http://ufoai.org/w/api.php?action=feedcontributions&user=BTAxis&feedformat=atomUFO:AI - User contributions [en]2024-03-29T14:05:27ZUser contributionsMediaWiki 1.35.4http://ufoai.org/w/index.php?title=Translation:Ufo_harvester_txt/en&diff=39023Translation:Ufo harvester txt/en2012-04-01T21:38:41Z<p>BTAxis: /* Result */</p>
<hr />
<div>= UFOpaedia Entry =<br />
<br />
<br />
== Proposal ==<br />
<br />
<br />
'''TO:''' Base Commander, PHALANX, Atlantic Operations Command<br />
<br />
'''FROM:''' Cdr. Paul Navarre, R&D: Engineering Division, PHALANX, Atlantic Operations Command<br />
<br />
'''DATE:''' %02i %s %i<br />
<br />
'''SUB:''' UFO -- Harvester<br />
<br />
<br />
Commander, we've recovered a new UFO type which is now waiting in our hangar for disassembly. This one is significantly larger than previous UFOs we've observed and seems to be the centre of many alien formations, making it an especially important target for our research. Uncovering the craft's purpose and examining its special equipment may give us essential new insights into the aliens' mission here on Earth.<br />
<br />
We're ready to start studying and dismantling the craft whenever you say, but we will need some lab time and funding to make a proper assessment of its function and capabilities.<br />
<br />
--Cdr. Navarre<br />
<br />
<br />
<br />
== Result ==<br />
<br />
<br />
'''TO:''' Base Commander, PHALANX, Atlantic Operations Command<br />
<br />
'''FROM:''' Cdr. Paul Navarre, R&D: Engineering Division, PHALANX, Atlantic Operations Command<br />
<br />
'''DATE:''' %02i %s %i<br />
<br />
'''SUB:''' Re: UFO -- Harvester<br />
<br />
<br />
Commander, my team and I have just finished another UFO report for you. Here is my summary for your review.<br />
<br />
This craft -- which we've dubbed the 'Harvester' -- appears designed specifically for landing on a planetary surface and deploying an alien harvesting party. It is equipped with a set of large, sturdy landing legs and a special set of thrusters located in the UFO's belly to give it VTOL (Vertical Take-Off and Landing) capability. Once the landed Harvester's crew has collected enough captives, corpses and other biomass, they return to the UFO and lift off into orbit, quickly disappearing back to wherever it is they came from.<br />
<br />
The Harvester seems to bear out our theories about fuel capacity being the main limiting factor for UFO speed, as it is both larger and faster than any other we've previously observed. It's able to carry more antimatter fuel and protect it far more effectively, with a tougher hull, thicker armour, and more effective emergency antimatter-dumping measures. Even if an explosion does occur, most of the blast will be contained by the UFO's extremely strong construction.<br />
<br />
In the air, the Harvester is extremely dangerous and should be a high-priority target. Its firepower is more than a match for anything we can currently field. Its only obvious drawback is low manoeuvrability compared to smaller UFO types. Our interceptors are significantly more agile and we have far more combat experience in Earth atmosphere than the aliens do. This is one of the few advantages we'll have over the Harvester, and it would be wise to upgrade our equipment in order to mitigate some of the aliens' tech superiority.<br />
<br />
When encountered, we should concentrate our best pilots and craft on any Harvesters in the area and take them out as fast as possible. Only then should we concern ourselves with shooting down any escorts.<br />
<br />
Our estimates of the Harvester's increased capabilities raise some frightening points. It seems that alien craft will actually grow faster as they become larger and more powerful, and there's no doubt that, if they can build these Harvesters, they can build bigger and nastier UFOs. Without upgrades to our airfleet, we may not be able to stand up to more dangerous threats in the future.<br />
<br />
Please, do what you can about this when you can, Commander. I'd hate for us to be caught unprepared.<br />
<br />
--Cdr. Navarre<br />
<br />
= Research Tree Data =<br />
<br />
'''(This information for reference only; do not translate or include in-game.)'''<br />
<br />
''Prerequisites:''<br />
1 Harvester UFO<br />
[[Research/UFO_Theory|UFO Theory]]<br />
<br />
''Opens:''<br />
<br />
<br />
<br />
----<br />
[[image:Ufo_harvester.jpg|300px]]<br />
<br />
See also [[Vehicles & UFOs]]<br />
<br />
[[Category:General]]<br />
[[Category:Aircraft]]</div>BTAxishttp://ufoai.org/w/index.php?title=Translation:Inter_stiletto_txt/en&diff=35679Translation:Inter stiletto txt/en2011-02-13T11:40:32Z<p>BTAxis: /* Links */</p>
<hr />
<div>{{PageAuthor|Winter}}<br />
==Aircraft Evaluation -- Stiletto-class Interceptor==<br />
<br />
'''CLASSIFIED LEVEL BLACK'''<br />
<br />
PHALANX Extraterrestrial Response Unit<br />
<br />
Technical Document, Sigma Clearance -- Commander's Eyes Only<br />
<br />
Filed: 04 November 2026<br />
<br />
By: Dr. Richard Strohm, Base Commander, PHALANX, Pacific Operations Command<br />
<br />
<br />
----<br />
<br />
<br />
===Overview===<br />
<br />
I'm very happy to report that the first production model of our next-generation interceptor has been completed and passed all of its flight tests with flying colours. At the risk of sounding boastful, it may be the finest piece of human technology ever produced.<br />
<br />
The Stiletto is a single-seat air superiority fighter with VTOL (Vertical Take-Off and Landing) capability, allowing it to set down on tiny landing pads or in the middle of nowhere if necessary. Its huge, high-performance turbofans can turn 360 degrees for full manoeuvrability even at supersonic speeds. The giant engine intakes are protected by a sophisticated air channeling system that actively filters the air in front of the engine and redirects any piece of material large enough to harm the fan blades. They are more than powerful enough to lift the heavily-armoured fuselage and can hover unassisted for up to two hours before burning through all their fuel.<br />
<br />
The helicopter-like design may not look very fast, but appearances can be deceiving. The Stiletto's compact airframe can survive anything up to Mach 2 for short periods of time; it has a cruising speed of Mach 1.3 and a max velocity of 2.1 on afterburners. These high marks put the Stiletto well ahead of many military jet fighters which do not have supercruise ability.<br />
<br />
Once in the air, it can jump like a jackrabbit and is utterly ruthless in the hands of an experienced pilot. It can turn laterally around its hangar complex in six seconds whilst keeping its nose machine gun on the target at all times. It can flip end over end in point-three seconds and acquire missile lock on stealth aircraft before the turn is even complete.<br />
<br />
Missiles are fitted on hardpoints mounted just under the outer winglets. The Stiletto also has powerful Electronic Warfare capabilities, with a state-of-the-art sensor suite contained inside the nose that includes -- but is not limited to -- several targeting lasers, a sophisticated radar system, and optical imaging as powerful as any spy satellite. Small ECM emitters placed in strategic points across the fuselage will throw off missile lock and can actively jam incoming radar. The weapon hardpoints can take a variety of armaments, and the electronics are fully modular to accept upgrades. Remember, however, that space in this craft is at a premium.<br />
<br />
The powerful Volkot VO-36 engines consume a large amount of fuel, and the Stiletto's capacity is not large. Leaving enough fuel for interception, its maximum effective range is no greater than 2000 kilometres. However, within this radius, this craft is the master of all it surveys.<br />
<br />
Please note that because of its exceptional performance this craft is not recommended for use by novice pilots. Its handling at low speeds has been described by our test crews as 'tricky'.<br />
<br />
The Stiletto requires 1 Small Hangar for storage, maintenance and deployment. It has 3 weapon hardpoints; 1 small nose mount and 2 medium wing mounts.<br />
