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Messages - Norby

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There are good advices in, although my fist working strategy was completely different so pobably you will find another also.

Some advices:
- You should learn everything about reaction fire. The effect is cumulative if you keep your soliders together in a line.
- Use radar ("r" key) and even a ruler on the monitor before fire to detemine if an enemy see your solider.
- Accuracy is very important. Even rookies could be effective with Sniper Rifle just do not forget to crouch first.
- Scientists can work on a task only in one base at once so better if you fill up a base with labors and another with workshops.
- Always keep enough soliders at home, base attacks sometimes comes out of the air. Well not exacty just looks like, due to radars need some time to detect an ufo so if it is appear near the base then sometimes arrive sooner than detected.
- In skimrish you can safely reduce the number of enemies a bit lower from the default 30. :)
- Use IR Googles to X-ray buildings, ideally in all turns. To learn the size of the scanned area once put one into a hand and "fire" to scan.
- A big decision is a bit later than whether you go to the all missions with the same 8 soliders to improve them as fast as possible or use 2 teams to cover the whole planet and catch more ufos. The first way probably need more reloads due to unwanted lost of an experrienced team member, second is fit better if you like to restrict reloads, so depends on your playstyle.
- Read through the tip of days, FAQ, wiki, and ask again. ;)

Linux / Re: Can't compile source with Arch Linux
« on: March 20, 2017, 01:48:22 am »

Try to eliminate the "Could not find" lines from configure by installing the packages which contain the missing .h files. This helped me in Debian, I seached in after all files, the only what I could not find is picomodel.h but since I fixed all others the game compile witthout errors.

Feature Requests / Re: Smooth encumbrance system
« on: March 17, 2017, 11:55:56 am »
I realized that high encumbrance should reduce movement much more than aiming, first aid or other actions.
So now I softed the TU formula: -1TU comes after each +4% weight only in the whole range up to 100% weight, but I added a feature which increasing the TU cost of movement over 50% weight. Colors are refined also:

- Green color is appear in 0-46% weight (bonus TU),
- Skyblue at +0TU (46-50% weight),
- Yellow from -1 TU to -4 TU (51-65%), movement need 3 TU for each step,
- Orange from -5 TU to -6 TU (66%-73%), a step need 4 TU,
- Dark Orange from -7 TU to -8 TU (74%-81%), a step is 5 TU,
- Red  from -9 TU  to -10 TU (82%-89% weight), a step is 6 TU,
- Dark Red at -11 TU (90%-93%), a step is 7 TU,
- Darker Red at -12 TU (94%-97%), a step is 8 TU,
- Darkest Red at -13 TU (98%-100%), moreover every step consume 9 TU.

A "Move" label after the kg in inventory screen show the number of squares what the solider can reach in a turn. This is calculated by dividing the max. TU with the movement cost of a step at the current weight and wounds, then rounded down.

The exact TU cost of a single move is displayed at the end of the tooltip.

This way looks more real, soliders now able to pull the trigger even at 100% weight. :)
A good side effect is a big reduction in the appearance of "Not enough TU" popups in the inventory screen.

Please test this system in the attached zip or in the updated patch.

User modifications / Lazy HUD v2
« on: March 12, 2017, 11:37:13 pm »
This HUD is an improved version of Lazy HUD, which originally made by homunculus.
Contain bugfixes and many new functions. For a comparsion the source code of
hud_lazy2.ufo file is three times longer than in v1.

Download Lazy HUD v2 here.

New features:

-Bleedings are displayed with numeric values also next to body part icons.
 Sum of bleedings are appear in big red numbers on the heads of the team.
-Hit counters are added to selected solider panel and over TU bars of small
 solider heads, up to 11 hits, which mean the maximal accuracy improvement
 in a mission. To increase it you must manually right click on the fired
 weapon after every successful hit when you heard grunt from the enemy.
 Press middle click on the weapon if you want undo a mistaken right click.

