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Messages - BlackLibrary

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76
Open Feedback / Re: Fuel Percentage
« on: July 01, 2014, 12:19:53 am »
Sure...redirect the Transport, start a brand new mission with 9 dead soldiers and one live trooper trying to keep 3 Mutons soldiers subdued.  Not gonna happen. 

77
Open Feedback / Re: Throwing accuracy? Never miss?
« on: June 30, 2014, 11:57:23 pm »
It has always been that way.  If you absolutely must shut down an alien...throw a bomb.

78
Open Feedback / Re: Plasma ammo plentiful
« on: May 08, 2014, 09:06:21 am »
I played pure vanilla.  I spent every mission house keeping:  Sending out men to go to a downed alien and ejecting the clip to make sure I got that ammo.  Ammo only disappeared if you left it in the rifle...if you did you due dillegence, you had decent ammo on a return trip home.

I found it a nice quirky trade off.

79
Why not simply make Hand held Laser& Plasmas very expensive or long (complex) manufacturing process or both if you're seeking death >_< .....and play with the self destruct option like the remake Xcom enemy within.

Sorry for the hijack, but that is an awesome, super simple idea.  Specifically about laser tech.  I like that. 

80
Open Feedback / Re: Donations to the devs
« on: April 15, 2014, 06:26:22 am »
Donations are bribes to see action done.  I'll be happy to send a bribe in for some awesome work!

81
Lol...stress from work.  Wasn't trying to test the nightlies, but its painful when you have a fun campaign with mods, and -boom- there is an issue that you don't know why.  In my case, it kept crashing  on the start of my base getting assaulted (something I've been eagerly waiting for months to happen!)

So...I checked the nightlies and tried one.  Still crashed.  Walked away to handle the real world.  Then I looked at the "nightlies" and boom...there are a bunch of new builds.  Tried them again...and boom, base mission is still failing.  Diagnosed it as best as I could and then checked the "nightlies" again and a bunch more.  I just wanted to play...but can't...the bug is in the way.  So, I just wanted to test and if there is a bug, post it.  But instead I said -screw it- and deleted the whole campaign and started fresh.  So I end up not reporting the game crash bug at all.  Perhaps it will never see the light of day ever again.   IDK.

Later, when I had a few minutes of free time, I went to check the "nightlies" for shits and giggles and, yep...more changes.  "Which nightly should I use?" I thought to myself.  I want to start a new game...but can't do it on a flawed build, or a build that says "please don't fail, please don't fail". 

How do I report the bug when who knows what may have initiated it...or if its from testing different builds that may have had an inadvertent effect on each other.  Whatever.  Each build must have some value.  Hell, I could pull the code down again and do a windiff or whatever, but it was just irksome. 

Regardless, there is a concept of testing your own code build.  You don't push code (that others -have- to merge!) that you even think might fail.  A code of honor amongst us developers, or so I thought. 

Don't get me wrong, I do appreciate the considerable effort and energy expended. But each build should do exactly what it says on the tin.  LOL!

Thanks folks.


82
Open Feedback / Latest nightly build...when its the 4th one today???
« on: April 13, 2014, 03:07:26 am »
<vent>What the heck is going on?  You folks are going berserk on the builds and its scary.  I want to test, but its a waste to test midstream of 4+ builds done in one day.  Especially with the vague and or, dare I say it, painful, comments you leave for the rest of us to consume.  Do what you do, but you can at least put 10 cents worth of comments up for folks to know whats changed. 

Its not a latest nightly.  Its a bug fest.</vent> 



openxcom_git_master_2014_04_12_2313.zip - built 2014-04-12 21:16

Warboy, Sat Apr 12 23:13:11 2014
hahahahahha enjoy the difference this makes.

openxcom_git_master_2014_04_12_2221.zip - built 2014-04-12 20:24

SupSuper, Sat Apr 12 22:21:07 2014
Please don't crash please don't crash please don't crash

openxcom_git_master_2014_04_12_2207.zip - built 2014-04-12 20:10

Warboy, Sat Apr 12 22:07:31 2014
fix kneel button.

