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Messages - H-Hour

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76
Mac / Re: OSX installers
« on: September 03, 2013, 11:11:22 pm »
Sorry ovvldc, by "major systems" I meant game systems -- campaign, battlescape, soldier stats, etc.

77
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: September 03, 2013, 05:31:48 pm »
/ufoai/base/ufos/basemanagement.ufo:

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

78
Discussion / Re: A Request
« on: September 02, 2013, 07:39:51 pm »
Try the scroll wheel on your mouse, or shift-click.

79
Discussion / Re: Disruptive changes to stat calculation in latest 2.5-dev
« on: September 01, 2013, 10:55:46 am »
Yes, any late-game save will be useful.

80
Yes, I'd love to see the save if you don't mind. I'm particularly interested in that assault guy you got to 100! Does he have way more kills than everyone else?

I've removed the spawn point in the alien base entrance now.

81
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: August 27, 2013, 11:01:53 pm »
Regarding the quality of screenshots. Perhaps the jpeg quality is set very low. IN your options, you should see an option for screenshot type. If you switch that to PNG you should get some better quality shots. You may need to convert to jpeg before posting to the forums, though.

82
Feature Requests / Re: Usability / Testing Team?
« on: August 27, 2013, 09:53:25 pm »
Are you a coder offering to implement new features (like interactive tutorials, etc) or just offering advice? The former would be very welcome. The second can be useful, as well, but really everyone's got ideas.

Many of the usability issues will be addressed as we work to implement UI2. That will probably not start until after 2.5 is released, but you'll have an opportunity to comment as that progresses.

Finally, if you're playing 2.4, you should consider using 2.5-dev. There have been some significant improvements in some of the more tedious management processes (equipping soldiers, managing transfers). But save games are not compatible between these versions.

83
Mapping / Re: Village revamp
« on: August 27, 2013, 01:35:40 pm »
I hope we can get rid of the 90s Cars someday. :D
Hehe, yes. We're not quite in 2084. We're not even in 2013!

84
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: August 27, 2013, 01:33:03 pm »
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. :)

85
Mapping / Village revamp
« on: August 27, 2013, 12:59:48 am »
I've been working on revamping the village map theme. To do this, I'm just taking the existing assets and trying to put them into a more logical layout scheme, add better tactical cover and firing positions, and do a tiny bit of polish on the visuals. I've put up some of the shots at Desura and our Twitter account, but I figured I'd add them here as well.

86
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: August 26, 2013, 10:43:50 am »
There's a good text-based LP going on here, for those that enjoy this sort of thing.

87
Feature Requests / Re: Game Mechanics and Improvements Discusion
« on: August 24, 2013, 09:45:13 pm »
Well that deteriorated quickly...

88
Feature Requests / Re: Game Mechanics and Improvements Discusion
« on: August 24, 2013, 11:40:38 am »
As ShipIt said, Heisenbug's explanation was correct and your understanding of RF is wrong. Where you are getting confused is the shot reservation button. This has nothing to do with RF, but is merely for reserving TUs during your active turn.

There is so much information in the forums about reaction fire and almost all of it is inaccurate. The single, authoritative source on how RF works is now in the game. Go to your ufopaedia and read the Reaction Fire entry under Basic Concepts (Ground Combat).

89
Feature Requests / Re: Game Mechanics and Improvements Discusion
« on: August 23, 2013, 11:35:37 pm »
1) I read a thread about TU and Reserve shots and I think the game should get back to basics and do what XCOM or JA2 did they did a good job.  Have reserve shot always on, no check box.  I really don't need the computer to STOP me from movement, and I prefer it not too (this could be a game play option, maybe).  All I have to do as a Player is pick the proper fire type before movement as it would subtract the RF TU's as it does but I want an option to not stop, but maybe warn me, that I do not have enough TU's for RF. This would greatly simplify RF TU's.  If I run into an alien, then I can either fire, or take cover without having the game stop me.  Much like the original game.
To be honest, I'm not sure I agree with you on this one. I like that when RF is activated I won't accidentally spend those TUs. Also, I wouldn't want RF always on, because sometimes I don't want my units to waste ammo on very low-probability shots. This is especially the case for something like the Bolter, which has very low ammo per magazine and often my snipers can not carry more than a few magazines.
2) Here is one of my major issues with the game mechanics, when you build something it costs you the FULL amount that it would for BUYING it.  This destroys financial strategies for me, it also depreciates the value of workshops greatly. For me this does not make any sense whatsoever.  I.E. If i scan an object with a 3d printer I can print and equivalent object for a fraction of what it cost me to "buy" it.  That is the purpose of having a Production Shop.  When I am not building for my teams, I want to be able to sell stuff and make some profit.  It would be cool though to see, a bonus for more efficient production after the first couple of items are built.
There are two sides to this issue. First, from a gameplay perspective, we've long said that the economics of the game should be based around combat performance and nation happiness -- not the scale of your production line. I think this is the right choice. Second, from a "realism" perspective, I do not agree with the fundamental premise that something fabricated in a PHALANX workshop should be cheaper than buying it on the market. See my reply in this thread regarding the cost-efficiencies of scale and the PHALANX workshop. In terms of managing your finances, you should look to UFO disassembly for ensuring your workforce remains cost-effective while they are not busy producing necessary supplies. They can even earn a very small profit.

3) Over to the Soldiers equipping screens. Thank you for adding the equip soldiers tab! But there needs to be a couple more things added. If there could be a small symbol indicating they are on an aircraft that would help.

Under the aircraft Soldiers screen (where you pick soldiers for the aircraft) I want an unequip soldier button if possible.  This is needed badly, so that I can unequip wounded soldiers, if needed (because I can see their health here). I do not want to have wounded soldiers on the aircraft for a mission.   I also don't build a crapload of extra equipment, unless I want to SELL it! ;) so I have to unequip wounded soldiers and get another one to take their place.

Can you please add a tab in the screen where you do equip soldiers for deployment, that shows the rank, mission info and health of the soldier. Everytime my soldiers come back from a mission, and they are wounded, I have to micromanage them. I have to flip through 3 screens to unequip the proper hurt soldier, and that is very annoying.  Maybe when they come back hurt beyond 10% the computer can unequip them for me?
I agree with all three of these things. Hopefully they will be implemented when we get UI2 in place, but these kinds of useability issues remain low-priority so often linger for longer than they should.

90
User modifications / Re: Rank names
« on: August 23, 2013, 01:45:53 pm »

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