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Messages - Outlawstar15a2

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1
Had to be before 2.4 because I was gonna a long while.

2
I used to love reading the background on the individual alliances in the UFOpaedia but in the build I have (2.4) I can't seem to find it. I was wondering is there anyway to get it back, or something I have to do? Coming back from a long hiatus so I apologize if this was discussed somewhere else.

3
Discussion / Re: Say how much you love UFO AI here! :D :D
« on: July 19, 2010, 02:21:20 am »
I love UFO AI so much that if I had the money and the info required I'd pay for and send pizza and soda to the devs for a whole month! Bless you for your hard work and may you be successful in all endeavors.

Pleasure, for Pleasure's sake.

4
Discussion / Re: Still hopeful but disappointed
« on: July 19, 2010, 01:33:28 am »
To the OP: If you want to play UFO 1 might I suggest another remake called UFO: The Two Sides. Now, I won't post the link because I don't know if that's allowed here but just google it it should be the very first result. It's basically UFO 1 with newer graphics and a handful of useful improvements. Mostly just fixing the god awful buggy code of a splendid game by re-writing it. I play it as well and love it.

If you want a original game that seeks to gain it's own pulse then stay tuned. I genuinely am excited for more.

5
Discussion / Question about the future
« on: July 19, 2010, 12:48:56 am »
I was just curious. In the future at some point I was wondering if a alien campaign would be added? They seem pretty cool and it would be awesome to play a campaign as them.

6
Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
« on: July 18, 2010, 12:27:45 am »
Particle Beam Cannon
Plasma Blaster
Minigun (if you want to include multi-player)

However, I doubt you have any RL-experience with the first two.  :)

Your right. LOL.

I was never in the military I'm just familar with war in general because I study it like a religion. :XD

7
Tactics / Re: How are Heavy Weapons incorportated into squad tactics?
« on: July 17, 2010, 10:49:48 pm »
Well, I've only been playing this game for less then a week now so I'm no expert on heavy weapons in game terms. However heavy weapons are used in the following ways in real life military tactics:

In General: Heavy weapons are usually squad support weapons. By this we mean that they are designed to support the force at squad level. Machine guns are the most common for this purpose today. Heavy weapons have the following traits in common they all - possess above average or greater firepower, they are designed for specific applications, they usually require riflemen to support the heavy gunner, and in return support the riflemen, are usually few in number due to their weight, time required to deploy, and the limited number of tactical applications for which they excel at. Heavy weapons are vital in building a well balanced, well prepared fighting force.

Machine Gun: Machine guns are designed to kill lots of lightly armored target such as massed light infantry forces. Machine guns that fire a heavier caliber shot, such as the 50. cal M60, have sufficient power to punch through light armor such as jeeps and trucks. Machine guns are usually standard issue squad support or platoon support weapons. When machine gunners take to the field they are usually supported by one or more riflemen who are usually employed to prevent flank attacks on the gunner. A machine gun may have a crew of two (1 gunner, 1 reloader) though some modern day machine guns are usually simple and light enough to be carried and fired by one man.

Rocket Launcher: These heavy weapons are usually designed to take down heavy armor such as enemy main battle tanks. Rocket launchers usually consist of a firing tube, a internal explosive charge, and rocket. Some are one shot weapons while others are reloadable. Rocket launchers have changed significantly in the last 70 years however the basic concept is the same. Rocket launchers are bulky and heavy and can be dangerous. Usually a rocket launcher has a kill zone that exists behind the person firing it. Anyone caught in this kill zone at the time of firing will be killed by the launcher's incendiary and over pressure effects so a person firing a R. Launcher should make sure his rear is clear of friendlies before firing, if possible. Weapons of this class fire two types of munitions those that fire specially designed grenades are capped rocket propelled grenades or RPGs and those that fire a traditional rocket. RPGs are heavily used by terrorists to take down clusters of infantry, the most common RPG in use today is the stinger.

