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Messages - Wolls

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61
User modifications / Re: Desktop Shortcut
« on: January 23, 2013, 06:07:57 am »
 :)   Ah, great!
  Thank you to all of you.   :)

I timed it, 82 seconds to load! (At least the music kicks in at around 12 seconds... so only 70 seconds of staring at a blank screen!!)

62
User modifications / Desktop Shortcut
« on: January 22, 2013, 10:22:07 pm »
Is there any kind of command parameter one could add after ufo.exe that would load an existing mod? (within the main/mods/ directory)

It feels kinda silly, loading the base (main) first then having to activate the mod, load again.. when I could just put the mod changes into the base dir, and only load once. (I have an older/mucho slow com and I swear this double loading is killing me)

I really like the separation of the mods folder, its much cleaner, just looking for a way to pre-load it. (and save some time   :D)

63
Bugs in stable version (2.5) / Re: geoscape time control unresponsive
« on: January 11, 2013, 12:48:29 am »
Its relative to how quickly you're speeding up time isn't it?
  At 20 mins or 1hr the geoscape feels pretty responsive with radar picking up new UFO then sending out an interceptor.. whenever I go higher then that, I start to get the initial delay (right after sending out interceptor)..   I sorta just chalked it up to the game keeping things in sync plus an older com.

64
User modifications / Re: Where are the radar specs hiding?
« on: January 11, 2013, 12:09:17 am »
AFAIK in 2.5-Dev.. you can simply change the installation.ufo (in the ...\base\0ufos.pk3) to change the radar value.. like from 8 to 18

Also in the 0ufos.pk3, aircraftmanagement.ufo has the craft and SAM radar values..

66
Coding / Re: Formula for TU penalty
« on: January 10, 2013, 06:54:07 pm »
exploiting the system is certainly possible.

I tried this, dropping 2 items to get light status, next turn picking up and I went from originally having 31 TU to having 36 TU. (43 as light, cost me 7 to pick up gun and ammo, would have done better if I only had to drop/pick up gun).

If you have to drop many and pick it all up you would eventually drop below original TU, depending where they go maybe a max of 3??.  Of course depending what armour you wear, this could be hard.  I mean nano at 9kg, req at least a strength value of um.. 45? (In order to get to 20% weight, seeing as you can't drop armour).. I was wearing Combat so a base of 35 (doable)..

67
The 3tu is perhaps more reflective of the accuracy bonus you receive for rifles then just the movement time (it takes to crouch).

68
You get multiple wound icons if you have multiple wounds and they change colour when treated.  Its just that usually if you take that amount of damage from an alien weapon you're dead.

69
Discussion / Re: Game mechanics lookup?
« on: December 26, 2012, 10:14:34 pm »
By the way, is there a way to check how many fatal wounds an alien has? I'd like to be able to make sure a partially stunned, partially injured alien I want to capture doesn't bleed out without wasting excess medikit charges.

 If you pull up the console  umm Shift+Esc , it shows the exact amount of bleed damage you are taking at the beginning of your turn,  I think it shows for the aliens as well, but I'm not sure.

70
Discussion / Re: New encumbrance/TU system
« on: December 26, 2012, 10:05:36 pm »
Quote:
Where ENCUMBRANCE_MODIFIER is 1 for 'bonus' stage, 0.7 for 'normal' stage and 0.4 for 'penalty' stage.

So, well there are three encumbrance stages there are really only two relevant classes.  Bonus and normal.

Bonus <--- Normal ---> Penalty

Accepting normal stage as starting point the encumbrance system actually increases the number of TUs.


The weights of weapons and armours were all recently balanced with the normal stage in mind.  That is, your average soldier can equip the heaviest armours and weapons, when and as you get access to them (presuming stat growth as game progresses).  So game-wise, there is no reason to enter the third stage.  Sure, there's allowance for three classes and hopefully beyond 2.5 dev, there will be 3 classes but ATM the first two are the only functional ones.

I think the latter solution in particular would be great.
Does this particular include any particulars?  ;D

71
Discussion / Re: Can‘t research „Live Alien“ in 2.5 dev
« on: December 13, 2012, 11:40:57 pm »
  So from your save, I used double stun and brought back another alien, but no Live Alien pop-up..  so I tried again, this time I dropped the Plasma Pistol and used the double stun, and brought back another alien but still no Live Alien option.  So I unequipped the pistol and used the Stun Rod in main hand.. but I shot stunned the last alien so I don't know if it would have worked any differently.. or maybe the double stun just doesn't work.. I honestly don't know but either way - the shot stun does.

  With your guys just single stun the alien, then shoot em with any weapon, instead of just dying they go down stunned. (There is a chance that it will die on you from the bleed damage, but you can use the First Aid on it if you must.)  When you bring one back this way the research option will come up.

EDIT:  Oh, and as a side note after the research option comes up.. even if you kill all the aliens in the base you can still research Live Alien.. which seems kinda contradictory ..

72
Discussion / Re: Plasma Blaster
« on: December 13, 2012, 05:51:34 pm »
  Heh, I used to enjoy playing a game of chicken employing a calculated risk/reward formula whenever I saw Blasters coming.  But now I routinely get nailed at the 14-15 ranges.. lOl   Its much better then before, although its still amusing when they snipe me with that 3 round Burst.  :P

73
Bugs in stable version (2.5) / Re: Map Fails to Load
« on: December 13, 2012, 05:15:25 pm »
Yep, got todays build, works fine.  Thanks again.

74
Bugs in stable version (2.5) / Map Fails to Load
« on: December 12, 2012, 10:19:58 pm »
Dec 12 Build

  Twas an Alien landing in East Asian Village, loads black screen.  I think this is a known bug, tracker says it's closed?

http://sourceforge.net/p/ufoai/bugs/3290/

75
Bugs in stable version (2.5) / Re: Soldier stuck in map...
« on: December 12, 2012, 10:10:08 pm »
No problem.   ;D

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