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Messages - Wolls

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76
Design / Re: What is the general "2084 life on earth" model under UFOAI?
« on: December 11, 2012, 10:15:14 pm »
I suffered for the famous text missing because I use the 2.4 on a french language computer :) I didn't take the time to try to fix it. I should think about it in the future.

  Have you checked the Wiki? It has the english source and a bunch of language options.  http://ufoai.org/wiki/List_of_msgid

77
Bugs in stable version (2.5) / Re: Soldier stuck in map...
« on: December 11, 2012, 10:03:42 pm »
  Normally its the monomolecular knife in primary hand and a flashbang in the off-hand but a lot of times the off hand is empty (weight issue or used it).  When I tried on skirmish, it was just a knife in primary.

78
Feature Requests / Re: Lines of sight
« on: December 11, 2012, 09:57:37 pm »
  The only use for a system like this that I can see, is knowing where the aliens are in relation to your selected soldier.  The problem with see/no see and shoot/can't shoot is that it doesn't take into account civilians, another soldier, splash damages, throughwall like from rifle and even aiming.  (It pretty much aims for the centre of a square, these squares are kinda large and result in big changes of angle.  The only way to get a smaller angle is to aim behind your target, and sometimes you can make a shot when normally it says you couldn't.) 

  Unless its going to take into account all of these things I'm still going to end up doing it myself so I don't see it saving a lot of time.

79
Bugs in stable version (2.5) / Soldier stuck in map...
« on: December 11, 2012, 09:42:59 pm »
  On map frozen landscape (ice) there's an ugly scar feature with an ice bridge, if you step off into the skinny side you get stuck.  There are two ice bridges (the solid one has fatter exits so no problem), the raised one you can see under is the one I mean.


  Also, does the RF for the knives just not work?  I swear there were times during the campaign with the Monomolecular Knife when I had either function (stab/throw) engaged and nothing; so I tried to get a RF stab/throw in skirmish mode with the combat knife, monomolecular knife and kerrblade(just the single stab function)  and it was a no go there too.

80
Discussion / Re: Different Time
« on: December 01, 2012, 06:59:43 pm »
Hello!
  You might consider the differences in distance.  From the UFO Yards to the base where you are dismantling the UFO.  The longer (or farther) the distance between UFO Yard and the Base with tecs, the more time its going to take.
  So from the same Yard, if two bases with same amount of tecs are unequal in distance, the farther base will take more time.

  Not sure if this is what you meant though.

81
Discussion / Re: Again on reaction fire
« on: December 01, 2012, 06:52:16 pm »
  The only time I've seen the Aliens toss a plasma grenade was my first time on the Dam map, my soldiers all grew beards (even the females) in the time it took me to cross.  I'm still not sure if the aliens ran out of ammo, or were so thankful ( it was a hot day and my snipers were fanning them from across the map ), but one threw down its weapon and ran, when I finally closed it appeared in a doorway and tried to toss a plasma at me.   The grenade hit the door frame and blew up the tossee.

  It would really make sense that a person with RF engaged, watching an area would benefit from a critical hit.  I'm leery of the aliens stats though, if they get critical RF hits I am going to develop some serious 'avoidance' issues.

  On flash bangs, it would be nice if there was some kinda indication of whether or not you hit or failed to hit the alien with the splash radius.  The stun rod and tazer (and gas grenade?) use 'stun' damage, while the flash bang uses 'shock' (I think..heeh).  So there's no animation for the damage type.  Seeing as its my number one move to disable alien RF, its me hawk-eying my flash lobs and counting squares.. usually I toss 2.. if I'm unsure (and I think I am).  Better then thinking, well maybe and getting blasted (to death).

82
  Okay so there's the Armour Protection and there is Armour Rating, which are (I think) the numbers you would see if you were looking at Armour from in game (which are the ones you were seeing?).  The Armour Ratings don't include any damage weights (light medium etc..) just the damage type (normal laser plasma etc..).  And you are right, for particle beam its zero across the board.