Grenade Launcher: Grenade Launchers are similar to a RPG except that they usually have a somewhat smaller explosive yield, do not require line of sight, and can usually be used many times as they tend to be reloadable. A grenade launcher is yet another support weapon unlike rocket launchers and depending on the rounds used can be effective from anything from light infantry to light or medium armor. Grenade launchers are primarily used when you need the explosive yield of a R Launcher but the versatility and angling capability of a grenade. More primitive and archaic grenade launchers fired actual grenades and consisted of a tube or explosive plate that lobbed grenades via a crimped rifle shot.

Flamethrower:
Another weapon that excels in a specific situation. Flamethrowers are normally employed to kill enemies within considerable fortifications that are either too hard or well designed to be taken down with rocket launchers or grenade launchers or where either weapon simply can't reach the people inside. Sometimes you just gotta cook a dude out. A flamethrower consists of a fuel tank attached to a chemical feed tube the propellant travels up the tube and out the barrel of the "gun" somewhere along the line the chemical passes through a pilot flame and ignites creating a jet of fire that is expelled under high pressure to increase the range and consistency of the fire stream. Some flamethrowers rather then use a flame to ignite the fuel use a second chemical that when combined with the first produces a flame. Flamethrowers can also be used to create a sort of mobile no mans land while moving across a open field but if the fuel tank is hit by enemy fire it is likely the flamethrower person and anyone near him will be engulfed in a ball of flames as the unit explodes so caution must be used when deploying these weapons.

Did I miss any heavy weapons?

8
User modifications / Which file holds structure information?
« on: July 17, 2010, 07:09:13 pm »
Which file holds base structure information such as number of people per laboratory or workshop.

9
I don't know what revision it is. I downloaded the game directly from the home page like 3-4 days ago it was 2.3. Well in my installation of the game GLSL is definitely the cause of my problem. The funny thing is GLSL requires a video card that supports OpenGL 2.0 and mine supports all the way up to OpenGL 3.2.

10
Discussion / How many bases can you purchase?
« on: July 16, 2010, 05:11:26 am »
1.) How many bases can you purchase before hitting your limit?

2.) Can you put more then one base in a nation's territory?

11
I had this issue I flxed it by:

-Disabling GLSL shading
-Going to fullscreen
-Putting UFO: AI in XP (SP2) compatibility mode.
-I'd suggest running as administrator (I didn't have to do this as I have UAC turned off and this is a administrator account so it defaults to administrator rights)

Things to note after doing the above:

-Do not change from windowed to fullscreen or fullscreen to windowed (battlescape will crash if you transition to or from it or do this while in it.)
-Do not re-enable GLSL (EVER!)
-Do not change gamma level while in combat it will crash (Do it before or after combat)

12
Tactics / Re: IR-goggles
« on: July 16, 2010, 04:58:05 am »
First you need to understand the difference of night vision technology and infra red technology in real life:

Night Vision goggles basically takes the ambient light from your surroundings and magnifies it by filtering it through a image intensifier so that the environment appears brighter then it actually is. It does not allow you to see through walls. It tends to be put through a green filter since the color green is scientifically the easiest color for the Human eye to make out at night.

Infra red technology takes a heat signature (tank engine, Human body, a open flame) and maps the black body radiation given off by said object. The hotter the object the brighter it's IR signature is due to the fact that it is emitting more and more black body radiation. This is what is called a thermograph. Objects viewed through a IR system tend to be thrown against a black background though military grade IR systems may use a green-light green setup instead as it's easier to see. It is possible to see objects through walls and other obstructions if the heat signature from the target bleeds through the environment.

13
Tactics / Re: Hit and Run: shoot without getting shot back
« on: July 16, 2010, 04:12:22 am »
Reaction fire advancing? Is that like lea frogging with reaction points?

14
Tactics / Re: What's your favorite weapon?
« on: July 15, 2010, 10:39:45 pm »
Jesus, how many weapons does this game have? LOL.

Does the game have my favorite weapon: Dual wield pistols?

15
I figured out what the problem was. There appears to be a problem with the game's GLSL Shaders. My video card support this feature from what I can tell from the other games that I play. However for whatever reason when this option is on it causes the game to crash when going to or from the battlescape view.

Now, for the time being I have it disabled. The battlescape seems to work fine as I was able to play it for a few minutes, pop a few alien heads, and then I manually exited the fight because I'm swamped with things to do. I will look at it further a little little and see if I can get you some more details.

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