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Messages - lycanreaver

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1
What happenes if you walk into it by accident while you have it hanging?

2
User modifications / Re: How do I increase starting money?
« on: October 07, 2013, 11:27:05 pm »
yes, go into console and type debug_fullcredits     youll get max amount of credits

3
They would be pretty good for car space, start out as a 2 seater then just hit a button and an electrical current extends the car to seat up to 6 people.

4
Design / Re: Idea for a new mission type and aircraft.
« on: September 22, 2013, 08:37:35 pm »
What about this as a passenger aircraft?

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Design / Re: Idea for a new mission type and aircraft.
« on: September 20, 2013, 11:04:14 pm »
No, was just a picture to represent something of what it might look like , just an idea, doesnt even hav to look like that either, but if i can get the tools ill try my hand at making my own representation.

6
Design / Idea for a new mission type and aircraft.
« on: September 20, 2013, 08:58:57 pm »
I know most of us have thought of the futuristic aircraft in this game, but what about the passenger craft that transports civilians to and from destinations. The futuristic planes and aircraft that most people woud expect in a futuristic era. I have an idea to have ai controlled passenger craft (only about 2 maybe 3 on the geoscope at a time) to fly from one destination to another, and have our interceptors as a kind of "bodyguard" for the craft to keep them from getting shot down, or have the passenger craft be cargo transporters going from naton to nation as commerce or between cities toteing supplies or other objects. There would also be a new type of rescue mission where if the craft was shot down you can go in and rescue/secure the craft from the aliens, and a possible new research for you to help better protect the craft wether it be better craft or better ways to conceal the craft. Just a suguestion no need to act on it, but would be cool to have in game, idk how much coding would have to be done to have the aliens attack the craft or prioritize between landing and harvesting versus targeting a craft in the sky. But i am looking forward to helping to put this in if it gets accepted, not much of a coder but i might be able to whip up some designs like the one i have attached

7
Discussion / Re: Notes from veteren XCOM player after his first UFOAI game
« on: September 20, 2013, 08:18:04 pm »
About half way through beggining game on most of my playthroughs and i usually have 90 scientists (2.4 Version Full Campaign) in 1 base and my research is usually dried up by the next mont till new weapons and aircraft comes in for me to paw over and dismantle and research anything else i can. usually by the time i get to particle beam weaponry to research i have found a base and am doing abort missions to gther there tech and ammo.

8
Tactics / Re: Tip of the Day
« on: September 19, 2013, 04:35:32 am »
Before the firebird or transport gets to mission, hit f5 to save the game, cause not all auto missions go the way you would have wanted. You may find your down a soldier or two, or even the whole squad, and when the enevitable happenes and your starring at a defeat screen just hit f9 and it will reload the game to the moment you save at right before ya got to the mission, so you can enter and not get all your fine soldiers killed. I haved used this and on record i have had no defeats and only 1 killed soldier cause i decided to sacrifice him for a captured corruptor.

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