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Messages - ShipIt

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16
Discussion / Re: How to find bomb in "Fuel store" mission?
« on: November 01, 2015, 09:21:40 am »
See pic. Sometimes items on the ground get invisible (ticket), but can still be picked up.

17
I'm sure it is. I hope there are ways for the player to know which rooms or areas these are then. Screenshots could help.
Cool. When will that happen then and how ? For instance, if at least one soldier is around still or otherwise no alien but nobody, it shouldn't, should it ?

Right now, those areas are simply marked by green smoke. The mission briefings are not updated yet, the messages you get in game are still very basic. This is all still WIP.

Hopefully I find some time to make a post in the forums, to explain what is going on. Screenshots included. Progress is documented in our wiki: http://ufoai.org/wiki/Talk:Mapping/Entities/misc_mission

18
As our buildbot died some weeks ago, the precompiled maps may be not up to date. Just guessing, though.

If this is the case, ignoring the version mismatch would download outdated .bsp files, which might cause further problems. So I think the only solution for now is to compile the missing files yourself.

19
Over time, various fixes/improvements are made. So maps might use different versions of dropships, UFOs and stuff.

20
Design / Re: New national name lists
« on: October 30, 2015, 12:53:33 pm »
Should go to  http://ufoai.org/wiki/Proposals.

Because of spambots creating an account is hard ;), just send a pm to geever if you are interested.

21
Newbie Coding / Calling msysgit with parameters
« on: October 30, 2015, 09:59:26 am »
Still fiddling with my home project (which btw now really works, see pic), I would like to find a way renaming/moving project files out of a Python script in Windows. Right now I have to manually start msysgit.bat, change the project by typing ufoai, then type e.g. git mv /e/buildUFOAI/ufoai/base/maps/city_industry.map /e/buildUFOAI/ufoai/base/maps/industrial/ind_city_industry.map. Afterwards I have to alter this line for every single file, which is time consuming and boring.

I already managed to do something similar by calling the win cmd and using ufo2map for compiling maps and stuff. I have all the basics in place, but cannot find out how to do the last line. If I am not mistaken, msysgit.bat will not take nor pass any parameters, so how to?

22
Those mission targets sound interesting - is it more than just "kill all of the aliens" ?

Usually this is "Secure a certain area for a given number of turns to win the mission.", but there a several other possibilities to use it.

In a base attack there could e.g. be a target to kill those aliens in the vicinity of that PSI transmitter only or similar, you get the idea. That would be pretty logical too, instead of tracking down every last alien, disable the base. Just an idea I just had.

Well, right now you have to secure the power core and the PSI-device for some turns to win the alien base mission. As the AI actively tries to prevent the player from reaching his objectives, this plays different and thus is a nice addition
The same goes for Mansion, where you can win by securing the "panik room", instead of crawling through every chamber looking for this last, lonely Bloodspider hiding in some corner. In base defence, aliens now will try to blow up you Power Plant, Antimatter Storage or Command Center in order to win. Also, in battlescape missions your dropship (Firebird only) is now a target for aliens.

Right now we are about to sort out how to display the information needed for the player, as this is confusing as is. Unfortunately our buildbot died some time ago, so there is no other chance than self-compiling 2.6-dev to check things out.

23
if lets say scientist at 100% skill would have somewhere 10% bonus that would not be so much to balance. but it would make him more valuable.

Imo this is illogical. If the bonus is so small that it doesn´t need to be balanced, how could it make a worker more valuable? Even more, why should somebody put hours of spare time into coding a feature that does´t add much?


i think i read that there was something about suggesting some delay between buying and receiving bought items (weapons/ammo..) so it could be the same for workers. you get new worker only after few days you hire him.

This.

24
Bugs in stable version (2.5) / Re: [map] Minor errors
« on: October 30, 2015, 08:58:52 am »
Jungle
(Corruption mission)

I don't know if this a bug per se, or a simple mistake, or unavoidable effect, but I found that the jungle tiles on which a Corrupter UFO has landed "reflect the sun" in a strange manner.

1. A shiny light effect appears at the center of the screen, always with the same size no matter the zoom.

2. This white dot is displayed only when the center of the screen is on a square belonging to those jungle tiles where the Corrupter is assembled.

On the screenshot, we can see that those jungle tiles are more glossy as well.

I added a normalmap for the texture, which should solve the problem.

25
@Rodmar
The timeline completely depends on the alien interest level.

Back to topic, the first to think about is how many micromanagement we want. We are not doing a simulation, and we need to balance between the major game parts and also keep the available manpower in mind. Some time ago the proposed solution was to remove workers/scientists as they are and replace them by numbers, effectively making it simpler rather then more complex.

26
If the goal is simply to prevent hiring/firing at the end of the month, just pay the full month's salary when you fire a worker or scientist. 

If you want to get clever, you could prorate the salary based on how much of the month they worked, but it doesn't seem necessary.

Easiest solution would be to pay the first month salary right away when hiring (in advance), imo.

27
Bugs in stable version (2.5) / Re: [map] Minor errors
« on: October 29, 2015, 08:11:32 am »
I confess I figured it was Bungalow because it was a wooden building (I hadn't took note of the map name upon entering the battle)  :-[

Fighter UFO Crash Site

  • Very small clipping: at the small black dot location
  • Shoot through rock or something (look at the aiming line). Indeed, the entire block is suspect to me, not only this small rock. Even an alien more north down these rocks (and supposedly on a lower height and fully covered) may be hit (at least by a sniper rifle). Could you check those surfaces' properties?

1) Should be fixed in master.
2) I found lots of brushes marked as 'window', probably by accident - no idea if this might have caused the problem.

28
Bugs in stable version (2.5) / Re: [map] Minor errors
« on: October 29, 2015, 07:25:23 am »
I confess I figured it was Bungalow because it was a wooden building (I hadn't took note of the map name upon entering the battle)  :-[

You can find the name of the map in the console/logfile.

About 2) - the hit chance calculation is sometimes way off. Sometimes I feel like it is worst when you shoot upwards. This is not about the map.

29
Design / Re: New national name lists
« on: October 29, 2015, 07:14:45 am »
When is v2.6 scheduled to be out, by the way?

Isn´t asking for an ETA one of our taboos?  ;)

I recommend adding proposals like this one to our wiki.

30
For workers I could imagine having something like that. Not so for scientists, because this would mess up the complete timeline and make the game even harder to balance.

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