-Skill specific hit counters will increase also. Color is green from 4 hits
 due to more hits will not give more xp using the same skill within a mission.

-Stength, Speed and Mind skill bars are added to selectedSoldier panel.
 Exact skill value is displayed also if the mouse is over a bar.

-Accuracy percent with the current weapon is added into the top right
 corner over the weapon (middle value between accuracy and weapon skill).

-Aliens button draw lines to all visible aliens at once when clicked,
 right click show previous alien.

-Crouch button right click toggle 3TU reserve.

-Maximum of TU and HP bars are rased to the maximal possible values.

-HUD alignment is selectable from left, center, right and rightmost using
 the mouse wheel in settings button.

-Hide the whole HUD with right click on the settings button for screenshots.

-New compact lookout. :)

How to install

Extract the zip file into your personal "base" folder, which is
~/.ufoai/2.5/base in Linux, in Windows it is where you installed the game,
for example C:\Program Files\UFOAI-2.5\base\ .
Then start the game, select Options, Gameplay and change HUD Design to
Lazy HUD v2.

In details this you should copy the ufos/ui/hud_lazy2.ufo file into
~/.ufoai/2.5/base/ufos/ui in Linux, in Windows for example
C:\Program Files\UFOAI-2.5\base\ufos\ui, moreover all files from
pics/lazyhud2 folder into base/pics/lazyhud2 folder.

Optional files

The pics/hud- folder contain images for the default hud without
the thick border decorations. To enable it copy the content also
and remove the "-" sign from the "hud-" folder, so rename to "hud".
This is the way to clear the borders around inventory and physical
stats windows in LazyHUD due to affect both HUDs.

The previous subverisons of hud_lazy2.ufo are named to .ufo-xx,
these are here just for historical reasons but do nothing.

A known problem in Ufoai 2.5 only

Wounds displayed on the head models of soliders are not updated right at
medikit usage in Ufoai 2.5, due to need an event handler which is
introduced in 2.6. In 2.5 a sure way to update the wounds of all soliders
is to move the mouse into the info box of the selected solider and roll
the wheel through the whole team.


-Mouse wheel change solider on belt, holster, backpack and most buttons.
 Middle click popup the inventory window on these and on floor container.
-Default alignment of HUD is centered better when there are at least 10
 soliders on board. This help to the fixed buttons in the bottom right
 corner do not cover the reaction fire icon of the secondary weapon.
-Click on reactionfire shield next to a fire mode select this mode
 to check the reaction shield at bottom also.
-Clear reactionfire points from main shield button when change solider.
-Fixes in bleeding display for Ufoai v2.6.
-Source code simplification.

-Maximum of TU and HP bars are rased to the in-game maximums (59 and 255).
 This is needed due to I can not read the acual values when the HUD loads,
 just after a mouse event fired, causing no bar at all if the first solider
 start with more points than a lower maximum.
-Added even more call of update_max_hp_tu for a bit better support in the
 case when you lower these maximums in confunc hudenable to get longer
 bars with rookie soliders, but in this case you should raise back when
 the best solider step over it else the bar will not be shown instantly at
 the start of missions, just after the first mouseover or similar events.

-Skill specific hit counters appear on small solider heads also to help in
 checking through the team which solider should make more hits.
 Now the selected solider panel show these also below each other.
-Accuracy skill value is white, weapon skill bars got cyan color.
-Big red numbers on heads show the sum of bleeding wounds on all body parts.
-The hud_updateactorwounds called in many places as an attempt to reduce
 the bug when the wounds displayed on the heads of soliders are not updated
 right at medikit usage. This affect Ufoai 2.5 only due to an event handler
 which is introduced in Ufoai 2.6 can solve this.
-Maximum of skill specific hit counters is raised to 11. Will show * over 9
 on the small heads due to no room for more than a single character there.
 Color of these numbers will change to green from 4 due to more hits using
 the same skill will not give more xp for the same solider within a mission.
-Skills of new weapons in Weapon mod of AntJam are added to the list.

