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XCOMUFO & Xenocide

Battlesquid

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  • Location
    Oslo, Norway.
  • Interests
    x-com enemy unknown<br />x-com terror from the deep<br />x-com apocalypse<br />syndicate<br />settlers I<br />sim city 2000<br />civilization I<br />death rally<br />plain ol' Chess<br />classical guitar<br />girls<br />sleep<br />spare time<br />porridge<br />wasting time<br />not working<br />i could continue,<br />but i rather not.<br /><br />---<br />Classics.. why is it they don't make em like<br />that anymore? The more money in the picture the less <br />art..

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  1. Simple, Just use compressed images and it shouldn't go over 2MB. Use PNG, which is lossless
  2. As I found most other guides on this topic either poorly tested or just too damn long I decided to make my own. It find other guides are more experimental, they all just hope things work, and that's what bothers me. So I made this guide for own use, but I was thinking it could be useful for others as well, so I put it here. I know there's a lot of these guides out there already, but honestly I think mostly they're either not working or very poorly written and so here is a very detailed and cut to the chase guide that has been thoroughly tested. The release is bundled with all the necessary files. It took me some hours to make so I hope it helps somebody. I'd like to hear what you think, either it's a story of success or not, please let me know. But you have to follow the instructions carefully, or else it makes no point you know Regards, battlesquid. xcomapoc_toolkit.zip
  3. I'm afraid I don't have an economic background, I'm merely a programmer, B.Sc. After looking at the table presented in the ufopaedia I think it's just about the same as mine, though a bit more properly done if seen from an "economically educated" point of view. However, I think PPUT is quite comprehensible, as it tells you (in terms of effectiveness) how good an item does as source of income from manufacturing compared to another. My table adds special materials to the table, but besides from that they both really do the same thing as far as I can tell.
  4. Years passed and no updates. Then one day battlesquid suddenly found himself playing TFTD once again, now that he had discovered dosbox for linux. He remembered making a table that really didn't bring anything new to the table. "Profit From Sale" really says the same as the "Profit Percentage" did. When you come to think about it, it's redundant. Now that he was a graduate BCS student he was finally able to understand the points made by WayHeyHey years back. He decided to make the version 3 he promised so long ago. And so, here it is... Table_5_2_v3.pdf
  5. i'm really quite a noob, however i also have to point out that the artillery carries too much ammo. and i like smoke grenades so i'd trade off some ammo for one SG on each unit
  6. Well yes they do stick out on many levels, but then again no other units can dissapear like that (allthough only in certain terrain). Take the sectoids for example. They might be overall harder to spot, but there aren't any situations I can think of that they would disappear like the mutons. Floaters are purple and so they will stick out anywhere you put them. Etc, etc. So lets say the mutons had to be discovered by the player himself (alltohough appearing like usual, depending on the soldiers views). Then the mutons would be very useful on certain maps... That's all I'm saying It would be cool, methinks.
  7. hehe thanks. wasn't my intention to hide him, but i guess it could work in that way, if it weren't for that you can click the red square when your soldier sees an enemy unit... im not sure, but im thinking: why is that feature still here? isn't that more of a single player kind of feature? lower right corner of pic below. http://student.iu.hio.no/~s128433/Center_On_Enemy_Spotted.png if we disabled that feature, using camouflage would actually get an effect! ^^ and thus increasing the value of using mutons! im thinking, when all units are implemented, im not sure if i will ever use mutons - they have no special ability, and cannot wear armor. if it would be harder to see, its value in certain terrains would be increased very much! and for you Gurluas2000, i've attached the pics to this post - (figure it out plz).. and no i will not use some server.... i cant be arsed. sorry.
  8. bah then how come they appear in my browser? anyone else that can see them? well, the links are ok, i've checked them-so if you can't see them even when clicking the links i provided then just download the pics and view them with any picture viewer that can take PNG pictures....
  9. that's strange, as they appear here. I've uploaded them to my student webspace. However if you cant see them, you can try these links Crouching Soldier, Hidden Muton Crouching Soldier, Hidden Muton Solution I've tested them so if you cant see them its because of your browser settings i guess.
  10. WOuld be cool if there were some server traffic stats. Also remeber to specify what timezone youre talking about (GMT, GMT+1, GMT-7 etc).. or else the poll makes no sense.
  11. Hi I keep forgetting to move my mutons, because they are so well camouflaged! Look at this picture here for example, and try to find all units. http://student.iu.hio.no/~s128433/Crouching_Soldier_Hidden_Muton.png Solution: The second muton is hiding in the cactus forest. http://student.iu.hio.no/~s128433/Crouching_Soldier_Hidden_Muton_Solution.png - jallah
  12. What if soldiers that die in combat actually died? And those that are hurt need to be a certain # of games in hospital, depending on the damage recieved. Allowing for soldiers to die, opens the door for getting ranks on soldiers (but not according to the old ufo rank-system, as that is calculated from number of soldiers in total). As you probably know the old ufo handled the moral effects when a soldier dies according to the rank of the soldier that dies (plus some other stuff). The initial team that should be created, should perhaps be with say 1 sergeant, 4 squaddies, and the rest rookies? Some might argue that this is not fair, say if a new player uses his only team against a player that has a more experienced team. Of course if one were to allow for that, the newbie wouldn't get a fair chance. However, if we used a system that would make restrictions on XP (as there is now already on money spent, default 15k), it should solve that problem, as the more experienced player will not be allowed to add soldiers beyond the XP limit. And the XP limit can never be above the player with the least 'team XP total' What do you think? jallah^^
  13. the main difference between C and C++ is that C is structured programming language while C++ is OOP (Object Oriented Programming). Java is also OOP, and is said to be noe so different from C++. Yeh programming is fun. And no, I havent digged into how to work with ufo2000 nor the old ufo, so I sont know how to "add calcinite unit". Sorry. I would also like to see more units. Looking forward to having Etherals...
  14. So, I guess this a stupid post, but I'd still like to make 100% sure that you have to know C++ to be part of your developer team. When checking out ufo2000 I see many things I would like to improve, for example the chat window should be more irc-ish enabling commands and such, so it would be a console. I'm currently learning java, so I'm not a pro, but I do enjoy programming very much and I plan to keep doing so. Combine that with the fact that I'm an xcom-maniac; and there's my application fer ya. So do you need a java programmer in your team? battlesquid AKA jallah
  15. Thanks for the feedback, and a very good point j´ordos (and cheeses-of-nazareth). I might add this in the future. Unfortunately I didn't find any table in David Ellis´ Official Strategy Guide, so therefore I´ll have to go between the game and excel to plot in the data. Still keep an eye out for v3 which should be available in not too long.
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