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Messages - ergotoxin

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1
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  :)

2
Sounds and Music / Possible music contribution
« on: September 20, 2012, 12:42:48 pm »
Hi, just posting a track I mentioned in my previous topic.

It's a beatless darkbient work mostly inspired by soundtracks of UFO:AI and X-Com:Apocalypse, so I guess it might work as a Geosphere track? Let me know if you like it, or if theres anything wrong with it :)

Hope you'll enjoy it  ;D Here's the link:

http://speedy.sh/CvQAb/et-flatwoodsincident.rar

3
Discussion / Re: First impressions of the game
« on: September 20, 2012, 12:11:41 pm »
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.

Yep, its old, since I really didnt care to upload more ambient tracks since then :-X Going to post into the music section now :)

4
Discussion / Re: First impressions of the game
« on: September 18, 2012, 08:38:51 pm »
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)

Thanks for sharing! That Geosphere02 track is one of my favorite in the game  ;D

I play/produce mostly rave music, though I was always interested in ambient/chillout/breaks as well. This is one of my older ambient tracks:

http://soundclick.com/share.cfm?id=4169703

Hope you enjoy it! Last week I worked on a darkbient track as well (mostly inspired by playing UFO;)). I'll compile and upload it.. I guess I should post it to the sound forum?

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

Ah, I never noticed SAM sites firing automatically but I guess this is my own fault, since I always ordered them before aliens even got to their range :D

Regarding the bug, I have the 2.4 version that's available from the download page. I guess the fix is in the upcoming version?

Anyways, thanks for quick answers, and sorry for my late reaction  ;D Been busy lately.

5
Discussion / Re: Suspension of belief
« on: September 18, 2012, 06:52:58 pm »
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.

Laser and railgun weapons might actually come to widespread use much much sooner than 2084.

Naval railguns are developed by the US. Laser weapons are actually used since the 90s. One of the more recent examples is the FIRESTRIKE:

http://www.theregister.co.uk/2008/11/14/weaponised_rayguns_hit_shelves_in_time_for_xmas/?d=154600

I was myself quite surprised that UFO:AI takes place in 2084 and these weapons aren't developed yet.. guess army isn't funded so well in the future :D

I'd hate to lose the opportunity to research these weapons though, research is what I always loved about x-com/ufo! Much better solution might be what OllyG suggested - setting the starting year to 2020s or perhaps 2040s-2050s.

Just my two cents  :)

6
Discussion / First impressions of the game
« on: September 07, 2012, 03:21:52 pm »
Hi there, been playing the game for few days, gotta say its quite addictive and has a really close atmosphere to the original x-com series, well done there guys ;D

Some random comments and thoughts:

1) The game could really use some sort of ingame tips or help tool. I might be stupid, but it took me really long before I figured out I have to arm my SAM sites with rockets.

2) Regarding the SAM sites; if ammo is for free, shouldnt there be an option to have them auto-engage nearest UFOs?

3) After installing armor on my Saracen, fights with it started to freeze the whole game. Odd.

4) When shooting the railgun rifle, soldiers sometimes shoot 2 or more shots instead of 1. This takes no additional ammo or TU. Very odd.

5) Thank you so much for auto-missions!

6) I really like the music, it brings back positive memories of the originals. Since I have some experience with producing, I wonder - do you guys still accept contributions?

7) Why the turn-off from classic alien/X-Com tropes? I mean, no grey aliens, no disc-shaped UFOs...  :-\

Anyways, thank you again for the great game! Hope you dont mind another fan around :)

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