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Messages - parjlarsson

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16
Bugs prior to release 2.4 / Re: UFOPaedia or UFOPedia
« on: May 15, 2011, 03:13:12 am »
I was born in Sweden, learned Queen's English and have been living and working with the Yankees for ...15+ years now.

I still hold on to spellings like armour, neighbour, colour and similar.

But there's something about UFOpaedia that just irks the hell out of me. Can you imagine Wikipedia spelled as Wikipaedia?

Ugh. I can't.

/2c

17
Intended, as of now.

Search the forums and you'll find discussion on this topic, with some arguments for minor exp gain. Personally I'd support that, as the random scout/fighter crash in the same terrain as you've fought in 50 times already gets a bit boring - with the addition of a chance of death, defeat and likely injuries.


dammit, second

18
Design / Re: UFOpaedia errors, etc...
« on: May 12, 2011, 08:15:21 pm »
1. Material advances in the next 70 years.
2. Sure, make notes on the relevant wiki pages or get it in the process for a fix. I don't know what that process is or how it starts.
3. Either do the same for a text fix, or make a new model/image. Good catch.
4. We're kinda guessing at how things might look 70 years from now. But if you really think that's a big deal, feel free to propose an alternative text. You sound like you know what you're talking about.
5. Good catch. Yes. Unless we're gonna mess with things like anti-grav stuff inside the weapon/gear, which I don't think we need to introduce.

19
Design / Re: Technology Proposals
« on: May 12, 2011, 09:20:53 am »
LoL we can always 'borrow' a scene from indapendence day or some other international alien movie XD

If you put stuff through filters and edit it - think turning stuff black and white and only using a few seconds here and there and adding some interference like a busted tv - then it becomes a "derivative work" and is legal, at least in the US.

Cut one second of footage from Battle of Los Angeles, mess it all up in an editor (I know how) and then do the same from Independence Day and you've got stuff that at least I am prepared to stand up in court for.

20
Artwork / Re: Video in-game cut-scene movie clip planning
« on: May 11, 2011, 10:02:32 pm »
I have extensive experience recording in-game WoW footage and editing in Final Cut Express.

See:

http://warcraftmovies.com/pv.php?t=3&l=parl2001
http://www.youtube.com/watch?v=S1392JvaDbA


Unf. I need to be jobhunting right now. But later on I might be able to help edit.

21
You fricking rock.

First time I heard that I thought it was so cool.

Now I've heard it about a thousand times. It's still cool and I wish there was more samples like that.

22
Tactics / Re: Find enemy base?
« on: May 11, 2011, 09:32:25 pm »
On/After an alien interest level (~time) aliens will try building bases on Earth AFAIK.

It is wise to check XVI infected areas (an alien base starts infecting lands).

-geever

I finished all research, got going on taking apart UFOs finally (took me a bit to discover the "Disassemble UFO" thing - that part had always been blank every time I'd looked, and since I play 2.4 without research texts there was nothing to clue me in) - and it seemed like I was just aimlessly shooting down UFOs all over the world without progressing the game much, but in hindsight I should have started on the disassembly faster.

23
Tactics / Re: Pace of game
« on: May 11, 2011, 09:27:06 pm »
A player should have to make choices - whether to fight every mission or just the essential ones, and whether to use Auto-mission and progress at a faster pace, or manually at a slower pace.

You don't have to field a full team of 8, and save game is there if you're really concerned with not taking any losses - which gives players the opportunity to play "hardcore" and never reverse a loss, or "softcore" and just reload the mission if they fail. Or in my case, finally actually lose an auto-played base defense (that had 8 soldiers, well equipped and not injured), reflexively save the game right after hitting "Try Again" (I *think* I hit Try Again - now I'm second-guessing myself if I accidentally pressed "Esc", which I do very often) and then realizing that my base had just gotten destroyed right before I saved.

It should be possible to take losses and build back up and recover. Which it is right now, so kudos to the people who got the game to that point of almost perfect balance.

The major issue for me is that the research feels kinda cool, but then it's a bit haphazard and the "special" missions are kind of random and spread out and without direction - the game tends to stagnate. Or maybe my 2.4 was bugged.

The player really needs to feel that he's working towards a goal, not just building more bases that become more troublesome to remember who has what where. I was at the point last night where I had almost the entire planet's landmass covered by radar, the SAM sites were almost shooting down Harvesters, all research done and ...not much to do since searching for bases had no effect whatsoever.

I would prefer an in-game mechanic that prompts the player to search for a base in that case, or a research thing to uncover it and gradually assault it, just playing in the Geoscape and doing the occasional non-auto-playable random mission month after month gets boring. There needs to be that carrot in addition to the stick of the UFO attacks.

