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XCOMUFO & Xenocide

Replays


matthunt

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At the end of a battle it asks if you want to save a replay. You can then type a name and save. And else there is a replay.tmp in your ufo200 directory I think.

 

And afaik there is no central submitting repository, but I don't think it's very useful because replays tend to work only for specific versions/builds.

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At the end of a battle it asks if you want to save a replay. You can then type a name and save. And else there is a replay.tmp in your ufo200 directory I think.

 

And afaik there is no central submitting repository, but I don't think it's very useful because replays tend to work only for specific versions/builds.

 

Is that only available in the new beta versions? I'm using the stable 0.6.627 version and I cant find a replay.tmp file and when a battle finishes it merely shows the statistics and chat window and I can press Esc to return to chat.

 

Matt

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The stable version doesn't have replays, the betas have them. I believe there is a stable release coming not too far from now, it will have replays. I don't know when it will be released though...it still being worked on.

 

Well anyway, here is a replay of spandex weapons hobbes recently made.

spandex.zip

Edited by *Nite*
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Hello, today I played a 15 on 15 game with a friend on Cydonia map.

After few rounds I was able to wipe out almost all his units while losing only one (14-3)

almost all mine shots magically hit their targets while my friend's units acted like total greenhorns (eventhough we had identical units) :laugh:

Sadly my friend quit the game so I wasn't able to save a replay of this funny session :(.

I made a backup of "replay.tmp", but sadly I have: Assert failed at line 255 of src/persis.cpp while trying to load it. I am using beta version 0.7.808.

It would be really nice if replays were valid even when someone disconnects or something nasty happens ;).

 

BTW This is really great that chats are stored in replays as sometimes those "semiphilosophical" sentences that happen are about 40% of fun! :D

 

Many thanks to the dev-team for this remake. =b

Roeoender.

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Also, Watching replays with masters like Hobbes can help to find their weaknesses... If they have any that is.... In games like Chess and Go people replay games in their minds over and over, but in UFO2000 Betas we can just click a button :D
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It would be really nice if replays were valid even when someone disconnects or something nasty happens ;).

 

There is a possibility to continue a game if the connection was loosed or if some other problems happened in the beta 808. To continue the game enter into the server chat again and press F3(works only on lxnt.info:2001). It's not perfect yet, but it means it's not too good to allow player to view unfinished game considering this game could be continued.

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  • 1 month later...
here's an odd replay. especially at the end. ;)

 

I downloaded the replay, but it didnt work...Even though I have the newest beta version. It shows this error message everytime i try to run it:

Assert failed at line 69 of src/item.cpp

 

Do U know what to do with it?

The problem is that you do not have the new weapon set "galactic weapons"

 

Galactic weapon set is for testing purposes right now. We are trying to complete this so we can put it in the next stable\beta.

 

Funny replay, but really it shouldn't be posted since it will conflict. Please Abyssion, take the replay off so further confusion will be left alone for now.

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  • 1 month later...

This is the most horror game i have ever played...nightmare i will never get rid of, thanks to u Static :P

 

See this replay...in my second round i was going to kick Static's donkey but i only kicked my own...7 men were murdered by their friendly little BLIND sectan ----> nothing was before him and he hit the ground. What a stupid creature <_< .

 

Btw i think the exposives are too powerfull in latest beta...they should be remade...i know i can lower the explosive level, but standart should not look like after 4 blaster bombs...

unbelivable.zip

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Hey, sharing replays actually works. ;)

btw you can put them into the "war stories" thread - afaik this one was meant to be about replay'ing problems.

 

That rocket was an unfortunate move indeed... but looking at Stactic's game I'd presume he would have won anyway. And his man putting a laser through his fellow Sectoid at long distance was a classic. :)

 

 

One question:

 

I noticed that you both started with smoke grenades in the hands of people with two-handed weapons, instead of on their shoulders, and use alien grenades instead of HE.

Have you tried those alternatives, and decided against them? If so, why?

 

I know AGs can be primed and held, but with a little foresight you can do that with cheaper HEs, too. And saving 3 TUs once versus a constant 10% (?) accuracy penalty?