openxcom_git_master_2014_04_12_2132.zip - built 2014-04-12 19:35

Warboy, Sat Apr 12 21:32:10 2014
hail C++ser

openxcom_git_master_2014_04_12_2106.zip - built 2014-04-12 19:09

SupSuper, Sat Apr 12 21:04:55 2014
Fixed serious textlist crash (thanks to LouisdeFuines for testing)

SupSuper, Sat Apr 12 20:26:24 2014
Linux users don't like spaces. :P

openxcom_git_master_2014_04_12_1956.zip - built 2014-04-12 17:59

Daniel, Sat Apr 12 19:56:37 2014
Merge pull request #810 from cfailde/undefined_reference

Fix compilation on linux
Carlos Failde, Sat Apr 12 19:41:29 2014
Fix compilation on linux

openxcom_git_master_2014_04_12_1813.zip - built 2014-04-12 16:17

Warboy, Sat Apr 12 18:13:59 2014
fix a few textlist issues

openxcom_git_master_2014_04_12_1614.zip - built 2014-04-12 14:17

Warboy, Sat Apr 12 16:14:57 2014
cap encumberance

openxcom_git_master_2014_04_12_1513.zip - built 2014-04-12 13:16

Warboy, Sat Apr 12 15:13:12 2014
fix English

openxcom_git_master_2014_04_12_1436.zip - built 2014-04-12 12:39

Warboy, Sat Apr 12 14:36:25 2014
add missing energy recovery values

openxcom_git_master_2014_04_12_1404.zip - built 2014-04-12 12:08

Warboy, Sat Apr 12 14:04:05 2014
may as well keep that consistent

openxcom_git_master_2014_04_12_1401.zip - built 2014-04-12 12:04

Warboy, Sat Apr 12 14:01:37 2014
further fix for base res

don't allow it to go below the minimum.

openxcom_git_master_2014_04_12_1346.zip - built 2014-04-12 11:50

Warboy, Sat Apr 12 13:46:58 2014
fix for screen res issue

openxcom_git_master_2014_04_12_1343.zip - built 2014-04-12 11:46

Warboy, Sat Apr 12 13:43:17 2014
get the AI to store a vector of reachable tiles

and use that to skip pathfinding where applicable:
decreases AI think time expontentially, also avoids the AI hang
when they run out of energy because now Dijkstra is aware of it

Warboy, Sat Apr 12 13:23:32 2014
make Dijkstra method account for energy

openxcom_git_master_2014_04_12_1112.zip - built 2014-04-12 09:14

Warboy, Sat Apr 12 11:12:23 2014
my bad, soldiers don't have unitRules

openxcom_git_master_2014_04_12_1047.zip - built 2014-04-12 08:50

Warboy, Sat Apr 12 10:47:18 2014
add energy recovery stat to units

Warboy, Sat Apr 12 10:46:35 2014
reorder some things in the ruleset

openxcom_git_master_2014_04_12_0829.zip - built 2014-04-12 06:32

SupSuper, Sat Apr 12 08:29:06 2014
Ported popular XcomUtil/Extender mods (thanks MKSheppard), can serve as examples for the community.

SupSuper, Sat Apr 12 08:22:55 2014
Fixed TextList and ruleset loading bugs.

openxcom_git_master_2014_04_12_0406.zip - built 2014-04-12 02:11

SupSuper, Sat Apr 12 04:06:21 2014
- Fixed edge scroll / drag scroll conflict.
- Organized Advanced Options screen.
- Code cleanup.

83
Programming / Re: New feature discussion: inventory templates
« on: April 03, 2014, 06:49:28 am »
I love the options...anything that makes it easier, but not complicated.  So options 1 and 2 and variants are good.

Personally, I think I'd also prefer to not have the "names" on their like rifleman, or whatever.  But allowing a custom set of templates to use, or better still, name the templates ourselves is preferred.

84
Released Mods / Re: [WEAPON] Minigun
« on: March 31, 2014, 05:05:08 am »
Wouldn't the new sprite require new resource file?  Or does the March 1st archive in the first post have this new resource.

85
Released Mods / Re: [WEAPON] Minigun
« on: March 31, 2014, 04:26:04 am »
An update: Wicked Wirtz, a nice X-Com modder of old, allowed me to use his beautiful Minigun sprite, as it appears on https://www.strategycore.co.uk/files/new-weapons-mod/. I used it for the Light Minigun. Download it to see for yourself!

