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Messages - DexCisco

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31
Bugs in stable version (2.5) / Re: Weight penalties
« on: November 12, 2012, 03:27:55 am »
Perhaps the solution for balancing is to determine what an acceptable TU value is for an average weighted soldier and work backwards.

Given a soldier with their weapon and one extra clip, 1kg in additional equipment (grenades, IR goggles, etc) and armor, the average for a soldier with combat armor is about 15kg, 20kg for Nano armor, and 23 for Power armor.  20kg is a good round number for a baseline.  The average soldier should fall in the middle of the 0 penalty range of 20%-50% weight capacity, which would put the strength range between 40 and 100, with 40 putting them at the 50% penalty, and 100 putting them at the 20% threshold.  Keep in mind that the min/max weight range for a reasonably equipped soldier is 9.7 (plasma pistol and Combat armor) to about 30 (RPG or Bolter)  A minimum strength for a plasma pistol drone would be about 20 (at 50% strength threshold).  For the top end (Bolter with Power Armor), minimum 60 strength to stay under the 50% threshold.  A Plasma Pistol drone would need at least a strength of 50 to ever be under the 20% threshold and get the TU bonus.  Recruits are currently spawned with a strength of 30-40.  At 40 strength, RPGs and Bolters are over the limit even with Combat armor, and about half of the weapons will incur a penalty with Nano armor.  This is not counting extra weight for sidearms, medkits, stun weapons, etc.

Given this, recruits should probably spawn at more like 40-55 strength and be able to gain at least 20 more with experience.
You could also move the threshold to more like 65% to alleviate the need for high strength values.

Of course, I don't know what that does to TU calculations.

32
Tactics / Re: I <3 Smoke Grenades
« on: November 10, 2012, 09:15:54 pm »
What does bouncefraction default to?  It isn't set in many of the materials.  Interesting note:  apparently flowers are made of rubber.  Highest bouncefraction in the file.

Would it also be possible to define multiple footstep sounds for each terrain and have it randomly pick one to add some realism?  With an XML data file it would but I am not familiar with this format.

33
Tactics / Re: I <3 Smoke Grenades
« on: November 10, 2012, 08:32:59 am »
Quote
it rolled past once and bounced past the second time.
Speaking of which, can we not have impact detonation grenades optional like the launcher?   Those crazy things bounce like superballs sometimes.

34
Bugs in stable version (2.5) / Re: Transfer quantities
« on: November 09, 2012, 08:54:39 pm »
My transfer behavior is the same, but since I can't transfer more than a set amount at a time, the buy/sell screen is the only option, and that screen does not yet have the click-hold or shift-click features of the transfer screen.

35
Bugs in stable version (2.5) / Re: Wounded soldiers bog the game
« on: November 09, 2012, 07:50:08 am »
Quote
This is a known bug and is not specific to wounds, seeing that updateactorvalues shows the same problem (see log attached to above bug), I'm hoping that bayo will show up and shed some light on this, shorter game sessions (close and reopen) should work around this problem.

The attached log was produced immediately after a clean load, then directly into a battle.  Quit after about 3-4 rounds because the problem had already manifest itself, though I was deliberately opening the health window numerous times on wounded units and switching units to evoke the error.

36
Bugs in stable version (2.5) / Re: Weight penalties
« on: November 08, 2012, 04:01:54 pm »
Shouldn't a weight penalty just increase movement TU cost rather than reducing overall TUs available?  I suppose that might not provide enough room for fine tuning, unless the base TUs were increased or fractional TUs were used.  I'm just thinking for example about someone with a heavy MG.  They are slow to get into position, but once there they can fire normally.  The time to shoot shouldn't change but the time to move should and the total time available to a unit should be fairly consistent.

37
If you have a soldier in the dropship equip soldiers screen that has armor on, if you right click on their armor or drag and drop it into the base inventory armor tab, the counter for the number of armor on hand does not go up.  If you exit the equip soldiers screen and go back in, the number is corrected.  Taking armor off and putting it back on after the first time seems to work OK, though the number on hand will be 1 too low until you exit the screen.  The items don't seem to be lost, just the number in the UI is not updated the first time you remove armor from an already armored soldier.

38
Bugs in stable version (2.5) / Transfer quantities
« on: November 08, 2012, 05:00:43 am »
I am getting to the mid- late-game now and I have really started to notice issues with transferring items between bases.  There seems to be a maximum quantity each item that you can transfer at one time.

e.g. I tried to transfer all my Alien Materials to one base to build a ship, (6+ Harvesters worth of materials for 1 fighter?) but I could only transfer them in batches of 10.  That makes transferring 5000 materials really tough.  I got around it by selling it all, then buying it all back at the destination, but even then, with no repeat on the quantity spinner, holding shift to transfer 2 with each click instead of 1, it took 500 clicks for 1000 materials to sell, then another 500 clicks to buy it again.  I assume that will be fixed by changing the spinners in the buy/sell screen, but I believe different buy/sell prices for items in the market is on the near horizon so that would be expensive.

Some items you can only transfer one of at a time, like ship components.  I think I could transfer 3 grenades at a time.  It seems to change depending on which base you start at and go to as well.  It is just odd and I'm not sure what the purpose of it is, if any.

Might be this:  http://sourceforge.net/p/ufoai/bugs/3406/


39
Bugs in stable version (2.5) / Aliens trying to shoot through walls
« on: November 08, 2012, 04:48:52 am »
Quite often I have noticed that aliens are trying to shoot me through walls.  It seems to happen quite often that they will shoot through the wall, then move around it to a place where they could have shot me if they had just moved first.  Is the problem maybe that they are just getting the execution order of their turn mixed up?  They intend to move then shoot, but they shoot then move instead?  They never try and reaction fire through walls, only on their turn so I doubt it is a faulty LOS/LOF issue.

40
Bugs in stable version (2.5) / Wounded soldiers bog the game
« on: November 08, 2012, 04:41:31 am »
I have noticed that after a while, switching to a wounded soldier starts to take longer and longer, until it can take 30 seconds to switch to them.  It may be triggered by checking the unit health screen that shows the heart rate and the !s that indicate wounds.  This is the only way that I can tell that a wounded soldier has been sufficiently healed that they will not bleed out anymore.  The !s turn to !s when the wound has been patched up completely.

I believe that after accessing this screen, switching to the unit gets caught in an ever-lengthening loop of some kind.  I have to play with it a bit more to narrow down the cause.  Is anyone else using the health screen to check wounds?

Console log seems to indicate that it is calling hud_updateactorwounds a LOT.  So much that it overflows the 4k buffer.

Another method of indicating an untreated wound on a character would be nice now that the wound system has been implemented, as well as tooltips to indicate what effects each wound has (increased move time, lower accuracy, slower reactions, spontaneous cursing, jellybean cravings...)

41
Tactics / Harvesters and AI Pathfinding
« on: November 08, 2012, 04:29:38 am »
I have found that it can be easy to trap all the aliens in the UFO if you are on a map with a landed Harvester.  Run one man up to the front of the Harvester, right next to the front chambers.  The aliens all can see you somehow and will try to get you, but they can't figure out that they have to leave the UFO first.  They all congregate in the forward compartments, right next to your man.  Clear the area, then move the rest of your team around the back and set up a kill zone.  Then move the man up front away from the UFO and the aliens will head toward the rest of your men out back.  You can sometimes regulate how many aliens will leave by how far away you move and by moving back after a turn.

It's cheesy, but I look forward to the day that it doesn't work because the AI can pathfind out of areas with limited access.

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