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Messages - Quizer

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31
So scripts with those curly brackets (I forget what they're called) are bad? Okay, I'll keep a look out for those... everything in aircraftmanagement.ufo is still done with curly brackets, for example. I'll go post that, then.

32
Yes, I looked at that link. I downloaded a full installer on the 19th and had this bug happen to me. Was the fix done on the 15th, but not included in the installer for some reason? (I don't tag my bug reports / posts with the version number including day for shits and giggles. I've always used full installers so far. If I start using binaries, I'll have to post dates for both.)

33
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 22, 2013, 02:55:13 pm »
Nope, you can't eject ammo in the battlescape (that I know of). You can only reload, which destroys the old ammo clip even if it wasn't used up fully. This would have to change.

EDIT: I've thrown up a suggestion to that effect on the feature request tracker.

34
TU is a vital statistic - everyone who has actually played a battle instead of clicking 'auto mission' would probably agree. And yet there is currently no way to see how many TUs your soldier gets per turn until you actually take him/her into battle. I suggest making TUs visible in the personnel / equip screens.

Alternatively, you could make the mouseover in the equip screen more elaborate - show total TUs there and then break down how the game arrived at that number: base TUs, bonus from speed, bonus/penalty from encumbrance/whatever else is applicable.

If the latter solution is preferred, I'd still like to be able to see the TUs a new hireling will get with his speed stat, but that could be done via mouseover on the speed stat.

(Should I just continue cross-posting bugs and improvement ideas straight to the trackers, or I should I wait for them to be vetted here first? What about really minor things, like the suggestion to call 'Reloading time' on aircraft weapons 'Fire rate' or something to that effect? (To me, it was not clear what 'Reloading time' meant until I realized that reloading weapons at a base doesn't actually take any time at all...))


Quizer

35
Feature Requests / Re: Alien bullets/Armor piercing rounds
« on: January 22, 2013, 02:32:08 pm »
Can you also eject (possibly partially used) clips in the battlescape? I feel that especially the grenade launcher, with its flechette ammo which has completely different applications than the arc-firing grenades, would be far more useful if you could eject partially used ammo, then put it back in later. (Dunno if that's already in the game, but if so, I don't know how to do it.)

On the whole, I would welcome being able to choose different ammunition for many of the standard human weapons, and being able to research better bullets made from alien materials makes sense to me. However, to make full tactical use of that would require being able to unload clips in the battlescape. (Though monomolecular bullets probably won't be forthcoming, since those materials have to be curved... hm... spiral-drill-shaped bullets? xD)

36
When doing a left click, the moment when the mouse button released is the one that should count. At the moment, this is true for the time UI actions are executed, but not for the click location. If you click somewhere, drag the mouse over another UI element and release it, it will execute the first element. I feel it should execute the second element instead so it becomes possible to correct yourself if you misclick, or at the very least cancel the action.

I was also going to suggest left-click then right-click without releasing to cancel actions, but it seems this is already implemented (though I have not checked everywhere).

I've posted this to the feature request tracker, but if others feel differently about this issue, feel free to chime in.

37
To disable these maps in your campaign, first create a backup copy of /base/ufos/maps.ufo and store it somewhere you will remember. Then open the file in its original location. Locate the mapdef involved (search for text that says mansion or urban periphery). mansion_huge mapdef looks like this:

 mapdef mansion_huge
 {
    map            "+mansion"
    param         "huge"
    description      "_Mansion"
    maxaliens      19
    multiplayer      true
    teams         4

Under multiplayer true, add a parameter: campaign false.

 mapdef mansion_huge
 {
    map            "+mansion"
    param         "huge"
    description      "_Mansion"
    maxaliens      19
    multiplayer      true
    campaign      false
    teams         4

Note that one map may have several mapdefs, so you'll need to look for more than one for each problem map. They should be listed one after the other though, to make them easy to find.
Does the order of the parameters matter?

38
I don't even know what XVI is... I guess I should progress further in the campaign first. ;D

39
What is the label field for? Can everyone see what I put there, or is that just for myself?

Oh, and is there a one-click way to get back to the list of bugs / feature requests from 'inside' one?

40
Yeah, you wouldn't know when the first base is built, but the hypothetical mail could be triggered by finding the first base. I was just worrying that the player wouldn't know that aircraft can find bases. But if the information that supply ships establish bases is in the supply UFO research article, that's okay, too.

Nations find bases, too? That's useful, I guess. How high is the chance for a nation to discover a base - high enough to rely on it?

41
Is there an info mail about alien bases around the time when they start appearing, so you know you have to send out aircraft to search for them? (I've never gotten this far in the game so far.)

42
Okay... I added this to the feature request tracker, with a suggestion to make time intervals scriptable.

43
Posted it. I'd still be happy if my question about the color settings being in the script files was answered, though.

44
Okay, I posted this on the bug tracker, since it seems to have gone unnoticed for some reason.

By the way, is there a way to post part of an ufoconsole.log on there with a scroll bar, so the screen doesn't go on forever?

45
Okay, I posted this on the bug tracker.

By the way, am I the owner if I create the ticket? Or should I just leave that field blank?

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