project-navigation
Personal tools

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - parjlarsson

Pages: 1 ... 3 4 [5] 6
61
Mac / How to play the game on Mac?
« on: May 06, 2011, 01:22:36 am »
OPTION A:
http://ufoai.ninex.info/wiki/index.php/Download - http://sourceforge.net/projects/ufoai/files/UFO_AI%202.x/2.3.1/ufoai-2.3.1-macosx-i386.dmg/download 2.3.1 doesn't seem to work on my 5-year-old iMac.

OPTION B:
Thread http://ufoai.ninex.info/forum/index.php?topic=5821.0 -
1) go here: http://ufoai.ninex.info/snapshots/
 and download the dev. 2.4

2) launch it, if it doesn't ever finish loading, go to ~/Documents/UFOAI-2.4-dev/base

and make put a config.cfg file there containing only:

set cl_introshown "1" a

...which doesn't have the text for the intro sequence, and has some bugs (no more than I would expect from an open-source fan-made work in progress) but more importantly has no text for the research and gear and stuff - you're basically playing blind.

OPTION C:
Play the PC game via Wine or CrossOver or somesuch.

OPTION D:
http://ufoai.ninex.info/wiki/index.php/Compile_for_Mac - which has a crapton of difficult-to-follow (for a non-techie) instructions that seems very complicated and involve a few separate programs in order to get the game going.


Question:
Would someone be kind enough to toss the whole thing together as it is right now with the playable dev 2.4 version but including the text and research information? I'm fine with bugs, no big deal.

62
Tactics / Re: Base invasion
« on: May 06, 2011, 12:56:30 am »
I draw a 5*5 grid on a piece of paper and keep track of where I've been through, then just send one guy through each square with react fire. Yeah - it takes an hour or more.

My vote would be to just plain have the bases max out at 4*4, unless you can make the alien AI start actually sweeping the base offensively.

Also - workers, pilots and scientists should be present as civilians and possibly die, and all have some stats so you could use them if not enough soldiers were around (think 1/2 of a trained soldier).

Mainly it's an AI problem - they're not aggressive and don't move much if there's no enemy units nearby.

63
FAQ / Re: Newbie guide?
« on: May 02, 2011, 06:28:42 pm »
Sure seem to work for me. I flashbang'd (lol) one alien to try to capture - didn't work ofc, now I know why - and he just walked around a bit before I shot him. Smoke has a nifty graphical effect that unf. cuts through walls and floors, but at least seems to make aliens less likely (maybe) to shoot into the cloud.

http://ufoai.ninex.info/forum/index.php?topic=5821.msg46972#msg46972

Above link is how I got the game to work on my 5-year-old iMac.

Some crashes, but usually not during gameplay.

Some bugs:

1. C for Crouch will play the crouching animation for more than one character, including people already crouching.
2. The un-crouching animation plays the part for the body armour .5 seconds before the body, leaving the soldier kinda like a turtle popping its head out of the shell. Lol.
3. The map "city+" with a vertical garage and a big ship (Harvester?) is just a bug-infestation waiting to happen. Soldiers spot aliens with LOS going through the back of their heads. Aliens trying to shoot through walls. Soldiers spotting stuff through walls. Fun map, though, liked it.
4. Defeat and Victory seems to have roughly the same effect as far as killing aliens and keeping your own guys alive is. Auto-playing missions, that is.
5. Quite often you'll end a mission in victory only to face the loading screen for the exact same mission. Again.
6. Firebird dropship gets shot down. You get a mission blurb about going to rescue your guys. I landed in a "training" map. Huh? Done the rescue thing a few times but never actually seen a blurb saying I rescued someone.
7. Gear will re-arrange itself periodically in your squad. Take it as an opportunity to cross-train your guys.
8. Some heavy weapons use the "Assault" skill - kinda counter-intuitive if it's listed under the "Heavy" category in the "Equip Soldiers" page.
9. I built a second base and put some Stilettos there. Made the Stilettos at my original base no longer show up anywhere except the Buy/Sell page. Unusable.
10. Geoscape bug: things on top of each other leads to you unable to select a dropship to go hit something - it might take a few tries or you'll have to wait til the Stilettos are out of there.
11. Dead soldiers continue to take fire sometimes.
12. SAMs fly backwards on the geoscape.
13. Plasma Rifles in react mode tend to fire all their burst shots at once instead of one at a time.
14. If you use Alternative HUD with a slower camera movement setting it's fairly obvious that the soldier shooting animation plays a bit separately from the actual shooting and way too long. Looks like the dude crouching there with a machine gun is having a seizure and shaking the rifle up and down in front of him. Then switch soldiers to another one who's crouching and he'll start standing up in the little portrait frame before playing the crouching animation.

