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Messages - MonkeyHead

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106
A request for clarification please! My understanding of weapons in relation to each other is as such:

Basic weapons are generally outmatched by plasma based equivalents in terms of power at a loss of accuracy, save for special-case weapons (explosives, flamethrower, sniping and some pistols).

Plasma weapons are generally outmatched by lasers despite a loss of power due to better accuracy and low TU usage, save for special case examples (plasma blaster).

However, from here I get muddled. I can clearly follow the progression from Sniper to encased sniper/EM rifle to coilgun, and the pistol progression from basic to plasma to laser to particle. It is the encased plasma rounds for Assault rifle and HMG baffle me - they are much more damaging than laser fire but less accurate. I seem to be able to research and produce encased rounds before being able to manufacture laser weapons in signifigant numbers in order to replace plasma rifles and my HMGs. Is one intended to replace the other or are they meant to sit side by side as a choice to make beween accuracy and damage before the arrival of particle beams, as the progression seems far too sudden... I just end up a muddled mess in the mid game not knowing what the purpose of each is, arming troops with a hodgepodge mix of basic human, plasma, laser and encased plasma weapons not really understanding the intended role of each, then needlers show up with thier own special case of lots of low level hits from all over the place. Could someone clarify this for me - what are the intended benefits and drawbacks of lasers and encased plasma weapons when compared to one another?



107
Discussion / Re: Disruptive changes to stat calculation in latest 2.5-dev
« on: September 09, 2013, 06:14:34 pm »
Hear Hear. I dont want to always win. I want to lose horribly and enjoy the small victories when they come. To borrow the motto from another community where I hang out a lot, Losing is Fun!

108
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: September 07, 2013, 11:17:55 am »
When advanced radar comes along, I sometimes build it next to the initial one, and tear down the old one, replacing it with the antimatter storage and a laser battery, to give a 3 wide bottleneck directly above the living quarters. Quite often, I have a sedcond base by then, and tear down the workshops (second base is usually production focussed) and put the antimatter sotage in the space freed up by this, along with a lab or two and a second basic storage

109
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: September 06, 2013, 06:42:49 pm »
Mind saving me the work of sharing the code for your altered base?

Code: [Select]

basetemplate balanced {
building (building_entrance "2 0")
building (building_quarters "1 3")
building (building_quarters "3 3") building (building_quarters "2 3")

building (building_aliencontainment "0 4")
building (building_storage "2 1")
building (building_powerplant "3 4")
building (building_command "0 3")
building (building_hangar "0 0")
building (building_intercept "0 1")
building (building_intercept "1 1")
building (building_workshop "3 0") building (building_workshop "3 1")
building (building_radar "2 2")
building (building_lab "4 3") building (building_lab "4 4") building (building_hospital "2 4")
}


Here is the code for the finished base in the I shape constructed with security in mind - access points only to the north, radar room as bottleneck.

Below is the one I have been using most recently - same layout, but with less starting facilites to make the early game more of a challenge.

Code: [Select]
basetemplate balanced {
building (building_entrance "2 0")
building (building_quarters "1 3")
building (building_quarters "3 3") building (building_quarters "2 3")
building (building_storage "2 1")
building (building_powerplant "3 4")
building (building_command "0 3")
building (building_hangar "0 0")
building (building_intercept "0 1")
building (building_workshop "3 0")
building (building_radar "2 2")
building (building_lab "4 3") building (building_hospital "2 4")
}

Not sure I have got the spacing via TAB correct - you will probably want to check that before trying to use this.


110
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: September 04, 2013, 07:10:29 pm »
Simply adding new lines with the correct names and grid references adds them to your starting base. Be careful with the references though - the (0, 0) point is the top left corner which is kind of unintuitive.

111
Bugs in stable version (2.5) / Hospital CTD
« on: August 30, 2013, 12:52:50 am »
Aug 29th nightly build following early work on implants crashes to desktop if you try and look at the hospital when you have wounded soldiers. Will go and post this on the bug tracker.

112
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: August 28, 2013, 10:29:01 am »
I didnt meant the quality of the screenshots, i meant the quality of the actual earth texture. Its really low res while other textures in the battlescape are in a higher quality.

I have no idea why that might be. I do have the screen stretched 4:3 to avoid lots of black sidebars. I have the texture resolution set to "normal" as my not-so-great laptop copes well with all other graphical features on at that texture but struggles with the weather if set higher. I shall try setting the texture resolution to high and turning weather effects off.

113
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: August 27, 2013, 04:56:39 pm »
Thats great to hear. :) But i've been wondering why the resolution of the geosphere is so low in your screenshots while other textures are in a better quality?

No idea, sorry! I have set the format to .png for all screenshots and am playing on a 1400*900 display with imgur for image hosting. Thing look a lot better ingame than in the geoscape screenshots. TBH its not that much a of a problem, the combat is where most of the fun comes from, and those images look fine. Also, the updates on the bay12 forums are getting kinda big now and lower quality images are helping keeping the thread load in a sensible time for most people.

Ahh, I did not immediately connect the forums to Dwarf Fortress. I was thinking, "this guy is finding clever solutions to tactical problems". Makes sense now. :)

Heh, thanks for the flattery! Whilst I am failry new to UFO:AI I have been playing x-com and its variants for years and like to think I have learnt a thing or two. It doenst help that as (you correctly assume) most Bay12/DF players are game sadists, and they seem to offer me challenging characters to use.

114
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: August 27, 2013, 01:05:15 pm »
There's a good text-based LP going on here, for those that enjoy this sort of thing.

Thanks for the recognition - there is a long tradition of X-Com worship amongst the Dwarf Fortress community, with there seemingly always at least one lets play of one version or another of it going on. There are 3 at the moment (one of TFTD, one of the new one, and one of Xenonauts), and I thought that I would expose the rest of Bay12 to your work. People are responding very positivley so far, so expect a few more players coming your way.

115
Bugs in stable version (2.5) / Re: Text Strangeness?
« on: August 19, 2013, 12:46:10 pm »
Thank you - all works perfectly now.

116
Bugs in stable version (2.5) / Re: Text Strangeness?
« on: August 18, 2013, 03:02:13 pm »
No joy on fixing this second issue yet? I know it seems like a minor thing, but for someone with familiartiy with the game code and SDL2 (which tbh sure is not me) it sounds like low hanging fruit...

117
Bugs in stable version (2.5) / Re: Text Strangeness?
« on: August 13, 2013, 11:43:37 am »
Just downloaded and installed the Aug 13th nightly build. The isse has changed. Text input now is almost correct regarding correct sybols and keystrokes, apart from the fact that after each and every letter, number and symbol the game now adds a "H" symbol. I shall go and post this back on the bug tracker.

118
Bugs in stable version (2.5) / Re: Text Strangeness?
« on: August 11, 2013, 11:24:45 am »
tomorrow morning I will download the latest nightly build and let you know! Thanks everyone.

119
Bugs in stable version (2.5) / Re: Text Strangeness?
« on: August 11, 2013, 10:18:33 am »
Thank you, will go try and post a bug report. I shall also see if I can track down a build from before the change to SDL2 on the 8th to try and confirm the switch as the cause of the error.

120
Bugs in stable version (2.5) / Re: Text Strangeness?
« on: August 11, 2013, 09:26:24 am »
Not for the first time, I have attampted to create an account on the bug tracker and run into wierdness where I cannot properly verify an account, passwords dont work, and an account reset email is apparently forbidden and I need to contact an administrator (which is hard without a working butracker account).

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