team. Is for this that i want a saracen dropship.

63
Discussion / Re: Soldier training
« on: July 05, 2014, 03:30:46 am »
Thanks for making this game - I've been playing it for a month now. In the original X-Com wasn't there training options for soldiers? In the present game whenever I get new recruits they are pretty useless in skills -usually Mediocre or Average at best. Are these the best troops around??? I'd like a training option and /or some kind of displayed potential for each to see what each soldier may be best at.

Secondly, is there an accessible file for inputting my own random soldier names or do I just have to change the names when they arrive? Is there any way of adding music tracks to game play?

I solve the soldiers bad stats modifying it at ufo files. In fact, it is supposed that Phalanx uses trained soldiers from the eigth countries of the world, so, a soldier with bad stats is improbable.

64
Feature Requests / Re: memorial
« on: July 05, 2014, 03:25:30 am »
It could be nice. I don´t know how many soldiers i lost on my actualy campaing.

65
Feature Requests / Re: about aircrafts
« on: July 05, 2014, 03:24:00 am »
now all aircrafts have radar range 10 and 2 electronics. maybe that could be changed so aircrafts could have more or less radar range and 1-3 electronics. also adding more electronics like better radar, afterburners for higher speeds. but limiting aircrafts to only have one of each object.

You can change the radar range and "hardpoints" of the aircraft. In fact, i do it with my game, so, it could be more realistic. I also change the range of radar towers, missiles and base defense lasers.

I belive afterburner is a very micromanagement thing, but it could be nice if the ufos change their speed (and phalanx aircraft too).

66
User modifications / Re: aircraft mod
« on: July 05, 2014, 03:20:25 am »
Oh you think the same as me jejejeje. i know is a game, but a firebird flying around the planet without refueling... is difficult! I mod my game so the firebird only gives 6000 km. This makes the game very difficult because you need basicaly 8 teams for ground missions.

I was thinking about a modified saracen to transport soldiers faster and longer, at the price of exclude any capacity to load electronics or weapons and a space only for 6 troops. This way is possible to have only one ground team and many radar or airbases.

Because my mod, i rise the price of the ufos, so it could be easier to develop, but i rise the price of fighters too. By this way, if i lose an aircraft, i lose the money found from a recovered ufo.

I prefer a center base for a single ground team, but the idea of a firebird reaching all places of the world is very inaccurate.

67
User modifications / Re: Question for modding
« on: July 05, 2014, 03:13:22 am »
In 2.5 the map assembler will use the id of the aircraft for the "dropship tile" ( aircraft <id> { <data...> } ). For crashed aircraft the code has a few constants (none for saracen)

-geever

So, another way could be erase the firebird from every map and save it?

68
User modifications / Re: Question for modding
« on: July 04, 2014, 08:31:51 pm »
The *msgid:inter_saracen_txt like entries are defined in base/ufos/msgid/*.ufo files which are the source files for long text.

To translate we use the gettext lib, and the language files are in src/po/ (*.po). Use poedit tool for translating!

To update the po files from the program source code (check for new/changed translatable entries) we have a make target: make update-po. It works well if you have the Git sourcecode checked ouI t (on source package or just the installed version probably it won't do good job).

-geever

Thanks. If i do it, what about the maps with the Firebird? I mean, if i drop my soldiers using the Saracen-D (my mod  ;D), the map will show the firebird? or it will crash? I don´twant to do the saracen design on the map.

69
User modifications / Re: Question for modding
« on: July 02, 2014, 03:49:25 am »
Hi. I want to change a tech description. I will do a saracen dropship. I know how to do a research description but i want translate it. Where are the translated files?

70
Discussion / Re: Soldier ranks....
« on: July 01, 2014, 08:13:43 pm »
I like the rank system of XCOM. I think that in ufo AI could be nice. It can boost morale.

It will be implemented in this game? If not, its possible to limit the ranks? I mean, for example, only 1 colonel, 3 mayors...

71
Feature Requests / Body parts armour
« on: June 29, 2014, 03:07:26 pm »
I'm playing 2.5 and i remember that in XCOM, the armour have body points, for example, armour protect 10 hp at head but 30 hp at chest.

I think, why don't use it in UFO AI? now are wound system, so, i belive it would't be difficult to do it. Instead of RATING on armour, we can use body parts HP protection.

72
Offtopic / UFO AI 2.5
« on: June 28, 2014, 05:21:24 pm »
I want to congratulate all UFO AI community for the release of 2.5 version. I was waiting it for long time!  :D

This is a great proyect. Thanks for your efforts.

73
User modifications / Re: Question for modding
« on: June 24, 2014, 02:02:00 am »
Mmmm, that part is hardcoded IIRC. Sorry.

-geever

It's possible to use the models of 2.5 on 2.4? what i must change to do it?

74
User modifications / Re: Question for modding
« on: June 21, 2014, 06:17:34 pm »
If you are on a 64bit OS then yes. Otherwise you need the i386 file, but I expect you are on a 64bit system.

Yeah i'm on 64 bits, but it' doesn't works. No matter, i will continue on 2.4 while 2.5 launch officialy.

I'm modding the files now and i want to change de Stilleto as initial figther on base for the Sarracen. How can i change this?

75
User modifications / Re: Question for modding
« on: June 15, 2014, 06:18:13 am »
2.5 is a completely separate installation, there is no upgrade. I do not know if the 2 versions packages will interfere with each other so I would suggest only installing 2.5 for now, and once that is working, then consider 2.4 if you still want to play it.

So, i must install this file also?

ufoai_2.5~git20131101-1_amd64.deb

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