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Messages - kurja

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Artwork / Re: Cars in battle maps
« on: April 17, 2014, 10:21:49 pm »
I really, really like this bus idea.

Discussion / Re: To Whom It May Concern
« on: April 11, 2014, 11:04:01 pm »
It can be somewhat... elusive, though. Could the hint be brought a little closer, maybe the hint "look at the forum" could link to an appropriate thread, for an example?

I don't know how smart these bots can be, if the answer was spelled out on the same page only worded differently would they get in?

Artwork / Re: Cars in battle maps
« on: April 01, 2014, 06:18:44 pm »
is there a final verdict on how many tris we can have in an object like a car? 1000? 1500?

Artwork / Re: Cars in battle maps
« on: March 26, 2014, 07:48:53 pm »
Someone tried, but left, though his prototypes were nice.
are those prototypes somewhere here to be seen?

Discussion / Re: UFO:AI sucks ? Where ?
« on: March 26, 2014, 05:57:30 pm »

2.5 is available as beta already anyway and the release will be out when it's ready, I prefer the increased difficulty, I can't comment on the code since I haven't even seen it and I don't even know what a Windows IDE is but since it has a) Windows and b) IDE (I have SATA by now ;) ) in it I'm not going to care am I ;)

But the wiki really is kinda inaccessible, I can't find anything there.

Artwork / Re: Cars in battle maps
« on: March 25, 2014, 07:51:29 pm »
Sure. I take it, no one has been making new cars? There was talk about replacing some of the boxiest cars with something nicer, if someone made them...

Artwork / Cars in battle maps
« on: March 25, 2014, 01:38:34 pm »

I haven't been on the forum or playing the game in a while, recently I've started to get in modelling (blender) and I remembered ufo:ai needed models of futuristic cars for the maps. Is this still the situation or have the eighties and nineties already had their cars back?

Bugs in stable version (2.5) / Re: UFO Intercept Vectoring
« on: September 08, 2013, 06:04:28 pm »
afaik it'll start heading directly towards the ufo instead of going for an intercept course, if the ufo is too fast/far to be intercepted.

Discussion / Re: An Open Letter to the Developers
« on: September 07, 2013, 12:17:25 am »
Is aircraft repair time affected by anything the player does? Like, if I had 40 engineers in the same base as the aircraft...?

Mapping / Re: Village revamp
« on: September 06, 2013, 01:01:54 pm »

I came across these, they're neither futuristic nor cc-licensed, but regarding level of detail / poly count, this is what we're looking for, right?

Mapping / Re: Village revamp
« on: September 06, 2013, 12:22:16 pm »
Thought as much. As a guideline, what would be an acceptable maximum poly count for a map object such as a car?

Mapping / Re: Village revamp
« on: September 06, 2013, 10:22:56 am »
What sort of poly counts would be acceptable? Most models I see around have lots... Here are a few such cars:

intact and wrecked rx-8

a whole bunch of futuristic cars at blendswap:

...are we already using this forklift??

Mapping / Re: Village revamp
« on: September 06, 2013, 12:08:29 am »
Hehe, yes. We're not quite in 2084. We're not even in 2013!
Would it be possible to use existing models released under creative commons or the like? There seem to be quite a few models of cars floating around the web, so just a thought..?

chapter 17 has been up for a while...

looks like the authors have forgotten about us  :'(

Tactics / Re: building a workshop base
« on: June 17, 2013, 02:36:59 pm »
For base 3 ( workshops) I go for maximum efficiency.. no soldiers, no batteries, no radar.. no defense.  To be honest I am unsure what effect having those (soldiers, running intercepts,  radar) exactly has on the so called 'weight'  umm like does having a missile battery make the base more likely to be attacked?  Does having SAM installations around the base lead to the aliens having a greater interest level in that base?

afaik it is not necessary for aliens to actually fly to a base to attack it; if that's the case such base would be instantly lost?

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