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Messages - AMX

Pages: 1 [2] 3
16
I tried the LSN demo, but didn't like the "simultaneous turn-based" thing.

17
Open Feedback / Re: questions about stats... and many more
« on: July 23, 2013, 10:38:20 am »
11. in tftd u were able to research a big lab with double size.
That was in Apocalypse, actually.

18
Programming / Re: Scaled geoscape backgrounds
« on: July 03, 2013, 04:57:52 pm »
The truely insane among us might go so far as to suggest rendering an astronomically correct background, accounting for date and viewpoint - maybe it would be possible to borrow from Stellarium or a similar project...

19
Programming / Re: Scaled geoscape backgrounds
« on: July 02, 2013, 03:31:59 pm »
By the way, this counts as derivative artwork, methinks. It could be included in the original package.
Derivative, yes.
But it's not exactly transformative.
I wouldn't want to risk it.

20
Fan-Stuff / Re: OXC RPG
« on: June 26, 2013, 09:15:07 pm »
Well, FWIW, I did consider an X-Com spinoff RPG, back when TFTD was new and I had no programming experience at all.

The basic ideas, as far as I remember them:
-Entirely separate continuity, with aliens refluffed to match
-Sandbox-y, with randomly generated locations and events; never got around to deciding whether there should be a pre-written main plot, or a set of victory conditions
-Interface would have been fundamentally similar to the original, but with a number of more or less obvious changes (such as a dialogue system in the battlescape)

21
Suggestions / Re: Scrollbar
« on: June 08, 2013, 08:56:42 pm »
It's not Windows/Macos interface (and I will hate if it will be because game should have its own design).
True.
Quote
And this solid frame with stripes, if fill whole bar, will be too heavy. That was said number of times.
Which is why I slimmed it down.
Anyway, played with it some more...
-Shrunk buttons and handle again, so they match the bar now.
-Added "long handle" and "short handle" versions to see how it looks on extremely short and extremely long lists.

Also tried some other greeblies, but didn't find any that looked as nice as the three stripes.

22
Suggestions / Re: Scrollbar
« on: June 07, 2013, 06:33:26 pm »
How about something like this?
Slightly narrower (including shrunken buttons)
Space between the lines recolored
Horizontal lines added to the middle of the handle (there's a reason that used to be standard on Windows and MacOS - I forget what, but there was a reason)

23
Suggestions / Re: squishy exploding power sources in battlescape
« on: June 01, 2013, 01:48:28 am »
Maybe because the UFO isn't flying so it doesn't explode because it's off?
That's what I've been thinking, too.
Remember, Elerium "generates anti-matter power when bombarded with certain particles."
So damaging a running PS causes an uncontrolled release of antimatter => kerBOOM!
But a shut-down PS is mostly harmless.

24
Suggestions / Re: Clip ammo checking. (whoops)
« on: May 30, 2013, 10:24:56 pm »
Yes, this seems kind of bizarre.
Why per tile?
And why should half-full clips count as full?

25
Work In Progress / Re: Mod idea : "Protection shield"
« on: April 09, 2013, 01:39:10 pm »
I don't know if i agree with the idea of a riot shield, first (as i have used in several occasions) they are cumbersome and hard to maneuver, second they ARE cumbersome, third they make you a larger target, fourth you are restricted to use only one hand so any weapon that requires 2 hands is out of the question, fifth they do not add much extra protection if any against projectile weapons, they only improve protection against a unarmored foe in closed quarters, and lastly did by any chance i mentioned they are cumbersome!!!! :)

However with that in mind, energy fields are a whole different animal, and i do see those as being something that a great addition to the game. and i think i like Moriarty idea at the single side protection, how about that is implemented and further research will give you a full shield, i think that it should be made hard to research because of power issues and the need to be compact.
Well, some riot shields have a sort of gun port built in to address the issue with two-handed weapons. Extremely rare, but they exist.
And protection levels range all the way up to NIJ IV - basically "rifle-proof." But those are so heavy, they are not actually carried - they need wheels...

26
Programming / Re: Battlescape development
« on: April 02, 2013, 06:36:13 pm »
I see.
I'll shuttle that over to the thread on strategycore.