  To be honest, I don't know why the difference, or what effect it plays out in game.  I noticed it, but not understanding, I conveniently ignored it.  (IE I tried to figure out how my game experience matched with all of the Armour values, but couldn't figure out how the Armour ratings would be included, if I treated it in the same manner as Armour protection and alien resistance, I shouldn't be killing aliens at all.)   :'(

83
Hello all,

I open here a discussion on a subject i think very crucial at long term. I read a lot of considerations about equiping aliens with psyionic technology. My first reaction is, it is too easy because the initial postulate at UFO is that aliens are just some kind of warriors. They dont pay too much attention on manipulating minds or so on, they come armoured and with things that hurts (eventually just kerblade) or hideous pets (spiders...). In this case I find no sense to melt this sense of fighting with psyionic stuff. One other way to say that is to put the things further : if they could psyionize people, why damn dont they use this capability to controle earth countries governements and avoid alien losses?
as an example of a purer psionic alien attack this makes echoes in my mind of Mr. Grey from Dreamcatcher.

  I was trying to think of some poison/venom applications, like for the bloodspider while attacking they might inject a necrotic or venomous neurotoxin that would be used to further damage/incapacitate human prey. Of course this may introduce some unwanted redundacy, a Psionic version would be something like 'enervation' but there are other options.

  From a more practical POV, given that human bodies aren't meant for disassembly (don't know if its scientific, but thats my view :) ) it seems likely that the blood/muscle tissue/grisely bits might at some point 'clog' or interfere with the Bloodspiders ability to rend. So perhaps an Alien synthetic or Biological(bacterial?) agent is employed that quickly breaks down organic matter, allowing the bloodspider to efficiently go about business.  Note: This would apply only to the Combat class, the standard version has its own mission.

84
Discussion / Re: Again on reaction fire
« on: November 30, 2012, 11:07:00 pm »
Disclaimer: I don't know if its possible to implement a more realistic RF without destroying the gameplay, but here are some cloud castles-

 RE: Reaction Fire / once more unto the breach

Consider Offensive Issue
'So my soldier is basically on guard, scanning for movements in front of him; this means that he should be ready to fire.' - Xeinar
'... reaction should preceed the last triggering action.' - nanomage
'Range is an issue.' - Telok
'.. give UFOAI RF more sense, and make it more captivating.' - krilain

Consider Defensive Issue
"... excessively defensive tactics. By giving the inert unit a shoot-first advantage in all encounters, you increase the incentive to camp your soldiers in a defensive place and you decrease the incentive to make contact with the enemy." - H-Hour

- Premise:  Instant RF (Of some Form)
   Argument: ..but this favours a defensive camping tactic.


- Give each soldier a limited Instant RF Pool from which to draw from, X amount of shots. Any shot, any TU cost. Once depleted normal RF rules apply (Cheap SHOT!)
     If a person wanted to they could just camp and 'save', using their RF pool that way, doesn't address defensive issue.

- Allow unlimited IRF pool, but access to pool is retricted to first X turns (GUNG HO!)
   Promotes aggressive activity; In that sitting and waiting essentially wastes IRF opportunity
   More tactical players will feel like they are being rushed into combat
   Once IRF pool is closed, how jaring will the the diff be? Intense firefight-BAM!>-BAM!>-BAM!>-BAM!>----BAM!>----BAM!>Everything slows down       and stays that way for rest of battle
   Certain maps/spawn points, itll take longer to engage enemy as first few turns are moving will feel like play is penalized/lose IRF time

- Option to enable TEAM REACTION FIRE, IRF mode that lasts 1 turn.  Either one per mission, or rule: Cannot be used in X consecutive turns (X       turns = recharge time)
   Players get to choose 'When', making it a more viable offensive tool (it is easier to determine when you start attack vs when alien will start attack         you)
   Feels like a party buff, sounds llike a party buff, does this game have party buffs??

And See also,
- H-Hours Plan 'I hope eventually we will have some kind of "focus" mechanism that might, for instance, allow me to spend extra TUs to designate a small area of "focus". The soldier would then gain an advantage in response time when sighting an enemy in that area, but may lose the ability to see or respond to targets quickly outside of that area.'
------------------
------------------
'Side note: this was supposed to be one of the roles the Shotguns play, but I can see now that the 10 TU firemode undermines this and so I will probably reduce it).'  H-Hour
   That would be cool, and thanks for the clarification re: Taman sub classes.

until you do something stupid like attack.

