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Messages - Lisander

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1
Windows / Re: Model texture problem
« on: May 14, 2011, 07:04:42 pm »
maybe you're using some unknown tron mod

:P

2
Design / sketch for the heavy nano armour
« on: May 10, 2011, 04:26:43 pm »
Well, i have just seen the wondrous 3d model for the next type of armour Origin has been working on, and started thinking on a ufopaedia entry for the project. I searched for another stubs in the forums, but didnt found anything, so if there's any work already done, please accept my apologies.

The project should appear after researching the medium alien armour, all ufo related technologies, antimatter and particle weapons. One of the last technologies to appear in the game (well, in the game that has been developed so far).

-The main layer of the armour is made of the same material the alien ufo's are made. The scientist programmed the alien material (part metal, part plastic polymer) using alien technology retrieved from the recovered ufo's, and shaped it around a soldier-like pattern. This way, they create several sheets of hard alien material wich covers the main organs: a breastplate, greaves, helmet, gloves, boots and epaulets.

-Behind the plates, more flexible nanotubes (so far, they have improved their skill in nanotube manufacture, researching better plasma ovens and improving after some weeks of hard work) grants medium protection to soft spots and joints.

-The final layer is a complex mechanical biosuit, who improves sight and aim, and life support system that prevents the soldier from dehydratation, extreme fatigue, cold/hot problems... like a spacial suit, the soldier can even pee without exposing any part of the anatomy (ahem).

-as counterpart, the suit is heavy as hell. servos in all the joints, boots and knees specially, helps a lot, but even the best scientist on earth had found several problems in a main powersource, reliable on the battlefield, to power all the systems in the suit. They first thought on using antimatter, but the idea of exploding nuclear bombs after a direct hit on the powersource make our scientists to think about it better. The suit would be only available for use in soldiers with very high strenght skill.

Just some ideas. I am not a scientist and cant make an article like the existing ones in the ufopaedia. As all of the readers would have noticed, i am not an english speaker, so it makes the writing a bit complicated.

That's all. Hope you folks improve it!

edit: a big problem with the falsefriends already fixed. ;)

3
I agree with the bosses, too many micromanagement would make the game boring. And if you have a hero soldier in your squad you want to have it ready to fight ALWAYS (if he is about dying in the hospital, dont worry, move him knocked out to the firebird and apply several medikit uses on the first turn).

But i really love the idea of a list of kia soldiers, with their names, stats, rank, postumous awards... and the place and date of their deaths!
Is this possible?  Several times, after dozens of missions, i remember "the nice guy with the shotgun" (i really loved that one) or the "scorcher guy who was killed when exploring alone that house in the middle of the desert". It would it be nice to put them faces and names again...



4
Discussion / Re: Finding Alien Bases
« on: May 10, 2011, 12:20:14 pm »
yes, send an interceptor following a supply ship without shooting it down, just clicking in the geoscape around it. after a few chases, you'll find the alien base.
by the way, in the ufopaedia says that the supply ships are unarmed and always have a strong scort of fighters, but i always found them alone. (2.3.1)

5
Windows / Re: 2.4 vs 2.3.1 (Newbies/2.2/2.3 holdouts must read!!!)
« on: May 09, 2011, 03:28:26 pm »
Well, I noticed the game is much more easier than 2.3.1. Ten missions after the start of the campaing, i have the same squad of soldiers. No one was KIA. They look ealthier now, and can endure a couple of plasma pistol shots before falling, even unarmored or with the combat armour.


6
Bugs prior to release 2.4 / Re: problem shooting over dead aliens
« on: May 02, 2011, 07:27:16 pm »
Well, the bug is easy to avoid if you know about it, in fact, you can use it in your own advantage once you realise about it.  ;D

7
Bugs prior to release 2.4 / Re: problem shooting over dead aliens
« on: April 27, 2011, 09:35:40 am »
Hey, i have the same problem, but i thought it only happened with sheevars. In fact, ALL dead sheevars in my game are blocking fire, not only at the stairs or ramps.

savegame needed?

8
Discussion / Winning the 2.3.1 version
« on: April 26, 2011, 12:53:24 am »
Hi everybody!!

First of all, and knowing that it sounds stale: congratulations for all the aweseome work done to refit that old and wonderful UFO game. I found the game googling for tactical and strategy games some months ago... and omg, it was better than expected!

After the well deserved praises, my after action report.  :)

Finally I won the game after beating the aliens in his base on Earth. I know that there's a bunch of talented pals currently working in a new version of the game. I read some of the spoilers in the design forum. What I want to share is my ingame experience after beating several green asses.

-I found the alien base on april 11th, after tracking some supply ufos somewhere into Brazil. The base map was of course extremely difficult, ending with the lost of three beloved veterans. That's roughly a year and 20 days of ingame time. In the base attack i didn't found new alien races (i guess that only four races are active: tammies, ortnoks, lizardfolk-things and bloodspiders.) but i saw some new and huge and very powerful weapons. It was a pity i couldn't research those. Are they just a stub? New weapons for the future version?

-In all the game, i only faced four different ufo's.  scouts, fighters, nasty harvesters and supply ships. Are they the only active ufo's in 2.3.1?

- The last alien artifact investigated was the particle pistol. I researched (and built) all the new fighters and starfighters, and just after the alienbasespotting happened, the herakles project come into my mail. Those last projects doesn't have ufopaedia article, and you have to guess if the craft deserves time, money and (sometimes more valuable than anything) hangar space. Guess there is people working on that too.

-Some people is complaining about repetitive missions, difficulty and such. Well, the game can be a little tedious, but, honestly, XCOM with the monthly attacks at ships were hell compared to UFO: AI. There're lots of maps and the different spawning points for aliens makes the gameplay better. As for the difficulty: i've played in medium, and at the end of the game i had four veterans in my squad with 99 to 95 missions accomplished. The rookies had 10 or 12. Of course, they were the cannon fodder. Never go first with a veteran. In an average mission, one or two dead rookies were ok. Of course, sometimes you have to let your veterans die. (two of them in the alien base mission). A well balanced team with four heavy weapons (three plasmas and a glauncher), coilgun sniper's and the accurate electrogun worked well for me.  I cried the lost of my shotgun veteran, but then i realised the guy was only useful in ufo stormings. The late shocking grenades are awesome, of course.

- I found investigation not very well balanced. I quickly built three bases with 20-40 investigators each to build up my arsenal, and for the last six months, i had 40 guys enjoing well paid holidays in their bunkers. Please, more investigation proposals!! Maybe about the aliens? The alien threat, alien behavior and alien mind were GREAT. Im looking forward for more data about the alien society-army. (remember the UFO and XCOM proposals for the different ranks of aliens?)

Well. That's nearly all. Dunno well if this post is a collection of tips, a collection of spoilers or some proposals for the programmers. But i swear im overenjoyed of playing this new UFO!!
Im looking forward for the next game update. My best wishes to everybody and keep on the good work!

Greetings from the "sunny" AndalucĂ­a.

-



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