27
Programming / Re: Battlescape development
« on: April 02, 2013, 02:19:31 pm »
AVOID the strategycore combo patch!
it contains AT LEAST one garbled tileset, and causes numerous problems.
Could you list these problems, so Zombie can fix them?
He already knows about the broken tileset and the Skyranger LOF issue.

28
Suggestions / Re: aimed shot for alien?
« on: March 20, 2013, 06:39:11 pm »
Aimed shot is not for soldiers too)
Code: [Select]
https:// check if we hit
if (RNG::generate(0.0, 1.0) < accuracy)
{
https:// we hit, so no deviation
dRot = 0;
dTilt = 0;
}
In current shooting model, probability to hit depend only from accuracy (in vanilla Xcom too).

So, calculate probability to miss:
accuracy 70%; weapon - Plasma Pistol
Autoshot:  probability to miss = (1 – 0.7*0.5)^9 = 0.021
Snapshot:  probability to miss = (1 – 0.7*0.65)^3 = 0.162
Aimshot+Snapshot:  probability to miss = (1 – 0.7*0.85)*(1 – 0.7*0.65) = 0.221

Best choice – always Autoshot (at any distance).
Sorry, what?
Right above the part you copied, the "accuracy" variable is modified depending on range.
I didn't bother checking where "accuracy" comes from originally, but I know the weapons have multiple accuracy values, one per allowed firing mode.
So I dare say you are wrong.

29
Fan-Stuff / Re: what happened to "The Two Sides" art work?
« on: March 16, 2013, 08:47:48 pm »
he is saying that the original Filing Basis was 1B and the current Basis is 1A

i am not too familiar with UK trademark system i only know US. Maybe a term adjustment or maybe a right adjustment, or protection adjustment.

someone from the UK that knows trademark can clarify :)

Actually, what SupSuper posted is from the USPTO.
It's also for board games, the TM for computer games is this one:
Quote
Word Mark  ROLLER COASTER TYCOON
Goods and Services IC 009. US 021 023 026 036 038. G & S: Computer game software recorded on CD-ROM. FIRST USE: 19990302. FIRST USE IN COMMERCE: 19990302
Mark Drawing Code (1) TYPED DRAWING
Serial Number 75595749
Filing Date November 27, 1998
Current Basis 1A
Original Filing Basis 1B
Published for Opposition February 1, 2000 
Registration Number 2432131
Registration Date February 27, 2001
Owner (REGISTRANT) HASBRO INTERACTIVE, INC. CORPORATION RHODE ISLAND 1027 Newport Avenue Pawtucket RHODE ISLAND 02862
(LAST LISTED OWNER) SAWYER, CHRIS, composed of Marjacq Micro Ltd. INDIVIDUAL UNITED KINGDOM 34 Devonshire Place London UNITED KINGDOM W1N1PE
 
Assignment Recorded ASSIGNMENT RECORDED
Attorney of Record Kristen Keller
Disclaimer NO CLAIM IS MADE TO THE EXCLUSIVE RIGHT TO USE "ROLLER COASTER" APART FROM THE MARK AS SHOWN
Type of Mark TRADEMARK
Register PRINCIPAL
Affidavit Text SECT 15. SECT 8 (6-YR). SECTION 8(10-YR) 20110206.
Renewal 1ST RENEWAL 20110206
Live/Dead Indicator LIVE

You can find the UK TM here:
https://www.ipo.gov.uk/domestic?domesticnum=2397342

30
Suggestions / Re: Different colors of ufo marks on geospace
« on: March 16, 2013, 07:17:45 pm »
Do we have support for transparency?

Something like this:

Very small:
XXXXX
XXXXX
XXXXX
XXXXX
XXXXX

Small:
XXXXX
XXXXX
XXXXX
XXXXX
XXXXX

Medium:
XXXXX
XXXXX
XXXXX
XXXXX
XXXXX

Large:
XXXXX
XXXXX
XXXXX
XXXXX
XXXXX

Very Large:
XXXXX
XXXXX
XXXXX
XXXXX
XXXXX

Obviously, white=background color, pink=transparent red on top of bg color, red=red

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