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Messages - PhilRoi

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Artwork / Re: Question Regarding the Look of 2084
« on: June 23, 2009, 11:51:25 am »
and its the yeer 2009 right now.  I can hop in a vehicle and drive an hour and be in a place that looks like the year 1409...

FAQ / SVN Update error.
« on: June 23, 2009, 11:09:12 am »
I currently cannot seem to do a successful SVN update.   I am using Tortoise SVN on under windows Vista.

I get the following in my TSVN Screen:
Command   Update
Error          REPORT of '/svnroot/ufoai/!svn/vcc/default': Could not read response body:
Error          Secure connection truncated (

1144 kbytes transferred in 3  minutes 44 Seconds
The operation failed.
The amount of data transffered on an attempted update seems to change as the trunk goes through revisions.  but remains constant as long as no changes are made.   If other things get changed i usually seem to get them just fine.

I can do an update on individual directories and it seems that my troubles reside in:

any ideas? or a work around?  I have the files from the HTTP repository but can't figure out how to get TSVN to recognize them correctly.

Discussion / Re: How to use medikit ?
« on: June 23, 2009, 10:45:54 am »
@Sirine: The last time I coded was on an Amiga ;) - I don't believe I remember enough to achieve anything useful. :( If someone is going into this, I can try to help like above - making some kind of a formula out of the wishes...

@Another Guy: I never said, the medikit should do so... Just some ideas what (and how) it COULD do, if enough people think it's a good idea AND someone is going to code it... Regarding randomization: The effect of a treatment is never solely bound to the doctor's knowledge. Not only that he can make mistakes, but also some "luck" where the wound is and how damaged everything around is can make a large difference. Otherwise noone would die in a hospital. :D
Moreover, I haven't thought about a max usage (in total), but that idea sound interesting, too. B)

Anyway, what about this:
- EVERY usage gives some morale points
- the medikit heals bleeding in first place
- the next application(s) would decrease stunning effects
(- at last, up to 1/3 of HP would be restored)

So, the 1st usage of the medikit would stop bleeding and give back some morale (nothing else). In case the soldier isn't bleeding, it reduces the stunning points (how much needs to be discussed) and gives morale. If the patient is neither bleeding nor stunned, a small amount of health could be given...
But I agree with you, since the soldier can't die now unless attacked again, it's not necessary.

this sounds fairly reasonable from an emergency medicine standpoint.  Med-kit is and always has been just a fancy first-aid kit.  Drugs and what-not to stabilize a critical patient to prevent death.  Ultimately, keeping your soldiers around from fight to fight is the goal.  Losing the experience that a soldier has and having to start over with a rookie is a real risk considering how slow soldiers are to get promoted currently.

you stop the immediate life threats(cure wounds/bleeding),  treat for shock (boost morale), and then you can take some time to neaten the bandages and make them capable of handling movement and such(restore a tiny amount of HP) so that the injured soldier can keep fighting or get back to the drop ship on his own.  bottom line is that the med-kit becomes something to keep soldiers alive from fight to fight and level up (huge long term benefit) as a strategic tool  instead of a tactical tool.

Bugs prior to release 2.3 / Re: few improvements to consider
« on: June 21, 2009, 07:31:42 am »
sweet.  I don't think the game is detailed enough to care if the camo you use matches the terrain.  It's mostly for variety and fun for the player.  having some visually very different patterns helps me visually track who is going where.

if you decide to put in more then 1 solid color.    go with Coyote brown/tan,   sage green/od green,  grey, and black.  those are the standards.

Design / Re: Civilian AI Scripting
« on: June 20, 2009, 11:19:34 pm »
I was torn with the whole INJURED branch since it represents extra CPU cycles to process that extra conditional.  I can also re-arrange the priority of the conditionals so that being injured only makes a diffrence in a few specific cases.  reducing its impact on AI think time.

The Hide(Phalanx) behaviour is there to represent a very real human behaviour I have witnessed.  People with guns aka army types on the hunt make people very nervous.  They see Phalanx is rolling in and know that there is about to be a rumble and so they try and melt into the shadows in an attempt to avoid getting caught in the crossfire.  so no it isn't a typo.