<br />
<br />
===Recommended Doctrine===<br />
<br />
The Stiletto is ideal for short-range interception of hostile craft that threaten PHALANX bases or nearby civilian targets. It can go toe-to-toe with anything on Earth and it will win. However, the Stiletto can't be deployed against targets more distant than 2000 kilometres from its hangar as it won't have enough fuel for both attack manoeuvres and the flight back to base. Inflight refuelling may be considered to extend the combat radius, but will require additional development.<br />
<br />
Performance against extraterrestrial craft can't be measured, of course, but the best we can do is the best we can do. If a real alien threat comes for us in our lifetimes and the Stiletto won't do the job, then the human race is in trouble.<br />
<br />
<br />
===Addenda===<br />
<br />
Addendum, Cdr. Paul Navarre, 18 March 2084:<br />
<br />
Commander, I've just looked at these Stiletto-class ships on paper and in person, and they have blown my mind. It's hard to believe we built these little things in 2026 -- and that no one ever realised the kind of gold they held in their hands until now. What we have here is probably the most manoeuvrable aircraft ever built; it puts attack helicopters to shame and can turn circles around state-of-the-art jets. It does things most modern aircraft can't even dream of.<br />
<br />
It's also a nightmare to fly due to its inherent instability, especially at speed. The original file badly underplays that part of the tech assessment. However, Commander al-Kuhar of the air wing insists that our pilots can handle it, and I think I believe him. Even better, we've managed to track down a complete intact specimen, and it's in the shop right now being restored to operation. I've given the go-ahead for a full refit and flight testing on my own authority.<br />
<br />
This is simply the best knife-fighting aircraft I have ever laid eyes on. We're going to need it.<br />
<br />
----<br />
<br />
<br />
==Links==<br />
[[image:New_Stiletto.jpg|300px]]<br />
<br />
See also [[Vehicles & UFOs]]<br />
<br />
[[Category:General]]<br />
[[Category:Aircraft]]</div>BTAxishttp://ufoai.org/w/index.php?title=Translation:Antimatter_extra_txt/en&diff=35558Translation:Antimatter extra txt/en2011-01-15T19:01:33Z<p>BTAxis: Edited out some references, by request.</p>
<hr />
<div>= UFOpaedia Entry =<br />
<br />
<br />
== Proposal ==<br />
<br />
<br />
<br />
'''TO:''' Base Commander, PHALANX, Atlantic Operations Command<br />
<br />
'''FROM:''' Cdr. Paul Navarre, R&D: Engineering Division, PHALANX, Atlantic Operations Command<br />
<br />
'''DATE:''' %02i %s %i<br />
<br />
'''SUB:''' Proposal: Antimatter<br />
<br />
<br />
Commander, based on the extremely interesting findings we've made during our examination of alien UFO technology, I'd like your permission to use some lab time in order to more closely analyse the aliens' extensive use of antimatter and its implications on this war.<br />
<br />
Particularly I would like to see if we can find some way to replicate antimatter for our own purposes. Matter-antimatter annihilation has astonishing potential as a fuel. In terms of energy generation, it has probably the best size-to-mass ratio of any material in the universe; the ability to use it like the aliens use it would catapult our entire technology base centuries into the future. We must research this at the earliest opportunity!<br />
<br />
<br />
--Cdr. Navarre<br />
<br />
<br />
<br />
== Result ==<br />
<br />
<br />
'''TO:''' Base Commander, PHALANX, Atlantic Operations Command<br />
<br />
'''FROM:''' Cdr. Paul Navarre, R&D: Engineering Division, PHALANX, Atlantic Operations Command<br />
<br />
'''DATE:''' %02i %s %i<br />
<br />
'''SUB:''' Re: Antimatter<br />
<br />
<br />
Our study on antimatter is complete, Commander, and we're ready to present our results. I'm afraid the news is mostly bad.<br />
<br />
There are a lot of things the aliens know that we don't. Nowhere is this more clear in their widespread use of antimatter. It seems to be plentiful for them, at least plentiful enough to send out UFO after UFO to Earth, burning tanks full of antiprotons. Human experiments into antimatter, on the other hand . . .<br />
<br />
The first artificially produced antimatter on Earth consisted of 9 atoms of anti-hydrogen created at the CERN particle physics laboratory, situated near Geneva on the border between France and Switzerland. Not long after, another lab produced approximately 100 atoms. We've come slowly forward over the years in tiny, tiny steps, but even though we can now produce antiprotons by the millions, it's easy to forget just how little that really is.<br />
<br />
In fact, the biggest obstacle to our adaptation of the alien fuel is the availability of antiprotons. We've come a long way since 1995, but even with every particle physics laboratory in the world churning out as many antiprotons as possible, it would take eighty million years to produce 1 gramme's worth of antiprotons. By comparison, the amount contained in any single UFO's tank exceeds that of all the antimatter produced on Earth over the past hundred years.<br />
<br />
Another worrying point is that the aliens also seem to be using antimatter as part of their weapons systems. Antimatter-fuelled alien missiles are one thing; what if they begin using antimatter itself as an explosive? My staff has come up with more than one disconcerting idea along these lines. For myself, I think we should try to head the aliens off at the pass in this regard. A special program regarding antimatter-based weapons may be a highly interesting option to pursue -- it may be a more economical prospect than trying to adapt alien rockets to our interceptor craft.<br />
<br />
Humanity is a long, long way off from being able to create antiprotons in the amounts necessary to fuel these matter-antimatter rockets. The bottom line is, we cannot duplicate this alien technology. We don't know how they create their antimatter or how they manage to generate enough electricity to do so. Unless and until we can get our hands on this equipment, our efforts will be fruitless.<br />
<br />
Our only major successes have come from studying how the aliens store their antimatter. We're confident we can employ the same magnetic storage techniques, creating special facilities for safely storing antimatter. I've sent you a set of blueprints in a separate message to peruse at your convenience. Of course we'll need a full understanding of the alien engines before we can begin incorporating them.<br />
<br />
For all intents and purposes, we are unable to replicate the alien fuel. If we use antimatter in our own technology we will be dependent upon recovering it from alien sources. This seems a dangerous course of action, but we may have no choice; we need to adapt this technology as soon as possible if we are to have any chance of truly stopping the invasion.<br />
<br />
--Cdr. Navarre<br />
<br />
<br />
<br />
==Links==<br />
* [[Research/Alien_Materials|Alien Materials]]<br />
<br />
<br />
= Research Tree Data =<br />
<br />
'''(This information for reference only; do not translate or include in-game.)'''<br />
<br />
''Prerequisites:''<br />
[[UFO/Scout|UFO -- Scout]]<br />
[[UFO/Harvester|UFO -- Harvester]])<br />
<br />
''Opens:''<br />
Enables use of Antimatter in production<br />
[[Base_Facilities/Antimatter_Storage|Antimatter Storage]]<br />
[[Aircraft_Equipment/Upgrades/Antimatter_Engines|Upgrade -- Antimatter Engines]]<br />
[[Research/Antimatter_Weaponry|Antimatter Weaponry]] (if [[UFO/Harvester|UFO -- Harvester]] already researched)<br />
<br />
<br />
[[Category:General]]<br />
[[Category:Research]]</div>BTAxishttp://ufoai.org/w/index.php?title=Gameplay_Proposals/Transfers&diff=28300Gameplay Proposals/Transfers2010-08-22T19:12:50Z<p>BTAxis: /* Hiring/firing */</p>
<hr />
<div>This is a proposal for the transfer model in UFO:AI. It covers base-to-base transfers of goods and personnel, as well as buying/selling things from and to the market, as well as personnel recruitment.<br />
<br />
== The transfer model ==<br />
