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XCOMUFO & Xenocide

MadRat

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Everything posted by MadRat

  1. Not now. It was calculated differently at the linux and windows clients, and we don't know exactly how to fix it. Some time is required to restore this feature.
  2. I think you found out this from your game already. No, it doesn't relate to power of explosions, it changes only way the armor is damaged. (only under armor works with explosions)
  3. 0.7.858 http://ufo2000.lxnt.info/files/ufo2000-0.7.858-beta.exe Intelligent damage of armor disabled in order to get playable version.
  4. Bug http://ufo2000.lxnt.info/mantis/view.php?id=291 is not fixed yet. I hope it will be done soon, so I think it's better to wait day or two.
  5. 0.7.848 http://ufo2000.lxnt.info/files/ufo2000-0.7.848-beta.exe most important changes: - More details in the html report about game server (Serge). - Weapons stats restored to 0.6.627 values, also some new weapons added(Hobbes, Serge). - New animation of explosions (Nappes, Serge). - Exporting x-com tilesets improved (Serge). - Bugs http://ufo2000.lxnt.info/mantis/view.php?id=250 and http://ufo2000.lxnt.info/mantis/view.php?id=291 are probably fixed. Please, test this revision in the network mode, especially on battles Windows client vs Linux client to make last point clear (bugs 250, 291).
  6. Yes, sorry, you are right, there are some problems with it. http://livedocs.macromedia.com/flash/mx200...e=00001097.html
  7. But can't you load xml document through http? Something like urlXML.load("http://lxnt.ufo:2001?action=getresults"); ? (for exmaple: http://www.flashkit.com/tutorials/3rd_Part...-213/more5.php)
  8. You can choose any way to work with it in the flash. I need only to know what requests will flash send to the server and what responses will it expect to receive. Try to write out what data do you need to implement your tournament or geoscape model. Sample xml documents would be nice. And one important thing more - I'm not the owner of the lxnt.info server so I can't guarantee it will be accepted at the "official" servers. Well, really I can't guarantee anything at all, so may be it will be better if you should just describe data intreface, after that I'll try to say if its server implementation is real.
  9. Well, links in the last post don't work at this moment, it was just an example.
  10. Well, JoeJoe I can't help you in the flash part at all due of my poor knowledges in it. I could only try to provide a working with server data at the server part. For example: new player had signed up for participation in the tournament or in the geoscape game. You are sending data about it to the server, something like http request: http://lxnt.info:2001?action=adduser&user=JoeJoe Since with moment server counts that any battle between this player and any other participant is a tournament battle. Next we need send data about battle results to the flash: http://lxnt.info:2001?action=gettournamentresults Server will send xml document containing tournament battle results. I'm not sure what data we need to put there exactly. Implementation of the requests like mentioned two at the server is not too hard i think. So main difficulties will be at the flash part - xml parsing, etc.
  11. As CopyBass said you can see it at the http://ufo2000.lxnt.info/results.php. But there is another interesting possibility - to make your flash to interact with ufo2000 server (i think it may be something like http://www.macromedia.com/devnet/mx/flash/...izards_04.html). If you are interested we can try to describe protocol of interaction. But I can't tell pricesly how difficlult it is and how much time it will take.
  12. Seems interesting. Where are you planning to keep data about squads, battles, etc? There are battle results at the ufo2000 servers so it's not necessary to depend on the honesty completely.
  13. 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.
  14. "18. All warfare is based on deception. 19. Hence, when able to attack, we must seem unable; when using our forces, we must seem inactive; when we are near, we must make the enemy believe we are far away; when far away, we must make him believe we are near. 20. Hold out baits to entice the enemy. Feign disorder, and crush him. 21. If he is secure at all points, be prepared for him. If he is in superior strength, evade him. 22. If your opponent is of choleric temper, seek to irritate him. Pretend to be weak, that he may grow arrogant. 23. If he is taking his ease, give him no rest. If his forces are united, separate them. 24. Attack him where he is unprepared, appear where you are not expected. 25. These military devices, leading to victory, must not be divulged beforehand." Sun Tzu on the Art of War
  15. I can describe schematic interface. Screen 1: list of active games on server. Player can enter into game he already play or begin to play in new game. Player entering into new game gets 3 new colonies. Screen 2: list of online colonies: colony 1: name, type, owner, profit, aircraft (if presents) colony 2: name, type, owner, profit, aircraft (if presents) ... Player can: enter into his colony screen; send aircraft to another colony. If colony is not his own, it means attacking. Screen 3: colony: list of soldiers and list of equipment in colony and at aircraft; player can: move soldiers and things between colony and aircraft; buy/sell soldiers and things; Strategic part works in turn based style. For example, aircrafts can fly only every 10 minutes (simultaneously for all players). One player can take part only in 1 battle. So server have to choose random list of battles which will start at this turn. The more aircrafts player will send to attack and the less aircrafts will be sent to attack colonies of this player the better chance that the player be attacker at this turn, not defender. If attacker wins, he become a new owner of colony. Player gets money from colonies at the end of his online turn too.
  16. I have idea of some basic scheme of massive multiplayer game's model. I'm not sure it's capable of working, but you can give a look to it. It's rather a model of rules, I have no good story which can describe why things are so. Every player ownes several objects - farms, housing estates, bases, martian colonies. I'll call all these objects colonies. Every object brings resources to its owner - money, elerium etc. There can be some soldiers on every object. There are aircrafts also. The number of aircrafts is much lesser than the number of colonies - may be only 1 aircraft per player, not sure. Online player can attack another online player who isn't playing tactic battle with someone else.Agressor sends aircraft to one of enemies colonies. Only soldiers that are in colony at this moment take part in defense. Players will try to have his best soldiers and equipment in aircraft. So attacking team will be better in general and will win. Attacking and defending players will have different goals. Attacker's goal is to have a minimal casualities. So goal of defender is vice versa - to do maximum damage to attacking team. It seems like tactical battle ballance in original ufo. Rare but important event is when two aircrafts meeting in one colony. If player having aircraft in his colony looses battle he looses aircraft. Attacker always have aircraft in colony battle take place. Player without aircraft wil loose all his colonies soon. If one player captures more than 50% of all colonies, he "wins". What are the possible advantages of this model? More balance - weak player have some chances in attacking a stronger one. Diplomacy - players will need some diplomacy to prevent a reciprocal destroying. May be fast start - easy implementation of first very base version whitout new graphic like geoscape. This model partially inspired by some qualities of a strategy in PBEM Galaxy Plus.
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