-Max. values of TU, HP morale and stun bars are increased dynamically.
-Accuracy percent with the current weapon is added into the top right
 corner over the weapon (middle value between accuracy and weapon skill).
-Hit counters now cleared properly between missions.

-Mouse wheel on skill specific hit counter in the top left corner on weapon
 can temporary change the skill to be able to check the counters of other
-Debug panel is added to middle click on settings button. This display
 the values of cvars and node properties which can help to fix problems.
-Bugfix against "can't remove static nodes in actions@removeAllChild":
 due to removeChild does not work, now not create new child when exist.
-Improvements in hit counter codes.

-Skill specific hit counters added, up to 4 hits for each skills.
 Due to the skill of a weapon is not queryable, an internal skill lookup
 list is added for the known weapons. But any new weapons added in the
 future will need additional lines.
 Grenade launcher need an additional manual change of skill type via
 right click in the number in the top left corner over the weapon picture
 if loaded with flechettes, which use close skill and not explosives
 due to the script currently can not read the type of the loaded ammo.

-Fixed a bug when ammo is in hand.
-Fixes for the reactionfire TU display.

-Fixes for the hit counter feature.

-Hit counter is added to selected solider panel and over TU bars of small
 solider buttons, up to 11 hits. To increase it you must manually right click
 on the fired weapon after every successful hit, when you heard "argh".
 Press middle click on the weapon if you want undo a mistaken right click.
-HUD position is refined for each number of solders from 1 to 16.

-HUD alignment is adjustable with wheel on menu button instead of moveZone.
-Code cleanup.

-Autohide removed, floor is over buttons.
-The small solider team buttons are rearranged into a single long line.
-No next music button, use right click on menu button instead.
-Rightmost HUD alignment is added.

-Menu, round and zone buttons are moved to the bottom right corner.

-Change solider with mouse wheel on skill bars also.
-Better reactionfire button handler.
-A help for double shot fire mode, gray it out if only one ammo left.

-Show numeric value of bleeding next to body part icons.
-Unhide a bit ealier near the bottom of screen.

-Show numeric value of skill bar when pointed with mouse in solider panel.
-Better handling of hidden hud.
-Backpack lookout is changed a bit.

-Fixes on alingment, hide and autohide features.
-Lookout adjustments.

-HUD alignment to right is available.
-Lookout fixes.

-Changed numbers on small solider panels to less by one to fit with hotkeys.
-Alignment of HUD is adjustable with mouse wheel also.
-Compact lookout with smaller buttons.
-Unhide over stun bar also.

-Fix of autohide to do not clash with HUD alignment.
-Unhide is called on TU bar also.
-Anoher rename (actionListener2) to do not clash with lazyHUD v1.

-Many HUD items are placed on autohide panel which slide up/down at the bottom.
 Vertical position is adjustable with mouse wheel on resque zone button.
 Right click on nextMusic button can toggle autohide.
-Hide the whole HUD with right click on the settings button for screenshots.
 Only a small "hud" button will be on screen which will show the HUD again.

-Stength, speed and mind bars are added to selectedSoldier panel.
-Aliens button draw lines to all visible aliens at once,
 right click show previous alien.
-Crouch button right click and wheel toggle 3TU reserve.
-Weapon left click execute action (aiming crosshairs) as well as right click.
-TU bar background color changed to black.
-Smaller head models.
-Toggle alignment of HUD to left or center with right click on resqzone button.
-Fix a bug which bring up settings screen at every second solider selection.
-Fix reactionfire button to stay inactive when only 3TU is reserved for crouch.
-Components are renamed (like cmpAction2) to works in parallel with lazyHUD v1.