 :o...so there are at least 2 reasons to stop picturing my soldiers semi-clad with red bandana's wrapped around flowing locks...  ???

85
Also I was just now getting power armor in use in my current game & the aliens now seem almost exclusively armed w/ particle guns but shouldn't the power armor offer some protection from this weapon type based on what the description says about it?

I don't have a game this advanced, but from the ufos:

PARTICLE BEAM PISTOL
  damage 1 Shot "70 10"
    dmgweight "particlebeam_light"
PARTICLE BEAM RIFLE
  Snap Shot/Aimed = damage 1 Shot "110 10"  dmgweight "particlebeam_medium"
  "_3-Round Burst" = 3 Shots @ "110 10"
PARTICLE BEAM CANNON
  Snap/Aimed = Damage "150 30" dmgweight "particlebeam_heavy"
  "_4-Round Burst" = 4 Shots @  "150 30"
  "_Unrestricted Blast" = 1 Shot spldmg "250 50" with splrad 3 : dmgweight "particlebeam_heavy"

vs
Power Armour (Protection)
  Particle Beam Light = 30
  Particle Beam Medium = 40
  Particle Beam Heavy = 50

 So yes, you are getting protection. (combat armour has zero for all 3 damage weights)

EDIT: Oh, I think it goes something like (Weapon Damage - (Armour Protection + Resistance)) *Shots    Note that Aliens have Resistances to weapon damage types.

86
Discussion / Re: Feedback and impressions after 1 campaign
« on: November 28, 2012, 08:42:36 pm »
Umm, wow, some thread (still reading..) but in regards to SPEED and TU's, specifically actions cost:

  As I understand the game's battlescape theory, as is, is centered on the small group tactics.  Its a short intense firefight basically broken up into times units (TU's).  I think a part of that, the sense of an elite group working in tandem to engage and neutralize the alien epidemic is dependent on them moving at the same speed.  I mean take light vs heavy, 42 TUs and 18 TU's for the other, in gameplay both move at the same speed (more TU's but one is not moving any quicker then the other guy).

  That is both soldiers take the same amount of TU's to achieve similar results, this helps maintain the battlescape theory of moving in-step.  (The difference of TUs is that the 42 TUs soldier is active the entire turn while the 18 TU soldier is burdened under load and the cost of 'keeping in-step' is spending the other 24 TU inactive, presumably huffing puffing and casting murderous looks at his/her fleeter comrades).

  One of the biggest advantages/surprises of having all units move in-step is that it highlights (dramatically) the new Wounds system.  Where the cost of TU's can and does go up, based on severity of injuries.. it really makes the impression of 'whoa, this guy is hurt and can really no longer keep up' add the fact that he/she is suffering 'bleeding' damage and you notice that. 

If you start messing with TU cost too much, on an individual level you would notice 'used to be this but now its this' however, on a group level I would worry about the wounded being lost 'there are slower non-hurt guys and the hurt ones can keep up / move at the same pace with them' its a mitigation/ diffusing of the overall tactical effect/price of having a wounded soldier in the first place, its the only time you really feel like a soldier is out of step.
  Not sure if I'm making sense but in 2.4 you really DIDN'T care about getting hit and in 2.5dev you REALLY DO, I'd hate to lose this.


87
Discussion / Re: Again on reaction fire
« on: November 28, 2012, 07:56:03 pm »
  The idea that you can set reaction fire and just 'sit' is one that the aliens seem to use, this perhaps creates the impression of reaction fire favouring the aliens.  And to a certain extent I agree, however this is almost the only 'tactic' the aliens take any advantage of.. so just in terms of keeping your troops from entirely running them over (and making the game no fun) it has a place.
  On the human side there are so many advantages/tactics that the aliens don't employ (or employ poorly): wide array of weapons and tech (the aliens have one tech line), true sniper weapons (with through-wall capability), the use of 'area of effect' weapons  in the form of splash radius/splash damage in close(grenades), mid(grenade launcher), long (rocket launcher), a cohesive 'group' attack with true support (medikits to using suppressive fire to human RF)....
  But specifically in terms of reaction fire, I can attack this numerous way(ways the aliens won't); directly by using flash bang grenades to disable alien RF, indirectly by using smoke grenades to obscure alien lines of sight or even using incendiary to discourage aliens from taking certain positions** or at least softening them up if they do.  Even avoiding it, walking around to attack from the side or coming in from the back.. (most time on spotting you IN their turn, the aliens either shoot and stop or just stop..)
  I mean you consider that the majority of the missions are urban/guerrilla warfare and your opponent has the tactical intelligence of a newt (augmented by the alien tech being kick-arse + supa high stats so their tech in their hands is even more kick-arse) then gameplay / balance is has to be considered.  IE I havn't played multiplayer, but there a truly robust RF system would work, both sides are fully capable of employing/exploiting tactics.. trying to take that robust RF and just dropping it into the campaign??? I pity the fool.

