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Messages - Redtide

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1
Tactics / Re: Keeping the Nations Happy in 2.4
« on: May 01, 2012, 07:35:09 pm »
Well thanks for your words homunculus, but I guess I have a good idea of what a base needs to function and your screen-shot tells me nothing.  ???

In this campaign, I set up Base 1 (HQ - if you wish) somewhere in the mid-northern area of the Algerian desert and my second base in the Gulf areas (Saudi Arabia/UAE) - are you trying to tell me that these are too close to each other?

I built 3 labs in Base 1 to prepare for all the research that is required... 30 Scientists still make a slow job of their tasks-in-hand.. especially when, at this stage of the campaign, only 25 are available. Are you of the opinion that that is also bad practice?

Perhaps the Aliens are killing civilians elsewhere on the globe, but I am of the opinion that within THIS game, where those areas are out of radar-sight, eye-sight or whatever, it should not have an effect on the success or failure of Phalanx and the campaign, until at least a decent period for the establishment of Phalanx is achieved.
I don't think that your argument here is a valid one, especially when I am advised of activity in a country on the opposite side of the globe to where my first bases are and I have to despatch a drop-ship with crew on a very long trip in answer to the report.

No - I don't believe I play the game thinking that the nations are stupid (tbh - I never gave it a thought  ::)) but I do understand that this is a game where the player can experience absorbing pleasure in the game's objectives and that a difficulty level should primarily be based around the ferocity of the attackers and mission difficulty - rather than based purely on how or where a base is situated and the progress of the build at any given moment on the calendar.

I am informed (as my save-game reveals) that I have failed and lost the game within something like 9 weeks into the campaign at this level. I have no trouble with my build strategy in Standard level and the Hard level I am seeing some success with atm - so all I am saying is that I believe that the controls for the Very Hard level should be revisited and looked at - and really, it shouldn't be a pre-cursor to invite tongue-in-cheek comments which may be seen to be pointing ridicule - if you have something constructive to add to the thread - then I would really welcome it.

Thank-you for the input anyway.  ;)

I think the point he is trying to make is that Very Hard means it's going to be very hard. You have to be proactive in getting more bases of coverage up rather than trying to build a lot of workshops and labs. It's like playing an RTS game vs a really good player and saying NO RUSH 15 MIN. Very hard isn't just going to let you build up like that until you get solid multi-base coverage. If you don't care for that, play on lower difficulties or modify the files yourself. Some people like the challenge of being on the razor's edge and being forced to expand as quickly as possible.

2
Discussion / A few quick questions
« on: April 29, 2012, 09:59:08 pm »
I've been playing UFO: AI off and on for the past several years and there's still a few details I've missed along development.

1) Is there anywhere I can check my relations with each nation group? Also, what's the hierarchy of their feelings? From what I can tell it goes Happy>Pleased>Content>Neutral>and then it goes into ambiguous dislike terms.

2) Is there anyway to tell when a flashbang actually affects a given alien? I'm taken to double flashing aliens if the first one isn't right next to them just to be sure.

3) If a soldier panics, is their equipped weapon supposed to disappear? I checked where I thought the weapon would have been dropped but it wasn't there and it was not in the panicked soldier's inventory.

4) Does a second base always start with a square being unusable or is that just random and I have terrible luck?

3
Bugs in older version (2.4) / Re: Slow battle between ships problem
« on: April 29, 2012, 09:48:13 pm »
I've had this too. I've been able to narrow it down through testing that the slowdown only occurs when the interceptors and the enemy ship are directly on top of each other. If you slow down the game, combat acts correctly right up to that point and then the bug occurs. I've taken to luring ships into my sam/base AA and only ordering my ships to attack when they can kill the ship before they get right on top of them.

4
Discussion / Re: Some quick questions
« on: May 30, 2011, 08:18:19 pm »
Alright, I have another quick question. What governs skill increase with a given weapon category. I can't remember if it's kills with that weapon type or like the original Xcom usage in that firing and missing still gains skill.

5
Discussion / Re: Some quick questions
« on: May 10, 2011, 11:43:59 pm »
Thanks for the replies, I checked my preferences and I do have it set to pause so maybe I've just been missing the message and sound.

