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Messages - shevegen

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16
Offtopic / Background Colour and Theme for the Forum?
« on: November 08, 2011, 09:37:12 pm »
I miss the old black / dark theme of the forum :(

I understand that you guys want to use another forum software, but could the default background be made consistent with the overall homepage layout?

Just a darker background would be nice, right now it is so LIGHT BLUE that it KILLS MY EYES :(

17
Discussion / Re: My Save Game fails to Load (2.4)
« on: August 17, 2011, 12:14:54 am »
Perhaps the loader could try hard to restore the savegame, displaying a warning to the user "corrupt savegame, trying to continue.... you have one stiletto too many... removing one ..."

:)

18
Discussion / Re: Hello and Greetz and more
« on: May 10, 2011, 01:45:52 am »
UFOAI is very, very good.

I saw a few other games die, UFOAI is still going strong.

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Just mouse movement is hard,FPS really low but have just started it. But overall this is Killer Xcom style
if not for the quirks and stuff.

What quirks specifically? Or ideally, pick the one quirk that troubles you the most and report just that.

And focus on it. And see how long it takes to fix it... most quirks that are reported are quite quickly fixed. :)

19
Discussion / Re: Automission exp.
« on: May 10, 2011, 01:43:00 am »
Personally I think a slight XP gain in automission would not be a big problem.
Something like 1/10 of the normal XP gain when you play it, or something similar.

I don't mind either way though.

What I think automission is useful at is to skip missions when you don't feel
like you want to do them right now, because you research something, or
want to wait for another mission etc... it just allows you to skip time a bit
and this is a good feature in itself, with or without XP :)


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After about fifty times through the same old downed fighter/scout it's just not all that awesome anymore. If it was me I'd auto mission through all the regular map tiles that I've seen already, and then stick to when I need live aliens, or it's something super cool like a special mission.

With a terror mission and three downed fighters/scouts on the geoscape it just becomes a not-fun chore. Or maybe I should start situating my bases with half the radar over water.

I also agree, perhaps we can come up with more ideas to make more and different missions.
I mean, ideas to lessen the frustration... perhaps more non-standard mission types?

Something crazy, like "rescue scientists" ... and if you succeed here, you get a few extra research guys for frees.

(It should have to be easy to implement though... we don't want to distract too much from the main game with these small ideas.)

20
Discussion / Re: When will be the next release?
« on: March 25, 2010, 12:13:59 pm »
I don't think that developers "misunderstand" anyone on purpose per se.

It just really is that sometimes there is a little bit of work which is less interesting to do. Usually those last 2% include parts which aren't extremely fascinating. That's why there are often smaller steps needed to close that gap, and hence often a plea for people to help these efforts :D

Rather than only waiting, it often is better to point out which things can be improved. Even if these are only little things.

21
Discussion / Re: I'd love to be able to play this game, but...
« on: March 25, 2010, 12:10:34 pm »
The discussion seems to be a bit too emotional rather than rational.

The devs purposely decided to disallow such an option.

From a rational point of view however, I couldn't see many reasons against at least enabling such a functionality (unless it would be a big burden to maintain the code or otherwise put unreasonable amount of extra works on the devs)
This functionality could be hidden by default and if a player absolutely wants to he could go and enable this with a little effort.

Personally I would always want to play a game how designers decided that it "should" be played.
And then perhaps later, if I would be good, I'd try higher difficulty levels or other strategies and such.

By the way just to make it clear, I don't have a really pro or contra opinion. In general though I tend to prefer allowing flexibility if that is possible.
(And as said, there can be many reasons to disallow flexibility, the "maintaining code" argument would be one reason I can absolutely understand. Less code is usually almost always the better choice than to add more and more complexity and lines of code)

22
Discussion / Re: Idea. Developers plz. pay attention
« on: November 29, 2009, 08:15:32 pm »
The problem isn't so much about people vs. people.

I remember that I used to have quarrels on web forums with other people, and a good reallife friend had quarrels with completely other people. What I am saying here is that people will always have different opinion and discuss them heavily.

What, however, is also valid is that we all have limited time.

kokon made a big mistake - it is ok to critizise aspects, but if you then say you have no time to help fix them, your opinion is USELESS. If you want to see something changed, INVEST YOUR OWN TIME and help the overall project succeed.

A rant alone really does not change much.

Also, about project activity - from my personal observation, Ufo:AI is more active nowadays than perhaps 3 years ago.

I know that guys like BTAxis are still around, just not so active on the forum anymore.

All I am saying is that kokon really made a big mistake in communication. You can't just enter a community and try to disrupt it with your opinion without in ANY WAY trying to help it.

I myself try to comment on things patiently, and if they dont happen the way I would like them I don't really mind much, really. As long as the game is fun, the direction is good!

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... or just stay the way you are and send the others to a class

Yes but... most open source games are a "do-ocracy", meaning that the people who invest more of their time, and help make a project grow, get to decide more than others. That is just natural, really.

kokon came, critisized in general, said he had no time, and went away again? That doesn't help anyone, really. :>

The other remark ... about recreating "old feelings" ... well, I do understand that. I loved UFO I II and apocalypse....
But you can't just "snip" your fingers and have these work magically in the year 2009 just like that. It is hard to grow a project. Perhaps kokon didn't help out in an open source game project yet, then his opinion would be different and much more patient too.

