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Messages - jcjordan

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1
Tactics / Re: My worst map: small village (called "england" in skirmish)
« on: September 03, 2014, 04:57:25 am »
I end up saving more civies than I lose but I just don't go out of my way to try to save them directly. I save them in essence by killing aliens from smoke cover as quickly as possible w/o losing my soldiers

2
Tactics / Re: My worst map: small village (called "england" in skirmish)
« on: September 02, 2014, 11:49:42 pm »
I remember this map & from what I've seen posted a few times - don't worry about saving the civies (as Capt Kirk says in ST The Undiscovered Country - Let them die) as you won't take a big a hit as you think if you let them die - took the same attitude on just about every map. Also I try to use smoke to cover my first turn moving my team on the steps/bridge on the far side from the playground & pick them off from a distance then worry about what aliens are in the far back of the map behind the buildings

3
Discussion / Re: Soldier training
« on: March 27, 2014, 09:58:53 pm »
Not to totally hijack the thread but I've been thinking of making my own name file & have a question. Can you make it where certain names come from certain countries based on countries the recruits come from when they come into the pool?

4
Tactics / Re: Couple of Noob Question on 2.5
« on: March 04, 2014, 11:35:59 pm »
Greater chance to shoot down an Alien ufo due to having more things shooting at it & possibly causing more damage

5
Tactics / Re: Smoake Grenades
« on: February 20, 2014, 11:19:29 pm »
In a sense you can, you just "drop" it in the space next to whoever has it but expect it to "roll" sometimes.

One thing I've noticed is that when I toss smoke grenades is that no smoke will be in a square if a character is in the area of effect a lot of the time. This may just be a visual error but program actually has smoke effect for the square but not sure about that.

6
Discussion / Re: Base Design Idea
« on: October 30, 2013, 10:31:50 pm »
I'm not sure if it would work or could be done easily but Matix Games had a version of XCOM game that on bases that had unbuilt squares it had a N-S & E-W tunnels for the unoccupied squares. So as long as the buildings had an opening on the 4 sides you'd have a tunnel connecting all the squares of the base building or not. It made for some long missions if an alien got into those tunnels as well as the long LOS w/ no cover other than smoke or hiding around the corners.

7
Tactics / Re: Base Attack Missions
« on: October 25, 2013, 12:45:42 am »
Some additonal things I've noticed is that about 1/3-1/2 of the aliens you'll be facing always spawn around the entrance ramp. Late game (when gunboats/corrupters are normal), you may have as many as 7 of the 12+ aliens around the entrance but a few will move away from it. I've found that if I build my command center just to the north of the entrance ramp, I can use that hallway as a killing zone by tossing a gas grenade in it to create a buffer zone that hold the aliens at bay or hide behind smoke & peep out to see who's on the ramp & shoot from the smoke. You must be smart in your base design to limit or create choke points to kill the aliens from. I just wish that there was snipers pearch in the advanced radar as there is for the std radar.

8
Discussion / Re: What is the skill for hand grenades?
« on: October 25, 2013, 12:35:09 am »
It's been awhile since I looked but I think it's high explosive skill. I would assume it's by throwing but maybe some extra when getting kills w/ it but it may be just kills. I've had little luck throwing them as it normally bounces too far away to do anything to target so end up rolling it right up to target.

9
Bugs in stable version (2.5) / 2 bugs in 2.5dev
« on: September 30, 2013, 01:54:51 am »
I would post in bugtracker but forgot password & pw reset doesn't work so can't login there but I've 2 bugs that have cropped up in 2.5dev downloaded sep4th IIRC.

1) On the mansion map mission I assume small one for shotdown scout using Herakles dropship I get the following error but attached is ufoconsole.log & savegame. Mission will start/load as normal but when it gets to the spawn part it locks up & only control/alt/del exits or power off pc