I'm interested in checking it out!  Let us know when you are ready to post it.

86
Released Mods / Re: [STAT TRACKING] Soldier Diaries
« on: March 29, 2014, 06:20:16 am »
Doing some testing.  Few things:

1.  Rec'd the Blah blah of restraint after a mission.  However, I don't see the medal on anyone.
2.  On the memorial to the fallen, it would be good if you can click on a soldier and see his diary. 
3.  Would it be good to see rewarded medals in the Ufopedia somewhere?  Not sure...but it seems like an opportunity.

Big kudos on this, btw.  Nicely done!

87
Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod
« on: March 29, 2014, 05:38:29 am »
Necormunda!  Most awesome!

88
Work In Progress / Re: The Accountant
« on: March 28, 2014, 06:23:06 pm »
Definitely not as I have no idea what that is :D But it sure sounds difficult to handle.

TOTAL COST OF PRODUCTION  = TOTAL FIXED COST (Sum of all FIXED [Non changing] expenses) + TOTAL VARIABLE COSTS (Cost of Variable Expenses used to produce an item)

TFC = Facility Costs, leasing of Aircraft, cost of full-time contracted staff (All staff)
'NOTE:  TFC will remain constant.

TVC = cost of essential raw materials and components consumed in production. 
'NOTE:  Keep in mind Total variable cost rises as output increases.


So what does this mean?  Lets take ole fashion full press Plasma Cannon manufacture to market to fund XCOM.  A staple of many XCOM commanders:

Plasma Beam   
Manufacture Price:  226,000   
Sale Price:  267,300   
Material Cost: 75000 (15 Elerium @ 5000 each)


So we can see that making 20 plasma cannons cost, say 6,020,000. 
Looking strictly at the Manufacturing base we calculate the cost of all base facillities + leases + staffing was 5,000,000.
So the total cost of production for the Plasma Cannons is actually 11,020,000.

Divide 11,020,000 by number of actual units made (20) and you get 551,000.

So the true cost to produce a Plasma Beam for sale: 551,000 if you only make 20 to sell with current facilities at Base XYZ.
So for each plasma cannon produced, you actually lose 283,700 per plasma cannon.  You lost 5,674,000 on that quick run of 20 plasma cannons!

Knowing this, you now can see you have to severely trim your TFC costs to make production worthwhile, otherwise...its a waste of resources and you are actually GOING BROKE producing a few Plasma Cannons and selling them. You need to stream line that manufacture base better.  Trim a few million in costs, and then produce at least 12 more plasma cannons.  In fact, in truth, you will never produce a profit on producing and selling plasma cannons.  The true minimal cost per cannon is 301000, while the sales price is a flat 267,000.  That would be the sagely words of the XCOM Accountant.

89
Work In Progress / Re: The Accountant
« on: March 27, 2014, 10:39:45 pm »
Hey...Sounds great.  Do you think you would include sneaky cost of production?

90
Suggestions / Re: Pilots... for interceptors?
« on: March 26, 2014, 04:17:16 am »
you could sub in firing and reactions for gunnery and piloting skills

This has my vote.  Although I would go with Reactions and Bravery, personally.  I think it makes a stat that is fundamentally useless become a bit more valuable.  But its not difficult to create an algorithm that requires a combo of firing, bravery and reactions. 

In any case, this is easiest to implement.  In the code, if a craft has any soldiers on board, find the soldier with highest rank to be the pilot.  If it does not, then the pilot is listed as DRONE.

Then modify intercept code  (as an option.cfg) to use the new calculus for hitting, speed, and avoiding enemy fire.  I include speed, because that would make it awesome!  Two interceptors racing...one is noticeably faster because the pilot is none other than Colonel Jack LaCross, or whomever, while the other has the "Drone Pilot".  Makes the Skyranger chase to a terror site, or a fight against a Battleship that much more memorable. 

The only UI change I could picture is on the Intercept Screen, should be a nice place to mention Pilots name in the interlude before you engage the target and the action begins

NOTE:  I state using the highest ranking soldier, in order for it to be easiest to know "who" the pilot will be with the gentlest amount of change to save files in play, as well as needing interface changes to "mark" a soldier as pilot.  I don't know the level of effort needed to do so, and since its configurable, my thought is to avoid ANY changes to the UI when possible.

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