64
Mac / Re: OSX installers
« on: May 02, 2011, 06:26:01 pm »
Not sure if this is the wright thread. Trying to get this game working on my mac - first link crashed on opening - I see on here that it is a know issue (Why's the link still up then???) I saw there was another version which was supposed to work - 2.4 but just said this - You can’t open the application “UFOAI” because it’s not supported on this type of Mac.

I'm runnning 10.6.6 on an intel macbook.

Does adding that file cif thingy help? if so can someone do a complete idiots guide to doing that as I don't have the first clue where to start doing something like that.

If not any updates?

 - feel that at the very top of the mac forum an announcement / info about current problems might help!?

http://ufoai.ninex.info/forum/index.php?topic=5821.msg46972#msg46972

that might help you, unless you know more about compiling and disc images and binaries than I do.

65
Mac / Re: Making things a little more newbie-user-friendly.
« on: May 02, 2011, 06:23:10 pm »
http://ufoai.ninex.info/wiki/index.php/Compile_for_Mac looks like a great page for someone who wants to play the game on a Mac.

Yet:
1. No explanation of what a disc image is or why or why not you'd want to build that instead of a "non-universal binary".
2. Unclear directions (see the Discussion).
3. No explanation for why you'd want to do all this rather than just download the part from the "Download for Mac" link on the Downloads page (which didn't work for me, so it's kind of obvious, but having it spelled out might be good).

66
Mac / Maximized windowed mode?
« on: May 02, 2011, 03:06:55 am »
Two screens, I usually keep the game (WoW for five years...) on big and browser/chat on little. I know what IRC is and sort of how it works, too, figured we could cut down on me spamming the forums if I managed to get IRC on my small screen.

Til then I'll be polluting the forums. Heh. 1900*1200 big screen.

I clicked the IRC link from the main page after download a Mac IRC app (LimeChat), but it seemed empty after I plunked in irc.freenode.org #ufoai

Plus it'd be nice if I could take notes for my newbie guide while playing: http://ufoai.ninex.info/forum/index.php?topic=5927.msg47229#msg47229

67
Tactics / Re: Stilettos VS Harvesters
« on: May 02, 2011, 02:59:24 am »
I've beaten all the previous X-Com type games and Chaos Gate (except that one whatsitcalled with the horribly different graphics) all on the highest difficulty setting without ever going lower. More fun if it's a challenge, but hitting a brick wall when you think you're playing well... meh. I was hoping the difficulty would be more in the tactical game.

Thanks for the tips. I'll put it in my newbie guide.

68
Discussion / Difficulty level changes what exactly?
« on: May 02, 2011, 02:29:18 am »
I searched the wiki & game manual and found nothing.

Doesn't seem to do much with the combat AI.

Does seem to do much with numbers of scientists and money stuff and diplomacy (i.e., ease with which you can lose the game).

Does it affect air-to-air combat?

Insane difficulty seems to lose Stilettos a lot, and I thought I played almost perfectly but lost easily after a month and some days. Seems multiple bases are a requirement right off the bat?

69
Tactics / Re: Stilettos VS Harvesters
« on: May 02, 2011, 02:25:32 am »
So, playing on Insane difficulty, is it even worth sending out Stilettos early on?

I can't tell what they're attacking, other than that there's two different speeds and a different graphic, but I'm losing Stilettos left and right, even with Poly Armour and 2x ECM.

70
Sample intro_sequence that I could write better if you pointed me to the story stuff:

The year is 2056.

