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Topics - Tamanfodder

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1
FAQ / Screenshots
« on: January 11, 2013, 02:38:23 pm »
Hello, it's been a while. Your favourite idiot is back.

I managed to forgot my password, took some time for me to figure what it was, anyway.

I wanted to ask about screenshots. Specifically, how to take them and where do they go?

I tried using F12 and printscreen to take them, but nothing seemed to happen...  ???

Have I just not noticed something?

2
FAQ / Skills?
« on: June 23, 2011, 03:30:27 pm »
I was wandering around the forums, when i decided to seek answer to the ultimate question:

Which skills are working currently and how do they effect soldiers?????? (I'm playing 2.31 and i don't really understand those.... 'things' reguired to get the 2.4 =)   ) Anyway i just want to know how do the skills ehhect soldiers prefomance or do they effect (currently) at all?????

3
Tactics / Base costruction freguency
« on: May 20, 2011, 12:21:58 pm »
This is my big problem with the game: I hawe hard time deciding when do i need to expand. I bulid bases wayyy too slowly because buliding new ones hinders the development of the old ones... Sometimes i only have one base which i know is BAD! So i ask, when should i bulid new bases, where (close to old ones or far away from them) What should new bases consentrate on? etc etc...

Yes when it comes to financial planning i am a bit noob... Also a liitle hint the amount of money is hard to figure... Yes if i watch closely i can make it out, but could it be plased this way: 3 456 845€ instead of: 3456845€ ? That is a good number for example if i may say so  ;D loooong and chaotic!

4
Feature Requests / About the bolter rifle.
« on: May 19, 2011, 01:52:28 pm »
I started thinking about this weapon a while ago...  And thought, what is it's biggest flaw besides horriffic accuracy (which can be fixed by using expirienced troopper)  And it is obwiously it's the low ammo capacity and large size  of magazines. Then i remembered, that the bolters rails are exposed out of the barrel a little, and then it hit me! It can be used as a powerful melee weapon! Pring the rails into contact with an alien and let the current flow through the rails into alien and back to rails (or maybe contact with just one rail so the alien will be the ground??) This would save ammo, and nerves as you don´t hawe to mess with inventory to get the rather useless butterknife out! It could be limited to just few charges along with the ammo (as the batteries aren't unlimited in power supply) What do you think?

5
Tactics / Stilettos VS Harvesters
« on: April 28, 2011, 01:21:48 pm »
Yes! I know attacking a harvester is a NOGO! But, for what i remember from 2.2, they leave neat wrecks fun to fight in. So i just want to know this: How many Stilettoes are needed to bring down a harvester???? Theese stilettoes would be epguipped with shiva, 2x sparrowhawks, armor, ECM and targetting computer. It has been too long since i saw a flaming wreck of a harvester!

6
FAQ / Timelines?
« on: April 04, 2011, 10:07:59 am »
I know this game is being made by volunteers, but is there any place where some loose timelines of the game releases can be seen? Like when 2.4 is released and so on??? Or should a topic like that be opened and stickytaped on the forum?

7
Feature Requests / Sniper rifle buff?
« on: February 11, 2011, 08:07:33 pm »
I know what this may sound but read this first before feeding the possible trolls!

I remember reading a topic about adding special mutions (plasma core, AM-core Alien Marerial jacket .etc.) to the quicly obsoleting projectile weapons. It has a chance to be refined!

Such ammo would be made of WAYYY too expensive materials for automatic weapons. BUT How about Alien material tipped ammo for sniper rifles??? Idea behind this is that: Sniper rifle gets castrated way too soon on the game! And the replacement: Coilgun, i hawe newer even seen a needler on campaing so far... Also what ive tested on skirmish: The coilgun is ridicilously bulky! Idea is to add the MUCH needed stopping power to your poor snipers on mid-game and to get a way to get rid of the exess alien materials that start conquering your storage spaces! Alien materials are heavy = more kinetic energy = more penentration! And they can change shape when stimulated with electricity = shape chande when inside enemy = massive damage!  ;D

8
FAQ / A little help pleace???
« on: February 11, 2011, 03:34:36 pm »
Im tired of being useless! So i thought of (trying) to learn modelling! I know about the wings 3D (although im quite poor using it) So what i am asking is if anyone knows a good free texture editing program??? I know i should first try to learn to use the Wings 3D properly but it would still be nice to know how to make textures for models made with it! Any ideas???

9
Feature Requests / Attack dogs!
« on: January 21, 2011, 08:13:50 pm »
I know what you are thinking! You think: Oh F##K NO! But still read this pleace!


First of all, i am fairly sure this will never be implimented, but i thought that aliens hawe 3+ species at theyr disposal UNFAIR! :D So how if we would add man`s best frend to fight for man???

