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Author Topic: A number of issues  (Read 10280 times)

Offline BTAxis

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Re: A number of issues
« Reply #15 on: February 11, 2008, 11:57:35 am »
I think that still has to be implemented. I have been wrong before, though.

Offline Mattn

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Re: A number of issues
« Reply #16 on: February 11, 2008, 12:40:55 pm »
it's not a hard limit in ufo:ai - it's just the limit that we've chosen. As soon as the game itself is more balanced noone will ever have to wish to handle more than 8 bases - believe me ;-)

Offline kracken

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Re: A number of issues
« Reply #17 on: February 11, 2008, 12:50:49 pm »
Currently have four up and going then I had to restart as I ran into the storage bug, I coulndt figure out how to disassemble base facilities.

You can destroy building by right-click. If the bug you mention is the fact that you have a negative storage capacity, it should be fixed by destroying storages.

Offline Doctor J

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Re: A number of issues
« Reply #18 on: March 14, 2008, 05:40:26 am »
Though I never much found a reason to have more then six really in Xcom.

Six interceptor bases give good coverage for the populated areas.  I like to have another each for the North and South Pole for radar only.  Then one of them will be multiple laboratories and the other workshops.  The theory was that the lab was less likely to be found/invaded if situated in a base that didn't have constant takeoffs and landings.