  I ramble but, some Q's: **When the Alien takes it turn does it account whether the player has RF engaged? Enough that it discourages them from entering LOS??        Also with the light and heavy sub types for aliens, does that 'help' with the aliens taking full advantage of the alien weapons? So even if they rely entirely on primary, you can at least switch the primary in each sub class.. or um.. ???

88
Discussion / Re: Again on reaction fire
« on: November 27, 2012, 05:51:45 pm »
I disagree that raw speed should determine the proficiency in reaction fire. Maybe speed can be used to adjust this value a bit, but I think that would be unreasonable: after all, we've already taken speed into account when we calculated units' total TU's, haven't we?

I would say the Weights system has really boosted the utility of the Strength stat, pretty much nixing and surpassing what small effect the Speed stat had, at least as far as your speed effects TU.  Changing your weight encumbrance(the 3 weight classes) has a much more drastic effect....
So with Speed, Up to 91 points per mission :             Speed Skill and TU by encumbrance modifier:

1000exp = Up 3.98   @91-->11 Missions       //Skill 15-->42 @ 1   -->29.4 @0.7   -->16.8 @0.4
2000exp = Up 6.03   @91-->22 Missions       //Skill 20-->43          -->30.1            -->17.2
4645exp = Up 10      @91-->52 Missions       //Skill 25-->44          -->30.8            -->17.6
   Half @45.5-->103 Missions                       //Skill 30-->45           -->31.5            -->18
                                                                  //Skill 35-->46           -->32.2            -->18.4   
 Note: I looked in my stats.txt, with the last 52 instances(little over 6 missions) I saw an average of @41.4exp-->113 Missions

So your Speed will at most go up 10 levels, which means your actual TU will only go up by 2 while light, 1.4 while encumbered and 0.8 under penalty from your starting Speed Stat. Joi?? 
I'd like to see Speed to have a greater effect on gameplay then that.  Also my own 2 cents, in most games crouching is considered stealthy, walking somewhat, and shooting announces here I am.. here its like there's a 4 piece band following me around :o
That said, as is, I kinda like the simplicity of reaction fire.

89
Bugs in stable version (2.5) / Re: Inventory Assertion Fail
« on: November 22, 2012, 08:41:18 pm »
the other files:

90
Bugs in stable version (2.5) / Inventory Assertion Fail
« on: November 22, 2012, 08:39:52 pm »
   There appears to be a glitch with the Electromagnetic Rifle Magazine which allows you to stack them improperly (See:  screen caps One through Three).  At Three, the game (if you load a save or entering of mission) will reset the overlapping Mag back to screen One in the soldier inventory.  But if you force it (take away all other available space) as in screen Four, then attempt to enter a mission or load a save you get the assertion pop-up (something like)--->

Window Pop-Up:

Assertion Failed!
Program: C:\blahblah\ufo.exe
File: src/game/inventory.cpp
Line: 112

Expression: checkedTo


You have options to Abort, Retry (debug - JIT must be enabled) or just ignore.  If you ignore (Screen 5) the items just overlap.
   * - Attempting to Retry (w/o JIT) will result a crash (crashdump)

   I've tried this other items but the Electro Mag is the only one that seems to allow this (although I didn't check them all).  Ufoconsole is a new start/attempt to load (much smaller) and the save which forces it.

::UFO: Alien Invasion 2.5-dev IA-32 Nov 22 2012 DEBUG build 1353542701::

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