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Messages - pete conway

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Discussion / Re: Alien base
« on: April 15, 2016, 06:36:29 pm »
I find in situations like this... making a cup of tea, putting the linen in the washer and doing other shortspan household chores is recommended, that way you can have your cake and eat it... if you make cake between turns as well that is!

Discussion / Re: Geever should not read this!
« on: March 16, 2016, 10:11:43 am »
It's better to play and enjoy the game under your own conditions that to not enjoy it at all ;D

Discussion / Re: Advance time button!
« on: March 16, 2016, 10:08:35 am »
Thanks for the reply DarkRain, I suppose some things are bound to slip through the net when making something as big as UFO AI

User modifications / Re: aircraft mod
« on: March 16, 2016, 09:58:18 am »
Thanks for the reply DarkRain... it's better to know than to continue to wonder.

User modifications / Re: aircraft mod
« on: March 09, 2016, 12:01:40 pm »
That's a No then!

Discussion / Re: Advance time button!
« on: March 09, 2016, 11:55:41 am »
Ahhh... nobody knows or cares to tell huh!

Discussion / Re: AI is exploiting reaction fire buggyness
« on: March 09, 2016, 11:47:39 am »
Would Left hand weapon v right hand weapon have anything to do with it? many years ago on another game entirely we used to exploit a corner in a similar fashion!

I understand that All Characters are Right handed but might that have been wedged into the equation?  just a thought!

Discussion / Re: Do you want a save&quit option from the battlescape?
« on: November 03, 2015, 08:18:56 pm »
Yeah, trying to prevent cheating in a single player game is just lying to yourself.

I agree Damiac, but, not wishing to seem to turn my cap around too much, I think that each player to his own... after all, a game is as much about enjoyment as it is about 'competition' we all have different styles of play and adapt them to the best of the game we play, don't get me wrong I used to use save/load in the old UFO games, and even today I use my save for reclaiming a mistake...albeit not on the battlefield!

Discussion / Re: Do you want a save&quit option from the battlescape?
« on: November 02, 2015, 09:21:52 pm »
Damiac, I understand what you mean as I've been through having a newborn... to 18 yrs old now, and not having time to have a cr*p was a bind... in more ways than one, the thing I feel that the 'initial devs' here had in mind was to create the game that they always wanted and set about it, baring in mind all these guys give their time to make it as enjoyable as poss and remain free it really is their call, I won't pretend to know how much work it would be to create a battlefield savable but cheat-free system as I have absolutely no idea what it would involve, but I think I can say if they ain't keen then the only way it'll get done is through someone else and get presented as a mod.

I'm sure there are others that want a savable battlescape and perhaps even some will know how to go about it... it's a matter of time and motivation!

Discussion / Re: Do you want a save&quit option from the battlescape?
« on: November 02, 2015, 05:00:46 pm »
Nah!... I think that the option of retrying the mission is good enough, I understand that base attack missions are long and can be tedious but there are ways around that... one way is to make sure you have some cannon fodder to hand, and another is to ust the cameras,... neither of which I did when I first 'complained' about getting wiped on easy mode.

My opinion should not carry much weight here as I am a bit of a one life masochist... Hadrcore (one life) mode from Skyrim to Minecraft... Just one mistake is all it takes :'(

Discussion / Re: Proximity Mines
« on: October 21, 2015, 10:16:55 pm »
Perhaps a timer could have been invented by then to render any APM's passive after a skirmish... they are/were useful though aren't/weren't they.
After a few civ casualties is a small price to pay to save the world... unless.

User modifications / Re: aircraft mod
« on: September 26, 2015, 05:00:05 pm »
I know it's been a while since this topic was posted on but...

Is there a way to use an existing alien ship? the Supply Ship has both range and capacity... on the down side it's slow, weak and unarmed, this means that perhaps escort duty for your fighters might be wise. and it would a usefulness to it other than selling it off as to be honest... it's just a busted shell once you've take it down.

As ever Pete.

Discussion / Re: Do agonizing aliens count on the kill stats?
« on: September 25, 2015, 09:56:00 am »
No, not as far as I know, (2.5 stable)
In a base attack with virgin soldiers I have seen 9 aliens and my troops have only acquired 3 kills as the rest all died wandering around with wounds till they died.

Discussion / Advance time button!
« on: September 22, 2015, 05:45:54 pm »
I'm currently using 2.5 stable

Is there a way for me to change the 5 second button to say 30 seconds, I find that 5 second advance in interception is too slow and the next one 5 minutes can be too fast (60 times faster) when trying to organise a fleet to intercept an Alien craft, I read a complex proposal for interceptions in suggestions which sounded exciting... but the big ol' wagging finger says to me ...hold on fella, someone's gotta do this and work out all the bugs on top of everything else they may have on their plate, so it likely may never happen! so...
Is there a way for me to change the 5 second button into a useful 30 second button, or is it hard coded

Discussion / Re: Why is this so goddamn hard?
« on: September 17, 2015, 12:08:49 am »
Ooops... I did actually mean plasma not Anti Matter as we don't even have AM rockets or grenades let alone smaller rounds. 
anyway I think the topic has drifted from what it was, and these suggestions might be better in, well. suggestions really. :)

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