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Messages - Borsti67

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User modifications / Re: More WEAPNZ
« on: May 29, 2010, 09:18:14 pm »
hey, this was meant as a joke ;) - in fact I think a weapon like the BFG would not be better than the blaster bomb which was already said to be too powerful.

User modifications / Re: More WEAPNZ
« on: May 28, 2010, 09:13:26 pm »
no BFG 9000? ;D

Artwork / Re: New Models from Arthur
« on: May 23, 2010, 11:18:55 am »
Scary. Great!

Discussion / Re: Equip soldiers improvement
« on: May 23, 2010, 11:17:26 am »
It would be helpful anyway, if unavailable weapons etc. could be moved automatically to the end of the list. This would save a lot of unnecessary scrolling!

Artwork / Re: GUI Design
« on: May 20, 2010, 08:06:23 pm »
Which is why I propose that the numbers have icons and different colors, so you can easily see which soldier has what weapon equipped
Did you already try both of the methods mentioned in another thread here?
  • since the camouflage has no meaning (currently?), use that e.g. like "snow clothing = sniper" and "jungle outfit = heavy weapon"
  • edit the names of your soldiers accordingly

Discussion / Re: Base-launched cruise missiles?
« on: May 15, 2010, 12:15:00 pm »
Thank you man...It seems that you're the onlyone who understands english
Hold it man... What do you expect when you suggest something what's already implemented?
Either you want it more powerful (that's why you got the 1st answers) or you didn't look into the game which would sound quite silly when asking for improvements. ;)

Bugs prior to release 2.3 / Re: problem with compiling maps (r29501)
« on: April 21, 2010, 08:32:18 pm »
Kildor, charming as ever. ;D

Artwork / Re: New Feature: "Glow" textures
« on: April 21, 2010, 08:31:10 pm »
I agree with Bayo - I like these glowing effects very much, as long as they're cool "accents", so please don't misuse (overuse) it!
Glowing engines - great, may be additional some small (!) spots related to the weapon systems, but that should be mostly all for the UFOs.

Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: April 20, 2010, 09:58:43 pm »
on the 1st run I thought the same and killed the process (which was using 100% processor, so it actually DID something).
I started the script again, and it seemed to me the same way, but then I got interrupted and left everything on - about one hour later I came back and some more maps were done...

Looks like this one simply takes ages now.  ::)

BTW, the script should copy the DLL's from contrib to <main UFO:AI-dir>, shouldn't it? Starting the program failed with a missing DLL (which I then found in contrib).

Feature Requests / Re: MultiStory Bases
« on: April 02, 2010, 10:06:58 pm »
Well you've chosen a rather rare noun for what you meant so this can happen.
Anyway your question has been answered in post 2, but since you ask again you obviously never read that thread.
At least not completely as H-Hour told you in post 5, otherwise you would have found

Sounds and Music / Re: A new musician for UFOAI
« on: April 02, 2010, 08:47:37 pm »
Hi Hombre-Lagosta,

glad to hear you'd be willing to contribute!

From my point of view UFO:AI has a lot of maps giving different moods, so it's not easy to simply say "make it that way". May be it's better if you have a look into the game if you didn't do already? In "skirmish" mode you can select from the maps to get a feeling.

I personally prefer tunes giving hope over those making sad. Anyway, amidst slaughtering aliens this may be absolutely right...
The songs should keep adrenaline level up. ;D

Discussion / Re: UFO: Female Invasion?
« on: March 27, 2010, 11:02:07 am »
Interesting idea, in general I like the idea to have some variations.
On the other hand, may be from the aliens point of view all the humans are currently indistinguishable? ;D

Feature Requests / Re: MultiStory Bases
« on: March 27, 2010, 10:49:44 am »
What the hell a multistoried base means?
A story makes no sense at all.
A store could be meant as either stock/warehouse or production, but that IS possible.
May be a level?

Feature Requests / Re: Eliminate Blocked Spaces for Bases
« on: March 25, 2010, 09:34:02 am »
I'd prefer a system where is only ONE fixed element (the entrance) and from there on every neighbor field (in all dimensions) must be made available at first (costs much money and time, and gets more expensive (in both terms) the farther you go from the entrance). Then I can take care about what shall be placed in this space.
The cheapest and fastest way to build would be the current base design, but you could have a wide-spread surface-only base as wall as a nested 3dimensional spider web...

okok, I'll stop dreaming right now. ;D

Offtopic / Re: Where you from?
« on: March 25, 2010, 09:18:58 am »
Video-conference? ;D

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