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Messages - Chriswriter90

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46
Artwork / Re: Models next part 2
« on: December 10, 2008, 02:55:19 am »
Here a better vending machine.

http://www.md2.sitters-electronics.nl/models/vending.jpg

Looks good, I'd buy soda from that :)

Nice ones! Just one thought about the vending machine: The logos are recognizeable. Won't we have trademark problems about them?

-geever

Unfortunately, yes we would.

47
FAQ / Re: Psionics
« on: December 08, 2008, 05:02:45 am »
I bet sometime between 2009 and 2011.

48
Sounds and Music / Re: (New W.I.P. track) Tell me what you think of this...
« on: December 03, 2008, 10:00:18 am »
Thank's guys.

Up till now I was just using Quick-time & Flash Player on my Mac.

49
Tactics / Re: Capturing alien UFO
« on: December 03, 2008, 09:57:39 am »
It's random, you just wait for a landed ufo mission.

In X-com, the ufo's would eventually land or do a terror mission or something.

It's weird that we see landed scouts & fighters because the UFOpedia states that they don't have landing gear.

50
Sounds and Music / Re: (New W.I.P. track) Tell me what you think of this...
« on: December 03, 2008, 02:08:14 am »
Um, how do I open/Listen to those files?

51
Design / Re: Medikits
« on: December 03, 2008, 02:00:47 am »
well, i think it would be nice if players would be motivated to avoid any kind of damage in a soft cap way instead of letting the soldier drop to 1 health point and be totally cheerful about it, or else reloading because the soldier died.
loosing consciousness and bleeding before death is also one of my favorites, because it make the wounded soldier a low priority target and will create a high priority surprise objective to save your bleeding soldier.

you are certainly right about the complexity thing, saying that

"stimulants reduce stun by 50% and temporarily increase stats by 10%"

is vastly more easy to understand and manage than

"the effects of stimulants is an emergent property of the stun and blood pressure system, and the exact result depends on the condition of the soldier"
This is a strategy game not an RPG. Valkyria Chronicles blends the two well, but this is a pure Strategy/ Tactics game.

loosing consciousness and bleeding before death is also one of my favorites, because it make the wounded soldier a low priority target and will create a high priority surprise objective to save your bleeding soldier.
In Valkyria Chronicles, you get 3 turns to rescue someone before they die, I like this Idea :)

52
Tactics / Re: How do you protect the Firebird?
« on: December 01, 2008, 08:14:44 pm »
I even made a base with 5 SAM sites and get this - it didn't fire at all.
Assuming that you are talking about the base defence, not the 2.3 SAM sites:
You have to buy Missile Launchers and equip them to the SAM Site.
Sometimes you have to build more missiles for them at your Workshops.

Other than that, they work just fine on the lower difficulty levels.

53
Design / Re: Secrets of the Commonwealth of Oceania
« on: November 29, 2008, 11:45:35 pm »
Sorry, but we don't have the weapons you speak of and we won't be introducing them either. Human weaponry is QUITE represented enough.

Plus it makes no sense to research human nations in a game that's about fighting aliens.

Well said.

Now, I vote to lock this thread...

54
Offtopic / Re: UFO Enemy Uknown extender - bugfixes, new features !!
« on: November 24, 2008, 05:59:35 pm »
Huh? ???

What are we looking at?

How are we supposed to respond?

55
Offtopic / Re: Any information on UFO’s !!
« on: November 24, 2008, 07:19:30 am »
I believe in UFO's but not in Little Green Men or all that Roswell crap.

And for everyone's information, they don't hide UFO's at Area 51.

Area 51 is where they test high tech weapons systems. It's where the F-117 Stealth Fighter was born.

56
Feature Requests / Re: Some proposals for this already great game
« on: November 23, 2008, 08:14:37 am »
I think it would be more interesting if sometimes a few aliens behave irratically or non-logically every
now and then, maybe even storming forward, or something like that.
Aliens who run into my bullets, I like that idea ;D

I think everything is going along finely right now, I just can't wait for tanks though.
My theory is that they might be in 2.3.1

57
Discussion / Re: How to shoot
« on: November 22, 2008, 07:54:20 pm »
There's a video tutorial in the game.

Just play with all the buttons till you find the right one.

OK; 1st, turn on tooltips in the menu.

2nd, click the button next to the picture of the gun, the tool tips should label it "primary fire mode"

3rd, you get a menu with your attack and reaction fire modes.

4th, click the circle next to an option to select a reaction fire.

5th, click the option itself if you want to attack.

6th, click on the alien you want dead ;D

58
Mapping / Re: suggestions for new maps
« on: November 17, 2008, 05:05:54 am »
I mean we can go into space, but we can't go deeper than shoulder high water?
Yep.
Besides, It would require the building of an entirely new toolset to build those maps.

59
Feature Requests / Re: 2.2.1 Aliens Starting With Human Weapons
« on: November 12, 2008, 12:04:05 am »
I think mine was on a downed harvester as well. Interesting.

Now that I think of it, It does mostly happen on downed Harvester missions.

60
Discussion / Re: Soldiers hiding on the dropship?
« on: November 11, 2008, 12:12:33 am »
It's never happened to me... What version are you playing anyway?
Hasn't happed to me yet on 2.2 or 2.2.1, that's why I said it must be a rare bug.

But that Is a valid question.

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