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Messages - ViolentAJ

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1
Discussion / Re: Toggling Mods in Saved Games
« on: February 07, 2018, 01:35:53 am »
Nevermind. I resolved it by removing the pk3 from the folder.

2
Discussion / Toggling Mods in Saved Games
« on: February 06, 2018, 03:04:23 am »
Hello.

is there a way to toggle mods in saved games?

I turned on a mod to save one of my bases from invasion, but now I want to turn it off and revert to regular gameplay.

Is there a way to turn the mod off and save the game back to the normal/base gameplay?

Thanks.

3
User modifications / Re: Super Humans mod for UFO:AI 2.5 (cheat)
« on: February 06, 2018, 02:40:39 am »
I'd like to know if there is a way to deactivate the mod, or toggle it on and off.

I used the mod to shoot down a Corruptor that was going to raep my base, but want to put the game's settings back to normal in a save game.

Is this possible?

4
Tactics / Re: advanced combat hovercraft
« on: December 08, 2012, 07:12:44 am »
Hovemets? Are you guys talking about 2.5? I didn't see anything like this in 2.4...

5
Discussion / Mission Icons on the Globe
« on: May 11, 2012, 08:58:39 am »
Hello. I just wanted to know what the different terror mission icons mean. They don't seem to indicate the type of UFO that the aliens landed in or the map that it is played on.

6
Bugs in older version (2.4) / Re: Slow battle between ships problem
« on: May 10, 2012, 12:33:33 am »
This happens to me too when ships of the same speed are right on top of each other. I guess that it comes from two objects trying moving a bit and having to calculate a lot of trig over and over. It's happened to me in some Flash games that I've made.

7
Discussion / Shotguns: Skills reversed?
« on: May 06, 2012, 12:26:12 am »
It looks like you got the skills reversed for the types of slugs used in the riot shotgun. The flechette shells should probably use the close skill while saboted slugs should use the assault skill rather than the other way around as it is now.

8
Discussion / Re: Wounds, healing, etc...
« on: May 04, 2012, 05:36:48 am »
I like this proposed system, but it should probably be optional.

9
Discussion / Re: 3 Things to Change Back... (v2.4 suggestion)
« on: May 04, 2012, 05:27:51 am »
I cosign these suggestions.

10
Discussion / Re: Do you rename your soldiers?
« on: October 29, 2011, 02:03:29 pm »
I never rename them, but I do add letters to the ends of their names based on their professions.

G = grenadier
S = sniper
M = dedicated medic
HW = heavy weapons
HE = high explosives
MG = machine gunner
AM = advanced marksman (cross between sniper and assault; I usually arm them with bolter, needler, or particle rifles)

No letters at the end of a name means basic assault. I try to get all of my people out alive though, so there is no cannon fodder on my squads.

11
Discussion / Re: Another use of the new Stiletto Model
« on: July 25, 2011, 07:03:50 am »
The Stiletto is actually very useful for point defense. With 3 particle cannon, I was able to use it as a short-range interceptor to slaughter incoming base invaders before they got to my base.

12
Discussion / Looking Forward to 2.4 Release on Desura
« on: June 05, 2011, 06:49:56 am »
I can't wait. The graphics look wonderful!

13
Tactics / Re: Stilettos VS Harvesters
« on: May 22, 2011, 02:31:42 am »
I only send Stilettos out solo against scouts, supply ships, and damaged fighters until I get particle beam weapons. A Stiletto armed with Particle beam weapons can go head to head solo against fighters and win. Against harvesters, I tend to send two Saracens armed with particle beams or two dragons armed with particle beams. The last interceptor (the one that completely looks like an alien ship) armed with three particle beams is a beast. I send them solo against harvesters.

14
Discussion / Re: Finding Alien Bases
« on: May 21, 2011, 06:42:06 am »
Well, I've cleared the alien base and won the game. I didn't want to send my HQ squad in, so I sent in the boys and girls from Manufacturing 2. Half of the squad was lost (heavy weapons wielding a plasma blaster, hand grenadier, and two assault), but the two snipers (advanced marksmen using needlers really; Manufacturing 2 always prided itself with taking the fight to the enemy, and the highest casualty rate), medic, and remaining assault soldier won the day. Too bad I didn't get to research particle cannon this time around (first encountered them in the base this playthrough).

Looking forward to 2.4 stable.

15
Maybe if you're low on ammo?

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