2013/09/28 17:55:24 ------- Loading game.dll -------
2013/09/28 17:55:24 not found at '/usr/local/lib/'
2013/09/28 17:55:24 not found at 'C:\Users\jeff\AppData\Roaming\UFOAI/2.5-dev/base'
2013/09/28 17:55:25 found at './base'
2013/09/28 17:55:25 SV_ParseAssembly: warning - cvar 'rm_drop' value doesn't seem to be a valid tile id '' - set to default '+craft_drop_firebird'
2013/09/28 17:55:25 SV_ParseAssembly: warning - cvar 'rm_ufo' value doesn't seem to be a valid tile id '' - set to default '+craft_ufo_scout'
2013/09/28 17:55:25 Using RMA2 seed: 26 for <small>
2013/09/28 17:55:25 tiles: -mansion/mansion_ +main +small
2013/09/28 17:55:25 pos: -16 -8 0 32 -8 0
2013/09/28 17:55:25 tiles: 2
2013/09/28 17:55:26 CM_LoadMap: "-mansion/mansion_ +main +small" "-16 -8 0 32 -8 0"
2013/09/28 17:55:40 Rerouted for RMA in  12.0s
2013/09/28 17:55:40 checksum for the map '+mansion': 1295412556
2013/09/28 17:55:41 ufo script checksum 1523277750
2013/09/28 17:55:41 -------------------------------------
2013/09/28 17:55:41 Connecting to localhost...
2013/09/28 17:55:41 ==== InitGame ====
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 112 (b c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 113 (a c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 114 (a c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 115 (a c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 116 (b c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 117 (a c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 118 (a c)
2013/09/28 17:55:41 Spawned ai player for team 0 with entnum 119 (a c)
2013/09/28 17:55:41 Created AI player (team 0)
2013/09/28 17:55:41 Spawned ai player for team 7 with entnum 120 (Whssf Vze Hwzsf)
2013/09/28 17:55:41 Spawned ai player for team 7 with entnum 121 (Sszwh Vzs Wfzsh)
2013/09/28 17:55:41 Spawned ai player for team 7 with entnum 122 (Krrnaak Zt Hrmokuk)
2013/09/28 17:55:41 Spawned ai player for team 7 with entnum 123 (Akrokk Kr Zrrosk)
2013/09/28 17:55:41 Created AI player (team 7)
2013/09/28 17:55:41 Used inventory slots after ai spawn: 0
2013/09/28 17:55:41 connection attempt from loopback connection
2013/09/28 17:56:05 load material file: 'materials/mansion.mat'
2013/09/28 17:56:07 World model: 42977 triangles
2013/09/28 17:56:07 Planting grass ...
2013/09/28 17:56:07 Total grassy area is       0 units (0 cells)
2013/09/28 17:56:07 Planted 0 clumps of grass
2013/09/28 17:56:44 Starting the game...
2013/09/28 17:56:44 jeff has joined team 1
2013/09/28 17:56:44 Music: track changed from Crystan-Geosphere03 to Crystan-Battlescape01.
2013/09/28 17:57:20 Used inventory slots: 0
2013/09/28 17:57:22 Soldier entered the rescue zone.
2013/09/28 17:57:26 Soldier entered the rescue zone.
2013/09/28 17:57:26 Soldier entered the rescue zone.
2013/09/28 17:57:26 Soldier entered the rescue zone.
2013/09/28 17:57:27 Soldier entered the rescue zone.
2013/09/28 17:57:27 Soldier entered the rescue zone.
2013/09/28 17:57:28 Soldier entered the rescue zone.
2013/09/28 17:57:28 Soldier entered the rescue zone.
2013/09/28 17:57:31 Not enough spawn points for team 1 (actorsize: 1)
2013/09/28 17:57:31 Not enough spawn points for team 1 (actorsize: 1)
2013/09/28 17:57:31 Not enough spawn points for team 1 (actorsize: 1)
2013/09/28 17:57:31 Not enough spawn points for team 1 (actorsize: 1)
2013/09/28 17:57:32 Used inventory slots client jeff spawn: 0
2013/09/28 17:57:35 ********************
2013/09/28 17:57:35 ERROR: Game Error: Could not find character on team 1 with unique character number 171
2013/09/28 17:57:35 ********************
2013/09/28 17:57:36 Shutdown server: Server crashed.


2) later on in same game, one of my storage depots for captured ufos just decides to self destroy itself. A few days earlier than in the savegame shown it was under attack but I was able to lure the attacking ship away & get it so the problem might  be in someway to it "thinking" it's still under attack. 2nd & 3rd savegames attached. Nothing showed on ufoconsole before/after is destroyed even after I exited game then reloaded before save.

10
Discussion / Re: Itemconsumption on missions.
« on: September 24, 2013, 11:30:33 pm »
I can say from my experience that on ammo usage, there's a couple of things that happen. I can say that yes sometimes when you partially use a magazine, when you get back to base you've lost a whole ie say before you've got 20 clips at base then go on a mission & only shoot one bullet, you might find that you then have 19 other times you will still have 20. I assume there might be some kind of random roll of the die to see if you lose one or not. You will only see these changes once the transport has landed back at the base not before.

As to selling everything while on a mission, I've never done that so can't say but you can always experiment to see what happens since we're all beta testers of the program in a sense. I would think logically it should work that you could only sell that which is left over from what is on the mission.

One thing I noticed in 2.4dev IIRC when doing multiple missions before returning is that weapons would move around to other soldiers instead of staying as I set them. Not sure if this behavior is still in 2.5dev as I don't do things that way as missions seem to be more spread out rather than having numerous multiple missions in same area.

11
Tactics / Re: 2.5 DEV How to enter a Fuel Depot??
« on: September 14, 2013, 12:36:43 am »
I had that as well & due to the fact I wasn't hitting the alien standing behind the gate, I was hoping that the blast would do it in but nothing. I did end up shooting him after the gate went up but not before he did some damage of his own  :(

12
That's what I was talking about (audio/video/gameplay) but for some reason it wasn't saving them at first or was saving some of the settings but now it is saving them correctly. Not sure what was going on there???

13
I would have posted this in the Bug Tracker but forgot my password & the password reset email doesn't work as all it does is take you to the login page asking for username & password (which I've forgotten & need to reset  :-[)

The game doesn't save your settings/preferences from each time you load the game ie each time you load the game you have to reset your preferences from the option screen. I noticed this in the Aug20th download but I had some other problems w/ that download so deleted it & I'm now seeing if I have the same problems w/ this version (some kind of sound problem causing crash but not totally sure yet)

14
Tactics / Re: security camera usage in base defense
« on: August 07, 2013, 05:58:31 am »
Only downside to that is losing the one guy but at least you've got up to 11 more to work with. I wouldn't have guessed the small room either as I was moving them to the console on the other side of the main room & the chart just outside that room.

HHour - how about this wording instead - "Security cameras placed around the base will help you track their locations with a soldier posted inside the camera room of the Command Centre."

15
Tactics / Re: security camera usage in base defense
« on: August 06, 2013, 11:25:48 pm »
Probably why it was missed  :-[ Is there some way to edit the text on the mission briefing window for those missions like base defense or the fuel dump mission where there's something special that has to be done?

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