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I haven't played for a while, but not too long ago games played on the beta server were stored and could be replayed by simply typing getreplayXXX where XXX is the game number as found on the results-beta.php page. It was a neat feature, although I'm not sure I would want everyone to be able to watch my super-elite-tactics and steal my crazy-awesome strategies. Seriously though, it was nice to be able to study some of the players that consistently win (my own record was rarely above 50% wins).
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That rocket was an unfortunate move indeed... but looking at Stactic's game I'd presume he would have won anyway. And his man putting a laser through his fellow Sectoid at long distance was a classic. :)

I wouldnt say Static was about to win that before the rocket...7 men could sniped out his whole left flank on next turn when he left my scout alive there...But he was wining thats true.

The question u asked: I dont play beta very often so i dont know if its bad idea to start with AG or HE in hand when holding two handed weapon. Thoes that do something with the aim? But i think it doesnt.

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That rocket was an unfortunate move

The question u asked: I dont play beta very often so i dont know if its bad idea to start with AG or HE in hand when holding two handed weapon. Thoes that do something with the aim? But i think it doesnt.

Accuracy is affected by having a two handed weapon and an extra item (- accuracy)

Another way is kneeling (+ accuracy)

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Do you know how much?

Kneeling gives a 10% bonus, but that?

 

Another question is if those values are a total or relative percentage, as in

 

Laser pistol auto shot

 

Standing - 28% accuracy

Kneeling - 28% x 110% = 30,8 % accuracy

or

Kneeling - 28% + 10% = 38 % accuracy

 

That's quite a difference with 12 shots a round.

 

:professor:

 

 

 

And Neithan:

 

To avoid the accuracy penalty, I sauggest you put the grenades on the shoulders unless you want to throw them in the first turn. It's the quickest place to take them from (3 TU).

And HE is cheaper and more powerful than alien grenades, but can be thrown just as far (until that gets fixed). But remember the timer never stops, and counts every turn, so set timer to 2/4/6 to plan a throw in advance.

 

But don't forget you did - I once had a muton finding himself with 16 TU left and a zero timer on the HE. That was just not enough to throw, so he ran 4 steps to the next enemy and suicide bombed him instead.

:devillaugh:

Edited by Violazr
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If I remember it right, I was using pistols with my scouts. So I did not suffer penalty from AG/SG. I use usually 50% HEs and 50% AGs. If I'm having flyers, they carry the HEs (can throw them for a greater distance).

 

Neithan would've smashed my road squad easily with a help of his goddamn scout I left alive (well, couldn't kill) :P . Instead the team I had on the left side was making a good progress. It would've been a close match, but things not always go as intended :) .

 

I found one flaw in my tactics; my scouts are puny as heck. If I had been able to kill Neithan's scout (and I would've killed, if he was a sectoid), things would have gone a lot differently. The role of a scout on an open place is huge.

 

-Static

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If I had been able to kill Neithan's scout, things would have gone a lot differently. The role of a scout on an open place is huge.

 

That's why I'm no fan of excessive scout/sniper tactics.

With two equal players, it's all about lucky hits.

Especially in such a situation, one random hit or miss can decide it all.

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I'm not positive about this, but i believe your accuracy is 100* guns base accuracy. thats why you may only see 1 or 2% increase in accuracy, if that much, when you kneel. It is a lot more prevalent the higher the accuracy of the weapon as well

 

edit: now that i look at it, i think thats write, but i think i typed something else wrong..

Edited by blehm
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  • 1 year later...

Hi to all!!

I'm new here, this game is marvellous!!!

 

Well i have a big problem with replays :( I can only watch 1st turn and then, after the first move of first player - nothing happens (i've click on that thing in upper left corner - nothing, click "done" - also nothing)

Beg for help!

 

My current version of UFO2000 is: 0.7.0162

Edited by Ketonur
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Well i have a big problem with replays :( I can only watch 1st turn and then, after the first move of first player - nothing happens (i've click on that thing in upper left corner - nothing, click "done" - also nothing)

Beg for help!

 

The replay system is not working at the present moment.

 

The only way to watch replays is while being at the server. Just type:

 

getreplay####

 

where #### is the number of the match (you can see it at the server results page)

 

Warning: you will need to have the same Terrains/Weapons installed as those of the replay or it won't work.

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  • 1 month later...
The replay system is not working at the present moment.