And yes Danger Close means 2-3 spaces away.  Really awfully close.   I made the initial Script under the impression that Civ's would be rarely armed,  or at least that having them fight back was supposed to be rare.  now having armed neutrals is going to be more common then I thought.

really it sounds less and less like we are looking for an ALIEN AI and CIVILIAN AI as we are a HOSTILE AI that is coded to use aliens and a neutral ai that is coded to use civilians, police, non-phalanx military.  The Alien AI is a HIVE Mind so having a single AI that is flexible enough to recognize and exploit diffrences in alien type is perfect.   Now for the Neutral AI, those 3 groups that I mentioned are going to have very diffrent behaviours.

Civ's will be much like i described above, with some editing.
police forces are going to be focused on "rescuing" people and protecting Civilians.
Military types are going to group up and go hunting....
And not co-ordinating there actions between the 3 groups...

   Something for me to brain storm and work out.    Still very easy and do-able,  Just a case of working out how we want it to be.  Coding it is the easy part..

Bugs prior to release 2.3 / Re: few improvements to consider
« on: June 20, 2009, 10:41:00 pm »
I personally wouldn't mind a set of Camo's that were more obviously diffrent from each other.  Or even a few solid color uniforms in the mix.   I tend to use the Camo colors as a quick reference for load-out's.   Diffrent weapon systems will get diffrent uniforms.

makes it slightly easier to track who and what is going where.

Coding / size of SVN checkout?
« on: June 20, 2009, 10:34:49 pm »
what is the current size of a fresh SVN Checkout?

Feature Requests / Re: 25mm Gas Grenade
« on: June 17, 2009, 11:39:34 am »
25MM round is too small to carry the delivery system and sufficient gas payload to be practical.

Design / Civilian AI Scripting
« on: June 17, 2009, 11:27:27 am »
In another post I posed a selection of AI behaviours for Civilians.

I put together an initial flowchart draft of this for a civilian behavior.

I figure most people can follow a flowchart even if they can't follow code.

I already have in mind about a half-dozen ways to simplify this,  keep in mind this is just a first draft.

relies on determining which of 4 behaviors to perform.

Herd: stick close to other humans,  or alternately under dire threat phalanx soldiers
Hysteria:  run around aimlessly
Hide:  get low and stay out of sight, from phalanx and aliens depending on threats
Hero: On the off-hand chance we decide to arm the humans,  under dire threat they just might make a token attempt to fight back.  don't think they will do much since i can't see us giving them more then tiny pistols or knives to carry.  and if we never arm them it'll straight to hysteria.

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Design / Re: Alien Concept: Reanimator
« on: June 17, 2009, 10:48:02 am »
not a bad idea,  would take a bit to implement.   sounds like a nasty terror weapon.   this inspired by the old chryssalid?

Design / Re: Defending downed DROPSHIPs?
« on: June 17, 2009, 10:21:24 am »
Alternatively, it could essentially be a 'landed UFO' mission, focusing on the UFO that is coming to assault the Terrans, but the player's dropship tile uses a crashed version.
sounds fairly simple to do from a mappers perspective.

certainly the Aliens would take interest in the only "resistance" around.  they might try and snatch downed personnel for study.  But I propose this would be a mid-late game behavior.   Takes awhile for the aliens to notice PHALANX and take interest.   Perhaps this would make a good precursor mission to a PHALANX base assault????  (seems the aliens learned something from the troopers they captured....  Don't ask how...  it's messy.)

as for how the mission should go:
From a military perspective.  in the event of a downed vehicle your not sending in SAR (Search and Rescue) right away. while a priority,  SECURING THE CRASH SITE is the first priority.  Send in a vehicle to SECURE the site fully loaded with troopers and gear.  they set-up a perimeter, secure the site, kill any aliens around and begin initial Medical care and recovery of sensitive items and take control of the scene.  Then the SAR types move in with specialized equipment to effect recovery of equipment and medl-evac of wounded personnel.  I assume that local Militaries still exist?  They have Equipment and SAR/special forces troops that can be pressed into simple recovery work.  Especially after PHALANX has secured the site and collected the sensitive information.  No real need to simulate that part of the operation.   Just have a friendly craft land and "secure" the site for several hours.  If you simulate actual flights for "transfer" of supplies,  just initiate a "transfer" of recovered personnel and equipment after the "secure crash site" mission ends.

what this means in game terms:
Scenario 1:  is that the aliens may assault the crash site before the cavalry arrives.  in which case you defend the crash scene with what you had on the crashed bird. (minor mechanics with wounded troopers before the fight/ lost equipment aside.)  Put a time limit on it to represent the arrival of the rescue party and the aliens bugging out because they don't want to be caught with a UFO on the ground with PHALANX craft overhead shooting them up.

