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Topics - cannonfodder558

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1
Good morning.

Is there a definition of the parameters?

Maybe a graphical application (freeware?) where colour and brightness can be viewed/selected, and the parameters for the script files are provided?

2
Bugs in stable version (2.5) / soldier skill-/stats-screen in battlescape
« on: February 14, 2015, 05:46:22 pm »
Couldn't find it on the bug tracker/forum:
(can't provide the ufoconsole.log, it is to big, 8,244 kb - see below)

After removing the unemployed applicants in the employee screens (right-click to the check-boxes) to get faster savegame loading (they are loaded much faster now), a problem appeared in battlescape when starting the game again 2 days later and loading a savegame.

Only if a soldiers is wounded + is/was bleeding, either from current battle or one finished before,

- it takes 1 to 2 minutes to load the skill/stats screen.
- the battlescape in the background becomes very slow,
- there are black lines instead of descriptions of wounding and bleeding points.

When closed, the game returns to normal speed. Soldiers can still be healed.

Everything else seems unaffected. The stats-screen of healthy soldiers are functioning normal.

Didn't get new recruits (soldiers, scientists, workers, pilots) after removing a lot of them as described above. Do they appear when a new month begins? I will keep an eye on that and report.

System:
Intel Pentium 4 3,2 ghz 3 gb ram 32-bit.
ATI Radeon X1950Pro (last available driver for the card from ATI dated 2012, I think)
Win 7 home premium 32 bit edition (up to date)

Game:
- 2.5 stable
- downloaded here nov 24th 2014,   and again a few days ago in feb 2015
- applied the ajgun mod (roughly 4 weeks ago)

Attached a savegame.

There's no ufoconsole.log in the ajguns folder where my current savegames are stored in subdirectories.
C:\Users\User2\AppData\Roaming\UFOAI\2.5\ajguns
There is one in the \base directory.
C:\Users\User2\AppData\Roaming\UFOAI\2.5\base

I hope that's what would help. I tried to attach it, bit it is a bit to big (8,244 kb, your limit seems to be 8,192 kb). How can I provide it?

If you need anything else, you're welcome.

UPDATE 18:26:
Started a battle to get soldiers hurt and provide screenshots. Well, as you can see, the problem solved itself. Somehow. The stats screen are correct now.


3
Feature Requests / graphical effects of encased plasma rounds
« on: February 12, 2015, 09:00:59 am »
Hello.

Wouldn't it be cool if ep-rounds fired from Phalanx weaponry had the neon blueish colour and aura (not shape) of shots from alien plasma weaponry?

Yeah! Swallow your own medicine!!! (It's a german idiom, sorry. What is it in english?)
That would be fun!

The reasoning would have to be changed, as it's ENCASED plasma.
Just not to leave all the work up to you:

1st stage
A bit plasma opts out of the shell tip, embracing the bullet. Upon impact, the plasma skin burns a cavity into the alien armour.

2nd stage
The armour-piercing metal tip re-designed from alien materials unfolds it's effect, breaking through the remaining layers. The cavity maximises the destructive power, focusing it on a single
point.

3rd stage
The plasma core is injected, burning the target from within. Metal fragment of the shell provide nice side effects by flippering around inside of the armoured enemy.

I find it a pity just to know I'm using ep rounds, not to see it.

What do you think about that?

Kind regards

4
Hello.

I like using monomolecular blades. What a pity they don't have a reaction fire mode (they seem to have none). If your troops are waiting in a cloud of smoke, especially at a narrow passage, knifes drawn, it would make sense. A new tactic. They could stab an alien at least once.

Could you maybe enable reaction fire mode for blades (using them in left hand, while holding the primary weapon in the other hand)? Would give them more weight in close combat.

I'd also like an improved version of the monomolecular knife, same TUs for use, but injecting a few molecules of a poison, dealing 110 damage points.

(optional: the poison confuses the enemy; for a round, they can't differenciate friend or foe, randomly attacking any unit within sight)

I don't feel it would unbalance the game.

Feel free to make any use of that.

What do you think about that?

Kind regards


5
Good morning.

Played this great game again at the weekend, and came across some tamans in an icefield.

They shot a few of my men from mid distance with a plasma rifle, auto fire mode => Phalanx barbecue.

I just wanted to add the following:
Of course I appreciate the game being developed further.
And new ideas/ features/ an enhanced storyline being implemented.

