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Topics - talon

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Discussion / Will saves be Compatible in future versions
« on: December 26, 2010, 08:15:23 am »

I love playing Ai but its slightly annoying to have the start the game over and over

is it likely the future releases will be compatible with current saves

2
Discussion / Shoot then Stun: Does it still work in 2.3
« on: June 02, 2010, 12:17:50 am »
One of the tactics of the classic x-com was to shoot an alien with a low power weapons like the laser pistol and then use the stun rod

We have both the choke grendaes and latter then electro taser
 but in the beginning for Ufo:AI when you have the stun rod can you use the shoot stun method

3
Discussion / do explosions travel thorugh walls
« on: June 01, 2010, 01:27:43 am »
i'm often having the problem where a alien is standing just beside the door , my shooters can not seem him so i wanted to ask if i drop a grenade next to the wall or detonate a rocket against that wall near the door will it go through and kill the alien


Explosion
wall                  wall
_______   Door _______

Alien

4
Tactics / Hit and Run: shoot without getting shot back
« on: June 01, 2010, 01:23:28 am »
Considering the lack of save during combat and your early inital weakness bad accuracy, the high accuracy of the aliens and that being shot is a very bad thing

i found the best tactic early on with my snipers and long range weapons is to shoot and not get shot back
I do this by hiding behind a building, rock or other solid defence step out, kneel  fire a snap shot preferbly at an alien not looking at me
( aimed shot take too much tv)
stand up and duck back into cover

while i could stay out and fired mutiple snap shot or 1 aimed shot if i miss i'm open to being shot

although the success of this tactic will depend on the Reaction fire of the alien and having something to hide behind

you can call this tactic cowardly but the aliens outnumber me 10,000 to 1 and the battlefields are littered with bones of 'brave' men


5
Discussion / transfering ufo's between bases
« on: June 01, 2010, 01:07:37 am »
i was planning to make a research base to send my ufos to since it takes such a long time to research them
i'd rather not miss out on researching a cool new ufo because my main combat base ufo yards are full
so i wanted to check that you can transfer ufo's between bases as long as you have an empty ufo yard

pretty sure this is true but i wanted to check

Additional notes

- can you tell what type of ufo you have captured  if you already researched it

-It sounds like  you earn more money for capturing and deconstructing the ufo and selling its parts then just selling it to a country
but deconstruction takes a long time

6
Discussion / Fuel Pods are they worth it?
« on: May 31, 2010, 02:31:37 pm »
I've been going over the topics on aerial combat and the point was made that the fuel pods are useless

fuel pods slow craft down= more time in the air= burn more fuel
+ possibility of being too slow to catch ufo before tracking lost
+plus takes longer to refuel

Stiletto with fuel pods are just to slow unless the ufo is flying towards you base

My sacarens ten to have either ecm+ armour for the decoy or target computers for the heavy hitters

In my old game 2.1 by firebird had fuel pods which gave it greater range but it was very slow and also took long time to refuel

maybe 1 fuel pod would not slow the aircraft too much

Could we decrease the time it takes to refuel.
A top of the line military base would have high performance fuel pumps
It would not take hours to refuel a craft 

what are your views?

Do fuel pods need to be fixed?


7
Discussion / base and the double ring
« on: May 31, 2010, 11:32:11 am »
i've noticed that my base has a inner and outer ring on the geoscape
i've guessed one is radar but what is the second. Is radar the inner or outer ring

8
Tactics / SAM sites and radar: my eyes and my arms
« on: May 29, 2010, 03:02:08 pm »
2.3 love the new same sites and radar
allows me to really extend my russia/asia coverage for my main base without a huge cost

also great way to chuck some missles at the aliens without endangering my expensive aircraft

Pop and shoot

couple of quick questions

how close to your bases are you radar sites

where do you put your sam sites in relations to your radar site, how close together

Do you use 1,2 or more sam sites clustered together

bit confused do the same sites require you to equip them with missiles or is it all automatic , i'm getting conflicting posts




9
Discussion / Production for profit
« on: May 29, 2010, 02:12:23 pm »
while most of us may know the x-com tactic of producing lots of lazer weapons for a vast profit= cheat

Is there anything in ufo Ai particually at the start and early stages that actually gives you a decent profit

I'd rather not have my engineers doing nothing, sitting around watching mythbusters

10
Windows / Graphic video problems: the word is in darkness
« on: May 29, 2010, 12:20:04 pm »
I’m using this install  release version
http://www.destructavator.com/92dl/ufoai/ufoai_2_3_win32_r30111.exe
1. when I try to turn off full screen the game shinks way to much even when mine is set to 800x600
2. When I change programs and come back the gaming screen pixels are distorted
Even after I exit the game and return it still got this weird low graphic pixel problem and requires an unsitall, install
The first 2 I can deal with
3. When I start the campaign the geoscape is just a black screen I can’t see anything
I tried placing a base then coming back but still just black

Side notes.

