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Messages - chris.staddon

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1
Discussion / Re: An Open Letter to the Developers
« on: June 25, 2013, 07:01:19 pm »
Another alien species? I haven't seen anything new myself. Depends how new you class "new" I suppose. Which one did you mean?

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Discussion / Re: An Open Letter to the Developers
« on: June 16, 2013, 01:43:24 am »
Just wanted to add my thoughts on this; I too have found the game getting harder, but when it gets to the point I get fed up of it, I simply "tweak" the files in 0ufos.pk3 to address the balance in that particular area (for instance, improving the starting stats for close combat and reducing the stats for heavy weapons; or increasing the starting funds). In that way, I get by perfectly fine. The only things on my wish list for the next version are:
(a) another alien species;
(b) UGVs in the full campaign (offset by increasing the number of aliens attacking bases)
(c) maybe an additional campaign set later in the story, where you have all the human scientific advances -  so you're already fighting a full-scale attack, against corrupters and gunboats.

3
Tactics / Re: Do I let alien base live?
« on: February 12, 2013, 08:52:32 pm »
I would like it if you raided a base and won, the world is taken to a new chapter - and a new, much tougher race than what we currently have, arrives on the scene. Something utterly freaky like a giant leech that latches on to a soldier and bleeds him dry over successive turns,  unless you either blow it up (taking your soldier with it... how about that for a moral dilemma!) or incapacitate it with half a dozen stun grenades. Or a psychic race that can panic all but your best soldiers. Or an alien that takes mind control over a human... only they don't show up as an alien in the mission. But you don't KNOW there's one in the mission. And (as would happen in real life) you're at a massive disadvantage till you suss out what's going on and by process of elimination which human isn't human and take it down. (and if you blow away all the humans you get the sack so you can't cheat!)...

4
Feature Requests / Re: Base Improvements
« on: January 16, 2013, 09:41:13 pm »
I'd prefer to design the first base, with the buildings available at the start in a list so you can put them how you want with no time or economic penalty.  Plus an option to abort a base defense - with a twist. If you abort with soldiers still alive, you can choose to send another squad in on a rescue mission - and if successful you recover your staff, your base remains intact - and you get whatever craft the aliens arrived in.... (which wouldn't be a scout or harvester would it eh... a battleship would be more apt!!)

And one other thing I notice: When your base is attacked it gives you three options (blow up something, hold in container - whatever that means - or fight to the death. But only one of them ever seems to work. What do the other 2 do?

5
Happy new year everyone! I've had the same thing - the worst was on a map I don't even recognize. It looks like a blown up building; the aliens on the 3rd floor seem to be able to fire through the floor and massacre my troops below .... but I can't fire back because there's a floor in the way. I've reinstalled twice, if it still happens I'll send you a screenshot ;)

6
Happy days! I'm happy with UFO as it stands though keeping fingers crossed the radar coverage improves a bit - in real life, air traffic control covers a far wider range than in the game... the UK ATC can even track Stealth - not too long ago one kept radio silence thinking UK ATC couldn't possibly be talking to him... till they pointed out not only was he visible - but he was also on collision course with a passenger jet...

7
Discussion / Is there a new Stable version coming out and if so, when..?
« on: October 24, 2012, 11:32:11 pm »
A number of the comments & posts allude to a 2.5 "Stable" version but I can't find a timeline, launch date or anything like that.
Do we know when (if?) a new Stable Version of the game will be coming out or have I got the wrong end of the stick?

8
Feature Requests / Re: Aircraft
« on: September 10, 2012, 07:03:04 pm »
Hmmmm yes. Are these in the game?

9
No it didn't... :(

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Feature Requests / Aircraft
« on: September 09, 2012, 11:24:38 am »
We have interceptors (Stilettos, Saracens) and we have carrier craft (Firebirds). But wait a minute... in the original game there was a hybrid (the Avenger). I'm thinking - could we have a hybrid craft (with 2 or 3 weapon slots) that once it bashes a UFO out of the sky, it immediately gives you the option to go into the mission? Something that looks a bit better than the old Avenger though... https://www.ufopaedia.org/index.php?title=Avenger

11
Bugs in stable version (2.5) / Crashing when entering the Military battle
« on: September 09, 2012, 10:55:22 am »
Hi I am not sure if this is a bug or what, but I've tried opening up my savegame (I saved it en route to the military battle). But it won't go into the mission; instead it crashes the game. I tried an automission and bypassed it that way, but the next mission the same thing happened.  I've attached both my save game and the ufoconsoles.log. Please can you advise, is this a bug or something else?

12
Tactics / Re: Your Tactics
« on: September 08, 2012, 09:59:45 am »
Another useful tactic... when one of my personnel obtains sight of an alien, I immediately send out 2 guys with stun rods round the geoscape - to outflank the alien / attack from behind. I don't know if it's deliberate (and correct) AI but the alien never seems to know it's being sneaked up on. It always concentrates on attacking the human right in front of it. My only gripe is you can't seem to stun bloodspiders (maybe it's already possible but I've never succeeded - has anyone ever managed it?).

Slight tangent but relevant to my point above: From what I see, bloodspiders do all the harvesting of humans. So capturing a live one should in theory be a MUST for XCOM research.... if it's not already possible, maybe it can be developed so XCOM could research something like Alien Nutrition. And from that, presumably a new weapon - alien poison (which gives you ammo that when you hit an alien, decreases their hit points at a faster rate than a normal injury...)?

13
Discussion / Re: Alien Activity
« on: August 26, 2012, 03:59:38 pm »
Thanks for that; I'm having a blonde day though. How does one go about debugging? Or are the "alien activity" parameters in one of the files in 0ufos.pk3?

14
Discussion / Alien Activity
« on: August 25, 2012, 07:06:49 pm »
I've been playing 5 months (2.5 Dev) and have yet to see anything other than scouts, fighters and never more than 2 harvesters. I actually let the aliens get a strong enough foothold to launch an attack on my base, hoping maybe that way I'd finally see a Corrupter or a battleship. But no. They invaded with... another harvester. (good choice of craft... NOT)

Yet when I go into the data files, there's other craft out there. So... can anyone explain how the alien activity logic works? If "alien activity" has to be above 300 for something to happen, what is the 300? Days? Months? And presumably there's a way to tweak the gameplay slightly, so corrupters appear earlier... what would I have to change to bring on a proper invasion?

15
Discussion / Do you need alien detection to find an alien base?
« on: August 04, 2012, 06:35:12 pm »
I've read everything there is on alien bases appearing and know how I SHOULD be able to find one... following a supply ship... but I've yet to find one despite weeks of trying. The thought's occurred to me... do I have to be tracking a UFO with one of the new craft with alien detection as opposed to a Saracen or Stiletto (which use radar)? None of the forums say so but given I'v found zilch with the traditional craft... ?

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