24
Discussion / Re: Some quick questions
« on: May 11, 2011, 06:10:50 am »
Thanks for the replies, I checked my preferences and I do have it set to pause so maybe I've just been missing the message and sound.

Exactly. This issue keeps popping up, though. And is really just an issue of how obvious it is or isn't. The game does tell you. The game does pause itself for you. But if you're smack in the middle of doing something, you're gonna miss that little notice thing, and if you're in the middle of a micro-managed dogfight or pushing a button - you'll miss it.

Not that big of a deal, you just have to learn to keep a sharp eye out on your Research numbers. Even if you miss it, odds are at most you'll lose a day's worth of research.

25
Tactics / Find enemy base?
« on: May 11, 2011, 12:57:19 am »
What are prerequisites for an alien base to even exist?

Is there something in game that prompts the player to go look?

Follow Scouts or Harvesters? With what, and what loadout?

I'm guessing I have too many Radar/SAM site combo's out, and maybe my reputation levels are too high. I did have a Stiletto that was getting ninja-shot at by an invisible laser opponent, so I took a few trips over there and clicked around ...nothing.

2.4 dev, only thing I can get to work.

26
Sounds and Music / Re: Thank you for exellent music
« on: May 10, 2011, 10:55:40 pm »
Absolutely.

When I first started playing I didn't really think it'd be all that - but holy hell that music just grabbed me and kept me hooked til 0430.

27
Bugs prior to release 2.4 / Re: "Defeat" screenshot
« on: May 10, 2011, 10:54:32 pm »
Doh. Forgot to mention it was an auto-mission. Glad to hear it's already known.

28
Mining map crash. We've all seen it a bunch of times. You set your guys to react fire up on the hill and the stupids - i.e., aliens - come walking into your field of fire. BAM. Camera cuts to your guy firing up top, then cuts down several vertical levels and zooms to aliens getting the sparkly tracers treatment.

I just hope there'll some day be a checkbox to click that lets the camera stay at the level of the shooter for the entire process instead of immediately cutting down to the vertical level of the target. Small thing, I know. But it would increase the visual cohesiveness of the map and make it seem a bit less of an abstract 3D layered 1990s computer simulation, and more concrete and real.

I'm sure coding that camera movement wasn't easy, but this shouldn't be a massive huge thing, at least. Then again, I'll take easily in-game reconfigurable keyboard shortcuts over this any day. (I used ESDF as my movement keys for 5 years of WoW - how often do you think I accidentally press "E" every day? I know you can modify the files, and I will, eventually...)

29
Discussion / Re: HUDs
« on: May 10, 2011, 06:45:00 pm »
Thanks, I'll check it out again!

Thinking a bit more about it, this is what I want out of a UI:

Selected soldier:

Left and right hand gear.
Standing or crouching - the Alternative HUD has a great way of doing this, but it's kinda funny how it animates into it each new soldier you select. Plus the other animation is jerky as all hell in some react fire settings (Machine Guns, slow camera settings).
TUs, health, morale. (I've never seen morale have an effect on gameplay though.)
Full name and rank.
Easily selectable mode of firing and mode of react fire. NOT hidden behind a click-to-see menu.
Easily selectable (same as above) react fire - yes/no setting. I don't need a "fire only once in react fire" mode.
Number of aliens this specific soldier can see, and a button or key to cycle through them (currently my favourite "T" key).
Ammo left.
Goggles use button.


Always visible at a glance, no matter who or what you have selected:

TUs left to burn in a round, and health of each individual person.
Headshot portraits of all the guys in the squad - simple, easy way to see who's who and wearing what armour.
How many aliens visible overall.
Vertical level.
End of round button. Usually you'd press a key, or ...accidentally press a key that's too close to your camera control keys. But some people are one-handed or eat sandwiches.

30
Bugs prior to release 2.4 / Soldiers ignoring react fire settings.
« on: May 10, 2011, 06:21:36 pm »
Sorry no logs or screens for this. I guess a video would help. Didn't find it in the Bugtracker but not sure exactly how to post about this there.

How to reproduce in Alternative HUD (haven't tried others much):

1. You start a new tactical mission.
2. Pick a soldier.
3. Move soldier a little, then set react fire to burst or full auto or similar and keep moving past where they should really stop for react fire saving TUs.
4. The very lowest react fire setting Snap Shot or similar seems to work better.
5. If the very first thing you do before moving or having a soldier do anything in a turn is set the react fire, then the bug doesn't appear as consistently.


In other news setting react fire settings are a bit of a p.i.t.a. in the Alternative HUD - which is my favourite HUD for a few other reasons. Going through and setting react fire only to have people completely disregard saving the required TUs is a ...downer.

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