 

The only way to watch replays is while being at the server. Just type:

 

getreplay####

 

where #### is the number of the match (you can see it at the server results page)

 

Warning: you will need to have the same Terrains/Weapons installed as those of the replay or it won't work.

Can you explain better pls?

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The replay system is not working at the present moment.

 

The only way to watch replays is while being at the server. Just type:

 

getreplay####

 

where #### is the number of the match (you can see it at the server results page)

 

Warning: you will need to have the same Terrains/Weapons installed as those of the replay or it won't work.

 

 

 

Hmmm i think that replays are pplayed from wrong side. It means that i cannot see player's moves because i always see battlefield from side that's not moving :( Think that is kind of bug.

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Can you explain better pls?

 

To see a replay when you are in the game server (where all players connect to find opponents) you simply have to type

 

getreplay#####

 

where ##### is the game number, which can be looked at the server statistics page. Scroll down past the UFO2000 top players table until you get to the UFO2000 recent games statistics table. The number you are looking for is the first column of that last table (only the more recent games are listed).

 

 

Hmmm i think that replays are pplayed from wrong side. It means that i cannot see player's moves because i always see battlefield from side that's not moving :( Think that is kind of bug.

 

When you play a replay from the server it will only show you the view as if you would be watching the other player move. In other words, you will see each side moving through the eyes of the other side.

 

On saved replays you get to see the whole picture.

Edited by Hobbes
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  • 3 months later...

It seems to work fine, so I will start. Don't anticipate any great plays, these are fairly ordinary matches.

I would love to see a pair of good players face off in a truly breathtaking match.

 

I was going to play a few games with this new version. I found a newbie opponent, so I thought I would harden him with a few good tips. I conjured up a so-so scout/sniper team, and blew his men down to a 10 vs 2 fight. At that point I had to go for "real world" reasons. I came back about a half hour later, and made sure that I would not be bothered again. There were six players online, all in game, and I noticed one of them was the same guy I almost won against. I checked it out (this is poland_owns_newbie), he was playing a no-explosives game against some other guy. The other guy kept making smoke clouds, and placing 3-4 units in the center of each with a few snipers out back, but most units up front. The newbie was completely destroyed by the other guy, he was Polish, and experienced, his strategy worked well.

 

So, as soon as I saw the newbie say "It's late, I gotta go", I quit the replay, and prepared my trap. I invited poland for a game, and he agreed(this is brick_owns_poland), I optimized my team a bit, and we got started. I used the exact same strategy he normally would, except I did not leave men in the middle of my clouds, instead I let him waste a few shots targeting the center of said clouds as I advanced. As I expected, he had two squads, which dissipated bit by bit under my watchful eye. Unfortunately there was a third squad, which caused a few more problems than I expected, but all was good, when I won with all my snipers and one scout intact.

poland_owns_newbie.zip

brick_owns_poland.zip

Edited by Brick-To-Face
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Congratulations, Brick!

 

I have to admit you pawned me :)

I wasn't aware you are studying my strategy from previous replays. Nice.

I've downloaded ufo 2000 just recently so my experience is limited. Though, I was an x-com addict many years ago and played it well.

 

Btw, where did you get that replay from me vs. newbie? Is it possible to replay all the games player?

Also how do I get a replay of an unfinished game (e.g. crash, remote exit ... ) if possible at all.

 

 

Best regards

Edited by doodydota
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Congratulations, Brick!
Thanks!
Btw, where did you get that replay from me vs. newbie? Is it possible to replay all the games player?

Also how do I get a replay of an unfinished game (e.g. crash, remote exit ... ) if possible at all.

It's discussed in this thread, just scroll up, Iam unsure if unfinished games can be replayed.

By the way, doodydota has been owning me quite a bit recently, I need to sharpen my game a bit. And yes, it is very interesting how observing strategy can help a game SO much. I love shifting strategy, probably the reason why I am unable to win games as often as I'd like.

