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Messages - Noordung

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16
Artwork / Re: Hyperion Class Armed Dropship
« on: July 29, 2016, 09:58:21 pm »
all models are in 0models.pk3 (models used in game) you can unzip it with winrar. probably some other program too. for those models that you want to redesign.

17
Artwork / Re: Potential breeder model
« on: July 29, 2016, 09:49:12 pm »
1024x1024 is quite enough. not even sure is game supports bigger textures. im pretty sure none of them in game are bigger.

18
Artwork / Re: Hyperion Class Armed Dropship
« on: July 29, 2016, 02:40:06 pm »
2x1 rma max. so its 16x8 titles. there are some half finished models. but i think its not possible to add new aircrafts to game. others will explain.
if you really want to make something good you can redesign that alien human dropship (sorry i forget its name) in such way its 2x2 rma and has 3 exits. 2 side and 1 back. also redesigning herakles in such way that cargo pod would be 2x1 rma wouldn't be bad either. if you can make it.
if you really want to redesigning some existing dropships and making them a bit smaller and nicer is always welcomed.

smaller ships mean more of other terrain in map so can map be more interesting. also having dropship in smaller maps.

i think making some civilian models like aircrafts/cars/trucks would be great if anyone would like to make new maps or improve some existing maps.

19
Artwork / Re: Potential breeder model
« on: July 29, 2016, 02:00:53 am »
lots of details that are modeled should be made with textures. and when you say it only needs textures - textures are harder than modeling. and maybe some animation...

i also suggest using low and high poly models and baking textures. i know you can do that in blender and since you are using it you could do it (lots of guides on youtube). would use less trits for models and would look great in end.

20
Tactics / Re: Detecting missions out of radar range
« on: March 01, 2016, 03:04:43 pm »
But i think terror mission are those from harvesters so maybe there is some chance to see them. Maybe only if you track harvester but not see it actually land. Also I think i saw that mission in 2.5 cant say if i saw it in 2.6.

I think getting mission outside your radar would be great for start of the game. Something like nation asks you for help.

21
Tactics / Re: Detecting missions out of radar range
« on: February 29, 2016, 11:31:17 am »
Some terror mission can be pop up far away from your radar detection.

22
Discussion / Re: Taman Homeworld
« on: February 16, 2016, 12:40:34 am »
probably special mission that you trigger like you trigger that rocket that hits carrier now. but yes its not going to happen any time soon. the best thing you can do is post your play videos around invite new people for more potential contributors to game.

23
Feature Requests / Re: Tazer Pistol
« on: February 14, 2016, 12:17:53 am »
well you can always use gas granades on civilians to stun them. last time i play it worked.

24
Discussion / Re: Windows 8.1
« on: November 30, 2015, 01:58:19 am »
this one than? if i run dedicated server... em how did i do that? i mean i started normal game... as far as i know... always run normal game...

25
Discussion / Re: Windows 8.1
« on: November 29, 2015, 05:16:16 pm »
this log? hope is the right one.

26
For workers I could imagine having something like that. Not so for scientists, because this would mess up the complete timeline and make the game even harder to balance.
if lets say scientist at 100% skill would have somewhere 10% bonus that would not be so much to balance. but it would make him more valuable.
also if there would be more different skills there should be a way to choose each scientist/worker so you know who is who. some names for scientists/workers would be fine too.

i think i read that there was something about suggesting some delay between buying and receiving bought items (weapons/ammo..) so it could be the same for workers. you get new worker only after few days you hire him.

27
This so-called taboo is garbage out of a bad reason and an easy excuse for not needing to implement and maintain battlescape saves. Something that's true for all parts of the code however. People will always find a way to cheat if they desire to anyway. In those roguelikes mentioned you just have to copy the savefile while the game is shut down and copy back after quit. In UFO:AI you can cheat in other ways already, such as saving immediately before playing a battle and retrying if it doesn't go well enough. Just in case the "retry" feature gets removed.
Moreover, the lack of battlescape saves make reproduction of battlescape bugs a nightmare and thus leads to instability.
Lastly, whenever maps are redone, they tend to grow larger than they had been. Thus the time needed to play maps has increased over the years. At some point UFO:AI becomes unplayable without battlescape saves. This was not thought of at the time this so-called taboo was instantiated I presume.
actually there was very big map with a house and all walls around house in 2.4 never saw that map after 2.4 only part where there is house with basement and helipad exists. that map got smaller, but it still takes a lot of time. while i would actually like to see battlescape save also beter AI would solve long battlescape play. AI that would find you better like they do now.

28
Discussion / Re: Windows 8.1
« on: October 13, 2015, 09:41:44 pm »
What log do you mean? I cant open console after game becomes unresponsive.

29
Discussion / Re: Windows 8.1
« on: October 11, 2015, 03:16:25 pm »
yes. game just froze after the loading bar come to 100%. i will check log later. only tried 2 times...

30
Discussion / Windows 8.1
« on: October 10, 2015, 09:04:27 pm »
Anyone playing last version 2.6 in win 8.1? Maybe its just one game as i didnt do much testing but just started new game and can go in to mission. Only did one mission on auto but cant play it. Cant remember when i played game last time and if it was in win 8.1 or maybe problem with latest version only?

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