But even without a major upgrade, tamans with plasma rifles (not with the blaster, to inaccurate in their hands) are not to be underestimated, and would fit very well to the crew of avanced alien craft (see proposals for upgrades below).

And I'd find a mixture of alien weaponry in a battle quite nice. The effects of a plasma rifle are really cool.

Here a few suggestions for an upgrade, giving them new roles:

- mid game -
Tamans v2 as assault trooper, always equipped with plasma rifles (and never using pbm-weaponry) and medium armour (red and orange), surgically modified (implants), carrying loads of plasma grenades, with a strong tendency to use them.

The implants provide the improvements/ skills:

- to run very fast, +30% to TUs, -25% chance  to hit them (always or only from reaction fire),
- to throw grenades 30 % farther than humans, and TUs for use -2.

(optional: the v2 tamans - and only them, due to their further developed mental capacities - might throw a plasma grenade into the Phalanx smoke clouds from time to time...)

Research of a corpse v2 provides information, but nothing more.

- late game -
Tamans v3 as reconaissance unit, always equipped with plasma rifles (and never using pbm-weaponry) and very heavy armour (red and yellow), thus quite hard to kill and slow (TUs -25%), surgically modified (implants).

The implants provide the improvements/ skills:
Extremly improved senses/sensors.

- Unit can see through smoke (and Phalanx troops still can't...), and due to the link (hive mind) all other alien units, too, as long as the taman unit itself is looking at (...through...) the smoke.
- Very precise when firing (+30 % chance
 to hit).
- All other alien units have a better chance to hit (+25%).

Usually there should be only one of them, seldom two units in each map. When killed, the benefits expire.
Would make them a primary target.

Research of the corpse v3 provides a portable ECM-unit, size of 2x2, quite heavy, which disables the enemies ability to see  through smoke, and reduces the other bonuses, but only a bit.
Maybe something more? Maybe a new headgear? But Phalanx shouldn't get the skill to see through smoke.

[Deleted a sentence: The game is NOT to easy. Learned that yesterday. It's quite hard, even on normal level. And that's a good thing.]

Please don't misunderstand this as criticism. The game is super. Just wanted to contribute my ideas.

What do you think about that? Feel free to make any use of it.

Kind regards

6
User modifications / how to apply a mod (Win 7)
« on: February 05, 2015, 08:06:16 am »
Hello everybody.

Could someone please tell me how to apply a mod using the command "./ufo +set fs_gamedir mymod"? To be honest, I don't know how/where to enter it (OS: Win 7).

I know how to start a mod from the game menu.

Thank you in advance.

7
Tactics / close combat tactics - ?
« on: February 05, 2015, 07:48:23 am »
Hello.

Which close combat tactics / equipment do you prefer? I suffer horrible casualties in mid?/late? game, inside of Ufos and buildings. Even with four soldiers in a row, and plenty of TUs for reaction fire.

Until now, fighting in nanocomposite with laser rifles. Never noticed the shot guns and flame throwers.

Do they change the odds?

Just finished research on plasma
encased rounds. The reports here sound promising, using them. with assault rifles. Didn't bring them. into the field up to now. As they are so expensive, I'd prefer standard weaponry, if suitable.

Greetings

8
Hello dev team.

Can the difficulty level be changed during a running campaign? I would like to try "mayhem" (I heard of 24 aliens in a mission? YEAH baby. Where's my chainsaw?). Playing on "normal" right now. This function would be an enrichment to my campaign.

Somewhere here in the forum I read that savegames are not portable between different versions. Is that still so? And if: Could you please change this? Please? PLEASE?

One last proposal/wish: In ?mid/late? game there are no tamans any more. I miss them, as they diversify the enemies in the battle. And I like their sounds...  Would it be possible to integrate a few of them in the alien crews of advanced alien craft/ met in the other missions every time in the game?   

Kind regards

9
Discussion / What a great game
« on: February 05, 2015, 07:30:33 am »
Hello, guys.

First of all, just thanks to the dev team for this superb gaming experience, and all your hard work. Thank you very much.

I love it. If it were not to harm your acuesthesia seriously, I would sing a song for you.

One of the best games I ever played was UFO Enemy Unknown. I had almost given up hope, waiting for a chance to play a game reviving the - and focusing on - the qualities of UFOEU.

By now, it's a neck-and-neck race :-).

Bye


cannonfodder558

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