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Messages - Edi

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16
Bugs prior to release 2.4 / Re: Some bugs
« on: June 19, 2011, 03:25:41 pm »
OK, the one with flickering is tracked down: I had to disable SLI for UFO. It works with SLI but then it requires the trick to go a few times to menu and back to geoscape. With SLI disabled, the problem is instantly gone.

About the version: Since it's from June 16th I thought it would be pretty up to date. Going to find a more recent build now.

Just wish I could fix the problem with the game so soon telling me I've been defeated. I really don't get what's wrong there. Is there anything I could try to track during gameplay to see what's going wrong and finally leading to this problem?

I added the following also to the tracker item:

Probably not a bug at all. If you play with too high difficulty, the aliens
will be active all over the world and that causes nations to be unhappy.
Once you build more bases and gets them online and destroy aliens in the
nations that are unhappy, the happiness will start rising.

I had this exact same problem in the exact same timeframe playing on hard
difficulty. No matter what I did, Asian Republic was not happy. I built a
base there and as soon as the radar went online, I was up to my eyebrows in
UFOs. Once I kept shooting them down and killing terror missions on the
ground, the AR went from unhappy to exuberant inside a couple of weeks.

UFO:AI is much faster paced in this regard than X-Com was, you need to
start building the second base at the end of the second month (or at the
very latest when someone starts staying unhappy) to get more coverage and
opportunities, if you play on hard or very hard difficulty.

17
Ok I downloaded the last version I could find from Muton posted here http://ufoai.ninex.info/forum/index.php?topic=2830.645 which is the update from my listed version to 1306568813 but I've still got the same problem w/ #3 on my savegame. It will lock up the moment I click to start the mission. I've tried automission & it ends fine it just locks up when I try to actually do the mission. Attached is my log/savegame after the update if anything has changed in the upgrade.
That's probably the RMA bug. There was a fix for a particular problem that broke all random map assembly maps, so you would need to compile a newer version yourself to prevent the lockup. That issue has been fixed, but you have an older version suffering from it and oriental maps are RMA maps.

18
Windows / Re: End of mission - gathered items bug
« on: June 15, 2011, 06:56:10 pm »
The logs would help. If the available 2.4 version isn't recent, there's no telling.

And it' best not to use 2.3.1 saves but start a new game entirely.

19
Windows / Re: End of mission - gathered items bug
« on: June 15, 2011, 05:18:17 pm »
Which version of 2.4 are you running? I haven't seen this one myself. Something like that got fixed well over a month ago, though.

20
That's a really old 2.4 build. I suggest compiling a new one and seeing if the problems still persist. In all likelihood they should not, since I know some of those maps have had work done on them.

21
Discussion / Re: Alien base destroyed = game over
« on: June 11, 2011, 08:53:03 pm »
Is there a way to not finish the game destroying an alien base?
I found many enemy bases on geoscape, but when I destroy anyone the game ends. I'd like to know if there is a way to continue the game or I have to let them building infinite bases and I can't touch them.

thanks
That's it for now. The game is still under development and currently the campaign ends when you destroy an alien base.

It will be worked on later, but right now there are other priorities with the 2.4 development version.

22
Windows / Re: make_UfoAI_win32 (all in one win32 build script)
« on: June 07, 2011, 10:20:41 pm »
When trying to build the current master, rather than downloading the maps, its trying to compile them, regardless of setting.

Perhaps something changed?
You should compile the maps now, because there has been three tons of updates that affect nearly all maps.

In fact, it may be a good idea to refrain from compiling for a couple of more days so that you won't repeatedly have to build the same maps all over again because some texture changed.

23
FAQ / Re: Sniper rifle as accurate as a slingshot!
« on: June 07, 2011, 09:35:01 am »
Are we talking about 2.3.1? In that, the soldiers start with such crappy stats they are usually useless. You need to pick and choose who gets what weapons and snipers aren't the easiest guys to come by.

In 2.4 the soldier stat range is 25 - 40 to start with, so it's much more reliable from the get-go. You generally do need two hits to kill anything and snipers aren't noted for running a whole lot if they want to squeeze off two shots per turn.

24
Tactics / Re: Big City tactics
« on: June 03, 2011, 09:21:07 pm »
I tend to rush to the second floor as fast as I can, at which point a grenade launcher guy walks point as a scout to spot the aliens. Snipers and machinegunners stand by with RF and once the aliens do come down the stairs, they get toasted every single time.
I usually have a couple of guys climb the back stairs, because sometimes the aliens like to come down those.

Of course, this is playing 2.4 dev, where all soldiers start with a stat range of 25-40 instead of 12-35 like in 2.3. where such supersoldiers were a very sought after rarity.

25
Easiest way to compile on Windows is using muton's tools.

Get the source the easy way.

Then use the instructions for compiling with MinGW (GUI). Remember to patch the environment according to this post if it isn't working already.

That will get the job done with no fuss and once the initial setup is done, everything happens at the push of a button.

26
problem happened again... and i just found out that it is the same map as for Sarin: "A classic eastern suburban area". Although I've been able to play until now without any probs, since my previous post here in this thread.

Pascal
If the map is japan big, it has some problems that prevent the RMA from being assembled. It's in the tracker.

27
Discussion / Re: Some quick questions
« on: May 30, 2011, 09:27:36 pm »
Alright, I have another quick question. What governs skill increase with a given weapon category. I can't remember if it's kills with that weapon type or like the original Xcom usage in that firing and missing still gains skill.
Kills with the weapon, hits with the weapon even if they don't kill. Don't remember if just firing the weapons increases skill.

28
Mattn was very kind to add this feature immediately. *tips hat* Thank you! :D

One suggestion for prettifying it a little:

Right now the building preview float shows like this:

Cost:.................................X c
X Days to Build
Running costs:.....................X c


It would look snappier if it was like this:

Days to Build:......................X
Cost:.................................X c
Running costs:.....................X c


Or

Cost:.................................X c
Running costs:.....................X c
Days to Build:......................X


In any case, it is mainly cosmetics. I'm happy to have the feature in the first place, but sooner or later someone is going to bring up the same issue.

29
Planning base building is right now a real pain in the arse unless you have memorized the various construction times. It would be very helpful if the building preview float in the base building screen showed the construction time of each building, such as 12 days for power plant, 4 days for living quarters etc. It's not as if the building times are some unknown quantity. There is also plenty of space to add that information.

30
Windows / Re: touch for win?
« on: May 28, 2011, 05:06:06 pm »
fixed

Recompiled SDL using the last revision related to 1.2.14 which is 5500
Linking against this new SDL solves that problem

New (Muton) win32 installer will use this SDL revision!

2.3 users
get
UFOAI-2.3-alt-tab-fix.zip
and extract it into your UfoAI folder


4 self compilers
Win32
Binaries (static&&shared) are available @
SDL-1.2.14-rev5500.7z
the old bugged one
SDL-1.2.14.7z
extract this LZMA 7zip file into
?:\wherever\mingw
and replace all files

Linux && MAC:
Just get SDL recompile and your done
Troubled getting the source?
SDL-1.2.14-rev5500-source.tar.bz2

You. Are. AWESOME!

Thank you!

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