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Messages - Viento

Pages: 1 2 [3] 4 5 ... 7
31
Artwork / Re: New models
« on: January 09, 2010, 08:19:02 pm »
I like both! ;)

Andy

32
Discussion / Re: Gameover with only one member of the UN in bad shape?
« on: January 09, 2010, 07:18:55 pm »
There is a thread with lots of exes. Problem is that the last complete installer (that you might want to get) was a bit buggy with problems that were quiet unnerving. The bugfix (the last exe) is not a complete installation.

I'm not a real expert, but I would wait for the next full exe, which shouldn't be long.

But perhaps more experiences users can help you better than I can. :)

Andy

33
Discussion / Re: Gameover with only one member of the UN in bad shape?
« on: January 09, 2010, 06:25:16 pm »
Play 2.3. ;)

2.2.1 is very old. There are tons of interesting features + new weapons + more story in 2.3

Andy

34
Windows / Re: Win32 Development Binary Installer Links
« on: January 09, 2010, 05:56:37 pm »
Hm, very strange results.

The "many circles with grenades"-Bug is gone but so is my armour (see screenshot).

The soldier there should be wearing armour (and he did when I played the mission before the installation of the bugfix) and now she isn't. Strange.

Andy

 

35
Discussion / Re: Gameover with only one member of the UN in bad shape?
« on: January 09, 2010, 03:59:30 pm »
How far are you in the game?

You can lose because there is too much infection on Earth.
You could have more debts than you are allowed.

Andy

36
Feature Requests / Re: The right to bear arms
« on: January 09, 2010, 11:25:58 am »
You don't have to equip them. If there is a base attack, the equipment screen comes up and you can assign gear. ;) 

But I agree, it would be a nice thing to be able to have the base defence force ready and equipped.

Andy

37
Tactics / Re: Few question from newbie
« on: January 08, 2010, 10:37:47 pm »
3. Aliens just field "toys" in the beginning because they didn't expect to meet resistance against their devious plan. Rest assured: their weapons will quickly become deadly. ;)  enjoy the short time that you are shot at with plasma only. I only say... NEEEDLES IN MY ASS! ;)

Andy

38
Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
« on: January 08, 2010, 10:35:37 pm »
Heavy weapons (mainly the machine gun) is one of the best weapons in the game. I used it throughout 2.3 because nothing survives the 25 TU long burst. It more than "poking" them a little bit. ;) What you need are > 35 TUs so that you can move crouched a bit, shoot, move back.

Andy

39
Hiho!

I've been playing the hard campaign for some days now. Ingame I am in my fourth month. The difficulty of fights is great, the enemies' technology is faster (blaster rifles came up in the first 5 missions), it's even more fun than the normal mode => great.

Problem 1: It's impossible to build a third base if you want to have a bit of personell, which you need to research your stuff quickly.
Problem 2: If you know the game already, you know that you need pretty good coverage of the globe to fight against the ships that plant the virus and thus end the game. => 2 bases can't do that. Never. I managed to fail with 4 bases.

I have:
> 60 scientists
> 30 workers
> 25 soldiers.  ==> I ~500 000 cr for the personell alone
> 2 Bases (about 160 000)
> only 2 interceptors + 1 dropship

Consequence: I can pay for it if I do lots of missions and sell the stuff. But building a third base ruins me because the debts are too high.  

So just a question: How did you want the game to be played? Should Phallanx be so short of money? Are my numbers of scientists / workers just too high for this game mode?

Most important question: is it meant to be that way?

If "yes", I'm fine with that (I just started as I did in normal mode).
If "not", now you know about it. ;)

Andy


 

40
Tactics / Re: Pesky UFOs shooting down my assult teams!
« on: January 08, 2010, 10:19:48 pm »
These is no real way of protecting the dropship. Forget about weapons and armour.

If you realise that the dropship is close to a ufo (several 1000 km is already close as the ship is quite slow), run for your next base or SAM-site, so that you are close enough to intercept the ufo before it fries your men.

Save often is another strategy. :)

Andy

41
Windows / Re: Win32 Development Binary Installer Links
« on: January 04, 2010, 03:39:49 pm »
I had a problem with this dll too.

It was missing. I found it in another directory (I used the search function). I copied this intl.dll into the UFO main directory (where the .exe is) and Ufo started. I has been working fine since then.

Andy

42

> Ranking system of soldiers

It's too slow. I only got 1 soldier who wasn't a Rifleman.

=> speed up the ranking system: For every 5 soldiers in Phallanx there should be a superior (a Sergeant), for every 15 an officer, etc... the best person gets promoted.  


I realized that my feedback doesn't apply to the newest build (27699) any more. Now in my new game, I have plenty Corporals and Lance-Corporals after just a few missions.

So you can regard this issue as solved (at least for me) ;)

And I have to say, btw... difficulty "hard" is really hard.

Andy

43
Artwork / Re: New models
« on: January 03, 2010, 06:53:44 pm »
Ammo for the machine gun? ;) I like this one much better than the drum magazine.

Andy


44
Edit: chose the correct savegame.

Yes, your explanation makes sense. The event (ufo is detected) stops the time but the ufo symbol doesn't exist yet.

I'll attach a savegame. The Ufo right there shouldn't be visible. It isn't in my game. :)  

I tried again, some ufos symbols appear, many don't. I can't understand why it works sometimes. Just try a few ufos if the first ones should show up. :)

Andy

45
Artwork / Re: Animations
« on: January 03, 2010, 12:16:08 pm »
I agree on "huge guns" in game. Especially the heavy needler is HUGE, it looks more like an atomic battery. :)

I think the assault rifle in the pictures has the right scale.

Andy

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