UFO:Alien Invasion
General => Discussion => Topic started by: bit5nip3r on June 01, 2012, 06:12:12 pm
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Can you tell me when Human Attacks Phalanx and Odd Behaviour become avaiable to research? At the moment I have researched everthing (well those that I can), except for some of the story tree and aircraft elements. The Story Tree elements, I've researched are:
Dead Alien - Alien Autopsy
Alien Origins - Alien Astrogation
Live Alien - Alien Mind (I have 9 live aliens)
.. don;t seem to have Odd Behaviour, Alien Communication etc, and others available. Should a mission type or event occur before I can progress these?
Also can I ask about the Alien Base(s). The Aliens setting up Alien Bases on Earth: again do these occurr only when the Alien Interest factor has reached a certain threshold? For example, when would "Alien Base Discovered" appear? Until then I can't research new drop ships.
By the way guys can I just say that UFO: AI is an absolute awesome and impressive game; has taken me back to my XCOM days.
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I sense your Alien Containment is empty and unused. Try filling it up.
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he says he has 9 live aliens. do you need ten?
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strong in the force are you
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Yeap, looks like you need 10 aliens. Just got my tenth and Odd behaviour now appears. Still not sure about Human Phalanx Attacks and Alien Bases.
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Yeap, looks like you need 10 aliens. Just got my tenth and Odd behaviour now appears. Still not sure about Human Phalanx Attacks and Alien Bases.
afaik humans attack phalanx is not yet implemented.
alien bases... um, don't know. can't remember how it went.
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alien bases... um, don't know. can't remember how it went.
alien base building missions spawn around alien interest of 400.
-geever
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and of course you have to *find* the alien base, it doesn't just pop up and introduce itself.
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And how i'm supposed to find alien base? In XCOM I could send aircraft to patrol some area if i suspect alien base there, but i can't do so in UFO:AI. Radar detection coverage can't cover all ground, there is a lot of space just with tracking coverage and i can't build more radar towers because of limit. I believe however there is no any alien base in my game right now - i'm shooting down everything detected.
Perhaps there should be some equipment for aircraft to give them wider radar coverage in place of targeting computer or ECM unit and ability to send aircraft to patrol some area. This is useful in case of small gaps in radar coverage too - to have interceptor to fly to supposed alien ship location, not immediately return to the base.
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you have to manually follow a supply ship. This is a real pain in the a**.... if only our fighters had "track" buttons like UFO did.
since they don't, you can just right-click and follow a supply ship around till it vanishes... pause the game, zoom in to where it vanished, and right click there. If you're right on top of it, your ship will scout the base.
I spent quite a while playing before I realized I probably had no bases, because I was shooting everything down.
I let them land once or twice, and then there was a base...
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In XCOM I could send aircraft to patrol some area if i suspect alien base there, but i can't do so in UFO:AI.
Base > Aircraft > Look for a little icon in the bottom right panel to launch aircraft.
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Base > Aircraft > Look for a little icon in the bottom right panel to launch aircraft.
Cool. Never thought it meant to send to some coordinates, not after UFO. But how to redirect already sent aircraft? And why it's mission is stated as crashed UFO? Seems more like some hack, not implemented feature.
I have a lot of free space on some my bases (there are only radar and interceptors with some security team). Now i can build large hangars and use Firebirds as cheap temporary radar towers? :D
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there's an idea - some sort of radar equipment for aircraft, put that and some extra fuel on a firebird = awacs :)
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aircraft can be redirected mid-flight by selecting it (click) then clicking on the map (click) and it'll fly there (wroom).
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how about showing the map coordinates when a certain button is pressed? that would help find alien bases a little... also the pickup area for ships should be increased a little, by about 50% I reckon
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What co-ordinates you would like you us to show?
-geever
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longtitude / latitude?
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longtitude / latitude?
Of what? The mouse positions? I don't see how would it help finding the alien bases...
-geever
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You can send aircraft out on patrols, even if the aircraft is at a base. If you click on the base containing your craft, click on aircraft, select the aircraft you want, then under the description tab, above the aircraft health status there is a little picture of a house with an arrow coming out of it. Click on it and then you can send you aircraft out on patrol.
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yes, the mouse, couched as the longtitude / latitude of the Earth - or perhaps the GPS (ie your mouse position maps to the earth's long / lat -- ie the old way of navigation)... because if we're tracking the UFO with our mouse, and it suddenly vanishes, we have an idea that something just happened over at X,Y coordinate. So when we go into our base to bring our aircraft out to patrol, then come back out to the world map, we have a good idea where to send them -- rather than go... doh... now where did it happen again...
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I think there is a better way then to remember coordinates - ability to set labeled marks on globe and direct aircraft to one of that marks later. This will be more user-friendly. However i can't say this is very important feature :)
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I think there is a better way then to remember coordinates - ability to set labeled marks on globe and direct aircraft to one of that marks later. This will be more user-friendly. However i can't say this is very important feature :)
one of my secret plans is making it possible to put pins on the geo.
-geever
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sounds good!
by the way - I realized somewhere along the way the UFOs were just popping into existence (the story made this clearer later that they were jumping into our dimension, right?) -- after I kept trying to scout their spawn points to see if there were bases there.
Maybe we can make spawn points work like "gates" for a certain number of hours, with a certain number of UFOs appearing from that point -- and if you "intercept" that "point" an interesting mission could begin with the player trying to close off a jump gate before more aliens / ships jumped in
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geisthund: spoiler alert -- you probably haven't read this (http://ufoai.org/wiki/index.php/Translation:Orbital_ufo_activity_txt/en).
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geisthund: spoiler alert -- you probably haven't read this (http://ufoai.org/wiki/index.php/Translation:Orbital_ufo_activity_txt/en).
We should exchange in the Result Mail the "VW Beetle" with "small car".
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Ah. No, I hadn't (actually, I had but it didn't stick) -- hence the alien carrier mission etc.
Nice, but this only really shows up right at the end of the game, as a windup to the big finale.
I thought the opportunity for a bunch of less important submissions opening up would be interesting for players -- to reduce rate of UFO appearances, engage in a high stakes battle... perhaps gaining new research opportunities etc. Also it makes one look forwards a little to a UFO popping out of nowhere -- because now you WANT to know where it appeared FROM.
But the carrier way works too.