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Messages - NicSO

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46
Tactics / Re: Capturing live hovernet/combat hovernet and bloodspider/c.b.s
« on: February 10, 2014, 12:13:29 pm »
There is live brain inside that robot (hovernet) and for the robots as such they contain data.

It should be something like shutting down robot without damaging data. Then data could be analized.

47
Design / Re: Improved Air Combat (coming soon...)
« on: February 06, 2014, 12:12:29 am »
When will you implement this into UFO AI?

48
Tactics / Re: security camera usage in base defense
« on: February 05, 2014, 09:06:51 pm »
I tried to use camera room in that garage map but without success. YOu can blow the door but cameras/screens are NOT WORKING :(

Is this rule in 100% cases?

49
Tactics / Re: Capturing live hovernet/combat hovernet and bloodspider/c.b.s
« on: February 05, 2014, 09:05:35 pm »
They are not meant to be captured, you won't get anything special from capturing them, but if you really want to get a full collection, you can mod them to make them vulnerable to electro-stun weapons (immunity to gas is harcoded)

Well, that is good idea :) In reality it could be possible. I mean frying some of their components making them immobilized.

50
Discussion / Soldier ranks....
« on: February 03, 2014, 01:36:32 am »
UFO: Enemy Unknown had superb system:

Commander   XCom1 rank6 Commander.GIF Only one allowed over all X-COM Bases, requires at least 30 soldiers in all bases.
Colonel   XCom1 rank5 Colonel.GIF Most experienced Captain is promoted to Colonel if opening present. 1 Colonel for 23 soldiers, limit of 10.
Captain   XCom1 rank4 Captain.GIF Most experienced Sergeant is promoted to Captain if opening present. 1 Captain for 11 soldiers, limit of 22.
Sergeant   XCom1 rank3 Sergeant.GIF Most experienced Squaddie is promoted to Sergeant if opening present. 1 Sergeant for 5 soldiers, limit of 50.
Squaddie   XCom1 rank2 Squaddie.GIF Perform any action that qualifies towards promotion, may not be given with high troop counts.
Rookie   XCom1 rank1 Rookie.GIF Starting rank for all new recruits.

Can anyone help me to understand UFO AI ranking system?

It seems to me Ill soon have all colonels in the bases :D

51
Tactics / Capturing live hovernet/combat hovernet and bloodspider/c.b.s
« on: February 01, 2014, 01:06:47 pm »
I just wanna say I never make it.....anyone? I shot one hovernet with electrolaser, 3 rounds...is it possible to capture them alive?

52
Offtopic / Re: Worlds of Magic - A new classic 4X fantasy game
« on: January 28, 2014, 06:10:17 pm »
Looks gr8!!!!  :)

53
Oh, right. So you would like soldiers to reaction fire to use all and any TU's, working thier way down the firemode scale? Now I get it - much clearer, and not that bad an idea. I personally would prefer ALL reaction fire to be snap shots (or equivalent) - that seems to fit the idea of "reacting" far better, and would encourage agressive fire and movement based gameplay, instead of sitting back and waiting for your opponent to come at you. Reaction fire is currently (and should remain IMHO) a last resort compared to firing and keeping in cover. If you choose to sit in the open, you should get mown down.

I do forsee one main complication with your proposed mechanism though - such as, getting it to trigger correctly in a way people would use. Currently, an enemy needs to spend say 8 TU's to trigger a potential reaction snap shot. Lets say this occurs, and you then get your 3 options, only one of which is selectable as the other 2 have not yet had the enemy spend enough points to trigger them. So you neglect to take the shot, waiting for the enemy to spend another 6TU's so you can try a 3-round burst. The enemy continues to move, and maybe fires and kills your unit so you lose the reaction fire opportunity, or doesn't (or can not) due to TU shortage trigger the other fire modes. You then kill the enemy on your next turn. In this potentially very common scenario, the whole extra complexity has been pointless, gained the player nothing and not really altered the outcome from a gameplay perspective, other than the slim possibility of the reaction fire saving the death of a unit. Now, yes, I suppose an enemy could in theory contine advancing, and trigger the option of a burst or full auto fire mode, but way more probable is that the enemy unit would have taken a shot that wounds or kills a unit before that takes place for most multifire mode weapons.

A+ for reply :)

But...one thing...this works in Laser Squad. it is kinda different but it works.

Another thing is...I mostly use auto fire when I play, 12 TUs and in 95% cases I fire the first.

If enemy is far far away I would use snap but if enemy is closer I would go for auto.

Or...I Used 12 TUs on first enemy, there is second enemy and I have 8 TUs left but I cant make  snpap shot....

54
Erm, by selcting a check box you can actually already select what fire mode to use as reaction fire... most useful with laser weapons where the TU cost for a multi shot is still kinda low, the assault rifle (for the same reasons), and for turning the ball mode off for the plasma blaster if you expect a very close range ambush shot.

I know that...I dont wanna choose which fire mode I want, that is the problem....not until my soldier spots enemy, then I wanna decide how to spend TUs.

What if I have 20 TUs and I select auto fire (12 TUs) then I have 8 TUs wasted and I could of use them as a snap shot!


55
Feature Requests / Reaction fire, I really think this is good advice...
« on: January 25, 2014, 06:57:08 pm »
For all you who played prequel of UFO Enemy Unknown, Laser Squad you remember reaction fire from that game. Game would stop, you had certain number of Aps you left for reaction fire and you decided how to spend them: snap shot, auto fire or aimed.

I think this option would be great in the game so player can choose will his soldier shoot on auto, snapshot or aimed.

btw. UFO: EU was developed under the name: Laser Squad 2 :)

56
Discussion / Re: Interceptions
« on: January 25, 2014, 11:41:04 am »
Maybe it would be a good idea to provide the changed files in the User Modifications section of the forums.

Yea, good idea!

I will write full report on whats changed b4 posting!

57
Discussion / Re: Interceptions
« on: January 24, 2014, 11:11:00 pm »
Btw. I changed some stats for my 2.5 version of the game.

You can check it guys as I took alot of time balancing it.

As I said I gave ufos speed, then I compensated with SAM sites (decreasing reloading time accordingly).

I also modified some weapons, like plasma blaster which I considered way too weak and decreased stats of encased plasma for assault rifle slightly......etc.

I also balanced shields for UFOs.

If someone wants to check it here is the link to my 0ufos.pk3 version:
web.pkrh.net/0ufos.pk3


58
Discussion / Re: Interceptions
« on: January 24, 2014, 10:59:56 pm »
NicSO,
please see our wiki -> contribute -> mapping
You don't need to create a whole new map; even a single small tile for an RMA map will help.

And even if you don't succeed, you'll have a better idea of how much work it needs to implement some brilliant idea ...

I know how much as I studied informatics, I made mods for some games, Im also good with php, databases, visual basic. Years ago I knew how to code in c++ but I didnt do it for over 10 years now so Im kinda lost.

I started with programming on zx spectrum back in 1992 in elementary school...so, I know it is HUGE work.

I will be happy to help you guys in any way I can :)


59
Discussion / Re: Interceptions
« on: January 24, 2014, 10:50:42 am »
Shiplot...Doro rulz :)

I was on her concert 10 years ago :)

60
Discussion / Re: Interceptions
« on: January 24, 2014, 10:33:03 am »
Please create downed interceptor maptiles for each maps for that feature....

-geever

I would like to help and I would do it, just give some info on how to and I will!

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