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Messages - RealSpirit

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Tactics / Re: base invasion on campaign
« on: April 28, 2017, 09:11:30 pm »
MUCH clearer now, thanks, really.

several questions arise from that:
i completed (or drove to near the end) several campaings and thus had several base attacks, each on lower difficutlies. i cant remember a time when i lost due to that target zone stuff. i cant even remember seeing a broken power plant wall and was quite surpised on that alternate entry.
i usually also restarted missions if aliens came close to my command center and the anti matter is usually placed within the safe base area, so i had no issues with that either.
could it be that these target zones, at least the outer one, appear to be there in higher difficulties only?

i found those green smoke areas and wondered what it is all about. well thanks, now i know.

the ufopedia.... well i remember reading it looong time ago. am playing ufo ai since about 2'13/2'14 from time to time. as i wrote: i never required more info.

thanks all, really helped.
now i just have to find out if it is enough that 1 alien is within that area after each of their turns or if it is required that one is in the area on the end of my turn too, and how close to the green smoke it is required. lots of questions.....

solved the problem with 1 dead cannon fodder to mourn.

while doing that fight i observed that the powerplant had a hole on the upper level already at turn 1, so nothing had been blown up. might be that's a bug in terms of what you wrote about it.

Tactics / base invasion on campaign
« on: April 27, 2017, 11:53:20 pm »
for the 1st time i played campaign on the hardest mode available. until now it worked quite well, but now i've something to solve that i - up to now - cannot

i've got a base invasion by 8 enemies, nothin much of a problem so far. the issue is that after 3-4 turns it says:
"the alien forces reached their target zone".
several questions there:
- which actually IS their target zone? (building, level)?
- i thought that's something only existing in skirmish?
- does one have an own target (zone) despite killing all enemies? which is it?
- how many turns can pass at maximum after that text?

i tried to use google and the board based search, but either i used the wrong keywords or .... well.

system win 10
version 2.6/IA-32 20.jan.17 win32 debug it says

at 1st: sorry for pushing such an old topic again, especially a solved one.

well, i tried to apply that solution and found: nothing. i wanted to remove the fuzzy overlay (which shipit says is by design). only thing is that at the described place there was no screen.png, actually there was nothing in /base/ except
some .pk3 files

as i havent played ufoai for >1year now i tried to solve that for the 1st time.

has the file been moved? is it implemented in another way now? can it still be removed? how?

best regards

ahhhh... searched for something to unpack the pk3s and found the solution. thx anyway

Windows / download "blocked"
« on: March 16, 2016, 09:05:29 pm »

in an attempt to download the latest version (after 1 year) for another session of UFO:AI my chrome blocked the fully downloaded file

Windows UFO:AI installer (≈1.1 GB), complete installer.

"ufoai-latest-win32.exe Diese Datei wurde von den Sicherheitseinstellungen auf Ihrem Computer blockiert."

at 1st i thought it would be the extension but as i cannot switch that on/off and as other file downloads work, i wanted to ask wether there are known issues that could make chrome block that. Might be you give it a look also.

will try again in a few days


in my opinion - if there ever should be nothing else important to do - there should be a rework of fire and reaction fire. one of the better approaches to it has been presented by jagged alliance BIA, even though that game has many other faults.

in general shooting should be split into aiming part and shooting itself. while soldiers that are aiming into the correct direction already (small angle, may be 5-10 degrees) already should have reduced reaction fire cost, all others should have to turn into the right direction 1st, raising the weapon after, and only then they should be ready to fire/RF. besides that, RF itself should be dependent of speed and/or mind.

why do i think so:

- at the moment it doesnt make no difference (in case its your turn) if you are already aiming at the target, or if it is in your back, neither for time required, nor for hit chance.
- at the moment, facing an alien with an 8 or 9 TU weapon, the best way to kill is not to shoot at it, but to get 4-5 soldiers aiming at the target in your turn, then "end turn".