Edited by Brick-To-Face
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I was playing this guy from the UK today, he was a little new, but not too new. He requested 16000, and I decided to only use 15000, give him a bit of an upper hand. We played on a 6x6 farm with lots of buildings, and fairly balanced, I got to pick the map, but he started first. I planned to use the good old scout-sniper ploy, since it works fairly well against newbies (experienced players will not leave their units out in the open, or behind a single wall). 4 flying armor snipers with heavy plasma (this is the original weapon set, without explosives) and 11 sectoid scouts, with a laser rifle and 2 smokes. I also unbalanced my units, so that I could have a chance to flank him on the North side. I placed some weak protection on the South, they were planned to take a few shots at the advancing troops and retreat, the enemy would follow the scouts and the snipers would have a better shot of taking at the. The game started off well, but my plan to flank North came with difficulty, on the other hand I think I did an excellent job using clever moves to hold off advancing troops, my snipers were never seen, and I used smoke very effectively too. It had turned out that for whatever reason, the enemy was packing HE, even though this was supposed to be a no-HE weapon set. And for some reason, a stun bomb killed 2 of my men.... I think it was a fairly cool game, though I am sure some of you guys are packing some really exciting replays. Please post!

brick_owns_RickyT.zip

Edited by Brick-To-Face
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You guys are all lazy.

 

Ok, this is a cool one. Remember that funny story I mentioned in "War Stories" where I threw the knife thinking it would do damage? The squad I was using was 15 sectoids loaded with throwing explosives, mostly mines. I mined the heck out of the farm map, and used plasma pistols to pick off the few fliers.

 

I got challenged on a guy who said he wanted explosives...

 

Since I won the last game, and it was fresh in my memory, I decided to see if it could work twice. I'm not sure about the skill level of my player he said he hadn't played for a LONG time, (back when flying suits didn't fly). I decided to try it anyway. I gave every sectoid two smokes, two mines, (one of each in hand), a HE pack, and a laser rifle. Generally I max TUs and firing, and add 10 to health or reactions, but I traded firing for strength this time. The enemy had deployed only 9 men, and was obviously unprepared for my tactics. Granted some luck, I won by quite a bit. Take a look yourself.

 

Edit:

And for some reason, a stun bomb killed 2 of my men....
You were using the Modified X-COM weapon set. On that set small launchers can fire alien grenades and that's what killed your sectoids.
That would explain it.

Miners.zip

Edited by Brick-To-Face
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I cannot believe that I am the only one posting replays. You all disappoint me.

 

This was wan excellent opponent for me. We had played earlier, but I was unable to finish the game, we went from 15-15 to 8-8, a truly great game. Unfortunately our timezones 5 or 6 hours apart, so it took a bit of planning to have a rematch. Nonetheless, today wed did, though in the end we had to rush our moves. Our strategies were similar, we both tried to stay back, fearful of losses, but I was able to take over a key building, which, I think, won the game for me. I let it go in the end, but it was too late. Also, my snipes used plasma snifles as opposed to laser, ensuring 1 shot kills. I was almost flanked from the North, but just in time I rotated my sniper 45 degrees, so he would react on the next turn. Not doing that would have also lost the game for me. a weakling sectoid is nothing without his sniper friends.

 

Can someone answer this for me:

Can snakes floaters and ethereals crouch (I mean get the bonus, even if they look the same)? I hate wasting so many points on flying armor if I could just use a floater, though sometimes it saves my donkey to have a tough rear line. Nothing beats being able to take few hits and still shoot with no penalty. I have got to find the accuracy formula...

 

Edit: Ok, as I understand, the max effective accuracy in ufo2000 is 88 (healthy, morale-thy and kneeling). What does this mean? A spread formula would be much more useful than an accuracy formula IMHO.

 

Edit: Whoops, I forgot to attach the replay...

lobsterman1.zip

Edited by Brick-To-Face
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I cannot believe that I am the only one posting replays. You all disappoint me.

 

Dont try and influence people to do something by laying down the guilt trip. We all have better things to do.

 

-All characters can crouch but some dont have crouched sprites. You still get the bonus.

-a spread formula? sounds like it would do the exact same thing as the accuracy formula does now: controls the chance of a shot hitting an object depending on certain variables. Low morale reduces accuracy as does lowered health and a beleive the unit having a visiual on the enemy also effects accuracy (was this implemented? i cant remember).

Edited by Sporb
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I cannot believe that I am the only one posting replays. You all disappoint me.

 

Dont try and influence people to do something by laying down the guilt trip. We all have better things to do.

 

-All characters can crouch but some dont have crouched sprites. You still get the bonus.

