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Messages - Greyson

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Hey Hertzila, thanks for the reply.

Yes, that's kind of what I meant, I didn't want to play through it again while it was still under construction. I dont mind about elements missing/incomplete that might be considered polish, but I wanted to wait to playthrough again when it was complete-as-designed, and a unfinished ending qualifies for me.

Don't get me wrong, I love the game, I think its a great project, and I'm not knocking anyone working on it. I just want to wait to play the finished (or near finished) product.

Hi guys,

I was keeping a eye on the development of this project, but due to a couple of unpleasant family health issues I've been out of the loop for about a year. I cant remember what version I played but I remember the game at that stage had several areas such as research and endgame which had unfinished parts, or place holder notices. I wanted to wait to play it again when it was mostly complete: improvements still to be made but without any actual missing game elements. Can anyone tell me if the game is at that point yet, or will be in the next version?

Sounds and Music / Re: [WANTED] Soldiers and civilians death sounds needed.
« on: September 04, 2010, 01:18:07 pm »
Ok no worries, its a bit tricky to figure out whats still needed when the game is evolving over multiple release versions, I'm glad they have what they need now.

Sounds and Music / Re: [WANTED] Soldiers and civilians death sounds needed.
« on: September 04, 2010, 01:44:15 am »
Hey guys, I'm not sure if you are still looking for specific sounds and voices, but if you are there is a very good and active site at where people request sounds for projects and users generate or submit sounds to help people out for free.

From their homepage Description: "The Freesound Project is a collaborative database of Creative Commons licensed sounds. Freesound focusses only on sound, not songs."

If you're all full up on sounds or you've tried the community already I'll say no more, if you are looking for specific sounds and voices I could put up some requests and see if anyone can make something special for the game.

Tactics / Re: Killed soldiers
« on: September 03, 2010, 12:39:01 am »
Thanks very much for the help guys!

I've changed some things around and I'm doing a lot better on missions: I'd never even tried the grenade launcher or flamer on the faulty logic that any gear you start with has to be the worst of the worst, and anything captured or researched an automatic upgrade. I was very surprised to see how easily grenade launchers dealt with opponents in the open, and laser rifles actually hit the damn targets, which was a new experience for me.

I'm still taking more casualties than I'd like, but its a dramatic improvement with the new loadouts. I'll get stuck into them and hopefully improve my tactics to lower casualties further. I'll also try the heavy lasers, I have not used them yet and they sound good too.

Is there a better level of armour than nanocomposite for human troops? One of the reports I read mentioned possible powered armour, but I haven't picked up anything to lead me in that direction yet.

Tactics / Re: Killed soldiers
« on: September 02, 2010, 12:08:42 am »
Hi there Hertzila, thanks for the quick reply and tips.

Yep, I'm playing on easy for my first run-through, I've got nanocomposite on all my guys, and I've equipped them all with plasma rifles, making sure the minimum requirements of mind and assault weapons are at least competent, and over 100 health each... I probably need to diversify my weaponry, as I'm not getting good results with just the plasma rifles. Also my competent guys seem to have horrendous trouble with accuracy, but I guess that's to be expected if I didnt pick them for that stat.

In my last mission I lost a guy, the mission before it was two guys. I must be doing something wrong as I cant sustain those losses and have anything but a reject squad going out to save the world.

Tactics / Killed soldiers
« on: September 01, 2010, 10:20:43 pm »
Hi guys, great game. Well done for resurrecting a legend. Mainstream developers only seem to want to make FPS's out of it.

Sorry if this has been asked before, I searched and couldn't find anything

I'm having a problem with my soldiers: basically they keep dying. I'm trying to get them experienced so they get better, but I seem to lose at least one soldier every mission, which is a real setback if he happens to be experienced. Is there any way to revive a 'killed' soldier? I remember in UFO:EU soldiers were critically injured on missions before they were officially dead, and they could be medi-pack healed or carried in the backpack of another trooper (looking like roadkill if I remember right) and medivac'd out of there so you didn't lose him forever.

Is there a similar feature in UFO:AI? I haven't found it if there is. Any advice would be appreciated!

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