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Messages - 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
Discussion / Re: Do IR goggles decrease accuracy?
« on: October 30, 2011, 02:08:45 am »
The purpose of knife is to use it to stab the crap out of any alien stubit enough to end theyr turn next to your troops, because it has a much better LOL-factor than shooting the moron!  ;D

3
Tactics / Re: *SPOILERS* Weapon Analysis
« on: October 26, 2011, 03:35:45 pm »
My only close combatant is my dedicated medic, who doesn't even fight. (I use only one person as a medic, because i find everyone carrying medcits odd, yes i know i am intentionally hindering myself) Because alien weapons are generally better at close range. My "doctrine" involves a lot of snipers and lasers. If no lasers available then snipers and spotters. (Though when opprotunity arises, i do order my men to stab the aliens with combat knives for the fun of it) ;D

4
Bugs prior to release 2.4 / Re: No Alien Activity
« on: October 23, 2011, 10:08:32 am »
As far as i know, it's normal that on lower difficulties there is a LONG period of time without any alien activity at the start of the game. Enjoy it while it lasts i guess.....  ;D

5
Discussion / Re: Do you rename your soldiers?
« on: October 22, 2011, 04:22:04 pm »
I suggest people give explanation why they woted for what too?  :D I don't rename my soldiers, i find it better to have them keep theyr names for whatever reasons, maybe because i am horrible at inventing names.... Other reason would be, that the game gains that much realism when your soldiers aren't named: Cannon fodder #1, Bullet bait#6 and so on....

6
Discussion / Re: Alien activity too intense?
« on: July 08, 2011, 03:04:22 pm »
How about this! In lower difficulties less UFO's and missions would appear and expenses would be smaller to compensate the impact on your economy (AND due to  easier difficulty) and on higher difficulties you would be swarmed like nowdays?

7
FAQ / Re: Skills?
« on: June 24, 2011, 04:46:36 pm »
Ok thanks! I always had the feeling that accuracy works, also speed. But do weapon skills work currently???? And how are they ment to work if not currently working????

8
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?????

9
Tactics / Re: Taking Aliens Alive
« on: June 20, 2011, 08:17:32 pm »
Firs you do an autopsy of an alien, then you research "Alien breathing aparatus" and THEN you can research the stunrod if i remember correctly!

10
When you hawe hit that taman with the Sniper rifle and hawe a soldier with say... assault rifle close to that hit alien, so you save ammo and TUs WHAT A DEAL!  ;D

11
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!

12
Discussion / Re: Easy way to help out - Firebird model
« on: May 19, 2011, 07:28:17 pm »
Well. Iv'e tried to reconstruct the situation: i opened UFOai and tried to change the volume. I haven't done so for about half a year, so i didn't really remember the whole effects: UFOai DID crashed, but along the whole damned computer crashed! Needless to say i was unable to get the console log. =( Computer itself is back up and running, but that was a good reminder for me to avoid touching the F(insert number) buttons again while playing... Anyway im terribly sorry for being unable to recover the console log...

Edit: Im using the version 2.31

13
Discussion / Re: Easy way to help out - Firebird model
« on: May 19, 2011, 02:04:54 pm »
Blast! When i find something i actually am capable of doing (im horrible with computers)! My computer itself screws it up! =( My laptop has all kinds of technical buttons (volume, screen brightness, info button, quick e-mail button and junk like that) integrated to the F-? buttons and they preform the primary function in them. Actually i am unable to change the sound while playing UFOai! I have to set it before playing because theese button conflicts cause the game to crash! At least i thing it is about the buttons...

14
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?

15
Tactics / Re: What's your favorite weapon?
« on: May 12, 2011, 02:54:23 pm »
This is the third time i´ve posted on this thread?

Anyway, I think my final favourites will be:

1.Bolter! Against all odds i found it a good weapon, because its ridicilous damage output. It´s accuracy and clip size are pathetic, but i compensate the first one by using only soldiers sufficently trained with the impossible-to-miss laser rifles.

2. Laser rifles. I use theese as the standard weapon for my troops. Pretty much guaranteed hit! Somewhat poor damage output compensated by low TU-cost and acceptable ammo consuption (and accuracy!!!). Mainly giwen to rookiees those of them who survive to be skilled enough will be granted the title of Bolterier.  :D

3. Sniper. I dislike it's lacking accuracy and damage... first one can be explained by short barrel, but the second one? It uses 20mm rounds! It could be classed as a cannon! Still in the hands of a ACCURATE soldier it can prowide some long-range softening, in the hands of your avarage rookiee though, it only provides civilian casulties... Still a nice weapon in need of a buff.

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