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Messages - Another Guy

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31
Tactics / Re: Alien interceptor
« on: July 10, 2009, 01:40:50 pm »
Currently, the only way to shoot down an harverster with a single interceptor is to load ur stingray with aerial lasers (not because it has good damage, but simply because it does not run out of ammo), since stingray can take quite a beating as well. Alien plating helps here to ensure stingray survival.

Keep in mind that UFOs should get a lot nastier when they actually get to use PBW (when it's working, that is), because according to console aliens use sparrowhawk missiles so far.

32
Feature Requests / Re: Production time
« on: July 10, 2009, 01:21:31 pm »
Aye. This code is called once per hour as expected. This is fine, and expected, which is why I said you could waste engineer's time via retooling for the next queue item.

Second, if you ask to produce only 1 item, only one will be produced. This is handled by the if statement for if the amount you are producing reaches 0 or less. (Less is probably a safety for sanity reasons). When there are 0 items requested to be produced, the rest of the production never happens, and you are not charged for the rest of it.

Thus, both of your situations are correctly handled. Thank you for your concerns.

Edit: I'd like this tested before we make a patch of it, but even if we do, we can do a merge patch.. I'm not sure exactly what's it's called, but it basically transfers the differences between 2.2.1 and my code, and applies the differences to whatever version you want to. I know Tortoise CVS (for example) can do this fine. I mention this product since it has been mentioned a few times on this board as well.

Nice work. I haven't actually found cl_produce.c to be the file that handles it at the time I posted it. Ur solution seems very good. Way to go.
Maybe adding it up up geever one (in case there is still an excedding time on the end of hour after producing all the itens requested, that could carry on for the next item in queue) would make production system perfect. I'd still would have to figure it all how to do it (haven't actually looked into the file yet).

Cheers!

33
Discussion / Re: New soldier stat increase system
« on: July 09, 2009, 10:42:31 pm »
recruits aren't going to change in quality...   already recruiting the best of the best.   this gives you a diffrent method to get them up to speed that will scale with the game.  and it is both realistic and reasonable.   Units teach themselves.  somebody does something well so he gets called on to teach it to others...

can make it as complicated or simple as you like.  or even code it in stages getting more complex

a.poll existing soldier skills to create "ghost" instructor whos stats are equal to the best in each catageoy found in all your soldiers... and improve all skills according to the scale i mentioned.  the bigger the difffernce the better the bonus.  the closer student gets to instructor the slower the gains.

b. pick 1 soldier to teach at a time...  can use all his stats and do general instruction with tiny bonuses to everthing or just pick one stat and do fucused instruction.  this mon we are teaching assault,  next month we will be breaking out the heavy weapons...  in which case the improvements would be greater but limited to 1 stat.

c. heck you could also assign every recruit their own mentor...   but thats probably more complicated then it needs to be. and way more coding then is needed....


i do like option B

The simpler, the better. Assigning instructors would add unecessary codes and unecessary micromanagement. But i liked idea "a" very much. Very simple, and will work well at any stage of the game at any dificulty, and still give player an extra incentive to keep specialist veterans alive (better training for rokies). Awesome!

34
Discussion / Re: Homepage - CSS issue
« on: July 09, 2009, 08:00:36 pm »
I've just downloaded FF 3.5 (2009-06-30). On known issues (from the release notes page), they recomend also using text-rendering: optimizeLegibility everytime u use :hover on fonts smaler than 20 pixels for sites that use online font support.
Maybe this helps.

Edit: This FF glitch is adressed here and has a fixed status (2009-07-01). Will probably be patched on next update for FF 3.5.

35
Discussion / Re: New soldier stat increase system
« on: July 09, 2009, 07:53:04 pm »
Odie: Yep, thats the idea, with the exception that that the gradiant should be readjusted each month so it is still usable on late game for new recruits.

Philroi: Nice idea as well. Mechanics described seems very similar to Battlescared idea, but applied to training labs instead of recruiting mechanics. May be easier to implement and more reliable than my own. Since training lab system is not designed yet, now is the time for sux complex ideas. Cheers!

36
Discussion / Re: New soldier stat increase system
« on: July 09, 2009, 07:36:11 am »
I meant #2. Too lazy to add it to wiki, I'll just post here:

My sugestion is just that training gets very fast xp at the beggining and then start to get slower and slower xp increase until almost nothing. The rate that it slows down should be adjusted by how many months of gameplay has passed, to adjust for the progress of the game. That would raise rookies fast to almost veterans levels at any point of the game. ofc, real veteran survivors should be always better than trained rookies to reward survival.
The wiki text as it is written now can pass on the wrong idea. That facility should cost good money, ofc. But should never be a "skill shop".

37
It actually seems to acumulate from batlescape to batlescape. If u retry a mission like 15 times, then on next map (if u leave the program running) then some more on next, then a few retries on third map should do the crash instead of many retrys on same one.

38
Discussion / Re: New soldier stat increase system
« on: July 09, 2009, 06:17:52 am »
Well, just my 2 cents...
Anyway, I think there is a plan for a training facility in the future. Maybe rokies could train faster than veterans, balancing veteran loss (but never as good as a veteran).

