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Messages - jcjordan

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Bugs in stable version (2.5) / Re: map bug similar to mansion/city maps
« on: February 12, 2013, 04:54:59 am »
ok thanks, wasn't sure if that post pertained to just those maps as those were the only ones I'd seen reported with the problem. On this map it's not a killer as that space doesn't seem to be usable anyway

Bugs in stable version (2.5) / map bug similar to mansion/city maps
« on: February 12, 2013, 12:23:19 am »
I found that part of the Harbor maps is messed up just like the mansion/city maps. I don't have the screenshot to post as it's on my laptop but can post it later if need to show. On the Harbor map, where you've got the building where what looks like trucks are parked is messed up like the mansion city maps. My version is 2.5 dev Jan10th IIRC.

Discussion / Re: 2.5 sucks completely
« on: February 05, 2013, 12:27:25 am »
As to #1, I do think there's something wrong with all the factors that involve a solider taking a shot that something might need to be changed somewhere. From what I can gather some of the things that can determine if a soldier takes a shot are having RF set, enough pts left to do it & intelligence skill but there may be other skills/factors. There's a wargame I play & in it, there are so many die rolls to do something that inevitably the result is failing to do anything which wouldn't be the case in real life but the AI doesn't go by these rolls whereas the human player does. I have had several missions where I've had 2-4 soldiers on RF all looking at the alien & the alien walks/runs 8-10 spaces to behind one of my soliders & then shoots him in the back but none of my soldiers shoot but should've???

Are we seeing the same thing as in the other game where there are too many die rolls to do something that the result is nothing is done?

While not a bug, more of a feature & not sure if it's been asked/etc but know it's still a WIP but shouldn't the pilot stats such as they are at the moment show in the a/c viewing screen? Right now the only place you can see pilot stats is in the employee screen

Discussion / dev2.5 base defence missions
« on: January 04, 2013, 12:32:25 am »
What are the triggers for aliens to start attacking bases & how do you minimize the aliens ablity to find/attack your bases or stop it from happening so soon in game? I've had 2 new campaigns w/ Dec downloads that the Aliens just seem to go nutzo after my bases early in the game (2-4 attacks each month at my 2 main bases) using Harvesters which I don't have anything that can shootdown one yet so that isn't an option to contain them. Having this many base defense missions & trying to go on others leads to way too many WIA/KIA leaving no healing time. IIRC missions pace were supposed to go down to allow some downtime but the pace of these past 2 campaigns has been greater.

Any ideas on how to go deeper underground?  :)

Well one solution I just thought of would be to make the human spawn pts to be near the house that way they have some cover to work behind at start. I did finally win after exiting game & reloading but only got 7 aliens this time vs the 12 previously seen.

 I had another mission to a downed supply ship (one of the other cold/frozen maps) but at least had a dropship there plus there were again only 7 aliens on mission start.

Unisol - Bloody knife fights/Mike Tyson fights aren't fun especially in replayability due to no real feeling of reward for winning. I'd rather use small unit tactics to overcome but too many maps are becoming the former not the latter.

2.5 dev 12/13 download - I've had a mission in my campaign where I was going to the lake ice map to go after a downed supply ship & it's unplayable due to human starting position has no cover nor a dropship on map & there's so many aliens & they're all coming after you, no hiding, just a straight Mike Tyson fight. I've tried smoke grenades but the supply of aliens make those moot to hide behind or create shotting alleys. There's at least a dozen or more aliens at my last count vs 8 humans w/ no cover. 2-3 always come over the hill on turn 3, 2 come from the house area & the rest come from the building right at you but alein numbers make any tactics useless. This map was playable in past versions but just way too many aliens on map make it unplayable for an early-mid game mission.

Newbie Coding / Re: maps.ufo file question
« on: December 20, 2012, 12:43:17 am »

Newbie Coding / maps.ufo file question
« on: December 19, 2012, 05:38:06 am »
On the maps.ufo file, if the map has no "campaign true/false" line in it, then by default it's true - right? I'd only need a "campaign false" line for the map to not be involved in my campaign.

Newbie Coding / Re: file management question
« on: December 15, 2012, 01:05:39 am »

Mapping / Re: Map editor...
« on: December 15, 2012, 01:04:08 am »
I downloaded the full installer for 2.5dev dated 12/13 that includes radiant & I've got the problem stated above where uforadiant doesn't start but does show as being started in processes shown in my desktop pic attached. Is it broken in 2.5 dev or should I try to download just radiant or is there something else I'm missing? I'd like to get it to work to poke around a bit & maybe see if I can get a couple of map problems fixed once I understand how it works.

Bugs in stable version (2.5) / Re: Map Fails to Load
« on: December 14, 2012, 03:00:22 am »
yep that works for me also

Newbie Coding / file management question
« on: December 14, 2012, 02:59:08 am »
My installation keeps most of the files in the base folder zipped in the pk3 files. I've had to edit the map.ufo to fix my campaign where a couple of missions won't happen due to graphics problems & the smoke grenade fix in the ufo folder, if I unzip them & edit them then move that unzipped ufo folder back into the base folder will it's changes take precedence over the unchanged ones in the ufo.pk3 file or should I move the pk3 file elsewhere?

Bugs in stable version (2.5) / Re: Map Fails to Load
« on: December 13, 2012, 05:18:46 am »
I'm having this same problem on a new install of program just downloaded today 12/12. I've tried loading several maps of different kinds into a skirmish but all I get is a black screen w/ the green cross only on it. I've cntl-alt-del to close program & attached is my last console.log attempt. I've attached my savegame but haven't even started it other than initial setups/prefs. I saved my old install version so I can go back & reinstall it.

Bugs in stable version (2.5) / crash to geoscape on office map
« on: December 09, 2012, 08:46:38 pm »
I'm using 2.5 dev dated 11/29 on a new savegame & I get a crash to geoscape when doing the office map mission as soon as it's loaded & you get the mission info screen popup. I loaded the map in a skirmish also & had the same problem. Attached is my console log. If it plays a part, I edited my maps.ufo file to keep the mansions & city2/3 from being in the campaign as per HHour in the map graphics anomolies topic.

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