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Messages - jffdougan

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1
Design / Re: Alien Containment Unit
« on: November 04, 2013, 06:28:58 pm »
What exactly IS ANy one  buying with this increased starting player money?  I usually start off selling equipment so I like the idea of more money, and I am unsure how this much moremoneyismorefavourable, like what am getting instead?

My intended/expected course of action is that, once the Breathing Apparatus is researched and the ACU became possible, the money increase would go toward it.

2
I also got this for the first time the other night. Reloading the quicksave didn't help.

3
Discussion / New Let's Play at VGG
« on: October 31, 2013, 05:38:38 pm »
Well, I'm going to try running a text-based "Let's Play" at VGG, starting on easy mode. Thread is posted, seeing if I get feedback on potential site for first base.

thread here.

4
Design / Re: Alien Containment Unit
« on: October 30, 2013, 03:31:16 am »
I could also make the argument for being able to sell them for modest sums (say, 1k or less), but that's also something that's been discussed & done with.

5
Tactics / Re: Base Attack Missions
« on: October 22, 2013, 06:25:30 pm »
I believe aliens all spawn on the "top" level. They then need to enter via any of the entrance, hangar, workshop, or (basic) radar tower.

Phalanx soldiers can spawn in any of the command center, hospital, or living quarters.

6
Design / Re: Alien Containment Unit
« on: October 17, 2013, 04:25:01 am »
You always needed to research the breathing apparatus to keep aliens alive. And we have discussed this matter before and decided to keep AC built default on a new game.

-geever

I'll take your word for it for the first -- my current 2.5 game is the first one where I'd been stunning aliens rather than killing them prior to researching the breathing apparatus. As for the latter, I skimmed the first two or three pages of threads on this board and didn't spot them. However, TallTroll's reason was one of the arguments I would have made for leaving things as-is.

7
Design / Alien Containment Unit
« on: October 16, 2013, 04:29:50 pm »
Food for thought:

Now that (in the current state of 2.5) live aliens can't be captured until the Alien Breathing Apparatus has been researched, would it make story sense for the Alien Containment Unit to not be buildable until after the research is completed, and increase starting player money by the cost of an ACU? I can make the case either way.

8
Windows / Re: Mouse button not working
« on: October 16, 2013, 03:08:37 am »
The short version: stick with 2.5, as 2.6 is undergoing some major UI redevelopment and isn't into a playable state.

9
Discussion / Re: Are UVG usable yet?
« on: October 15, 2013, 03:19:22 pm »
Somebody wiki'd it, I think, but the answer is:

Entrance
(Standard) Radar tower
Workshop
One of the hangar types -- Interceptor and not Dropship, I think.

10
Discussion / Re: Are UVG usable yet?
« on: October 15, 2013, 03:28:09 am »
Even in classic X-Com, you needed at least one human soldier to accompany a tank. If the UGVs really end up with a 2x2 footprint, there are several base facilities where their maneuverability will be quite limited.

11
Discussion / Re: Are UVG usable yet?
« on: October 14, 2013, 05:44:54 pm »
Looking through the bug tracker's issues that needs resolution before 2.5 becomes the new "stable" version of record, I believe UGVs are not implemented yet.

12
Bugs in stable version (2.5) / Re: Scientist cannot be hired?
« on: October 07, 2013, 04:02:39 pm »
On that topic -- for those of us who install/update through the nightly builds, are these still doing 2.5, or have they ported to 2.6 yet?

13
Tactics / Re: Why I have failed?
« on: October 07, 2013, 02:19:38 am »
Part of that depends on the difficulty at which you're playing. Attach a save game file and somebody might be able to tell you more.

14
Discussion / Re: Returned after a couple years
« on: September 10, 2013, 04:19:12 pm »
On a vaguely related note... I took several months off after getting to Dec. in a game, then having the map go entirely green on me.

Having recently returned, all of the UFOs I'm encountering have aliens armed just with plasma weapons. Have Kerrblades been removed?

15
Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: September 07, 2013, 05:38:47 am »
Yeah, two things I noticed about your initial I-shaped base, that come along in the later part of the early game (depending on difficulty level):

- Since the radar room is your bottleneck, do you build an advanced radar facility next to the default one and then tear down the old one?

- Where do you find space in the initial base for antimatter storage?

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