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Messages - H-Hour

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421
Mapping / Re: Solar plant RMA map 2.0
« on: November 23, 2012, 05:39:43 pm »
/base/maps/solarplant @ our repository on GitHub.

422
Artwork / Re: New weapons
« on: November 23, 2012, 05:38:18 pm »
You're going to need tags, which are small triangles put onto models to tell it where to attach various other items. For weapons, you only need a tag_muzzle. The character models have tags which tell it how to equip your weapon.

423
Discussion / Re: Looking for late-game saves
« on: November 23, 2012, 02:37:33 am »
Hi fs, thanks for your help. But we are now well into 2.5's development cycle and a lot has changed, so this thread has kind of expired (I will lock it now). But I'd highly recommend trying out 2.5-dev. You'll find none of the down-time, lack of research, etc that exists in 2.4 (hopefully).

424
If this is a problem with the current build, I'm sure ShipIt will pop his head in soon and have a look.

425
This forum is fine for this topic. It looks to me like what sometimes happens with a broken compile. Since you're using 2.5-dev, are you compiling from source? If so, try using /src/contrib/map-get/update.py, which will download the newest versions of compiled maps from our map server.

If you're using the downloadable nightly builds, I'm afraid the best bet is to download a new full copy.

A few weeks ago we pushed a major weight/encumbrance system into the game, which will not break saves from before then, but may make it more difficult to properly equip stuff with your existing soldiers. So if your save and copy of the game is more than a few weeks old, you may want to wait to update.

426
Discussion / Re: Selling/Destroying Buildings in Base?
« on: November 22, 2012, 01:51:00 pm »
I can't say for Android, but on PC I right-click and get a prompt to destroy a building. If there is an Android equivalent to right-clicking, try that. Otherwise Pelya might have some ideas.

427
Discussion / Re: savegame
« on: November 22, 2012, 01:49:44 pm »
I'm guessing you're losing because of nation happiness? Try searching the forums for nation happiness or keeping the nations happy. You'll find lots of tips for better managing this.

The other option is to play on an easier difficulty. The easier the difficulty, the more tolerant the nations will be.

428
User modifications / Re: WW2 mod?
« on: November 22, 2012, 01:44:27 pm »
Because this game is open-source, you can fork and change anything. But you'll probably want to know C/C++ to make extensive changes.

It's impossible to say what will be required of a "WW2 version" unless we know what that means to you.

429
Discussion / Re: Please Vote !!!
« on: November 22, 2012, 11:23:58 am »
I've been watching the votes add up over time and I don't think there is serious fraud going on. The votes have continued slowly but steadily in an organic fashion. JStock is particularly popular in SE Asia and the developer has used his contacts among traders in Malaysia to promote the poll.

430
Discussion / Re: Alien Materials
« on: November 22, 2012, 01:11:20 am »
I've finally gotten around to looking at the disassembly stats for alien materials/antimatter. I just pushed a commit that should bring the numbers back into ranges that make it more viable to field advanced interceptors throughout the game. I may have gone too far, but we'll see in time.

431
This map is much larger than most other maps and takes much longer to load.

432
Discussion / Re: Please Vote !!!
« on: November 21, 2012, 03:57:56 pm »
There's nothing wrong with tweeting a message to someone, but please don't be obnoxious on our behalf.

433
Discussion / Re: Please Vote !!!
« on: November 21, 2012, 03:26:29 pm »
Thanks superxdude. We've got last-minute retweets from a few places, but we're about 20 votes behind now. We'll need a huge surge overnight to win...

434
Mapping / Re: Map editor...
« on: November 21, 2012, 03:25:01 pm »
Please tell us a bit more. Are you compiling it yourself from source? Did you download it as part of a stable release? What version of the game are you using?

435
Bugs in stable version (2.5) / Re: Crash to Geoscape on Office map
« on: November 20, 2012, 01:56:04 pm »
Note to others: I checked and there are 12 human spawn points.

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