{{PageAuthor|BTAxis}}<br />
The transfer model proposed here closely resembles the one seen in UFO: Enemy Unknown. A "transfer" refers to a movement of a package materials or personnel (or both), which is sent from one place to another. A transfer takes time to complete, and until the transfer is completed the contents are available to neither the source nor the destination.<br />
<br />
A transfer should only be initiated once the player has finished assembling the transfer package and has confirmed that he wishes the transfer to be made and agrees to pay the price for the transfer.<br />
<br />
Each transfer involves a cost, which is paid as soon as the transfer is ordered. This cost consists of three parts:<br />
* A fixed cost (equal for each and every transfer)<br />
* A variable cost (determined by the contents and distance of the transfer)<br />
* The cost of purchased goods and hired personnel (Only when buying, selling or hiring. When selling, this cost is negative)<br />
<br />
Below is a breakdown of the various transfer types<br />
<br />
=== Base-to-base ===<br />
In base-to-base transfers, the player pays the fixed and variable costs for the transfer. The variable cost is fairly low for materials, but is higher for personnel and live aliens.<br />
<br />
=== UFO Yard-to-UFO Yard ===<br />
Similar to base-to-base transfers, except in the context of moving captured UFOs between UFO yards.<br />
<br />
=== Buying/selling ===<br />
When buying (and hiring), one end of the transfer process is unknown. In this case, it is assumed that the transfer is made from an imaginary base to the base where the purchase was made. The distance from this imaginary base is always the same in all bases (i.e. there no real on-map location for the origin of the transfer). The transfers from the market should be trackable just like any other transfer, however.<br />
<br />
When selling, there is a transfer from the base to the market, but no costs are paid for this transfer. The player will get the full amount of the sold items without added shipping and handling cost. It is assumed the buyer pays for this. The transfer should still be timed, because the items should not appear on the market instantly after the player has sold them.<br />
<br />
=== Hiring/firing ===<br />
When a player hires one or more new employees, a transfer is created just like with purchasing materials. The fixed and variable costs will be added to the hire price in the confirmation dialog.<br />
<br />
When firing, there is no transfer. There are also no costs associated with firing personnel. It is assumed the employees pay for their own fare home. Fired employees are not re-added to the employee pool.<br />
<br />
[[Category:Proposals]]</div>BTAxishttp://ufoai.org/w/index.php?title=Aliens/The_Enemy_On_Earth_(temp)&diff=21215Aliens/The Enemy On Earth (temp)2009-06-11T12:25:41Z<p>BTAxis: moved Aliens/The Enemy On Earth (temp) to Aliens/The Enemy On Earth (late):&#32;Bugger.</p>
<hr />
<div>#REDIRECT [[Aliens/The Enemy On Earth (late)]]</div>BTAxishttp://ufoai.org/w/index.php?title=Aliens/The_Enemy_On_Earth_alt&diff=21206Aliens/The Enemy On Earth alt2009-06-11T12:20:27Z<p>BTAxis: moved Aliens/The Enemy On Earth alt to Aliens/The Enemy On Earth (late):&#32;Renaming for clarity</p>
<hr />
<div>#REDIRECT [[Aliens/The Enemy On Earth (late)]]</div>BTAxishttp://ufoai.org/w/index.php?title=Aliens/The_Enemy_On_Earth&diff=21204Aliens/The Enemy On Earth2009-06-11T12:19:49Z<p>BTAxis: moved Aliens/The Enemy On Earth to Aliens/The Enemy On Earth (early):&#32;Renaming for clarity</p>
<hr />
<div>#REDIRECT [[Aliens/The Enemy On Earth (early)]]</div>BTAxishttp://ufoai.org/w/index.php?title=Storyline/A_New_Twist&diff=21202Storyline/A New Twist2009-06-11T12:18:24Z<p>BTAxis: moved Storyline/A New Twist to Storyline/A New Twist (early):&#32;Renaming for clarity</p>
<hr />
<div>#REDIRECT [[Storyline/A New Twist (early)]]</div>BTAxishttp://ufoai.org/w/index.php?title=Storyline/A_New_Twist_alt&diff=21200Storyline/A New Twist alt2009-06-11T12:17:58Z<p>BTAxis: moved Storyline/A New Twist alt to Storyline/A New Twist (late):&#32;Renaming for clarity</p>
<hr />
<div>#REDIRECT [[Storyline/A New Twist (late)]]</div>BTAxishttp://ufoai.org/w/index.php?title=User_talk:Dumper&diff=20907User talk:Dumper2009-05-12T20:33:43Z<p>BTAxis: </p>
<hr />
<div>Hi<br />
<br />
i've just seen that you've updated the weapon list.<br />
we are searching for a way to generate a statistic for our weapons and ammo in relation to the armour and the damage. do you think you could maybe also write such a script? it would help us to balance the weapons more. <br />
:--[[User:Mattn|Mattn]] 07:15, 3 May 2009 (UTC)<br />
:Please contact [[User:BTAxis|me]], and we can discuss the script formulas. --[[User:BTAxis|BTAxis]] 20:33, 12 May 2009 (UTC)</div>BTAxishttp://ufoai.org/w/index.php?title=User:BTAxis&diff=20682User:BTAxis2009-03-31T18:58:20Z<p>BTAxis: </p>
<hr />
<div>I came by this project back when it was still being worked on by the old team (led by SparX). Back then I didn't do much except post on the forums, but as the project died I ended up idling around in the then unofficial IRC channel on Quakenet, along with a handful of others. This changed when [[User:mattn|mattn]] showed up and brought the project back to life. Now, I'm a developer of the [[Storyline/Final|Official storyline]], partnering with [[User:winter|Winter]]. I've written some [[Proposals|proposals]] for the game mechanics, and I also maintain the project's official IRC channel (#ufo:ai on irc.freenode.net).<br />
<br />
My real name is Bas Fournier.<br />
<br />
* ICQ: 57998679<br />
* MSN: BTAxis@gmx.net<br />
* Jabber: BTAxis@12jabber.com<br />
<br />
== My feature wishlist for UFOAI ==<br />
In order of importance:<br />
* {{done}} Random map support<br />
* {{wip}} 2x2 unit support<br />
* {{done}} [[Gameplay Proposals/Armour|Armour]]<br />
* [[Gameplay Proposals/Visibility|Visibility]]<br />
* {{wip}} [[Gameplay Proposals/ReactionFireImprovements|Improvements to Reaction-Fire]] and [[Gameplay Proposals/ReactionFireBlueprint|X-COM style RF]] (method 2)<br />
* {{done}} [[Proposals/Macro_Pathfinding|Macro Pathfinding]]<br />
* {{wip}} [[Gameplay Proposals/Campaign|Campaign mechanics]]<br />
* {{done}} [[Proposals/Actor_Generation|Actor Generation]]<br />
* {{done}} [[Proposals/Attribute_Increase|Attribute Increase]]<br />
* {{wip}} New equipment menu using templates, scrolling lists and stacks<br />
* [[Gameplay_Proposals/Advanced_Base_Building|Advanced Base Building]]<br />
* Soldier badges and implants<br />
* [[Gameplay Proposals/PointBasedMultiplay|Point-Based Multiplay]]<br />
* more [[Gameplay Proposals/Multiplayer_Game_Types|Multiplayer Game Types]]<br />
* {{wip}} better [[Gameplay Proposals/UFO_Interceptions|UFO Interceptions]]<br />
* [[Gameplay Proposals/Mission_Briefings|Mission Briefings]]<br />
* {{wip}} Improved AI (using cover, using indirect fire based on guesses, moving as a team, etc)<br />
* An organic 2x2 alien type<br />
[[Category:UFO:AI Team]]</div>BTAxishttp://ufoai.org/w/index.php?title=Talk:Traducir&diff=19718Talk:Traducir2009-01-07T22:16:19Z<p>BTAxis: Talk:Traducir moved to Talk:Translating over redirect: Original Translating page was changed to Spanish - revert redirect</p>
<hr />
<div>#REDIRECT [[Talk:Translating]]</div>BTAxishttp://ufoai.org/w/index.php?title=Talk:Gameplay_Proposals/Mission_Briefings&diff=19704Talk:Gameplay Proposals/Mission Briefings2009-01-05T16:26:59Z<p>BTAxis: </p>
<hr />
<div>Personally, I think the briefing should also be accessed from the icon on the geoscape. This would allow the player to choose which team and equipment to send ahead of time. Something else that would be nice is a satellite overview of the area. This would be especially useful on prebuilt maps, say in order to tell if you need snipers (like in the Hydro Dam map) or if the region is urban.<br />
Satellite overview on randomized maps seems a bit tricky, though. Perhaps the arrangement of the map is calculated ahead of time, and a 2D overview is compiled quickly from pre-rendered overviews of each map component?<br />