I hope you will enjoy the features of Lazy HUD v2. :)

License: CC BY-NC-SA 4.0


Feature Requests / Re: Smooth encumbrance system
« on: March 09, 2017, 03:28:01 pm »
I made smoother color changes:
-Orange label color from -13TU up to the border of the optimal strength training.
-Red color now start from 73% weight, indicating which area should be avoided, where the encumbrance modifier is not increasing further.
-Green and Yellow colors got lighter and darker parts after 4 TU changes.

I also tried very smooth color changes after each TU but it was almost unnoticeable so now use less, more distinguishable colors.

See in the attached zip file or the updated patch.

Tactics / Re: Cannon fodder
« on: March 09, 2017, 10:36:02 am »
5 soldiers did 4 Hits each
This is the optimal team training, yes. Less thrill but more improvement. :)

Of course you are free to stop after a few soliders, eliminate the target with main weapon and continue the training later on another target for more fun. I use this way in open maps where many easy target is expected.

In buildings I need infra scan all around to make sure there is no other enemy near before I consider a target to easy for training, so I like to complete the full training right on the first outside target, mostly in the first turn, before I must enter into the risky close combat area.

Sometimes there is no easy target, in this case you can skip the whole training and do a full hardcore mission. Safety first. :) If you do training less often then the slowdown will be more acceptable.

Feature Requests / Re: Smooth encumbrance system
« on: March 08, 2017, 05:54:50 pm »
I improved the formula in red and yellow areas to balance the high speed bonus of experienced soliders.
Start from 50% as before but fall down to only 2TU in total regardless of the speed skill. The change in q_shared.h:
Code: [Select]
#define GET_TU( ab, md ) (MIN_TU * (md) + (ab) * 20 / MAX_SKILL * std::min( 1.0f, (md) * 1.45f ))
This returns the original values up to 50% weigth, over this the bonus of speed ability (ab) is reduced by the weight penalty (md), which leave only 2TU at 100%.

I updated the zip and patch files, please test it.

Feature Requests / Re: Smooth encumbrance system
« on: March 08, 2017, 12:53:33 pm »
you need to create a Patch ticket, then you can add attachments
Thank you, I uploaded a patch file what I created in this way:
Code: [Select]
git diff > Smooth_Encumbrance.patch
This command excavated my addition of some missing video modes what I added for my monitor. I guess you will forgive me if I do not make another issue ticket just for this so I left in this patch.

About the smooth system I like the possibility of optimizing equipment to the borders, like adding more grenades while it is possible without TU change. Now I have big freedom to select the border: worth to try getting a few extra TU or at least one more in the green area when equip soliders.

Moreover I like that the optimal point of body building is not at 100% weight but at 73%. Here the skill multiplier reach the maximal 2.5x value, as now shown in tooltip over kg. I was always in trouble to train the strength of my best soliders further: simply was not enough room and enough heavy items to reach 100% weigth over 60 strength. Now the optimal point (-12TU) is reachable up to 80 skill points.

Tactics / Re: Cannon fodder
« on: March 07, 2017, 11:28:51 pm »
20 hits per kill is good for skillpoints but Takes hours.
Furthermore any hits over 4 using the same skill and solider are worhless. As you can see in this table: 680/180=3.78 so the 4. hit worth a bit less than the first 3, others worth nothing.

Feature Requests / Re: Smooth encumbrance system
« on: March 07, 2017, 03:51:48 pm »
Here is the completion of the smooth encumbrance system. All changes are available in the zip file at the end of this post.
  I applied a maximum in ufoai/src/game/g_match.cpp to limit the skill bonus at the usual level:
Code: [Select]
const float penalty = std::min(0.4f, GET_ENCUMBRANCE_PENALTY(weight, chr->score.skills[ABILITY_POWER]));   
  This will limit the skill improvement multiplier at 2.5x. Without this the smooth formula in my previous post resulted 20x at 100%. :o
  Using this limit the ideal point of strength training is at -12TU. Over this only the mass increase is counted, exactly as in Ufoai 2.5. So 100% weight give only a bit more strength than 75%.

