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Messages - andrew.prg

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1
...this is the ufoconsole file I got after using parameters suggested by you

2
Still does not work. I uninstalled everything, downloaded a newest version (ufoai-latest-win32, from 25th July), installed. Same error message. I tried to add your parameters to the command line, but same problem.

What are the .pk files and what should I do to them to get rid of my problem?

Thanks

Ondrej

3
Hello,

I tried to follow your advice and installed the newest 2.4 development of the game, downloaded yesterday. My former version was a 2.4dev from April 2011.

I deleted all my saved games by accident during this reinstall (no help, I assume?) More importantly, now I cannot start the game at all, it says "shutdown", perhaps due to graphic problems. I attach the text from the ufo-console.

Previously, the game worked quite well (apart from the Japan Big map problem), is there anything new in the latest development, which causes problems?

Thanks

Ondrej

4
The problem most probably is with the map Japan Big.

In my game, it happens always when a big craft (Harvester) lands in an Eastern country, and the location is "classic eastern suburban area" or so. If I shoot down a small craft (a Scout or a Fighter), there is no problem.

I read a discussion somewhere on the web, saying that the game mistakenly uses a Japan Small map, even if there is a large landed craft. Because of that, the game cannot fit the large craft on the small map, and crashes to Windows. If, however, there is a small craft, it can fit on the small map and everything is OK.

This can be supported by the fact that even in the Skirmish mode, if I select the Japan map with a big craft, the game crashes completely the same way like in the Campaign.

I even tried to find the Japan map files, deleted them, took some Arctic map file, copied it and named the new file same as the Japan map file. It was a partial success, the battlefield assembled, there was a big snowy map, the harvester was there, but otherwise it was messy. So my stupid repair attempt after all failed.

If someone is able to repair the Japan Big (Small?) map, please help the Earth. So far, I have to ignore the harvesters landed in China and must wait till the bastards leave by themselves, taking that poor human victims to their filthy home:-)

Thanks,
Andrew

5
Tactics / Re: Big City tactics
« on: June 03, 2011, 11:07:57 am »
Stupid and workable tactics, for big city, at least during early to mid game.

Take some guys with MGs (three or four), the rest laser rifles or heavy lasers.

Make a nice line before the dropship, cca three squares apart, crouch, multiple reaction fire.

As the aliens start to turn up at the roof, shoot like hell. If someone receives a hit, continue shooting, and colleague next to him (or a dedicated medic) heals using a medikit.

After some time, all the aliens will go in sight and get shot.

Fortunately, the extraterrestrial intelligence is not advanced enough to lob a plasma grenade from the roof to kill my nice line of shooters without any cover...

6
Tactics / Re: What's your favorite weapon?
« on: June 03, 2011, 10:45:46 am »
I agree that having eight soldiers makes sense (more specialization, or dedicated medics, etc.), but still, I have reasons for using only six. So far, I found that I am able to beat just any alien team I encountered without much problems - even with four soldiers (give them four MGs, Medikits, have them crouch and fire a "Full-auto" on everything that moves - they will typically win).

Six is a number which can usually kill most aliens on small maps in one turn (or, allows to take on board also a Sniper or Close combat specialist, who are currently inferior in effectiveness to my heavy weapon guys, but I train them for "future purposes", when I might need these specializations for some reason).

So why not eight? Firstly, the less soldiers, the more action, shots and kills per person - therefore faster improvement of statistics. If, in future, I encounter tougher opposition, I will be able to merge these well-trained guys from both teams into one. Secondly, the less soldiers, the less burden for the player - I have quite a lot of missions, so why move on map many soldiers when I can do all the work with a few.

This is, I think, a consequence of imbalanced gameplay (I play 2.4-dev on Insane difficulty, but still). There are too many UFOs, too many missions - around forty per month - but they are too easy. I love the game, it is nicely done, but the AI is somewhat stupid (the aliens usually do not crouch, so they cannot hit effectively, they do not take cover behind walls, they do not cooperate as a group, etc.). If this cannot be improved, then it would be better at least to raise the number of aliens in missions, and lower the frequency of UFO sightings. I would prefer much less missions (it gets repetitive after some time), but much more challenging (so that I would really have to be afraid and use my soldiers to the maximum).