<br />
[[User:Psawhn|Psawhn]] 19:58, 27 August 2007 (CEST)<br />
<br />
== Example text ==<br />
Here is some text I wrote some time ago for this purpose. --[[User:BTAxis|BTAxis]] 16:26, 5 January 2009 (UTC)<br />
<br />
'''Mission descriptions'''<BR><br />
<br />
''Terror missions''<BR><br />
The aliens are attacking the city of %s. Their objective is to kill her citizens and demonstrate their power. This is a particularly disadvantageous mission for PHALANX as governments are particularly sensitive when their citizenry is so visibly in danger. Any loss of civilian life will have a severe impact on PHALANX' public relations with the relevant government, and the aliens know this.<br />
<br />
''UFO recovery missions''<BR><br />
PHALANX fighters have shot down a UFO, which has crash-landed in this area. Since the UFO was not destroyed we have to assume that the aliens onboard have survived. There is every reason to exercise caution.<br />
If any aliens survived, they will most likely try to destroy any equipment that survived the crash to prevent us from stealing their military secrets.<br />
<br />
PHALANX has detected a UFO that has touched down on the Earth's surface. This is a good opportunity to capture an undamaged UFO for research.<br />
The PHALANX drop ship is not known for its stealthy approach, so the alien crew will be alerted to your presence. Expect organized resistance and exercise caution.<br />
<br />
''General seek-and-destroy''<BR><br />
PHALANX has received reports of alien activity in the area. Your squad is to investigate these reports. Proceed with due caution. Although this mission may not be crucial to winning the war, we can afford precious few setbacks. Do not waste the lives of your men.<br />
<br />
''First base mission''<BR><br />
DivInfo has located a hidden alien base. This base appears to serve as a catalyst to the spread of the alien virus in this region. You are to infiltrate this base and render it inoperable. PHALANX intelligence currently has no detailed information as to the importance of this base, we can only assume that they are at the core of the alien invasion. This is where PHALANX really has to prove its worth.<br />
<br />
''Generic base mission''<BR><br />
DivInfo has located another hidden alien base. As you know, the aliens use these bases to coordinate and speed up the spread of their virus among the human civilian population. For this reason, PHALANX can't afford to leave these bases alone. It's your job to make sure this one is put out of commission. <br />
<br />
''Special base mission''<BR><br />
DivInfo has located another hidden alien base. You and your squad have been given orders to infiltrate the base and salvage the so-called Psi-Link you will find inside. PHALANX needs two of these Psi-links to find the location of the source of the alien invasion. I don't have to tell you that a lot rides on this mission, so look alive!<br />
<br />
''Base defence missions''<BR><br />
The aliens have taken the fight to us. One of our bases is under attack, and unless we repel the intruders we will be forced to abandon the place. Needless to say, this is a scenario that PHALANX can ill afford. Assemble your men and protect what is ours!<br />
<br />
<br />
'''Mission objectives'''<BR><br />
<br />
''Terror missions''<BR><br />
Your primary mission is to prevent any civilians from being killed. Every human life lost here today is a life we can't afford. Do whatever it takes to ensure the civilians' safety. Kill or incapacitate any alien forces present and secure the area. Return to base only once TacOps has confirmed that no hostile forces remain.<br />
<br />
''UFO recovery missions''<BR><br />
Your primary mission is to make your way to the crashed UFO and secure it. Once you have accomplished that, proceed to eliminate or incapacitate all remaining alien forces in the area. As soon as TacOps declares all resistance neutralized, U.N. forces will relieve you and you may return to base.<br />
<br />
Your primary mission is to make your way to the landed UFO and secure it. Once you have accomplished that, proceed to eliminate or incapacitate all remaining alien forces in the area. As soon as TacOps declares all resistance neutralized, U.N. forces will relieve you and you may return to base.<br />
<br />
''General seek-and-destroy''<BR><br />
Seek and destroy all aliens in the area. Kill or incapacitate any hostile forces you encounter. If any civilians are present in the area, ensure their safety first.<br />
<br />
''First base mission''<BR><br />
Your mission is to eliminate anything that could be considered a direct threat to your soldiers. This includes all alien troops, automated defences and anything else you might find. Once the base is secure, PHALANX engineer troops will salvage anything of use. Then a U.N. demolition squad will fly in and blow the entire complex.<br />
<br />
''Generic base mission''<BR><br />
Your mission is to eliminate anything that could be considered a direct threat to your soldiers. This includes all alien troops, automated defences and the psionic device. Once the base is secure, PHALANX engineer troops will salvage anything of use. Then a U.N. demolition squad will fly in and blow the entire complex.<br />
<br />
''Special base mission''<BR><br />
Your mission is to seek out the Psi-Link, deactivate it without damaging it and take it back to base. This will be a very dangerous mission, as your soldiers will come under heavy psionic attacks as they approach the Psi-Link.<br />
<br />
''Base defence missions''<BR><br />
Your primary mission is to defend the base from being destroyed, or worse, captured by the enemy. Focus on eliminating all hostile contacts but try not to cause too much damage to our base. In addition, some of our non-combat personnel have not managed to find shelter in time. Make sure it doesn't cost them their lives.<br />
<br />
<br />
'''Terrain descriptions'''<BR><br />
<br />
''Random map on the village tile set''<BR><br />
(day) You are deploying in an urban area. The use of heavily destructive weaponry is discouraged as it could put civilians in danger. Consider using houses, fences and cars for cover. Since you can expect the enemy to be mostly inside the buildings in the area it would be wise to include some short range weaponry in your soldier load-out, but do not discount the opportunities for long-range combat the open street provides.<br />
<br />
(night) You are deploying in an urban area. The use of heavily destructive weaponry is discouraged as it could put civilians in danger, even at this hour. Consider using houses, fences and cars for cover. Since you can expect the enemy to be mostly inside the buildings in the area it would be wise to include some short range weaponry in your soldier load-out, but do not discount the opportunities for long-range combat the open street provides. Try to avoid streetlights as they make your soldiers more conspicuous while not providing any sort of benefit.<br />
<br />
''Random map on the tropical tile set''<BR><br />
You are deploying in a tropical area. Though the population density in this region is lower than in most urban areas, there are still people who have made their homes here. You can expect to encounter man-made structures as well as natural terrain features. You will from poor visibility due to heavy vegetation on this mission. Consider using utilities for secondary detection.<br />
<br />
''Random map on the oriental tile set''<BR><br />
You are deploying in a small desert village. The houses are built close together, so you will have precious few opportunities at long-range combat. Consider using close and medium ranged weaponry. Be conservative when it comes to explosive weaponry as neutrals may be around every corner.<br />
<br />
''Random map on the frozen tile set''<BR><br />
You are deploying in a sub-zero area. Though your soldiers will have few opportunities to camouflage themselves or take cover on this terrain, the same is true for the enemy. Because of the sparse vegetation, you should have a long line of sight. Consider using long-range weaponry on this mission.<br />