6
Discussion / Some quick questions
« on: May 07, 2011, 07:56:43 am »
1. I'm probably missing something here but do laser defenses need to be equipped like missile defenses do or are they self-sufficient?
2. Is the game not supposed to notify me when research has been completed and my scientists are idle? I know the game pauses if new proposals come up or my production is halted/completed but I've missed some research completions and have lost research time assuming it would better notify me.
3. What determines how many alien items that you sell remain for purchase later?

Love the game (3rd version I've played) and keep up the great work.

7
Feature Requests / Re: 2.2.1 Aliens Starting With Human Weapons
« on: November 14, 2008, 08:35:06 pm »
Yeah, I just kept expecting him to nuke me with a plasma blade but he chips away at my health with a knife doing ridiculously low damage. Wish I could have videoed it. A record feature would be nice if the engine could handle it.

8
Feature Requests / Re: 2.2.1 Aliens Starting With Human Weapons
« on: November 11, 2008, 07:35:29 pm »
I think mine was on a downed harvester as well. Interesting.

9
Feature Requests / 2.2.1 Aliens Starting With Human Weapons
« on: November 08, 2008, 03:20:24 am »
I've played through the UFO:AI mod through several versions and this is the first time this has happened. I started a downed ufo mission and to my surprise an Ortnox comes up and almost kills my guy with a flamethrower. I thought maybe it was a skin bug but then another Ortnox tries knifing my soldier and does like 6 damage a pop. Needless to say it was easy to kill them but has anyone else had this happen?

10
Offtopic / Xcom now on Steam
« on: September 09, 2008, 05:49:34 pm »
If free versions of xcom don't work on your computer or you are having trouble with them, you can buy xcom,terror from the deep, apocalypse for like 5 bucks each. The original is an absolute steal for 5 bucks if you haven't played it or can't get the free versions working. Anyways, just thought you people would like to know.

11
Feature Requests / Re: Request: Headshot mode for sniper rifles
« on: July 02, 2008, 06:39:35 pm »
Just my 2 cents but I've gotten tired of the argument of the "realism" of the power of modern weapons when the entire premise of the game is made up. Guess what, we have not, and I believe, will not ever find aliens. Balance is always> Realism. In the original Xcom, Grenades became obsolete due to tougher aliens. Even the rocket launcher wasn't powerful enough for certain enemies, ie: cyberdisc. I am a firm believer in this game design. You can't have equal or inferior enemies or the challenge isn't there. There will always be a way to exploit AI to gain the upper hand. If they start out equal to begin with, you have a boring, dull game.

On topic about the headshot feature: I think it should either be removed or have it cost the unit a turn sort of like silent storm sniping. The next turn the sniper can take a carefully aimed, precision shot with X chance of doing say double damage. This way it still scales decently and the later aliens would have enough health to essential "tank" at least one shot. I'm not sure you could do that with the engine but its a thought.

12
Discussion / Re: Does a quiet 6 months mean I did it ??
« on: May 03, 2008, 08:28:12 pm »
No its not over. *Spoilerish* You fight a final battle where the map name will be TODO and then it does the closing credits.

13
Tactics / Re: Blades
« on: April 18, 2008, 05:14:02 pm »
The monoknife does 140 damage on a Slash, using 12 TU.  Plasblade does 300 on a Lock, using 7 TU.  Really the only downside to the Plasma Blade is that you'd better not need it twice, as it's disposable.  Hmm, maybe i should have included it in the survey...

I thought it was better I just didn't know the exact stats. I use plasma blades only cause I have a crap load of them and they fit in the same space as a knife. I don't need it more than once so the fact that it is disposable doesn't really affect me. I think it should be included in the poll.

14
Tactics / Re: Blades
« on: April 16, 2008, 04:40:33 pm »
What about the plasma blade? I have noticed that even after I researched it I still can't see the stats for plasma blades. Are they better than the monomolecular knives?

15
Windows / Re: Trouble starting 2.2
« on: April 15, 2008, 02:36:54 am »
thx lucien. I knew I was doing something wrong. Now I can get back to playing this game again.

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