  To indicate this I suggest to change the kg to red when penalty is more than -12TU (at almost 75% weight).
  In ufoai/base/ufos/ui/inv_stat.ufo replace the line "if (penalty > 0) then" with these 3 lines:
Code: [Select]
if (penalty < -12) then
  sender:root():child("bt_load"):set_color(1, 0, 0, 1)
elseif (penalty > 0) then
  Then change these lines also (make room to TU next to kg):
Code: [Select]
  name = "bt_load",
class = "button",
pos = {65, 35},
contentalign = ufo.ALIGN_CR,
text = "_0/0 Kg  0 TU (+0)",
color = {0.56, 0.81, 0.76, 1},
flashcolor = {1, 0.5, 0.5, 1},
size = {306, 25},
  Also in ufoai/base/ufos/ui/equipment.ufo below confunc equip_actorload replace the line start with "if ( <3> > 0 )" to these:
Code: [Select]
if ( <3> < -12 ) { *node:parent.bt_load@color = "1 0 0 1" }
elif ( <3> > 0 ) { *node:parent.bt_load@color = "0 1 0 1" }
  Below "bt_load" need to change these:
Code: [Select]
pos "210 30"
flashcolor = {1, 0.5, 0.5, 1},
  Then change the similar lines in ufoai/src/client/battlescape/cl_hud.cpp to these:
Code: [Select]
Com_sprintf(label, sizeof(label), "%g/%i %s  %i %s (%+i)", invWeight / WEIGHT_FACTOR, maxWeight, _("Kg"), tus, _("TU"), tuPenalty);
        int weight_percent = (int)((invWeight/maxWeight)/10.0f);
        float skill_multiplier = std::min(2.5f, ((int)((1/penalty)*10))/10.0f);
Com_sprintf(tooltip, sizeof(tooltip), "%i%%  %.1fx", weight_percent, skill_multiplier);
UI_ExecuteConfunc("inv_actorload \"%s\" \"%s\" %i %i", label, tooltip, tuPenalty, count);
  Also change in ufoai/src/client/cl_inventory_callbacks.cpp to these:
Code: [Select]
Com_sprintf(label, sizeof(label), "%g/%i %s  %i %s (%+i)", invWeight / WEIGHT_FACTOR, maxWeight, _("Kg"), tus, _("TU"), tuPenalty);
        int weight_percent = (int)((invWeight/maxWeight)/10.0f);
        float skill_multiplier = std::min(2.5f, ((int)((1/penalty)*10))/10.0f);
Com_sprintf(tooltip, sizeof(tooltip), "%i%%  %.1fx", weight_percent, skill_multiplier);
UI_ExecuteConfunc("%s \"%s\" \"%s\" %i %i", Cmd_Argv(1), label, tooltip, tuPenalty, count);

I tested and I like the result. Please get the zip file below this post, test and comment here.

I do not know how to commit changes into github, if somebody tell me the preferred way and I will be allowed then I will send in.

Another thing that I cleared the ufoai/base/pics/ui/screen.png file, which is drawn over all ui items, causing "blur" in most screens. I disliked this so I asked my 3 sons separatedly, all said that the ui in 2.5 is more nice, mainly due to the blur in 2.6. This file should be drawn in the background _below_ others or if this is not possible then better if simply left out. Now the game looks better with the "renewed" sharp ui. :)

Feature Requests / Re: "Red" encumbrance level over 80% weight
« on: March 06, 2017, 08:49:06 pm »
A smooth solution mean more steps where each cause 1 TU change. If we keep the effect of 50% weight at +0TU and 20% at +12TU then each 2.5% change should result an 1TU change. This mean +20TU at 0% and -20TU at 100%.

Alternatively if a step happen at every 2% then 0% mean +25TU and 100% is -25TU. This is closer to Rodmar's notice.

