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Sounds and Music / Re: Possible music contribution
« on: September 29, 2012, 12:43:40 pm »
No problem, this was really rather a sound test than a full lenght track
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Thanks! I produced that track with the original geoscape music in mind. I am glad you like it.
Wow, that track is 6 years old. ^^ I can clearly hear that you're using also FL Studio respectively Sytrus. I wouldn't use it in UFO:AI but it sounds like a battlescape track to me. So yes, i think your style fits.
Definitely looking forward to it! Oh and yes, its probably better to post that track in the sound forum.
Sure, you got some sample tracks you can show before starting (a) special track(s) for ufo:ai? Sadly, I had to reject some tracks in the past because for various reasons. :/
Btw. Here you can DL the UFO:AI Tracks which were composed by me (including some bonus tracks)
There is, enabled by default. Note that it needs a bit time to install the weapon systems but after that the SAMs will open fire on the first UFO in their range. (You can disable autofire, for example if you wanna follow the UFO and fight aliens on ground only)
Bug. I think it's been fixed already.
X-Com is X-Com and UFO:AI is UFO:AI. We didn't wanna copy the original, neither we could, there would be legal issues on that.
Thank you for playing, have a good time!
-geever
It allows for some more advanced tech in the fluff, though. Railguns and lasers on human tech, for example.
Stilettos and pulse detonation engines (Firebird) as well.