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Messages - Gren

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16
Feature Requests / Re: Training Room
« on: November 17, 2011, 11:59:00 am »
Well it's not a new idea.. I don't really remember now, but perhaps it could have been used in the original UFO?  ;)

17
Bugs prior to release 2.4 / Re: Aircraft Production
« on: November 16, 2011, 01:14:15 pm »
Shouldn't.

-geever

Wonderful informative reply - thanks geever.  :-X

18
Feature Requests / Re: Training Room
« on: November 16, 2011, 01:04:55 pm »
Wasn't really thinking of anything quite so elaborate Ich... perhaps an extra tab on the Employees page of a base labelled 'Training' and maybe an option to commit soldiers to training on one of the skills for short period. Once committed, the Soldier is not available for other duties, like missions or base defence. Something like this may cut down selection time too at each month-end when your new recruits come on-line.  ;) ::)

Maybe your list could be used for the skill selection to be trained on, but to try building extra buildings for training, I guess would be a little OTT.  :D

19
Bugs prior to release 2.4 / Re: Aircraft Production
« on: November 02, 2011, 10:48:14 am »
Not needed. Dragon, Starchaser and Stingray need small hangar while Saracen and Firebird need large hangar.

-geever

Simple as that eh? Perhaps the trap message ought to be changed to be a bit more informative in a case like this?

Thanks geever... ???  ;)

20
Discussion / Re: Building new bases. Request.
« on: November 01, 2011, 08:05:04 pm »
Some players like this feature (can't think why tbh) but I usually get around it by saving just before placing your base. That way, if you get a base template with more than one locked area.. you can just reload and place the base again..

Might take a few attempts, but I guess it's worth it..  ::)  ;)

21
Bugs prior to release 2.4 / Aircraft Production
« on: November 01, 2011, 07:58:05 pm »
Have a spare, empty large hangar at a base and dis-assembled enough kit to make a researched Interceptor, but production is blocked with the "You cannot queue aircraft. No free space in hangers" message.

It appears if I try to produce a Dragon, Starchaser or Stingray, but I'm allowed to build a Saracen or a Firebird. Are these Interceptors not ready for use yet?

22
Feature Requests / Re: Training Room
« on: November 01, 2011, 07:50:39 pm »
 8) Cool - Interesting topics..

Thanks H-H...  ;)

23
Feature Requests / Re: Training Room
« on: November 01, 2011, 11:03:10 am »
Training room has about a dozen of its own topics.

Tried to search on this but not finding very much... what's the decision on a Training or Skills Development utility for soldiers? Any links to a discussion would be cool.. thanks  ;)

24
Discussion / Re: Do you rename your soldiers?
« on: October 28, 2011, 04:16:47 pm »
^
This..  ;)

25
Bugs prior to release 2.4 / Re: No Alien Activity
« on: October 24, 2011, 12:37:55 am »
I would be interested in your savegame before you erase it. Thx!

-geever

Too late for the Save from mid-Aug.. sorry.. but have the one from End of Aug (sort of last save of the whole campaign) almost over-wrote that one too..

Hope it's of some use...  :)

26
Bugs prior to release 2.4 / Re: No Alien Activity
« on: October 23, 2011, 11:50:15 am »
I guess I must be near the end of the game..  Standard Campaign, reached Year 2093 - all bases up and running.
I let the Geo run on at fast speed for a couple of years ignoring the base messages.. still didn't get any UFO activity. First I ran out of storage space and disassembling was suspended, eventually getting the message that I had lost the game, because I was too much in debt..  :-[ :'( ...bit of a "fizzle-out finish"..

Looks like I need to think about restarting maybe.. :o

27
Bugs prior to release 2.4 / No Alien Activity
« on: October 23, 2011, 12:36:50 am »
Build 1319290980 - downloaded and installed today..

August 14th through September 30th.. haven't seen any Alien ships or had any activity at all.. not even a UFO Crash mission.. ??? Did we scare 'em off yet?..  ;D ;)

28
Discussion / Question on Alien Bases
« on: October 13, 2011, 03:50:34 pm »
With all eight Phalanx Bases up and running, there seems to be quite a number of instances where a new alien base springs up (usually when I first load up a save-game, or have a restart) I already have 2 on the map and the occurrence is getting to be more regular as play goes on - sometimes I have 2 alien bases spawn at the same time, close together, and usually within close proximity to one of the Phalanx bases. I am currently getting around this, by reloading the save-game and ignoring the mission that brings about the spawning of the alien base, for a short time.

My question is.. is there a story-line requirement for all these extra alien bases appearing all over the place?, seeing as the game ends when we go in to one and defeat the aliens and capture/destroy it, is it planned, for example, that it would be possible to destroy an alien base and continue the game, until another alien base appears?

Thanks.. ;)

29
Bugs prior to release 2.4 / Re: click less to transfert your cargo
« on: October 11, 2011, 03:26:20 pm »
Press and hold Shift and use spinner :)

Cool!  8) Thanks Kildor  ;)

30
Bugs prior to release 2.4 / Re: click less to transfert your cargo
« on: October 11, 2011, 12:35:52 pm »
Thanks a lot for your patch, jerikojerk.  8)
It has been applied to master with just slight changes, so now all of the gamers can enjoy a better and faster transfer UI.
See here:
http://ufoai.git.sourceforge.net/git/gitweb.cgi?p=ufoai/ufoai;a=commit;h=cf7c19f6085138048948e7ddfdf80b4a8bcca06f

Short and Sweet!!

Built 1318283612 last night and the extra button has disappeared...  :(

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