There used to be graphics on the ufoedpia for item I liked these and they have been removed
On the base screen when selecting your aircraft the picture is zoomed in way too close
Thanks for your help I really want to play the 2.3
 

11
Windows / New beta download in bite sized download pieces
« on: May 27, 2010, 12:30:41 pm »
I'm happy you guy have the 2.3 install exe beta

However with Australia internet being crap as and the download being over 500mb the chances of a halted download and a corrupt file are high
any chance you could could break it up into 50-100mb pieces using winrar or similar

hosting on rapid share would be good as an alternative choice


12
Tactics / Aerial combat
« on: May 03, 2009, 02:49:38 am »
The other topic fairly old for this so so I wanted to update it

I love the description of the Stiletto,
it reminds me of Starfurys from Babylon  5, the attributes suits the name as well small nimble deadly short range fragile as well

Despite their coolness it does not match up for me in live combat
I’m heavily in favour for using Saracen's during my games due to a number of facts


Too many fast ufos or ufos at long range are unable to be intercepted by Stiletto

I like to have 3 to launch Saracen's
Bait interceptor:  As long as I have two Saracens
one of them will be equipped with 2 ecm jammers poly armour and maybe 2 basic cannons to deal with retreating ufos

Put in basic terms too often I find Stiletto’s cant do their job being too slow or too short range or getting shot down

The Bait Saracen will be launched first acting as bait, maneuvering along the parallel once in range of the ufo to avoid weapons fire

The others Saracens are usually equipped with 2 missle racks with targeting computers
This is a simple equation: Missles although not cheap are cheaper than a Stiletto
And far cheaper than a Saracen

The less time in combat the better

I haven’t really used rocket pods can some one who has please comment
These would slow down the Attack Saracen’s to roughly the same speed as the bait
Meaning it does not have to be lauched as early
they would still have enough speed to catch ufos

I didn't get to use laser cannons or beam weapon
how do these comapre to range and effectiveness of standard weps

Although costly with this config I have the ability to successfully attack most ufos detected
And I rarely lose aircraft , Its too bad my pilots don’t actually gain experience

In defence of  Stiletto’s
a ufo coming near the  base can be fought with them but I prefer not to rely on this

I heard people giving praise to the Missile Battery I have not tried this myself but until Batlleships and crusiers show up to attack my base I can see the advantages.
Saves on money for replacement aircraft and expended missle racks as well

I'd love to actually control the dogfighting, too bad x-com inceptor sucked soo much

On a side note my dropship has the standard fuel pods, it needs it

I do try to have a second dropship at my second base once money affords. This is equipped with the more rookie squad who attack easier targets until they have some experience

Until I have a second dropship with my Saracen’s and a second base with detection its not unusual for my drop to fly around the world to get to a crash site. It takes a long time to refuel after this. And if there are multiple sites it’s a problem

the new sam sites and radar sites sound cool
putting 4 radar (with two sams for protect and attack)in diamond formation spaced a fair way apart in a country could save you from needing a base there

Like to say thanks for the great game. I've been playing UFO: Extraterrestrials as well
It seems to lack the humanity, spirit and terrible struggle that is AI
e.g. can save during combat, aircraft dont really get shot down until latter,

Comparison of research Research topics
ET= Here is the topic research if you want to
AI=Commander, my department is ready to begin studying the recovered alien plasma rifle. This is a highly dangerous and versatile weapon, vastly outstripping the plasma pistol in range and power; something we should try to put into the hands of our own soldiers ASAP. Please approve lab time and funding as soon as our schedule permits.

--Cdr. Navarre

...See the difference

I plan on getting Afterlight it sounds good will it match up to AI?
Well see

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