<br />
''Random map on the ice tile set''<BR><br />
You are deploying in a polar area. You will encounter neither vegetation nor settlements here, but the chaotic natural terrain formations are more than enough to hinder your visibility. As there will be no civilians to worry about, you are free to use grenades and other indirect fire weapons.<br />
<br />
''Random map on the country tile set''<BR><br />
You are deploying in a rural area. The terrain here consists mostly of barren ground and rock, decorated with the occasional cactus. As the terrain provides little cover to both you and your enemies, consider gearing up your squad for long-range combat.<br />
<br />
''Random map on an industrial tile set, regardless the terrain type''<BR><br />
You are deploying in an industrial complex. You will encounter spacious warehouses and silos as well as industrial machinery. As you will have some room to manoeuvre, consider using explosive weaponry such as grenade throwers on this mission.<br />
<br />
<br />
'''Intel'''<BR><br />
<br />
''UFO recovery missions''<BR><br />
The aliens will not be sitting on their hands. They will likely take steps to destroy their UFO. If they succeed in this, your mission will be a failure. Do not take unnecessary risks, but work with due alacrity.<br />
<br />
''Urban missions''<BR><br />
TacOps expects the aliens to field mainly weapons intended to maim and kill. Expect the aliens to be mainly armed with plasma weaponry. Ortnoks and Tamans are expected to be out in force, while Bloodspiders are unlikely to appear in large numbers.<br />
<br />
''Base missions''<BR><br />
This is a military installation. Expect heavy alien resistance of all varieties. There may also be automated defences present. Keep your eyes open for anything unusual. This base is a source of viral infection, so there is a good chance you will encounter combat situations that are not covered in the drills.<br />
Be advised that there is a possibility that you will find hostile humans in your path. These humans must be considered enemy forces. If at all possible, use nonlethal methods to incapacitate them, but do not hesitate to shoot to kill if the situation calls for it.<br />
<br />
Expect heavy alien resistance of all varieties. There may also be automated defences present. Be extremely wary of the psionic device that must be present in this base. It is to be destroyed with extreme prejudice.<br />
Be advised that there is a possibilty that you will find hostile humans in your path. These humans must be considered enemy forces. If at all possible, use nonlethal methods to incapacitate them, but do not hesitate to shoot to kill if the situation calls for it.<br />
<br />
''Special base missions''<BR><br />
Your mission will fail if you destroy the Psi-Link, but do not hesitate to do so if your squad is in danger of being wiped out. There will be more bases you can attempt this mission on. However, keep in mind that time is not on PHALANX' side.<br />
<br />
''General additional intel messages''<BR><br />
(when facing few aliens) We expect only minor resistance, and you should be able to meet your objectives without taking casualties. Therefore, this mission is a good opportunity to try and capture live aliens for study and interrogation. Consider using nonlethal methods on your enemies.<br />
<br />
(when facing more aliens) You can expect the aliens to put up a fight. Keep your eyes open and make use of any cover you can find. Focus on thinning the enemy ranks first; only after you have gained the upper hand should you attempt to take prisoners.<br />
<br />
(when facing many aliens) The aliens are going to be out in force. Don't field any half-measures on this mission, because you will need all the firepower and protection you can get. It is a good idea to field at least one indirect fire weapon as the aliens may be grouping together.<br />
<br />
''Additional base defence messages''<BR><br />
(when there are live aliens in AC) Keep in mind that we currently have live alien specimens in custody. We must assume the aliens are aware of this and will try to free their comrades. If they succeed in doing so, the situation will take a turn for the worse. It would be wise to prevent any aliens from reaching Containment.<br />
<br />
(when there are craft in hangars) Our vehicles are still parked in their hangars. They make for an easy target for the alien troops and may well be damaged during this fight. If the aliens manage to inflict enough damage on our craft we will have to spend time and resources on repairs before we can use them again. You should consider preventing the aliens from taking pot shots at our craft, but remember that our craft will be lost altogether if we don't win this battle!<br />
<br />
(when there is an active power plant) Command has decided to keep the power plant on-line. As a consequence, you should prioritise defending that particular facility. If the aliens damage the power generator while it's active, it could send the reactor into meltdown. This must be avoided at all costs.</div>BTAxishttp://ufoai.org/w/index.php?title=Proposals/Larger_Bases&diff=18490Proposals/Larger Bases2008-09-30T09:34:06Z<p>BTAxis: </p>
<hr />
<div>== Larger Bases ==<br />
{{PageAuthor|BTAxis}}<br />
This proposal presents a concrete description of an extension to the building space of PHALANX bases.<br />
<br />
== Purpose ==<br />
The reason why bases need more building space is that there are too many facilities that need to be placed by default. The point to the base building part of the game is to allow the player to build customized bases that suit his needs and playing style. Hovever, because there are relatively many "overhead" buildings (buildings that must be placed in order to support end functionality of the base), there is very, very little space for custom building in practice. <br />
<br />
To illustrate, consider a new PHALANX base with the maximum amount of invalid tiles (4) that is going to be geared for heavy construction of weapons and craft. To even get the base operational, it needs the following:<br />
* An entrance<br />
* A power plant<br />
* A radar facility (the radar facility is so standard that it can safely be considered a base necessity)<br />
* A living quarters housing a few soldiers (if the soldiers weren't there the base would instantly succumb to an alien attack)<br />
* A storage facility<br />
* An antimatter storage facility (antimatter is a basic necessity for many things in the game, and certainly for production)<br />
* A command centre<br />
<br />
The above list comes down to 7 tiles. With the blocked tiles, that means 11 tiles are already taken. And remember, this base doesn't even do anything yet! It's not even particularly geared up for any specific role. All bases will typically have these buildings. Now we go about adding the production lines:<br />
* A large hangar, to allow construction of all PHALANX craft<br />
* At least three workshops (less than three would be laughably few for a base that is supposed to be dedicated to production)<br />
* An extra living quarters to house enough workers<br />
* An extra storage facility to handle the item throughput<br />
<br />
Now the base has 23 out of 25 tiles filled up. A whopping 2 are still available (even with the minimum amount of blocked tiles this would only be 5, which is still not much). And what can this base do? Produce items at a fairly high rate. It can NOT do such things as disassemble UFOs or send out craft on missions or interceptions. All its resources have to be imported. And I'm not even mentioning facilities like base defences and soldier support.<br />
<br />
I think this example makes it clear the 5x5 grid is too small, even for specialized bases.<br />
<br />
== Solution ==<br />
An obvious solution to the space problem is to increase the base grid from 5x5 to something larger, like 6x6. However, this is not practical. The most important reason is that the larger the grid, the more brushes are going to be displayed on the same level at the same time. Because of hardware limitations (more precisely, limitations of the hardware we want to support) as well as limitations in the Quake 2 engine, this is unacceptable.<br />
