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 - geever

Pages: 1 [2] 3 4 ... 171

I have 14 living aliens in 3 bases with Alien Containment.
As it is enough for the research, my 3 more bases don't have that facility. Why must I pay for a useless facility ?

For 14 aliens you need 2 ACs, s one's capacity is 10. You don't need more at this stage of your campaign.

Unfortunately, during one operation, my sniper didn't kill an alien but just stunt it.
When my Firebird returns to its base the system says that there is a problem with this stunted alien.

I can't kill the alien.
I have no time to construct an Alien Containment.
I can't reroute the Firebird to another base with Alien Containment, no space in the Dropship Hangar.
So I can do nothing.

If you get a capacity warning that blocks the campaign flow, you should be able to Transfer the alien to another base which have free AC capacity. I believe if there is no free AC capacity anywhere the alien should be autokilled. If there is no free capacity worldwide - and the alien isn't killed, you could try killing an alien on another base, so you can transfer this one there (not ideal, but at least needs no manual save-hacking).

Anyway, thanks for reporting, If you could create a ticket on our issue tracker with your blocked savegame, or at least upload it here I could look into the issue. I'm pretty sure that the process can be made a lot user-friendlier. :)


hehe, yeah. Producing goods in the game was never meant to be profitable, that would turn the game into an economy game which we did not wanted. Still I feel the need for a more realistic economy model, because the current system often just does not feel right, but it is not the most important topic and the design should be carefully done - so we don't end up with an abusable economy game -, therefore it get pushed back on the backlog for a while.


Discussion / Re: Finding Alien Base
« on: December 22, 2019, 12:05:46 pm »

If I remember correctly, in the original version of UFO, it was possible to send an Interceptor to the last known position of a UFO when he disappeared and to do some research on an alien base.

Now, that does not seem possible, so how can I find a base?

I found one just because it was between my base and the site of a crash, so the transport flew over the base by chance.

Huh, my memory is blured, but AFAIR: Ground seeking is not yet implemented, nations can report you bases. The more happy the nation the more likely they find a base.

... I guess I should look into this... :)


User modifications / Re: Caracteristics of weapons
« on: December 22, 2019, 12:02:59 pm »

I would like to create new weapons more realistic and near of the actual weapons used by the soldiers now. For this I need to understand some parameters in the  "weaponsxxx.ufo" files.

Is somebody able to answer these questions ?

What does the 'shotorg' parameter represent ?
What is the meaning of "crouch" in this context ?
How thick, or number, is the value of 'throughwall' ?
As a normal soldier use 2 TU to walk one square, what is the "size" of this square. How many squares represent a "range" of 20, 100, 250 ?
What is (or in what .cpp file can I find) the formula that is used to calculate the effectiveness of a shot according to the distance, the dispersion of the weapon, the accuracy of the shooter, his skill in the weapon used, etc ...

Thank you in advance for your help.


Weapon definitions are documented on our wiki:*.ufo I hope it is a good start.

I think the only question it doesn't answer is the firemode range one. Range is used when throwing grenades, and as I see it is the absolute distance between the source and the destination.
So maybe mapping dimensions can help? Not sure, battlescape is not my strong side. :)


Discussion / Re: Network lobby needed
« on: December 22, 2019, 11:49:55 am »
Also, why not post it on steam as bfw"battle for wesnoth" did?

I don't know how it works since Greenlight was ended. Quick googling shows that Wesnoth is published by "Wesnoth Inc.". I don't what it needs to become a publisher on Steam, but I'm afraid it is not a trivial thing...


Discussion / Re: Network lobby needed
« on: December 22, 2019, 11:47:55 am »
Hi, thanks all for this game, i think the game needs a network lobby to see online users, and more advertisement.

The game's too great, Keep up the good work, looking forward to playing online with someone.

The game has an irc game lobby - if that's what you meant -, there are just not so many players.


Discussion / Re: Move to GitHub?
« on: December 22, 2019, 11:43:30 am »
Are there any plans to move to GitHub? Might make the project a bit more active perhaps (no idea, I have just visited since
my inactivity of a few years).

We have a github mirror of the master branch, but I'm not the admin of it so it is not that simple. Also, out repository is quite big - with all the artwork in it - which may not play well with Githubs policy.


Linux / Re: Fedora29 Compile problem
« on: September 14, 2019, 05:23:30 pm »
The second issue could be MXML incompatibility. I've recently updated master branch to compile with mxml 3.0, before we only supported mxml 2.x.


Announcements / Forum Activation
« on: August 15, 2019, 08:40:52 pm »
Hi people!

Due to increased spamming activities, I had to turn forum user activation to manual. If you just registered, please log on to our IRC channel and drop a note that you would like your user to be activated. Sorry for the inconvenience.


Tactics / Re: Using Base Defense Lasers
« on: July 29, 2019, 08:12:14 pm »
I see, do you not get any replacements for the SAM sites on the geoscape?

Nope, the game wants to encourage you to build proper bases ;)


Windows / Re: Framecap
« on: July 24, 2019, 08:14:20 pm »
Hi everyone! Been looking for my fix of xcom-likes and this is one of the few i haven't tried - im eager to give it a shot  ;D

But i find that tthe framerate seems to be capped at 43.5 fps? I have searched the files for any potential configurations including something like framecaps but have been unsuccessful - searches on the forums here reference a "cl_maxpfs cvar" but i haven
't been able to locate any such things in my folders.

I would like to uncap the framerate or at the very least, raise the cap to my monitors refresh rate. Hope someone out there can help.

cl_maxfps is indeed a console variable, you can start the game with a command line option
Code: [Select]
ufo +set cl_maxfps 120or edit your config.cfg. The location of your config.cfg depends on your Operating System, see our FAQ or a hint.

I hope it helps.


Tactics / Re: Using Base Defense Lasers
« on: July 24, 2019, 08:03:21 pm »
Can you use them for anything? i figured you could install them as replacement weapons on sam sites but there seems to be no such option.

Base Defense lasers are Base buildings. so they don't replace SAM sites, but in-base rocket defenses.


I'd try enabling texture compression, lowering video settings. If I'm right it has something to do with Intel GMA...


I'm kind of around but don't have much time. Some smaller updates did happen since last April, but nothing major.


I have an interesting discovery ,if you have two crash sides , after the first you fly the second (
without flying to base) all the grenades and ammunition you have already used  ,do not disappear  at the second  crash side . I used 2 of 2 frag grenades, but they again appeared in the second crash side . I think that  the inventory is updated only on the base , not after the battle.

P.S. All AirCrafts have containers with ammunition , so it can not be sold when it is equiped.
if such  containers  will be for soldiers ? I think there will be 3 positive effects :
1)inventory will be updated after the battle
2)you can’t sell already  equiped ammunition

Known, missing feature. The situation is a bit more complicated but the overall concept is that you wrote.


Pages: 1 [2] 3 4 ... 171