Not trying to attack kokon here, really. My opinion is just one more opinion. But if he gets annoyed at it ... well, you have to cope with complaints at your person, and either handle them patiently, or impatiently. ;-)

23
Discussion / Re: Thank you and some feedback.
« on: November 29, 2009, 08:07:48 pm »
Quite many points in one post :D

I do agree with the civilians slightly. Perhaps in the future we can have more variation, so that it would make a difference if we shoot down an alien ship over a town, or over a tiny village. However, I believe you should give better advice, for example:

- How to specifically improve that situation?

This helps developers a lot more.

Point 4 with the message sound stacks seems easy to fix, but I think you should describe a bit more in detail when it happens exactly.

24
Discussion / Re: Release early, release often
« on: November 29, 2009, 08:03:20 pm »
I would like to comment on this, and I think I can understand everyone.

For developers it is often easier to just focus on SVN and similar.

For users, a simple way to install something is preferred (like an installable .exe)

Personally, in regard to UFO AI, or also wesnoth, I never care about the stable releases.
Stable means boring (for me). I don't have a big problem with bugs, I rather appreciate bugs but keep the "feeling" that things improve, that a game can evolve and similar. This is why I avoid downloading stable releases of Wesnoth or Ufo:AI, but I can understand if users prefer stable versions. (This is just my personal opinion btw)

I love to try out new things! It feels as if your opinion has a tiny impact on game evolution. (And active help is of course even more important than just giving opinion and feedback)

Users will always complain, of course - people love to complain. It is in their nature.
But a project needs to show that it is alive.

The monthly updates are COOL to have, and so are the unstable releases.

Not every complaint is important. But, I think the complaint about two years since last solid release is an important one, and should be addressed in the next... let's say... two or three months. :)

But again, just my opinion here.

25
Discussion / Re: Final release ever? & suggestion on sell items
« on: November 25, 2009, 12:07:16 am »
A final version would be kinda cool.

26
Feature Requests / Re: Nice game! Some suggestions
« on: November 25, 2009, 12:05:50 am »
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Thanks for the positive reply. In the spring rts' forum they get annoyed by people giving suggestions/promises sometimes.

It happens with other projects as well. Coding, Artwork, graphics, organizing a project ... it all takes some effort, and motivation and especially time.

Sometimes people get a bit disgruntled or grumpy, but in general the friendly guys dominate a community.

What I would suggest for you is to become very active on the forum, and invest enough time over the next some days to help work on your ideas.

Personally, but this is just my tiny opinion, I think it would be better if you split up your suggestions into smaller parts.

A good idea with a lot of detail is a lot easier to implement than a good idea without any detail and the guy who suggested it not having any time available. So the most important aspect would be TIME. :)

(PS: I would help out more as well, but I am engaged in another game project right now, and it would be unfair for them to leave them right now, since they need help too. But this is why I say time is very very important)

27
Feature Requests / Re: Reaction Fire Change??? NEW IDEA
« on: October 12, 2009, 07:42:02 pm »
Usually soldiers die quickly, so I understand that reaction fire is used tactically... I dont think it is a huge problem per se, because you try to be cautious and not end up losing all soldiers.

As far as the advancing is concerned, perhaps there should be ways for inreased movement rates... just throwing a wild idea, dont worry about implementing it at all - it could be kinda cool if soldiers really run as fast as possible to reach some cover or other area, afterwards they are so exhausted that they cant shoot or move for some time (or shoot only like 1 shot... or just have decreased movement rate for the next ~3 turns)

This way a part of the squad could try to quickly change cover running, while the other part covers and protects them... Anyway, i am just throwing a wild idea here, dont bother too much shooting it down :)


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Perhaps also have the option to have the option of a wider overwatch field of vision but at the expense of range, so it takes into account if soldiers are pinpointed on a certain area or looking all around at different areas and so wouldnt be able to traverse guns so easier at a specific area.

I think this idea might have merit... for example the soldier could notice the area in front of him, but at the expense of noticing anything else... he could get a small bonus for that area he is surveying, but really does not notice anything else at all.... Although I am not sure that this would be worth to see improved, it might make the game a bit more complicated... perhaps it would be better to discuss this idea some time later?

28
Discussion / Re: Thanks for playing single player.
« on: September 26, 2009, 08:37:06 pm »
Everyone should play the dev build.

Personally I always think dev builds are cooler than stable versions. For example, in wesnoth, I never play the stable version because I think it is boring when the fancy stuff is added to the dev build only

29
Tactics / Re: studing ufo parts
« on: September 26, 2009, 08:35:15 pm »
He seems to put out questions non-stop ;)

30
Feature Requests / Re: Minor economic tweak
« on: September 26, 2009, 08:31:09 pm »
I think as long as the economic side of the game stays somewhat simple, it is not that bad to add this or that feature here or there.

We all know that this game will never become an economic simulation anyway :)

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