<br />
Another solution is to cut on base facilities. If less facilites are needed for the same base functionality, the grid space restriction will be felt much less strongly. Obviously, this solution is very unattractive. It would mean removing things from the game that we already have, such as graphics, map tiles and UFOpaedia texts.<br />
<br />
A third solution, and this is the solution I propose in this article, is to add another level of buildings to the bases. The random map assembly code allows for this, and because brushes can be optimized away on different view levels the engine restrictions are avoided.<br />
<br />
== Grid sizes and building placement ==<br />
I propose the base grid to be arranged as follows. The "top" level of the base will have a 3x4 grid. Two tiles are already taken by the entrance, so the amount of free space is 10 tiles. The entrance takes up 2 tiles because it not only connects the surface with the top level, it also connects the top level with the bottom level. The bottom level will be the 5x5 grid we have now, but again 2 tiles will be taken up by the entrance, making for a total of 19-22 free tiles. The bottom level is the only level where blocked tiles can occur, for simplicity.<br />
<br />
Buildings that require surface level access can only be placed on the top level. These buildings are hangars and base defence facilities. No hangars or base defence facilities may be placed on the bottom level. All other facilities may be placed on both levels.<br />
<br />
In all, the two-level base will have 29-32 free tiles, which is a real improvement over the current 20-23 (for reference, a 6x6 grid would offer 31-34 free tiles). If the entrance on the bottom level is made to be only one tile, then we get 30-33 free tiles.<br />
<br />
[[Category:Proposals]]</div>BTAxishttp://ufoai.org/w/index.php?title=Talk:Mapping/Compile_time&diff=18090Talk:Mapping/Compile time2008-08-21T14:11:33Z<p>BTAxis: </p>
<hr />
<div>== Linux time ==<br />
for "time make clean maps" do i have to add up the times?<br />
<pre><br />
real 8m23.553s<br />
user 15m39.927s<br />
sys 0m2.248s<br />
</pre><br />
means 24min? --[[User:Blondandy|Blondandy]]<br />
<br />
<br />
To be sure I roughly stopped my time with a clock as well and the first value "real" seems to be the correct time. Haven't studied the manual for the time command yet though :)<br />
In your example you either have a '''very''' fast computer (unless you have very good compile-time optimizations I guess) or not all of the maps were compiled. I think none of these is the correct value.<br />
To be sure all my maps were compiled I actually manually removed all .bsp files and simply ran "time make maps" (at the time I didn't know one could do "clean maps" as well). --[[User:Hoehrer|Hoehrer]] 07:00, 20 August 2008 (UTC)<br />
<br />
it does seem insanely fast. I will double check. i am not 100% that make clean maps does compile all maps regardless.<br />
--[[User:Blondandy|Blondandy]] 11:47, 20 August 2008 (UTC)<br />
<br />
Also to make _really_ sure how long it took you could do something like this I guess:<br />
<pre>date >> time.txt;time make clean maps;date >> time.txt</pre><br />
Then check time.txt for start&end time :D --[[User:Hoehrer|Hoehrer]] 15:36, 20 August 2008 (UTC)<br />
<br />
== Threads ==<br />
<br />
How do I activate threads for map compiling? Also, if it is active, how is the number of threads determined? --[[User:Hoehrer|Hoehrer]] 07:07, 20 August 2008 (UTC)<br />
<br />
between us a mac user (can't recall who) Richlv and I modified the makefile. make maps detects number of cores and uses them all. you can verify this by looking at output. the Threads:#2 lines are from ufo2map.<br />
--[[User:Blondandy|Blondandy]] 11:42, 20 August 2008 (UTC)<br />
<br />
Nice, never noticed that :)<br />
On a related note: I always hear/read that one should always use one more thread than available cores/CPUs for multi-threading stuff. I'm no expert on that matter so is that an urban legend, only true in certain cases or a general good idea? --[[User:Hoehrer|Hoehrer]] 15:40, 20 August 2008 (UTC)<br />
<br />
why not tweak your makefile, to use cores+1 threads, and see if it is faster?--[[User:Blondandy|Blondandy]] 16:54, 20 August 2008 (UTC)<br />
<br />
== Compiling bunker.map ==<br />
hoehrer (r18463 / Intel Core2 Quad 2.66GHz / 64bit Ubuntu 8.04 <small>Linux 2.6.24-19-generic</small>)<br />
* time ./ufo2map -t 1 base/maps/bunker.map -> 2m25.677s<br />
* time ./ufo2map -t 2 base/maps/bunker.map -> 1m3.230s<br />
* time ./ufo2map -t 4 base/maps/bunker.map -> 0m28.762s<br />
* time ./ufo2map -t 5 base/maps/bunker.map -> 0m28.406s<br />
* time ./ufo2map -t 8 base/maps/bunker.map -> 0m28.870s<br />
* time ./ufo2map -extra -t 1 base/maps/bunker.map -> 12m5.027s<br />
* time ./ufo2map -extra -t 2 base/maps/bunker.map -> 4m50.602s<br />
* time ./ufo2map -extra -t 4 base/maps/bunker.map -> 2m0.922s<br />
* time ./ufo2map -extra -t 5 base/maps/bunker.map -> 2m4.148s<br />
* time ./ufo2map -extra -t 8 base/maps/bunker.map -> 2m1.766s<br />
<br />
btaxis (r18467 / Intel Core2 Duo 2.13GHz [E6400] / Windows XP Pro Corporate 32bit SP3)<br />
* ufo2map -t 1 base/maps/bunker.map: sum: 149 seconds elapsed<br />
* ufo2map -t 2 base/maps/bunker.map: sum: 172 seconds elapsed<br />
* make -j2 using Makefile.win, -extra enabled, all bsps deleted beforehand<br />
** starttime = 14:00:24.06<br />
** endtime = 15:41:32.12</div>BTAxishttp://ufoai.org/w/index.php?title=Proposals/Ironman&diff=17088Proposals/Ironman2008-06-07T10:27:32Z<p>BTAxis: </p>
<hr />
<div>== Ironman mode ==<br />
{{PageAuthor|BTAxis}}<br />
This article describes an ironman mode, which is intended to force a player to play "fair", i.e. without loading an old savegame. It is an extra challenging mode for those who prefer to play that way.<br />
<br />
== How it works ==<br />
At the start of any new campaign, the player is given the opportunity to play the campaign in ironman mode. If the player does not choose to do so the campaign works as normal. However if the player chooses ironman mode, there are a few differences.<br />
<br />
Firstly the player has to choose a save slot. This slot will be where the player's game will be saved, and no other slots can be used to save the game. Furthermore, the player can only manually save when exiting the game. The save button on the menu should be disabled. The game is automatically saved in the following circumstances:<br />
* When the player exits the game. The player can not choose not to save the game.<br />
* Periodically, in real time (but not on the battlescape).<br />
* Whenever a mission starts. The game is saved as if the player had lost the mission; either a complete defeat or an unfavourable outcome of autoresolve. This goes for all missions, so in case of base defence missions the consequences of the destruction of the base should be pre-calculated at mission start.<br />
* Whenever a mission ends. The outcome of the mission overrides the one saved in the pre-mission save, even if the player chose autoresolve.<br />
* Ideally, on every big event on the geoscape that affect the player, such as an installation being bombed, a craft being shot down or completion of research.<br />
<br />
== Security and risk ==<br />
Because the player only has one save slot available, his savegame is more vulnerable than normal. The saved file might get corrupted somehow, or accidentally overwritten by another save from a normal campaign game. There should be some mechanic to safeguard the data from such occurrences.<br />
<br />
To prevent savegame overwriting, one could disallow writing to a save slot that contains an ironman save. The save should still be deletable from within tha game, but with a confirmation message.<br />
<br />
To prevent data corruption, the game could be saved in two locations at the same time.<br />
<br />
[[Category:Proposals]]</div>BTAxishttp://ufoai.org/w/index.php?title=File:Research_tree.png&diff=16752File:Research tree.png2008-04-08T09:29:12Z<p>BTAxis: Removed legend as it is now included in the image</p>