7
Tactics / Re: What's your favorite weapon?
« on: June 03, 2011, 12:31:48 am »
At least in the early- to mid-game, the setting of choice is, in a six-man team:
- three "Rambos" with a MG
- two Riflemen (as soon as I research the laser rifle), each with a Flamethrower in a backpack,
- one Grenade Launcher guy, with a Tokarev or Laser Pistol in the holster
Each soldier has a Medikit, of course.

The purpose is to eliminate most of the Scout or Fighter teams (3 to 5 aliens) in the first round. In the small maps, the GL soldier usually gets two aliens, each with a 15-TU three round burst. Then, the MG and Laser Rifle guys get the more distant ones. Generally, I found that a crouching MG-man is able to kill with a Full-auto shot even quite strong aliens at short to medium range (up to some 20 squares), because cca six hits with MG ammo kill any Taman and even a weakly-armored Ortnok. On longer ranges, a kneeling MG soldier usually gets at least two hits from the 20 Full-auto shots, even if the hit percentage shown is quite low (5-10%); this is just enough to kill a weak Taman, stronger Tamans or Ortnoks survive; but their Plasma guns are not sufficiently precise, therefore with some Medikit aid, a crouching MG soldier is usually able to win the shoot-out anyway, even without hiding. Laser rifles are nicely precise, so the two Pulse fires and one Wave is usually enough to get a kill or at least a "Mad Rage" situation.

In Harvester missions, the MG guys usually take a crouching positions with reaction fire at a safe distance (at least 15 squares) from the craft entrance; moving a soldier close and then running back behind the wing of the craft makes the aliens usually to go outside, where the MGs get them. Then, the assault guys drop their Laser Rifles, take their Flamethrower and go fry the last one or two aliens, who usually wait in the small central room of the craft, with stairs.

Especially funny are the Big City maps, where I just get the soldiers of the dropship, make them crouch in a straight line, and wait with Reaction fire on. As soon the aliens start to pop up on the top of that parking lot building, or what it is, they receive a welcome from the three MGs and the two lasers, firstly by Reaction fire and then by Full Auto and Pulse fires. Shooting upside is highly imprecise, but they die anyway; possible wounds on my side are promptly cured by the Grenadier in the role of a Medic, because the GL cannot shoot up to the top level of the building.

I do not use the Sniper rifle, because paradoxically, it´s Aimed shot is less precise than the Full Auto MG shot (of course most of the twenty bullets miss, but at least a few always hit, and that counts). All Plasma weapons and Assault/Bolter rifles are not useful due to low precision - they just cannot guarantee the result within one turn, where Laser rifles and MGs can (and Flamers/GLs too, of course). Even in close-combat role, the 14-TU, 5-bullet shot from the MG is usually quite OK, so my MG guys do not use pistols. Shotguns have neither sufficient range nor performance - at close range, GL or Flamethrower easily outperforms them in terms of damage.

Perhaps the MG/Laser combination will lose its power later, against stronger alien armours, and will need to be replaced, but the whole Plasma arsenal I invented so far seems inferior to these simpler weapons.

I play on Insane difficulty.



8
Tactics / Re: Base costruction freguency
« on: June 02, 2011, 11:23:27 pm »
I play on Insane difficulty and build two bases right in the beginning, usually the HQ in China and another base in Europe. After two months, I have four or five. Two "fighter" bases (usually China and Brasil) with three Saracens each, and two "team" bases (usually Europe and USA) with a Firebird and six soldiers. Every base has a radar, and I build further off-base radar sites so to cover as much of the mainland as possible.

This is extremely expensive, but the money keep flowing in. I am able to catch many ufos on radar and shoot them down or see them landed, so I have around 40 missions a month. This means:
- many alien objects retrieved from missions (usually Kerrblades and Plasma pistols), which can be sold for good money
- I sell most of captured UFOs (further 8-20 thousands per piece)
- the nations are happy, so I think they pay slightly more.


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