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Messages - Murphy

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1
Tactics / Re: Killed soldiers
« on: September 02, 2010, 11:32:31 pm »
Indeed as other have said don't bother with plasma weapons. At the moment my team consists of:
3 heavy laser guys
1 flamer
2 grenadiers (with plasma grenades.)
1 laser rifle guy (he had a high assault skill rather then heavy so that's why he's got a laser rifle, otherwise he woulda had a heavy laser)
1 sniper rifle guy (thinking about changing him as the heavy lasers far outperform his sniper rifle.)

Heavy lasers and grenade launchers are the bread and butter of any squad in my opinion. I also highly recommend at least one flamer as they can pretty much kill anything with one blast of flame ('inferno' for ortnoks and armoured aliens) while using very little TU's. I think my flamer guy has the highest amount of kills out of my squad with the grenade launcher guys a close second. Always use the heavy laser guys to draw fire from a long distance as the alien plasma weapons are awfully inaccurate and hardly hit, while your grenadiers and flamer guys get in close using cover.

 Remember that aliens will usually shoot at the first enemy they see. So If your Heavy laser guys are in plain sight your flamer guy can be just a few squares around a corner from an alien and be safe from attack, as the aliens will shoot at the Heavy laser guys in the distance. Even if you pop the flamer guy out, attack, and pop back into cover. This tactic is especially useful when storming Harvesters on terror missions. Have your HL guys stand in full view of the entrance to the ship at a very long distance, while your grenadiers and flamer guys hide either side of the doors. The aliens will shoot and most likely miss your HL guys, whiles you pop grenades threw the doors and flame the aliens before popping back out of sight.

2
Tactics / Re: Need help with the map "Brücke" ("Bridge")
« on: September 01, 2010, 05:16:00 pm »
On this map I simply hide the majority of my squad behind the centre building you've already identified with blue on your screenshot, then two other soldiers behind the fence to the right. Making sure NON of my soldiers are in line of sight of any aliens. Then all you have to do is wait for the aliens to come to you. Every turn make sure to pop out of cover and take a look at where the aliens are, even taking pot shots, just make sure to end every turn with all your soldiers out of sight other wise the aliens will retreat behind cover again. This tactic works best with heavy lasers for there incredible accuracy, you can usually pick them off from a distance as the aliens never take cover if they cannot see any of your soldiers, they'll just keep walking to your position. (after killing off all the civs) Of course if you are concerned about saving civilian lives this may not be the best tactic to do.

I also use this method on certain Harvester crash site maps. Namely the one where its just a small empty desert and no cover between your drop craft and the crash site. Just hide your squad behind your drop ship and pick the aliens off as they walk towards your position in the wide open, works every time!

3
After noticing one of my bases failing to engage any near by UFO's with its defences I investigated further, and after trying to destroy one of the SAM buildings in the base menu a message appeared saying 'Cannot destroy buildings while base is under attack!" also the Buy/Sell option is blanked out and unusable, but I'm still able to transfer things back and forth. I also seem to be able to launch interceptors just fine from the base. The Base in question has no labs or factories, and no soldiers. In the Geoscape the base appears to have a small red ring around it, which I presume is to show its under attack. But I cannot seem to be able to launch any missions to there with my drop ship and soldiers, I have yet to try and destroy the base completely but I would like to avoid this action if possible

I'm not sure if this is an actual bug or I just haven't worked out how to send soldiers to rescue the base.

4
Discussion / Re: Worker Disassembly
« on: August 27, 2010, 04:58:59 am »
Ah already found it my self and been spending the last few hours disassembling all the UFO's in my 5 UFO yards :-p. Thanks again though guys, your help was greatly appreciated. No doubt you shall see more of me over the coming months!

 Cheers!
      Murphy.

5
Discussion / Re: Worker Disassembly
« on: August 26, 2010, 07:42:03 pm »
Here's an extract of rs_craft_scout from the research.ufo file:
Code: [Select]
//========================
// Crafts - UFOs
//========================

tech rs_craft_ufo_scout
{
name "_UFO - Scout"
type craft
up_chapter crafts

description {
default "_ufo_scout_txt"
}
pre_description {
default "_ufo_scout_pre_txt"
}

mail_pre
{
from "_mail_from_paul_navarre"
to "_mail_to_base_commander"
// subject defined by "name"
icon icons/tech
}

mail
{
from "_mail_from_paul_navarre"
to "_mail_to_base_commander"
// subject defined by "name"
icon icons/tech
}

require_AND
{
ufo craft_ufo_scout 1
tech rs_alien_ufo_theory
}

provides "craft_ufo_scout"
time 4500
producetime -1

mdl ufo_scout
}

As you can see it had a producetime of -1. I cant find anything else in the file that appears to have anything to do with UFO craft apart from the other entries that are the same as the above but for the other UFO types.

6
Discussion / Re: Worker Disassembly
« on: August 26, 2010, 07:23:29 pm »
Ok just searched through the research.ufo file and its still not clear what I should be editing to reduce UFO disassembly times? Everything I found relating to UFO's or UFO equipment had 'producetime -1' which according to the opening editors notes:
Quote
-1 Will prevent the item to be produced. (Only needed if the thing 'provides' something and this thing is not meant for production.)

7
Discussion / Re: Worker Disassembly
« on: August 26, 2010, 05:26:33 pm »
look for produce time. produce/disassembly is the same for the code.

-geever

Sorry cant seem to find anything like that in the code  :-\. Here's and extract of UFO havester code:
Code: [Select]
aircraft craft_ufo_harvester
{
param {
speed 10
maxspeed 18
shield 3
ecm 100
damage 250
accuracy 100
range 278
}
name "_UFO - Harvester"
defaultname "_Harvester U"
type ufo
model "geoscape/ufo_harvester"
size 2
numteam 12
building building_big_ufo_hangar
price 18000
image "geoscape/air_ufo"
slot {
type weapon
size heavy
contains rs_craft_weapon_sparrowhawk
ammo rs_craft_ammo_sparrowhawk
}
slot {
type weapon
size heavy
contains rs_craft_weapon_sparrowhawk
ammo rs_craft_ammo_sparrowhawk
}
slot {
type weapon
size heavy
contains rs_craft_weapon_sparrowhawk
ammo rs_craft_ammo_sparrowhawk
}
interestlevel 0
}
I don't see anything referencing assembly or disassembly time?

8
Discussion / Re: Worker Disassembly
« on: August 26, 2010, 03:51:44 am »
Ah I see, brilliant! I've now located the file, however I cant seem to find the parameter relating to disassembly time? There's no reference to such a parameter in the opening notes.

9
Discussion / Re: Worker Disassembly
« on: August 26, 2010, 01:25:05 am »
Hmm couldn't actually find that file in my install, but im guessing im going to have to decompile something to be able to do that sort of editing?

10
Discussion / Re: Worker Disassembly
« on: August 23, 2010, 06:29:56 pm »
I too am finding the disassembly times painstakingly slow, I have now reached a point in my campaign where I have ran out of things to research in till I can disassemble a UFO which is taking 600+ hours with 40 workers and 4 workshops. I was wondering if there is any hotfix patch available to download? or will I have to to install the latest Dev version?

Also Hi btw, first time poster, long time follower!

Cheers,
       Murphy

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