<hr />
<div></div>BTAxishttp://ufoai.org/w/index.php?title=Aircraft/Dropship_3&diff=16137Aircraft/Dropship 32008-02-23T21:44:34Z<p>BTAxis: Aircraft/Dropship 3 moved to Aircraft/Herakles-class Heavy Lifter</p>
<hr />
<div>#redirect [[Aircraft/Herakles-class Heavy Lifter]]</div>BTAxishttp://ufoai.org/w/index.php?title=Aircraft/Dragon_Interceptor&diff=16130Aircraft/Dragon Interceptor2008-02-23T21:29:10Z<p>BTAxis: Aircraft/Dragon Interceptor moved to Aircraft/Dragon-class Interceptor</p>
<hr />
<div>#redirect [[Aircraft/Dragon-class Interceptor]]</div>BTAxishttp://ufoai.org/w/index.php?title=Aircraft/Hyperion_Armed_Dropship&diff=16127Aircraft/Hyperion Armed Dropship2008-02-23T21:28:09Z<p>BTAxis: Aircraft/Hyperion Armed Dropship moved to Aircraft/Hyperion-class Armed Dropship</p>
<hr />
<div>#redirect [[Aircraft/Hyperion-class Armed Dropship]]</div>BTAxishttp://ufoai.org/w/index.php?title=Aircraft/Dropship_4&diff=16124Aircraft/Dropship 42008-02-23T21:26:52Z<p>BTAxis: Aircraft/Dropship 4 moved to Aircraft/Raptor-class Combat Transport</p>
<hr />
<div>#redirect [[Aircraft/Raptor-class Combat Transport]]</div>BTAxishttp://ufoai.org/w/index.php?title=Research/alien_antimatter_missile_txt&diff=15850Research/alien antimatter missile txt2008-02-15T20:10:23Z<p>BTAxis: Research/alien antimatter missile txt moved to Research/Alien Antimatter Missile: Oops - used the msgid for the page</p>
<hr />
<div>#redirect [[Research/Alien Antimatter Missile]]</div>BTAxishttp://ufoai.org/w/index.php?title=Talk:TODO/2.2/Armour&diff=13840Talk:TODO/2.2/Armour2007-10-04T23:28:20Z<p>BTAxis: </p>
<hr />
<div>* "Damage reduction values and scripts" -> <code>dmgweight xxxxx</code><br />
** Very nice concept - a lot better than the "every single ammo has a defined reduction value" and very easy to look at and tweak. :) --[[User:Hoehrer|Hoehrer]] 16:00, 7 August 2007 (CEST)<br />
* I also have no objections to this proposal and I also like it very much. So, if there is nothing more to discuss or no further objections, I would propose to consider it final and prepare TODO section for it (2.2, I believe we should have working armours in 2.2 this way or another, and while this proposal is nice...)--[[User:Zenerka|Zenerka]] 20:20, 7 August 2007 (CEST)<br />
== Armour, cont'd ==<br />
I'd like to propose some armour-related functionality in addition to the behavior described in the main article. Aside from a damage modifier, I propose armour to also have a TU modifier. This modifier is subtracted from a soldier's TUs at the beginning of his/her turn, meaning wearing the armour effectively results in a reduction of max TUs for that soldier. Light armours will have a TU penalty of zero, while heavier armours will encumber the soldiers that wear them. One way to go about it is by making the TU penalty a fixed value, defined in the script files. However, it may be a good idea to scale the encumbrance based on a soldier's strength stat. This could be a formula, but I believe it would be better to define three or five penalty values that apply to a certain range of the strength stat. For example:<br />
<pre><br />
item medium<br />
{<br />
...<br />
encumbrance<br />
{<br />
worst 20<br />
bad 17<br />
average 14<br />
good 11<br />
best 8<br />
}<br />
}<br />
</pre><br />
This would mean that a soldier with a strength rating below 20% will be slowed down by the medium arour for 20 TUs while a soldier with a strengh rating of 80% or higher will only be slowed down for 8 TUs.*<br />
<br />
The net effect of such a system will be that the player will have to make a tradeoff between 1) effectiveness versus one damage type as opposed to effectiveness against another and 2) overall effectiveness, TU penalty and soldier strength. I believe that this adds depth to the game while still being sufficiently simple for the player to grasp.<br />
<br />
<FONT SIZE=1>* This touches the subject of supposedly-elite soldiers being "awful" at any given attribute. This is a separate discussion, but I for one consider it valid.</FONT><BR><br />
--[[User:BTAxis|BTAxis]] 18:32, 8 August 2007 (CEST)<br />
* while this new proposition (about TU reducing effect) is very nice and I am all for it, the proposed algorithm would require large amount of new code (at the first look); wouldn't be enough (read: enough, does not mean: better) to just add one static value to (almost) every armour (for example: reduce 15) and prepare the code, where we can use character strenght to determine how many of such (reduce 15) value should be removed at the beginning of character turn? (so, if strenght is worst, take 100%, if strenght is best, take 20%, and so on)--[[User:Zenerka|Zenerka]] 20:55, 10 August 2007 (CEST)<br />
<br />
what is wrong about the code we are using right now in '''G_Damage'''?<br />
<pre><br />
/* Apply armor effects. */<br />
if (damage > 0 && ent->i.c[gi.csi->idArmor]) {<br />
objDef_t *ad;<br />
int totalDamage;<br />
<br />
ad = &gi.csi->ods[ent->i.c[gi.csi->idArmor]->item.t];<br />
<br />
totalDamage = damage;<br />
<br />
if (ad->protection[fd->dmgtype] > 0)<br />
damage *= 1.0 - ad->protection[fd->dmgtype] * ent->AP * 0.0001;<br />
else<br />
damage *= 1.0 - ad->protection[fd->dmgtype] * 0.01;<br />
<br />
if (!mock) {<br />
if (ad->hardness[fd->dmgtype]) {<br />
int armorDamage;<br />
<br />
armorDamage = (totalDamage - damage) / ad->hardness[fd->dmgtype];<br />
ent->AP = max(0, ent->AP - armorDamage);<br />
}<br />
}<br />
}<br />
</pre><br />
<br />
<br />
== our damage types are the following: ==<br />
<pre><br />
damagetypes standard<br />
{<br />
"_normal"<br />
"_steelblade"<br />
"_monomolecularblade"<br />
"_blast"<br />
"_fire"<br />
"_shock"<br />
"_laser"<br />
"_plasma"<br />
"_particlebeam"<br />
"_stun"<br />
}</pre><br />
<br />
:[[User:Mattn|Mattn]] 19:34, 4 October 2007 (CEST)<br />
* Firstly, we're going to have more "damage types" than these, as stated in the article. Secondly, hardness shouldn't be used anymore. Thisrdly, the current code modifies damage by a multiplier while it should be a subtraction.<br />
: In addition, we need functionality for the new script entries as well as a display somewhere in the equip menu for the judged armour values. --[[User:BTAxis|BTAxis]] 01:28, 5 October 2007 (CEST)</div>BTAxishttp://ufoai.org/w/index.php?title=Talk:Mapping/Terrain_Types&diff=13332Talk:Mapping/Terrain Types2007-08-22T11:44:21Z<p>BTAxis: We're getting there</p>
<hr />
<div>* Is there need for more terrain types? --[[User:Tecturon|Tecturon]] 21:49, 21 August 2007 (CEST)<br />
** jungle?<br />
** farmland?<br />
* I don't believe urban or village should count as terrain types. I believe these should be part of a different layer. The Campaign proposal mentions the use of different layers to determine what maps and missions are suitable for a given spawned event, and I consider the following three layers to be relevant so far:<br />
** Terrain. This only deals with climatological features (deserts, ice, jungles, mountains).<br />
** Culture. This deals with things like building styles and languages used on signs.<br />
** Population density. This mask would influence how likely it is that a city or village map is used as opposed to a rural or unpopulated one.<br />
To illustrate, both the "drug" tropic assembly and the "village" assembly would count as a village map, but the former is set in a jungle region while the latter is set in a temperate region. In other words, they would be in a different type of area on the first layer yet be chosen because they are both in a reasonably populated area on the third layer.<BR><br />
A rough idea of how I imagine the population density layer is [http://earthtrends.wri.org/images/maps/4_m_Globalpopdens_lg.gif this image].<BR><br />
--[[User:BTAxis|BTAxis]] 22:23, 21 August 2007 (CEST)<br />
