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Messages - SuperVGA

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Translations / Re: Danish Translation
« on: April 30, 2013, 10:33:40 pm »
Also, at the risk of appearing to hijack the Danish translation -thread, may i suggest to re-mind:

The use of "udenjordisk" which means extraterrestrial.
Where "rumvæsen" means spacecreature and
"fremmed" means alien.

I think it's cool to all-in on the translation, but reading "rumvæsen" over and over
again makes me feel like I'm reading a teletubbies storyboard or something...

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Translations / Re: Danish Translation
« on: April 30, 2013, 10:25:43 pm »
Hey re-mind. Har checket din oversættelse. Må jeg læse en smule korrektur?
Syntes det er cool at du har holdt det 100% rent. Der er nok mange danske oversættelser af Alien der er blevet til ... Well, "Alien".

For the rest of you, I'm offering re-mind to Q.A. the Danish translation.

3
Programming / Re: Question on alien appearance ratios
« on: April 22, 2013, 05:07:58 pm »
SuperVGA, it is possible for 1st month, but it will be TOTALLY random after 4th. There's no point in getting stats per multiple regions and multiple games since: rates depends on xcom activity (each downed ufo causes mission postpone), random - which is 0.5..1.5 and randomization increased with each ship. So better forget it. Time periods are highly unpredictable.
Alright, I just didn't realize that there was a progressively altering factor or that x-com activity had an impact. Now I get it.  ;)
With that, it still does makes sense to alter the units involved over time, as it to a higher degree than the craft affects the battlescape difficulty.

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Programming / Re: Question on alien appearance ratios
« on: April 22, 2013, 03:22:18 pm »
It depends on region you're getting info of. Because these numbers are different accross different regions. Do you really want avarage? Because retios of appearence also changes accross regions during the game. There are no particular ratios for ship types. Only for mission types. But each mission has pre-defined scenario with particular ships going one after another.
So it's the sequence of dynamic values in spatial and temporal terms, and "avaraging" of them is not very appropriate process.
Ah OK - so the missions dictate the ship types?
I would've wanted the average because it would state how many of a particular type there would likely be on the geoscape throughout a month.
Even if it requires many runs to find confidence in those stats, it would be fun to see.
But I understand how there is no way to determine regions/ships ahead of time, as the craft may enter the atmosphere anywhere, I suppose (?).

5
Programming / Re: Openxcom Shader
« on: April 22, 2013, 01:16:44 pm »
It's the default if the user enables OpenGL, not the default from the start.
Thank you, SupSuper. I did nay know. It's cool that OpenXCom is more compatible per default. :)

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Programming / Re: Question on alien appearance ratios
« on: April 22, 2013, 12:34:48 pm »
While they are very different from game to game they are clearly nonrandom and also different from the original game.
https://www.ufopaedia.org/index.php?title=Alien_Appearance_Ratios
I just examined the tables and I'm impressed with the work put into showing and verifying the appearance ratios.

But this has made me really curious on a related thing: Is there any table showing the average frequency of different mission (and perhaps craft) types throughout the game?

For instance:
JAN 1999 - Small Scout 66%, Large Scout 10%, Battleship: 2% etc.
       and Alien Research 48%, Alien Abduction 20% etc?


-Otherwise perhaps I can extract them from the ruleset. (judging by Ran's post, that should be doable)

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Programming / Re: Openxcom Shader
« on: April 17, 2013, 05:20:26 pm »
That looks good, thanks! I'll try to get it included and set as default.
If you're going to add this to the build, make sure it's diasabled by default.
The shader source looks good to me, but it really needs a lot of testing to run on "most" hardware. There are tonnes of compatibility issues experienced with shaders developed on one card, tested out on another. AMD Cards often need extra attention and are less forgiving.
Also, think of the machines without shader support at all. :-(

On the actual shader; I think it looks great. Like HQ2X or such.

8
Programming / Re: Idea to make the battlescape more comfortable
« on: October 16, 2012, 04:22:05 pm »
Oh joy! Thanks SupSuper,
Never again shall my TUs and Stamina go to waste! :D

9
Programming / Re: soldier gen
« on: October 16, 2012, 12:56:49 pm »
...
Though realizing this will be kinda pain, because you need to have this number hidden from back-engineering. If this hiding will be possible - I'll vote for this idea.
...
But I'm affraid hiding is impossible, and eventually everyone will be using this util (which will show this cap), and will be sacking soldiers just after recruiting. Or - replacing these capping values with larger ones.

If they're set on using utilities to make their new recruits better, they'll use it to edit their soldiers anyways.
It's always like this with offline games, and there's always a way to edit values, no matter how hard you try to hide them. You're right that it's impossible to prevent.
But this regards all game mechanics. All existing and all future ones. -So I say let cheaters cheat; they will do so no matter what.

As for the idea:
    I think it's brilliant. Maybe the min & max could follow a normal distribution rather than a uniform one, so you could feel extra lucky when you find a high outlier. :D

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Programming / Idea to make the battlescape more comfortable
« on: October 16, 2012, 09:38:42 am »
Hi guys,

First post. :D This mentions an already suggested "feature/change" in https://openxcom.org/forum/index.php/topic,22.msg122.html#msg122,
while the post doesn't seem to explain why the idea should be implemented.
I'm not on the project myself, so I can't expect any of you guys to go and make this change right away, but I still thought it was worth mentioning.

I was playing the dos versions of UFO and TFTD this weekend, (as my X-COM:EU hadn't arrived yet), and I kept making the same mistake over and over:
When I wanted to select a soldier/aquanaut using the left button, having already selected one, I would accidentally click past/nearby another soldier,
and thus command the selected soldier to move there. -Very frustrating when short on TU's! :)

So I simply re-propose that the left button could be used for selecting, and the right button would be used to designate movement/action.

(And thanks for working on openxcom, btw. I really appreciate it. If I get the time, I may help out as well.)

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