Basically dog would be WERY fast unit ideal for scouting, (possibly capable of smelling enemies behind corners???) It would be significantly weaker than its human counterparts: (Plasmapistol hit would end its misery) And good melee fighter (though only against UNarmoured targets) It could possibly need a (dog quarters???) -room and would enable research of dog armor (although dog armor would only go as far as nanocomposite -They are just DOGS anyway!)

In general:

-Wery fast (40 - 60 TUs ???)
-Wery weak (50 - 65 HPs ???)
-Possibly capable of smelling enemies at a distance of 5-8 meters???) (small distance to keep it fair!)
-Powerful melee attack against unarmored targets, though useless as a combat unit on mid to late game.
-Capable of howling/barking/growling to scare enemies???



Some other animals instead/along with?????

10
Feature Requests / Medpacks are OP!
« on: January 10, 2011, 12:37:06 am »
As the name says! It is more convinient to heal your soldiers on field with medpacks than let them rot in hospital! Which is quite...  ...stubit! But i was playing UFO: Aftershock and got an idea which could be "borrowed" from it! In aftershock attacks do twokinds of damage: Temporary and Permanent. Temporary can be fixes by medpacks on the field while permanent must be fixed on hospital! HEUREKA! Here is the solution for the uber medpack problem! What do you think???

11
Bugs in older version (2.3.1) / Funny little buggy!
« on: January 09, 2011, 11:01:15 pm »
I hawe this little bug: My computer`s volume is changed with F9 and F10 -buttons But when running UFO: AI this doesn`t work: If i push the F(insert number) buttons the computer crashes with a harvester! (read as: crashes) Of course i can adjust the volume from the game options, but it is a long way compared to the simple push of a button. That is propably the computer`s fault since it doesn`t hawe any slider which to control the volume so mainly i posted this to warn other HP whatevernumbercombination laptop users from using the F? -keys.

12
Feature Requests / Suqqestion of a new feature!
« on: January 09, 2011, 08:58:08 pm »
It is amazing what 3 liters of mead, sleeples night, ADHD and triangular medicene can do! I got an idea last year (less than a month ago) and for some yet unknown reason posted it to design section as a "storyline proposal" Don`t bother to read that it is all a pure crap! Here is a refined version with a pure point: Would it be possible to research an anti alien XVI virii??? that would enable you to cure some aliens on your containment. They sure wouldn`t symphatise the XVI after knowing what has it done to theyr kind! To have aliens on your squad you  would need an alien living quarters, also as the aliens are better to do a spesific job than humans they would be worse on several others: Tamans could be good at PSI powers and poor at physical strenght, Ortnoks would be the exact opposite, Shevaars would be fast but... any ideas for weaknesses??? Also aliens on your squad would have a negative moral impact on your human soldiers since they wouldn`t sure trust them as far as they can throw them! And civilians would also panic as the coming rescuers  turn out to be TAMANS on PHALANX uniform it would be one of a kind WTF!!!!! situation  ;D

13
Design / Storyline idea!
« on: December 22, 2010, 02:20:01 am »
For the becinning i am not a good storyteller! And only thing i can provide here is a general direction or idea of a possible storyline. My idea after reading Winter`s storyline is to loose the allpowerful hivemind and stick to the more typical evil invading aliens. This way the aliens could be autonomous beings like humans. Also this would allow PHALANX to recruit aliens who stand against opression of theyr own species (and other ones as well) which would make good wariability for your troops. One idea would be that on alien hierachy lesser species (shevaar, ortnok) are subjucated wia neural interface (AKA hivemind  ;D )to the command of tamans as the arguably most intelligent of the species. But the point is that hivemind is a bit of a clishe...

PS: Yes i am a bit sleepy and may hawe written something stubit but the basic point is that hivemind could be replaced with autonomous aliens (tamans) and semi autonomous aliens (the other losers). Point of attacking earth could be...    ...well...     ...umm...             ...it would be a gicantic clishe to say "to enslave humanity"...       ...well lets hope someone figures something out!


Im off to sleep! CYA!

14
Discussion / Funny screenshots!
« on: December 21, 2010, 10:43:58 pm »
EVERY self respecting forum needs one of theese! Place to put your more or less funny screenshots, or just neat  in game situations!

.P.S. Sorry i didn`t had any screenshots while posting this! I depend on you guys to post some!

15
FAQ / Campaing and species
« on: December 16, 2010, 01:59:14 pm »
I can`t help to wonder one thing: When you start a new campaing among the campaing info there is a point which says: "Race: Human" This rises a question: "Is there going to be a alien campaing???

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