* Theoretically I share your point of view. But practically, this implies a highly flexible and dynamic map generation algorithm. As far as I understood, the map tiles being connected to each other when building a random map are completely predefined. Three different layers inadvertably lead to a multiplication of the amount of tiles needed. Where you needed 8 tile sets in my first draft, you will need 16 tile sets if you subdivide each terrain type into only two culture types. Imagine you have 4 culture types, 4 types of population density and 8 terrain types. This results in an amount of 128 different tile sets. For each tile set, you will have to set buildings, ufos, trees, streets... --[[User:Tecturon|Tecturon]] 12:25, 22 August 2007 (CEST)<br />
** Ah, no. The layers don't ''generate'' a mission, they ''eliminate'' the ones that are unsuitable. To take your example of the 8-tile mapset, this mapset will have a descriptor file that describes what terrain types it can appear on, what cultural regions it can appear on and what the population threshhold is. If one or more of these factors are incompatible with the location that the mission takes place at, the map can not be used. --[[User:BTAxis|BTAxis]] 12:44, 22 August 2007 (CEST)<br />
*** ok, that is an idea. It implies that all map tiles have a ufo descriptor defining the inclusion criteria. "I can only be used in urban regions, with high population and an north-american culture. Terrain types might be grass, jungle, desert. (That's because of the big Planet-Hollywood I represent)". But how would you ensure that all tiles have the same ground? The ufo descriptors would have to be very restrictive to ensure that, possibly negating the positive effect. Otherwise, the system could generate a map with snow on the eastern end and desert on the western end, because that Planet Hollywood was defined to be suitable for cold and warm regions. Nonetheless I'm eager to build a prototype-patch. --[[User:Tecturon|Tecturon]] 13:14, 22 August 2007 (CEST)<br />
**** Again, the map layers nor the map descriptors don't determine what the map looks like, they only determine if the map is suitable. The maps are fixed - the ground does not change depending on what terrain it's on (PHALANX bases are an exception to this). Example: map industrial06. This is a snowy map with heavy machinery on it. Let's assume for the sake of the argument that the parameters for this map are: terrain: arctic only. culture: any. population density: any. Now supposing a mission was generated in northern Russia, then the conditions for this map would be met. Note that terrain is the ONLY requirement for this map. It could technically spawn on the south pole. However, it could NOT spawn in any non-arctic region. Another example: map village07. This is a suburban map with grass and trees. Suppose for the sake of the argument that the parameters for this map are: terrain: grass. culture: western, eastern. population density: 30% or higher. This map could spawn anywhere in Europe, North America or Asia as long as the terrain type is right, but NOT in the Middle-East or Africa because the culture isn't right. It also couldn't spawn in areas that had too little population. --[[User:BTAxis|BTAxis]] 13:44, 22 August 2007 (CEST)</div>BTAxishttp://ufoai.org/w/index.php?title=TODO/Base_Pieces&diff=13138TODO/Base Pieces2007-08-12T12:19:47Z<p>BTAxis: /* Making PHALANX base pieces 2x2 ready */</p>
<hr />
<div>== Making PHALANX base pieces 2x2 ready ==<br />
Some of the current base pieces do not fully support 2x2 units. It is desirable for this to be the case, as the player will want to field UGVs in base defence missions, and 2x2 aliens should be able to get inside.<br />
<br />
The following facilities have been checked. {{open}} marks facilities that need changes, {{done}} marks facilities that are 2x2 ready. If a facility does not appear in this list, it has not been checked.<BR><br />
{{done}} Power Plant<BR><br />
{{done}} Command Centre<BR><br />
{{done}} Missile Battery<BR><br />
{{done}} Team Room<BR><br />
{{done}} Antimatter Storage<BR><br />
{{open}} Alien Containment[[Image:Alien Containment.jpg|thumb|100px]]<BR><br />
* Alien Containment to be redesigned as a double-size facility. See talk.<br />
{{clr}}<br />
{{done}} Entrance[[Image:Entrance.jpg|thumb|100px]]<BR><br />
* As per image, the bar on the ground level is now in opened position.<br />
{{clr}}<br />
{{done}} Hospital[[Image:Hospital.jpg|thumb|100px]]<BR><br />
* 2x2 ready, but not yet hospital-looking.<br />
{{clr}}<br />
{{done}} Lab[[Image:Lab.jpg|thumb|100px]]<BR><br />
* As per image.<br />
{{clr}}<br />
{{done}} Large Hangar & Large UFO Hangar[[Image:Large Hangar&Large UFO Hangar.jpg|thumb|100px]]<BR><br />
* As per image.<br />
{{clr}}<br />
{{done}} Living Quarters[[Image:Living Quarters.jpg|thumb|100px]]<BR><br />
* As per image.<br />
{{clr}}<br />
{{done}} Radar[[Image:Radar.jpg|thumb|100px]]<BR><br />
* As per image.<br />
{{clr}}<br />
{{done}} Small Hangar & Small UFO Hangar[[Image:Small Hangar&Small UFO Hangar.jpg|thumb|100px]]<BR><br />
* As per image.<br />
{{clr}}<br />
{{done}} Storage[[Image:Storage.jpg|thumb|100px]]<BR><br />
* Office downsized to make room for the corridor. Some boxes moved onto shelves.<br />
{{clr}}<br />
{{done}} Workshop[[Image:Workshop.jpg|thumb|100px]]<BR><br />
* As per image. Office relocated. Conveyor belt shortened.<br />
{{clr}}<br />
<br />
[[Category:Contribute]]<br />
[[Category:TODO]]<br />
[[Category:Development]]</div>BTAxishttp://ufoai.org/w/index.php?title=Talk:Gameplay_Proposals/Armour&diff=13042Talk:Gameplay Proposals/Armour2007-08-07T19:24:00Z<p>BTAxis: Talk:Gameplay Proposals/Armour moved to Talk:TODO/2.2/Armour: This is no longer a game proposal; system approved by the powers that be</p>
<hr />
<div>#redirect [[Talk:TODO/2.2/Armour]]</div>BTAxishttp://ufoai.org/w/index.php?title=Gameplay_Proposals/Armour&diff=13040Gameplay Proposals/Armour2007-08-07T19:23:59Z<p>BTAxis: Gameplay Proposals/Armour moved to TODO/2.2/Armour: This is no longer a game proposal; system approved by the powers that be</p>
<hr />
<div>#redirect [[TODO/2.2/Armour]]</div>BTAxishttp://ufoai.org/w/index.php?title=ReactionFireImprovements&diff=10761ReactionFireImprovements2007-04-12T19:07:33Z<p>BTAxis: ReactionFireImprovements moved to Gameplay Proposals/ReactionFireImprovements: Because it is.</p>
<hr />
<div>#redirect [[Gameplay Proposals/ReactionFireImprovements]]</div>BTAxishttp://ufoai.org/w/index.php?title=Equipment/Primary_Weapons/High-Explosive_Rockets&diff=5656Equipment/Primary Weapons/High-Explosive Rockets2006-09-20T17:47:40Z<p>BTAxis: Equipment/Primary Weapons/High-Explosive Rockets moved to Trash Can/Equipment/Primary Weapons/High-Explosive Rockets: Not using this.</p>
<hr />
<div>#redirect [[Trash Can/Equipment/Primary Weapons/High-Explosive Rockets]]</div>BTAxishttp://ufoai.org/w/index.php?title=Cyborg_Ortnok&diff=4135Cyborg Ortnok2006-07-18T12:01:46Z<p>BTAxis: Cyborg Ortnok moved to Aliens/Cyborg Ortnok</p>
<hr />
<div>#redirect [[Aliens/Cyborg Ortnok]]</div>BTAxishttp://ufoai.org/w/index.php?title=Shevaar&diff=4132Shevaar2006-07-18T12:00:39Z<p>BTAxis: Shevaar moved to Aliens/Shevaar</p>
<hr />
<div>#redirect [[Aliens/Shevaar]]</div>BTAxishttp://ufoai.org/w/index.php?title=Ortnok&diff=4130Ortnok2006-07-18T12:00:22Z<p>BTAxis: Ortnok moved to Aliens/Ortnok</p>
<hr />
<div>#redirect [[Aliens/Ortnok]]</div>BTAxishttp://ufoai.org/w/index.php?title=Talk:Antarean&diff=4128Talk:Antarean2006-07-18T12:00:04Z<p>BTAxis: Talk:Antarean moved to Talk:Aliens/Antarean</p>
<hr />
<div>#redirect [[Talk:Aliens/Antarean]]</div>BTAxishttp://ufoai.org/w/index.php?title=Hovernet&diff=4124Hovernet2006-07-18T11:59:38Z<p>BTAxis: Hovernet moved to Aliens/Hovernet</p>
<hr />
<div>#redirect [[Aliens/Hovernet]]</div>BTAxishttp://ufoai.org/w/index.php?title=Talk:Damage/normal&diff=3954Talk:Damage/normal2006-07-16T10:28:32Z<p>BTAxis: </p>
<hr />
<div>Used to be:<br />
<br />
''Normal physical damage, either metal projectiles hurled with hight velocities or sharp metal blades with pointy tips used to slash and impale.''<br />
<br />
Also: Do we actually HAVE falling damage at this point? It should be in eventually (see hover armor design), but is it possible to walk off a roof, or be pushed off one?<br />
<br />
--[[User:BTAxis|BTAxis]] 12:28, 16 July 2006 (CEST)</div>BTAxis