39
Feature Requests / Production time
« on: July 09, 2009, 12:07:15 am »
I propose the way production happens change to suport large engineer groups in a base.

The way production happens today, if *produt required engineer hours < available engineerson that base*, then the exeding engineer hours is wasted. Max production per hour is one unit.

eg. Assuming one item require 1 engineer hour to produce and u have 100 engineers on the base (with apropriate workshop space), one would expect that over one hour 100 itens would be produced. The way it is handled today, only one item is produced every hour, so it would take 100 hours, wasting the work time of 99 engineers.

If production output gets calculated every 1/10000 hour intead of every hour (prodution would have to support fractions) this could be solved. I propose such large fraction to support any given situation and calculations not involving products of 10 engineer hours (eg. 273 engineer hours with 34 engineers). Maybe even larger (1/100k, 1/1kk...).

40
Discussion / Re: New soldier stat increase system
« on: July 08, 2009, 11:07:57 pm »
One possibility to offsetting the loss of a quality player would be to make new recruits start with higher stats as the game progresses, maybe an average of your best 10 guys or something.  Even tie it to the difficulty level, with easier modes using few people while harder modes would use more people to keep values lower.  Example:

Hard  - averages 50 best players.  The recruit pool is watered down by lower stat base-watchers.
Medium - averages 20 best players.  New recruits would be based mostly on your best two teams.
Easy - averages 10 best players.  New recruits would be based mostly on your best team.

Or something to that effect.  This mainly kicks in in end game and offsets the penalty you encounter when you lose a high quality player and sets it up to bring a new recruit up to speed faster.  Having terrible soldiers to recruit from only tends to encourage save/reload.  I've always felt this was appropriate in a game like this because those soldiers in the recruit pool represent the troops, which will also get better as the war progresses and everyone learns how to battle the enemy, not just the few elite teams going into direct conflict.  The ground troops will also learn more about them as our knowledge filters down to them.  At least by my theory.

I also don't mean exactly the same as the team members you've lost; there should be some penalty for losing a member and that adds to the challenge.  Some percentage would be required of the average.  Doesn't have to be complicated, just balanced enough so that the new recruits are not as good as your best.

And sorry if this sidetracks the thread.  Just an idea that's indirectly related to the stat system in general.

Very nice Idea!!! I totally agree with that.

Obs: I prefer Bettlescared idea, but this would lead to a complete reformulation of the actual new soldier stats generation. Alternatively we could add a fixed (Min=x, Max=y constant) experience to every stats multiplied by the game month to new soldiers (eg. 10th month of the game, new soldiers would get the month experience constant multiplied by 10).
This would require some testing to ensure recruits would never be generated better than a veteran soldier, but enough so that veteran soldier deaths don't have a huge impact on the game (causing to simply load game).

Again not as guaranteed and balanced as the average of ur top solders minus a constant percentage. Just less coding work.

41
Bugs prior to release 2.3 / Re: Can't start map
« on: July 08, 2009, 10:55:07 pm »
Oh, got it. was using regular complie (faster). Recompiled to debug one.

42
Bugs prior to release 2.3 / Electro lasers
« on: July 08, 2009, 07:50:42 pm »
Not sure if it is a bug. Maybe it is intended and I got the wrong idea.

In case Electro lasers are intended to stun the targets, then it is certanly bugged. I went on a mission against 6 aliens with 8 soldiers. 4 of them droped their lethal weapons and used only the electro lasers they had on their backpack to take down 3 aliens (no other weapon hits). Each alien took about ~7 electro laser hits before going down. The other 3 aliens were killed with regular lethal weapons. On victory screen, game stated all 6 aliens as dead. Dunno if it matters, but I was playing on very hard campaing.

Obs: R25053

43
I got that too once on R25053. Not reproduceble though. I started game again, did same thing on inventory and didn't get the crash. Maybe it has to do with memory issues. Same thing as starting a battlescape and keep hitting retry untill program crashes because of memory issues. Aparently, program does not clean memory that it doesn't use anymore. Just keep taking more and more memory untill it crashes eventually.

Edit: mutton has already stated this battlescape memory issue on another topic. Not sure if it is in fact related to the inventory issue, but it is worth to check it out.

44
Bugs prior to release 2.3 / Re: Reload and reaction fire
« on: July 08, 2009, 07:26:50 pm »
Hmm, changing reaction fire option shouldn't take any TU...

-geever

Changing reaction fire do not take any TU. However, u can't change it if u r out of TU for it. Lets say that u had 23 TU. Reaction fire is set to reserve 14 TU for one shot. Reloading takes 12 TU. U reload and end up with 11 TU. U can't then change reaction fire to no reservation to use that remaining 11 TU.

But main bug is: If TU r reserved, u shouldn't be allowed to reload at all. At least untill u set reaction fire to no reservation so u have enough (not reserved) TU for it.

45
Bugs prior to release 2.3 / Re: UFO model on geoscape
« on: July 08, 2009, 06:55:43 am »
It still happens as of R25053.

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