Mankind is stable and prosperous yet constantly on the brink of self-extinction from the possibility of nuclear war.

Through relentless diplomacy and international commerce the threat is held at bay.

The nation-states of the 20th century have mostly given way to the even greater political, commercial and military blocs and alliances of the 21st century.

Then the aliens attacked without warning.

Mankind, faced with the threat of un-mankind, bands together and pools our research and military resources to form PHALANX.

You're in charge. Save us all.

71
10.9 years in the US Navy. 3 Gulf deployments. Solo test dives in Atmospheric Dive Suits (google it) down to 2,000ft. Qualified on all military diving equipment known to mankind (damn near).
1 year bodyguarding in India.
Other security/intel work, experience drafting classified Conf/Secret messages.
Published writer, expert-level English.
Former WoW pvp/pve movie maker with ~400,000 views, longest movie 1h33min.
X-Com.
Chaos Gate faq writer (gamefaqs.com).

Just managed to get the game working last night, played til 0430 and noticed stuff I can fix:

intro_sequence.txt - I can toss stuff together if you tell me what you want, how long, and in an easy-to-write txt format. I have zero coding experience but I can copy/paste. Show me the backstory or no story and I'll come up with something.

UFOpaedia - should really be UFOpedia imho. It seems somewhat ready to go on the wiki at http://ufoai.ninex.info/wiki/index.php/Translation:Laser_txt/en

...but it's not in game. I'm guessing that's a ways off due to getting it into the right format.

If you just need a blurb for each in-game entry in a text file, then I can knock out a hundred of those in a day. They won't be accurate, but it'll be something.

I'm currently job-hunting so not right now, but conceivably later on I could make a pretty spiffy little intro/advertising video for the game. See my past WoW work or my rl film here:

72
FAQ / Re: Newbie guide?
« on: May 01, 2011, 10:20:53 pm »
10. To "capture" an alien you have to do something that I haven't figured out yet - but it has nothing to do with Flashbang grenades. I'm sure of that. I tossed about 6 or 7 of them on one alien. Turns out they just keep the dude from doing anything for a round. Or two?
11. An AA-51 handheld missile launcher is not handheld - it slots into your base missile defence.
12. ECM means your aircraft is more likely to survive an attack.
13. UGV stands for Unmanned Ground Vehicle and I managed to build one but not use it.
14. Difficulty level doesn't seem to have an effect on AI - it's more about the meta game in the geoscape, and how much money you lose etc.
15. If you decided to shoot something and then changed your mind or just wanted to check the range/hit percentage, Esc won't work - just right click instead.
16. Your Stiletto fighter aircraft die alot on Insane difficulty. Apparently there's some alien craft you're not supposed to attack with them. No clue which or how to tell.
17. First Aid kit goes in Holster. Always.
18. Smoke grenades and Frag grenades in belt.
19. Ammo in backpack - you'll hardly ever have to reload, except the two Shotgunners you bring on every mission, for covering both sides of the big alien ship as you tip-toe inside.
20. 2 Shotguns, a sniper rifle, a machine gun and the rest assault rifles. Boring but safe and effective. Everyone but shotgunners just need one reload, but take two to be safe. There's a way to get the MG a machine pistol in his backpack with two ammo drums.
21. Every new map hit F to tilt, up arrow to see 2nd level and then zoom around a bit. It's more fun to play when the action is close up. Inside buildings/alien space ships hit R to tilt down.
22. Smoke saves lives.
23. Run the wounded person over to the person who will heal them. Saves time. Or leave the wounded in react if you can.
24. If you click on the firing solution menu and then switch guys, it won't adjust. You have to click off the menu and back one to see what the new one has selected for react fire. Always go 3-round burst or 5-round burst (or snap fire for sniper).
25. Most of the heavy weapons are cool but not terribly useful except in very special circumstances, since they can't all react fire.
26. It's actually spelled "bungalow".
27.
First playthrough on insane difficulty? No wonder you have problems...