Scenario 2:  Cavalry is on scene holding the Crash site, since they made it first.   Aliens assault the crash anyhow.  typical UFO on ground mission but you have TONS of troopers to fight them off. you might only map a few maps for this or random generate them if you can. since your talking about a whole PHALANX DROPSHIP, Wreckage, and a LARGE/Assault UFO. This would really only be a late to ENDGAME type scenario because it means the Aliens are picking a FIGHT with PHALANX instead of just trying to do a snatch and run.

scenario 3:  Phanlanx Dropship arrives and secures the site,  sits for several hours to recover craft/Personnel.  Mission ends, no aliens show,  routine transfer of recovered items to home base they came from generated and happens in the background like any normal transfer between bases.

pretty straight forward.

Discussion / Re: How to use medikit ?
« on: June 16, 2009, 03:28:26 pm »
speaking as both a Soldier and EMT.    Self-Aid on the battlefield is currently very limited.   All the medical supplies we carry as soldiers as "personal" first-aid kits really just represent the 6 or 7 most commonly used aid items.  We carry them not to use on ourselves but so someone else can use them on us without depleting their own supply. medic aid bags really have little in them to treat more then 1 or 2 injuries and a few specialized items.  A medic depends on your personal kits in the event of serious trauma.   Problems with pain, confusion from shock, blood loss, physical incapacity due to injury really all combine to prevent adequate self-aid at the level self treatment with med-kits would allow in the game.

besides having to think tactically about medical care and making sure you can cover each other with buddy aid makes for a more challenging tactical experience.  is it a pain sometimes?  yeah... but its not a huge problem if you think about it a little bit. Soldiers have relied on the buddy system for ages for many reasons. gives the enemy someone else to shoot at is one, Medical care is another.

Feature Requests / Re: Text names
« on: June 16, 2009, 02:55:50 pm »
Ok, speaking as a self-nominated subject matter expert on things military (as card carrying member of the aforementioned  establishment.)    Soldier types tend to make up names for stuff especially if they don't know what it is.  take for example the plasma pistol.   Any "joe" on the ground, seeing' it in action, or finding it on the ground is gonna call it a "bubble gun"  and the plasma line in general are going to be referred to collectively as "bubble guns" or "bubble blasters" for the bigger ones.   The scientist/eggheads might call it Alien Artifact #103A.  and after researching it it would get a proper military nomenclature "Pistol, Plasma, Alien Type" The grunt is still gonna call it a freaking "bubble gun".   Especially in the squad room when passing out equipment...

Grunt:  "gimmie my Machinegun!"
supply : "here's your plasma pistol.  sign here for it."
Grunt:  "What?!?  Why do i hafta take the G-darn Bubble Gun for?"
Supply: "It's what the commander says you get!  now sign for it and move along.   NEXT!"
Grunt: (grumbling as he signs for equipment), "hey, can i at least get a couple of 'Beans' (grenades) to go with it."
Supply: "that i can do.  move to the end of the line and if I have any left over you can have them."
Grunt: (moves away grumbling, holding his new pistol.)

If you want color for the item descriptions,  The common name might be a humorous way to go...

Feature Requests / Re: Civilian AI and ranged stun weapons
« on: June 16, 2009, 02:13:13 pm »
got them.  working it out now.

Feature Requests / Re: Civilian AI and ranged stun weapons
« on: June 15, 2009, 08:55:01 pm »
I'd love to.  but I'm stuck on a FOB in the Sandbox.  When I get home I'll love to dig into your LUA AI scripts...  Right now the connection can't take it.  unless someone cares to zip the appropriate files and e-mail them to me.

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