project-navigation
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 - RudolfoWood

Pages: 1 ... 4 5 [6]
76
Coding / Re: UFO Hangar/Yard - alternate proposal
« on: October 07, 2008, 07:22:31 pm »
I like this idea for being more realistic than "make a pile of ufos right there"...
I don't know whether it would be good to make costs for guarding an ufo increase after some time - this way you have to decide whether it is useful to guard it (until you disassemble it later) or sell it...
A second thought: perhaps there should be a list of actual guarded ufos - in 3D geoscape you otherwise could forget an ufo position at the rear side of the world (don't know whether my gaming style is different to others, but I think I would concentrate my "work" to my first base, building other bases only as outposts. This way I won't look at the back of my planet if I have much work to do on the visible side).
New mission types (e.g. aliens willing to destroy their ufo to hinder us researching them) will make the game more diversified.

77
Coding / Re: Event system
« on: October 07, 2008, 06:03:16 pm »
Thx for your reply.
These were only my first thoughts and I want some feedback from main developers.

Your advice on pending events is good - I actually thought about having e.g. production structure containing a pointer to event (to remove it if no longer needed). Such pointers have to be maintained almost on every pending structure, so this would me much (error-prone) work.
What do other developers think about it?

78
Coding / Event system
« on: September 19, 2008, 09:47:43 pm »
I don't know whether I should ask this question in coding section or in design. Because it has more impact on coding, I'll ask it here:

Are there plans to use an event schedule system instead of actual "forward time, check for events" system? I actually found a bug caused by actual implementation:
at 16:23 I ordered to remove weapon from my aircraft, it states work needs 2 hours. At 18:00 work was finished, expected time ws 18:23. This happens if you choose a slow time progress and hourly update of installation time occurs. This updates installation time to 0 (as only hours are counted) and finishes process too early.

With an event schedule system, a new event could have been added at 18:23, no other checks for updated installation time would be needed and game time stop could have been done exactly at this time.

I know that for such an event system there would be much work to do, but it could enable us to handle some events easier (and more exactly).
From my years of study I remember that such event systems are used in huge simulations, because this way is the easiest to handle many different events. For UFO:AI basically CL_CampaignRun could advance time to a) next time interval (based on actual time progress setting) or b) first event that occurs in this time interval.

79
Feature Requests / Re: Alien using human weapons?
« on: September 12, 2008, 04:34:41 pm »
perhaps aliens don't have unlimited ressources of their own weapons?

80
Feature Requests / Re: Alien using human weapons?
« on: September 10, 2008, 08:15:22 pm »
why not? You are supposed to use alien weaponry in later game, so why should you prevent aliens from using human weaponry...

81
Feature Requests / Re: suggestion
« on: September 10, 2008, 08:10:57 pm »
where should new research options come from? If you have ideas, make proposals and these will be took into decision...
pick up loot after mission could be needed if plans for aircraft storage capacity will be implemented - you cannot take all if aircraft is full of stuff you took to the battlefield...
as I understood, storyline is open 'til now - I think it would be possible to let you play further after final missions - but would that be fun? no new research, no new enemies... only better soldiers...

82
Linux / Re: intro_sentence1.txt?!?
« on: September 01, 2008, 07:52:42 pm »
I assume that you checked out SVN trunk version.
"make lang" should be done in the main project directory, where configure is located.

You could also check this wiki page for another description how to compile language files.

83
Linux / Re: intro_sentence1.txt?!?
« on: August 30, 2008, 08:21:50 am »
did you do "make lang"? This is needed for language files.

84
Coding / Re: Double entries for XAW in production list
« on: August 29, 2008, 07:01:43 pm »
I think this could be the same reason for what I found in ufopaedia. Some weapons are described twice: in weapons_humans.ufo and weapons_multiplayer.ufo.
Perhaps this results in duplication.

85
Linux / Re: intro_sentence1.txt?!?
« on: August 29, 2008, 06:33:56 pm »
try to set game language in options
intro_sentence1 is a short placeholder, there should be content for every language

Pages: 1 ... 4 5 [6]