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Messages - H-Hour

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Sounds and Music / Re: A facelift for footsteps/terrain
« on: December 06, 2012, 10:47:09 am »
DexCisco, thanks for this. Can I just check: is this set up to work without your added sound files? ie - if I add this to master without adding your sound files, will it work without any problems? Or will it look for sound files that don't exist?

Discussion / Re: Plasma Blaster
« on: December 05, 2012, 10:29:39 am »
nanomage, what you describe can't be done at the moment. The weapon scripts don't define any kind of directional splash. It's just a simple radius from the point of "explosion".

Bugs in stable version (2.5) / Re: Batteries for base defense
« on: December 04, 2012, 11:27:19 pm »
I haven't played around with the base defense stuff that much. I've put this on my TODO list to look into if no one else comes along with a good answer.

Discussion / Re: Plasma Blaster
« on: December 04, 2012, 11:22:05 pm »
Well, Anarch Cassius, I have to admit I think you were right after all. I overcompensated for the Plasma Blaster's sheer power by making it too inaccurate. I've now bumped the accuracy up so that it equals the Riot Shotgun with Saboted Slugs. I've also reduced TU cost for shotguns and the Plasma Blaster to 8, so it should work better for reaction fire against aliens now.

Discussion / Re: Changes for 2.5
« on: December 04, 2012, 11:01:34 am »
however, my question of how many missions does it take to get to the late-game still remains...

I'll PM you the answer because I'm trying to keep spoilers out of this thread. If others want to know this feel free to make a new thread.

Coding / Re: Formula for TU penalty
« on: December 04, 2012, 10:42:42 am »
The reasoning for setting thresholds rather than gradual changes is explained in the wiki here, under the Penalty Suggestion section. Note that this page contains in-progress discussions at the time and may not accurately describe what was finally implemented.

Feature Requests / Re: Groups and Formation for the battlescape
« on: December 03, 2012, 04:01:04 pm »
I know this isn't directly related to your post, but just so you know aliens will appear throughout that map (+hills) in 2.5. Not just in the UFO. This should be the case for all maps in 2.5 (thanks to ShipIt).

In general, I am not in favour of a system like you propose because it encourages the player to play badly. It would be hard to implement it in a way that didn't imply that the developers thought the player ought to be using groups like this. But our battlefield is very tactical, which means grouping your soldiers in any standard orientation like historic melee-based games (line, circle) will only expose your soldiers in tactically vulnerable positions.

Winning on the battlefield is more about cover and concealment, and it would be nearly impossible to write a strong AI in which the game was able to choose appropriate cover positions for your soldiers on its own (games that have tried to do this -- the Ghost Recon or COD series, for instance -- often end up giving your NPC allies special survivability conditions to overcome their poor tactical positioning). As a player of several of these games, I can tell you that AAA studios have not yet come up with an AI smart enough not to expose itself in very stupid ways.

I appreciate that your proposal is more about moving lots of soldiers more easily when there is no risk to them (no aliens around, let me just get these guys across the battlefield). In this case, I would prefer to either fix the problem from the other end (like making sure maps don't have large useless areas) or implementing some kind of multi-turn command (like "go to this point as fast as possible, with automatic moving on subsequent turns until it reaches its destination").

Unfortunately the best way to deal with this at the moment is to either automission or struggle through the mission if possible. This is one of those bugs that will not be easy to solve so don't expect a quick resolution.

Sounds and Music / Re: A facelift for footsteps/terrain
« on: December 03, 2012, 11:47:46 am »
@Crystan: how soon do you expect to have the new sounds commited? When you do, I'd like to get DexCisco to generate his terrain.ufo file again and then get it in-game so we can test in case there are any performance problems with such a long file.

@DexCisco: you never know, someone on the dev team might have Lotus Notes, and it could save a lot of time when we have to update this thing in a year or two...

Discussion / Re: Changes for 2.5
« on: December 03, 2012, 11:41:20 am »
@maackey, feedback is appreciated, so I don't mean to blow you off, but if you're only 12 missions in you've still got a long way to go. Regarding some of your points:

Pace: Since you're an experienced player, you should try Hard or Very Hard campaigns. You will be introduced to new threats more quickly.

Wounds: The in-game information is not great. If you look on the character stats screen in the HUD when a soldier has a bleeding wound, you'll see a red (!) icon near the health bar (at the bottom). You should apply first aid until the icon turns blue. The wound is still there but the soldier will not bleed out.

Discussion / UFO: AI nominated for IndieDB's game of the year
« on: December 02, 2012, 11:33:25 pm »
Voting is now open for IndieDB's game of the year awards for 2012. Please go and vote for us (look for the banner under the summary).

And spread the word: tweet, post on Facebook, tell other websites, post on your favourite forums (but only if it's within that forum's posting guidelines). Let's drum up as much support as we can. Last year they did honourable mentions and a top-10 countdown, so we don't have to win to still get a lot of publicity out of this.

Sounds and Music / Re: A facelift for footsteps/terrain
« on: December 02, 2012, 11:51:56 am »
@DexCisco: this looks great, thanks for doing all this legwork. Can I ask again: can you give us the script you used to categorize textures and generate the terrain.ufo file? This could be great for keeping this file updated in the years to come.

Did you only add textures that are definitely used in the maps (using the licenses file as I mentioned before)? If so, I think it's fine to add all these texture references, even if not all of them are likely to be used as floors. First, they could end up being walked on if a wall panel is lying destroyed on the floor, for instance. Second, since this is pretty comprehensive and sorted by category, it will make it easier to define overall texture categories which we could eventually use for lots of sounds, not just footsteps.

@ShipIt: the only lists those textures that have the floor surfaceflag checked in Radiant. Maintaining the maps seems like more work than maintaining the terrain.ufo file, especially if we can use DexCisco's sorting and generating script.

Armour rating is an arbitrary set of numbers that are supposed to give you a rough idea of each armour's strength against a set of damagetypes. To figure out the actual potential damage of a weapon, you should judge its damage against the alien's resistance value for the damagetype. If the alien is also wearing armour (taman or ortnok), you should add the armour's protection value for the damagetype.

FAQ / Re: [CLOSED] smoke grenades and frame rate [FIXED]
« on: December 02, 2012, 11:31:02 am »
Crystan, are there changes you've made in your file other than changing the physics to false for the smoke effect? If so, could you specify them? Since the file can change at any time during 2.5-dev, it is easy for some (like myself) to make the one-line change when I play. I can be sure I've got all the latest changes.

Tactics / Re: dealing w/ the weight limits in new version
« on: November 30, 2012, 11:18:43 am »
As the others mentioned, when you transition to the new weight system using an old save your soldiers have unusually low strength values. Sorry, there is no easy fix for this.

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