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Messages - Kine

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1
Discussion / Re: Questions
« on: April 03, 2012, 01:27:03 am »
Glad you found UFO:AI ! Welcome

2
Discussion / Re: Gameplay Question
« on: March 30, 2012, 09:00:24 pm »
oddly enough 2.4 causes me less problems. I suggest you give it a go.

3
Windows / Re: Combat....... Attacking.....
« on: March 29, 2012, 12:04:24 am »
I love the new GUI - especially the blow up portrait of the soldier!

4
Tactics / Re: My battle strategy
« on: March 23, 2012, 09:31:52 am »
Still early in the campaign for me and snipers take too long to clear a map. I have since abandoned the 2-of-each approach as it got obviously too inefficient.

Machineguns were pretty decent often taking out hostiles on the first encounter going full auto even at range. 4 of those + 2 microshotguns did it for me for most scenarios. The only problem with them were their move OR shoot style due to high TU consumption. So getting jumped by an alien can result in casualties but if you're making solid moves then it shouldn't be a problem. Unlimited ammo is also a big bonus.

Then came the laser rifles. With a killer spread these guys took unpredictability out of gunfights. No more 'what if I miss?' considerations like I had with conventional arms. A new issue with them is the 'will it die?' consideration. You should know how many laser rifles you need in your stack for the different races and that don't take long to figure out.

Grenades. In almost every round where there is confrontation, someone in my stack(s) is throwing one type of grenade or another. I don't remember depending on them this much in X-COM94 but in UFO:AI I use them all the time.

Popping smoke saves me time from going the long way around the map from cover to cover. Instead I dash across open terrain and pop smoke at the end of the run. When the cloud clears, the boys open fire and someone pops a fresh one again at the end of it. Good time saver.

Smoke is also a save my ass device in disguise. You should never end your turn with your butt hanging out to dry but I do find myself in awkward situations now and again. In which case I pop smoke and pray. Sometimes the aliens try to finish off my guy but more likely to move instead of shoot if he can't see. Also useful in missions where the frackin pilot decides to land right next to the aliens and I know my boys won't make it to cover by end of turn.

Flashbangs to gangbang. If I can drop a couple on the bad guys I go in gangstar style and get away with it. Absolute must when trying to bag one to bring back to base.

But your regular frag grenade is still the top killer in my arsenal probably accounting for half of the kills made on missions. It didn't get the other half because at those times, it was better to throw first and shoot to finish.

Medic - everyone is a medic on my team. Squaddies work in pairs even in a 6 man stack. If someone gets shot, his immediate buddy drops whatever he's doing to heal the wounded man or woman even in the middle of a firefight. When you get shot the first time, chances are you'll get shot again trying to run so it's better to crouch and look for jesus. If someone could spare a few TUs, I'd have him pop smoke over them. The rest moves on and the healing couple catches up after the turn.

Also I score multiple crashes per day. To save the trouble, I intercept a few before shipping my guys out to collect them in one trip. So healing injuries on the field is not an option. Plus rehab takes too long and healing my guys before killing off the last alien helps keep my roster size to the minimum.

As for role specialization for new recruits, it isn't much of an issue since leveling up weapon proficiency is very quick. Adding to the fact that their best isn't good enough anyway. I hire people with high speed and accuracy that's it. Being a hot blondie probably the only third criteria on my interview list.

5
Discussion / Re: Gameplay Question
« on: March 23, 2012, 07:44:55 am »
more sophisticated than I thought but works well. in my latest campaign with only 3 bases and a good track record, I have positive trending overall with all but 1 nation. that's with incessantly hawking crashed UFOs to a couple of regions that is outside my security net. I guess the system works.

6
Discussion / Re: Gameplay Question
« on: March 20, 2012, 03:17:31 am »
roger. thanks.

7
Discussion / Re: Gameplay Question
« on: March 19, 2012, 07:55:41 pm »
Thx.

Lastly, is there a good reason why I would want to store more than 1 type of UFO or should I keep 1 of each for  research and sell the rest?

8
Discussion / Gameplay Question
« on: March 19, 2012, 06:00:17 pm »
Do selling UFOs to nations improve relations?

9
Discussion / Re: Great game!
« on: March 19, 2012, 08:16:57 am »
It's amazing how X-COM fans find UFO:AI ... welcome bro :)

10
Discussion / Re: Will XCom: Enemy Unknown affect this project?
« on: March 16, 2012, 02:26:01 pm »
Like many others here no doubt, I'll be buying the new X-COM 2012.

But will still keep on playing UFO:AI

Both games gonna end up having a different feel to them where the remake will feature a short and sweet affair even for the single player campaign. Anyone who's played the console version of Civilisation will understand my suspicion. I'm looking forward to the Firaxis reincarnation nonetheless, mainly for the flash and bangs but UFO:AI is still about the original experience for me.

I hope this project continues.
I hope UFO:AI evolve a little away from the original X-COM out of necessity to differentiate itself from XCOM: Enemy Unknown 2012.

A deeper geoscape strategy element eventually would be my suggestion coz that's what the PC is good for.

11
Offtopic / Orkish Approach
« on: March 16, 2012, 02:06:30 am »
What is it exactly?

12
Windows / Re: Win 7/64 Crashing after loading tactical screen.
« on: March 16, 2012, 01:47:04 am »
I got pumped up by the news of an XCOM94 remake by Firaxis/Sid Meier so redownloaded UFO:AI to get my juices flowing. A few hours into v2.3.1 however and I had half a dozen crashes. All from tactical layer. Geoscape and bases is fine just the 3D combat is causing me problems.

playing on my laptop with win7 64bit OS and the latest NVIDIA driver. Dont have the log file on here coz I deleted all the files after many reinstalls. But someone mentioned R_DrawEntities and I think I saw that in my logs.

Here's hoping a fix is forthcoming  :'(

13
Bugs in older version (2.2.1) / CPU Load
« on: May 06, 2009, 04:45:34 pm »
Mouse would 'lag' during battles that makes scrolling the screen and selecting stuff a real challenge. It sometimes happens at the equip soldiers screen in base but not always. I doubt my specs are below minimum - I can run other 3D games without issue (Rome Total War, Warhammer 40k etc). Ran UFO:AI in windowed mode to check taskmanager and CPU usage was fixed at 100% without end. FPS in-game is 50-60 both when the mouse lags and when it doesn't. If that means anything.

I love this game. Thanks for making it. Can't wait for 2.3

screenshot

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System Information
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Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.080814-1236)
BIOS: Phoenix NoteBIOS 4.0 Release 6.0     
Processor: Intel(R) Pentium(R) M processor 1.73GHz
Memory: 1022MB RAM
Page File: 3991MB
DirectX Version: DirectX 9.0c (4.09.0000.0904)

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Display Devices
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Manufacturer: NVIDIA
Chip type: GeForce Go 6200
Display Memory: 128.0 MB
Current Mode: 1280 x 800 (32 bit) (60Hz)

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