My problem is anything over the +12TU bonus looks unfair when I use experienced soliders.

How about this:
- below 50% weight give +1TU after every -4%, up to +12TU in 0%-2%,
- 0 TU between 46.01%-50%,
- 50.01%-52% give -1TU, then -1TU for each +2%, down to -25TU in 98.01%-100%.

You can test this formula if you replace the similar line in ufoai/src/game/q_shared.h to this:
Code: [Select]
#define GET_ENCUMBRANCE_PENALTY(weight, max)    (1.0f - ((weight) > (max) * WEIGHT_FACTOR * WEIGHT_HEAVY ? 12.0f/MIN_TU+(((weight/(max*WEIGHT_FACTOR))-0.5f)/0.02f)/MIN_TU : 12.0f/MIN_TU-((0.5f-(weight/(max*WEIGHT_FACTOR)))/0.04f)/MIN_TU ))Now this is working in my machine. :)

The following change show TU next to the kg. Better than always using the popup on weight to know the bonus or penalty.
File: ufoai/src/client/cl_inventory_callbacks.cpp
Code: [Select]
Com_sprintf(label, sizeof(label), "%g/%i %s  %i %s (%+i)", invWeight / WEIGHT_FACTOR, maxWeight, _("Kg"), tus, _("TU"), tuPenalty);
The red color still could be added over 80% but just as a spice.

Feature Requests / Re: "Red" encumbrance level over 80% weight
« on: March 05, 2017, 02:53:46 pm »
Right, -24TU sounds better, especially when 100% weight mean the man can not make any steps. If I calculate well a rookie with 15 speed (I never seen less) keep 3 TU only and a superman with 100 speed still get 23TU.

Feature Requests / Smooth encumbrance system
« on: March 01, 2017, 12:49:09 pm »
In Ufoai 2.5 soliders suffered -12TU over 50% of the maximum weight of equipments and this is the same up to 100%. Imho not the best that a 40kg pack allow the same speed than 20.1kg.

The simplest solution would be a new highest level of encumbrance, for example -24TU over 80% weight. In this case the kg could be red in the inventory screen.

The encumbrance modifier of strength skill could be the same as now (0.4) to prevent faster improvement, or anything what developers like, I will accept the decision. :)

Update: I attached the solution of the smooth encumbrance system discussed below in a zip file to this post. I also uploaded a patch into the issue tracker.

Discussion / Re: thx
« on: February 28, 2017, 09:11:15 pm »
Of course I shot with pistol to an easy target. The goal is to improve skills which require to deliver hit. The 4 shots+drop need 17 TU which could fit right into the first turn, completing the possible practice in close skill.

Due to clearing the total hp of all enemies in the map need only 2-4 shots from each solider with the main weapons, the additional pistol usage give at least the half of my experience in accuracy, speed and health. In other words, these are grow at least 2 times faster since I use pistols also.

Discussion / Re: thx
« on: February 27, 2017, 10:35:30 pm »
If you fire burst mode, only the first hit is count. You will get the same experience either you make a hit with pistol or you fire a burst with needler and at least one needle is hit the target. It is irrelevant how much bullet is in the burst, if one is hit, you will get the full xp, next bullets do damage only but no more xp.

The best for skills if you use weapons with low damage and low TU, where you can fire many snapshots. With burst-only weapons the best is the lowest mode which need less TU and do the lowest damage, giving more chance to open another fire to the same target (even with another solider) which mean another xp.

I like 7.62mm Pistol and Laser Pistol, these are need 4 TU only. If I have enough time in the turn then I fire at least one pistol snapshot before the main rifle shot to practice skills.

My other tactics is to fire 4 pistol shots right at the start of the mission, then just drop it to the ground. I will get it back at the end when all items will be gathered from the map. My soliders usually hold a pistol in the left hand right at start (save 2TU due to no need to take out), just one hold a Smoke Grenade.

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