-A split into 3 parts could look like: aiming into right direction 1st (1 TU per 45 ° turn, raise weapon 2nd (depending on weight may be, like 1 TU / kg), shot itself (1 TU pistols, 3 TU snipers, 2 TU everything else)
-A split into 2 would put together part 2 and 3, but wouldnt be THAT nice
-a shot of the same class (no movement) should always be faster than the corresponding reaction fire

the problem is: all that needs a lot of time to implement. I know that. it still would be the best aproach imho. breaking the enemies turn for your reaction fire imho is not the best way, at least not using ALL the rest of the remaining TUs. May be i will add some thoughts when im awake again, am too tired now.

cu later

Discussion / question: monthly Update for Sept ?!
« on: October 12, 2013, 10:14:55 am »
there is no monthly update for Sept yet. Does that (hopefully) mean we will see a new "stable" version soon? :P

Discussion / Re: Alien always target one soldier over all others
« on: October 12, 2013, 10:13:21 am »
In the alien AI there is a check to see if a target is worth shooting at. This is a good thing. This check also calculates the probable damage and if it can kill the soldier.

imho they dont use the best hit chance, they aim at the least healthy target (that is in sight) and even try to move around another corner if it is in sight then. can be pretty annoying on maps where all the team is "in sight" at the start of the map like the one with the beach hotel.

imho someone should improve the behaviour there, not completely changing it (because it is not bad in terms of evil AI), but it should value closer targets at least a bit more, as more damage would be dealt there.

FAQ / Re: is there a way to just kill ONE living alien?
« on: September 26, 2013, 09:02:09 pm »
thanks for the answers anyway

FAQ / Re: is there a way to just kill ONE living alien?
« on: September 25, 2013, 03:12:17 pm »
afaik it kills not one but that kind of aliens, but cant test atm, save got corrupted.

Discussion / Kerr Blades?
« on: September 24, 2013, 01:06:27 pm »
well, not that i used those any way any when, but i used the knifes once that result from the kerr blade tech.

so question: did you take them out of the game?

if not, the threat level must have grown too fast. nearly same with needlers. only found 2 normal needlers last game i played. might be some adjustments there are required.


FAQ / is there a way to just kill ONE living alien?
« on: September 24, 2013, 01:01:47 pm »
what happend:
before a mission i had nine living aliens, i returned with two others, one by purpose, one by accident

it offered me a chance to transfer the aliens, but i only had one quarantine station. it didnt let me move on either, just offered me to "close" or to "go to base", every time i closed and started again, the same message popped up again.

in the end i had to kill a stack of aliens, in my case i chose the ortnoks, because it were only two of them.

SO.... Question:
was there a better way or should that be fixed instead?

Bugs in stable version (2.5) / LE_NotFoundError / back to geoscape
« on: September 22, 2013, 10:45:24 am »
system win7/64bit
version 2.5 sept 4th/nightly
map: "bomber in the city" terror mission
science tree is nearly done so it was a last tier battle

somewhen in the battle it crashed with following message (see log screen views)

ERROR: LE_NotFoundError: Could not get LE with entnum 50 of type: 3 (src/client/battlescape/events/event/world/e_event_entperish.cpp:44)

Bugs in stable version (2.5) / Re: strange bug in battles
« on: September 18, 2013, 05:02:16 pm »
seems it wasnt the same bug, log is different too, but if you say that bug wont appear after it as well, i'll try it soon. just am not the guy to compile for myself.

Bugs in stable version (2.5) / Re: strange bug in battles
« on: September 18, 2013, 04:06:21 pm »
whole file

Bugs in stable version (2.5) / strange bug in battles
« on: September 18, 2013, 04:03:22 pm »
in some ground battles it happens that the battle collapses and you end up on geoscape as if the battle never happened.
This bug is a) unreproduceable and b) seems to occur more often if you re-started your battle before. am not sure if it does not occur if you dont. All i can deliver is the message log (see below).

version used: 2.5 from 4/9
system: win 7 / 64 Bit

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