Stilettos are more capable than saracens, but they are slower and have lower range, just ignore harvesters (triangular UFO, speed 1110 km/h), send solo crafts on scouts (770 km/h), and doubleteam fighters (880 km/h, look almost like scouts)
28. I managed to bring up a radar screen once by pressing "End" on my iMac keyboard. No clue how since I haven't been able to do it again.
29. Night missions are a pain and usually you're better off waiting for the morning.
30. Aircraft armour is not repairable, so don't play chicken with a fighter (880mph UFO guys) trying to pull it into range of your base missile defence.
31. Geoscape air combat looks pretty cool if you zoom in all the way and go slow. It's possible to lure the UFO's in over land.
32. The Production queue results are unf. not checked under the Production tab, but under Base Summary.
33. You can't walk backward. This leads to stupid tactics when you're trying to edge out backward to see a bad guy on the roof of a building you're next to.
34. Taking a screenshot on a Mac will be a pain if your Function keys do other stuff.
35. A guy crouching in front and a guy standing behind him with a shotgun means the guy in front gets hurt. By the shotgun. So no firing over your buddies.
36. You will eventually use some Sniper and Shotgun ammo.
37. Fun fact: if you have a choice between an aimed shot at 43% and a 3-round burst at 17% the effective chance for one hit on target is ~.75% different. Source: http://wow.joystiq.com/2010/01/13/drop-chance-probability/#continued
38. Combat missions are stupidly easy if you play safe and let the aliens walk into fields of fire. The "hard" part of the game is in the geoscape trying to keep nations happy and getting the research done fast. Meh. Not enough aliens per mission and no real reason not to auto-play it, except I'm here to play tactical warfare against aliens, not to play business manager.
39. "Standard" loadout of Stilettos apparently are: Shiva, 2xSparrowhawk, TC, ECM and no armour.
40. http://ufoai.ninex.info/wiki/index.php/Weapon_skills_table - seems some Heavy weapons sometimes use the "Assault" skill etc. Counter-intuitive and needlessly complicated to have a weapon use more than one skill-set.
41. There's no soldier health indication on the "Equip" page. Watch out - you might inadvertently send out a badly injured guy unless you check the Hospital or selection or employee pages.
42. There's a rescue zone by each dropship. It's not terribly useful or obvious why it's there. I still have no clue how I got the "Radar" screen to show up, or if it was related.
43. Plasma pistols really aren't that great. SMG's are, though. Standard loadout is: 1 sniper rifle, 1 MG, 2 SMG, 4 Assault Rifles. Shotguns are nice but the SMG is better.
44. Sometimes the TU's won't count down after you do stuff. Display bug.
45. The Stiletto ammo reload system is unclear and clunky. It's hard to know if you have enough missiles in stock or not sometimes, or if/when you have to manually reload. Speaking of which that entire "Equipment" page for aircraft has too many menus. It should just be one page with all the slots and ammo readout on one single page.
46. If you leave gear on the ground it comes with you at the end of a mission. Don't know about soldiers you lost, but I think you get the gear back.
47. UGV counts as an employee but I've never been able to use it. To be implemented, it seems.
48. When you sell a captured UFO you get a thing with a list of different nations' attitude towards you. I don't *think* it has any bearing on price or effect of selling to this or that state.
49. After you produce something you have to pay for it. I think. So it's really only useful for keeping a steady supply of missiles or building stuff you can't buy.
50. Forum rumour has it that you have to fly around a bunch to find the enemy base. I used a Firebird for that. He got shot down. I was sad.
51. I found a special mission called "The Gate" - it was cool and had no effect on anything afaik.
52. IR goggles work 360deg around you, with a limited range. I think.
53. When nations lose faith in you there's only one real way to fix it - build a base there. SAM- and Radar-sites won't cut it.
54. Early on, assault rifles, SMGs, MGs and sniper rifles rule. Then aliens start wearing armour and it's a mess for a while until you get Plasma Rifles.
55. People getting shot and continuing on like it's no big deal is a bit ...unrealistic. But oh well. If you really want to know how it works google "Russian Testing of body armor for durability".
56. The clunkiest part of the standard UI is probably figuring out who got injured and choosing firing modes/react fire mode.
57. My ideal UI would have no menus and no extraneous clutter.
58. If you have missile batteries in your bases you can get the UFOs to yo-yo in and out of range by popping up a Stiletto and then sending it back in, just stop it as soon as it comes out of the base. Kinda unfair on the enemy AI.
59. Ammo isn't a big deal early on, but damn that alien armour.
60. Whomever put "E" for "End Round" with the key being that close to the WASD camera movement keys... damn man. Evil.
61. I triggered the IR goggles (still haven't figured out if they see through terrain - think not) and a row of plate glass windows all busted. Lol.
62. Still no clue how ammo replenishment for aircrafts work.
63. Selling UFOs to the nation with the least happiness works wonders for your reputation.
64. There's no immediately intuitive way to tell in-game what weapons and ammo work well against what types of armour. Damn I wish I had the research texts in-game.