-a spread formula? sounds like it would do the exact same thing as the accuracy formula does now: controls the chance of a shot hitting an object depending on certain variables. Low morale reduces accuracy as does lowered health and a beleive the unit having a visiual on the enemy also effects accuracy (was this implemented? i cant remember).

Heh, I just think there are some great games being played out there, and I really wanna see :(

 

And a spread formula gives a result that is adjusted for distance, so you get true accuracy, whereas the accuracy formula they have now gives the percent chance of hitting the target (I believe) but has no information on missed shots. Does anyone know it closely?

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'ere have 2 replays. Both 10K points, 6x6. one Port and one Industrial.

 

I have recently introduced a small contingent of xcom fanatics to the game (myself included) but not being fond of the abundance of units in a 15k game (especially on 5x5), we prefer more cat n' mouse tactics

of 10k points in larger maps. Explosives are go, but we play nice and don't abuse them. Often agreeing to limit purchases of certain weaponry ahead of time, like 1 missile launcher max. With less units to fire on in bigger maps, theres less chance of taking out 4 guys in one shot.

 

Anyways enjoy the replays.

 

 

I took a look at the previously posted 15k match on the farm. I dunno, but that kind of en mass gameplay doesn't tickle my fancy. :)

10kreplays1.zip

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The bullets have deviation, which means they are shot off angle when badly aimed.

If you are PB, you won't miss even with a bad donkey deviation, at 40 tiles, chances are a slight deviation will miss.

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Another replay - 10k human only weapon set

 

one highlite to note was finding a napalm grenade with a charge of 1turns, and picking it up and throwing it back into the dark, and actually hitting the target directly.

 

My opponent was unaware that you can't fire over those metal table/desks and claims that cost him the game. We're rematching this afternoon. :)

10k_port1.zip

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  • 2 weeks later...

10,000 point replays on the New Dawn City beta tileset

Available in this thread

 

First game was a straight forward deathmatch.

It was a bit of an experiment, but we both really enjoyed the map and look forward to seeing this complete.

 

the apartment building near the center of the map was definitely ground zero in this game. After my offensive sniper commited suicide <_< (don't shoot directly down folks), heavy explosives went off destroying my carefully layed out tunneling in the basement. Quite the pile of bodies amassed in the garage next door.

 

Was down to 2 on 1, then 1on1 for a very close finale where i was only saved by a missed reaction shot. :P

 

Second game (against a different opponent) we tried the escape scenario also with this tileset. We opted for two of those gigantic hotels which was rather fun and a lot of casualties happened and near misses.

 

The VIP chose to hold back until the last possible moment when the least incoming fire would be drawn towards him. He made a heroic dash down the alley way taking incoming fire, but his armor held strong enough and he crawled to the end with a mere 3 hitpoints remaining. I thought I was done for.

 

Some problems with the ladders, but I hear they have since been fixed.

10k_dawncity_1.zip

10k_escape_dawncity.zip

Edited by Popek
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  • 4 months later...

Here are two games, the first one is a regular deathmatch of me against pope, shows the view at height bug occurring often, to my advantage. The second one is a control scenario which I played with Boom. The server crashed, but we were quite far by the end. Lots of explosions and fancy game moves there!

 

Both are played with a new unreleased version of the ufo2k full weaponset, which has some bugs corrected and balance introduced (mainly with the plasma blaster and heavy laser.) You can get the weaponset here: http://users.tkk.fi/~tmaja/configs/ufo2000...ons-ufo2000.zip

Many people play with this set nowadays as it's better than the old one. (There are some sound issues tho.)

 

IMPORTANT: Move your old weapons-ufo2000 OUTSIDE the ufo2000 directory for backup, otherwise it will not work. You CANNOT RENAME IT, since ufo2000 loads all extensions and then you'd have two weapons with the same name, you HAVE TO MOVE IT OUTSIDE.

 

EDIT: Added one replay more with me vs Boom, again control on burbs with the updated ufo2000 weaponset, he had 10000 points and I had 8009 or so. Quite a tight game!

crashagain_control.zip

luckybugs.zip

ufo2knew_control.zip

Edited by bamb
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I watched ufo2knew_control and it was pretty close. Boom definitely came better equipped with lots of area damage weaponry for a scenario involving getting all your units into a tiny space.

 

This makes me want to have scenario specifics map tiles possible even more. a thick walled construction with many entrances would make a great 'control' point for this scenario.

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