73
Mac / Making things a little more newbie-user-friendly.
« on: May 01, 2011, 10:16:23 pm »
I find out about the game.
I go to the site.
I finally see a link to "Download" (there really should be a huge button up top saying "Download the game for free for PC, Mac, Linux, whatever ...HERE."
I find the Mac OS X "stable" release build down a ways on the page.
I download.
Crash. Nothing works.
I go the wiki part about Macs. "Compile for Mac."
I think "compile" means putting a game together after you download but I'm not really sure and it seems pretty complicated.
I go to forums and figure out somewhere in a thread that I should be using a "dev" build.
I download that. It has a readme file that says go to the site.
It works.
Tons of keyboard commands aren't explained. There's no tutorial taking you through how to play or figure it out.
The readme just points to a website I already visited.


Suggestions:
1. Make the initial download link point to the build that you want people to use when they don't know how to do complicated computer stuff.
2. Just a basic list of keyboard commands in the readme file.
3. Basic list of little idiosyncracies like having to close a door and re-open it before you can get another person through.

74
Mac / Re: UFO:alien invasion 2.3.1 fails to open
« on: May 01, 2011, 10:04:23 pm »
I tried to register and edit the wiki page "Compile for Mac" with the information in this thread that got me able to play the game.

I failed. Spam filter or something


Quote
== Total newbie? Look here ==

1) go here: http://ufoai.ninex.info/snapshots/
 and download the dev. 2.4

2) launch it, if it doesn't ever finish loading, go to ~/Documents/UFOAI-2.4-dev/base

and make put a config.cfg file there containing only:

set cl_introshown "1" a

Total newbie section http://ufoai.ninex.info/forum/index.php?topic=5821.0 unable to get the link in due to spam filter

75
FAQ / Newbie guide?
« on: May 01, 2011, 10:55:56 am »
Hi.

If you worked on this project I love you. In a totally non-inappropriate way.

I played through the campaign, learned a bunch of stuff and thought - hey, wouldn't it be great if someone had written a quick easy guide on obvious bugs and issues currently affecting the game?

Is there something like that as of now, or should I start one?



Few issues I was going to cover (all on an iMac):
1. Opening doors must be done for each person going through the opening, the door has to be closed and re-opened for each person.
2. Your first base should really be in the middle of a big landmass, or else you'll shoot down UFO's over water and poo for you.
3. It's a good idea to write down all the keyboard commands on a piece of paper. Some that were missing from the in-game list:
X - cycle react fire
End - brings up a "radar" screen (goggles-related??)
ASWD and the arrow keys are decent ways to make sense of confusion. The numbers on the left of the screen tells you how much vertical terrain is displayed, controlled by the up/down arrow keys.
F/R tilts the camera
4. Pressing "Esc" a little too quick can get ugly when you accidentally start a base defense with no save game and some people without gear or weapons.
5. Pleased is better than Content. I think.
6. Camouflage colours do not affect enemy chance to hit. I think.
7. If you keep forgetting who's good at what or carrying what weapon, put an S for sniper, H for heavy and A for assault behind their last name.
8. UGV stands for...?
9. If your darn base is too big, make a quick drawing of it on a piece of paper and you can plan your sweep defense better.


Pages: 1 ... 3 4 [5] 6