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Messages - frumius

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16
Discussion / max allowed debts
« on: February 17, 2016, 07:11:25 pm »
On the statistics page it says I have a max allowed debt of 350000. I needed ammo and tried to use the credit but couldn't. I guess it isn't credit  but what is it for?

17
Discussion / Re: are laser turrets worth it?
« on: February 17, 2016, 07:00:55 pm »
Ok, I see. I thought that since there was no hitpoints bar there was no damage. Still I don't see any real value to the installation and you can only spare room for 1 or 2.

18
Discussion / are laser turrets worth it?
« on: February 17, 2016, 05:34:07 pm »
I just had a UFO, maybe a harvester, fly around and around my base while being hit by laser fire continually. It must have been hit over a dozen times with no damage at all. I have seen damage to scouts and fighters so I guess this must have been a harvester. My Stiletto can shoot down any scout or fighter but not a harvester so what good is the laser turret? I checked the search feature here but found nothing about this.

19
Discussion / Pick up objects on ground?
« on: February 16, 2016, 04:46:11 am »
Is it possible for a soldier to pick up something on the ground such as a weapon from a dead teammate? If so, how?

20
Discussion / Re: Problems with Sheevars and campaign pace
« on: February 14, 2016, 03:21:24 pm »
I am using 2.5 version and am at Aug. 2084 and have only encountered Shevars and no Ortnoks yet. Scouts,Fighters, and Harvesters are being dissassembled too. This is on the very easy level too. How are you doing against Ortnoks? From what I have heard about them I am not anxious for them to appear. ::)

21
Discussion / Re: capture live alien?
« on: February 13, 2016, 04:34:55 pm »
Great! I'm just waiting to research something. It's been 2 months since I got plasma rifle and nothing to research since. I'm just sitting around disassembling Harvesters and watching my soldiers die. I wonder why there is no option to go prone for troops? From experience I can tell you that is the first thing you do when coming under fire and there is no cover nearby. And in this game every mission is an ambush with no cover near. For some reason I just don't like smoke. I never saw it used in combat because it can be as much a liability as an asset. It seems like too much of a cheat and is overpowered. Sorry for rambling. Thanks for the info. Just read some of the posts from 2010 regarding the prone position. I didn't realize it would be so difficult to add to the game.  I guess it would have been easier to have implemented it originally but hindsight is 20/20. I certainly wish I had the abilities to help.

22
Discussion / Re: capture live alien?
« on: February 12, 2016, 10:05:41 pm »
Thanks. I admit that I have only been on about a couple dozen missions and have never seen a stun, I'm lucky if they are dead before my team is all dead.  That does seem very misleading about the emphasis placed on live aliens for research especially since most of these type games do require live alien research as high priority to better ground combat.  MY soldiers really need help. Better weapons etc. I thought alien research was the solution. My  planes are doing well with the new discoveries but nothing for the grunts on the ground yet. Hopefully something better than bullets will come along soon.

23
Discussion / capture live alien?
« on: February 12, 2016, 04:31:56 pm »
I need a live alien. I have the stun rod and researched breathing apparatus. The question is: how does my stun rod man get close enough to stun the alien without getting killed? Every mission I send a soldier with a stun rod and every mission he just gets killed. Aliens don't like to be touched and react violently when you approach. Also I lose a lot of soldiers trying to keep a alien alive while my stun rod soldier is trying to get into position to do his thing. I tried smoke but the alien just moves. I have never seen an alien stunned by gunfire.  We need stun grenades!!!!!  Any suggestions anyone?

24
Discussion / mod on options page
« on: January 29, 2016, 12:12:18 am »
can someone tell me what the mod on the options page does or where I can find out? This is version  2.5. Maybe it is not implemented yet? Anyway it doesn't seem to do anything.

25
Discussion / Re: radar coverage
« on: January 28, 2016, 09:39:36 pm »
Thank you, I see that I misunderstood some of those posts I read here. About the mod: I guess I should post again since that is a different subject.  I do not know what the protocol is here.

26
Discussion / radar coverage
« on: January 27, 2016, 04:52:49 pm »
I just put my first base down and came up with 2 questions that I couldn't find answers for here or in manual.  First: When I turn on radar for the base there are 2 circles shown.  The smaller is the detection range I guess, but what is the bigger one? Second: I know that the nations approval goes up as the radar coverage goes up but how much of each nation has to be covered by radar to make a difference? Right now my base is located in northern Africa. The radar covers about one third of Europe, one third of Africa, and one third of the Mideastern nation, whatever it is called. Will this have an effect on all three or does the coverage need to be 100%.  Using version 2.5. Also i noticed that there is a button on the options menu for "activate mod". Where can I find out about this mod? Thank you.

27
FAQ / Re: How to see inside base?
« on: July 15, 2014, 11:53:06 pm »
Just thought it would be fun to run around your base checking out each new building before it fills up with aliens. I actually killed one alien before they wiped me out. But  he may have just died laughing while watching my elite soldiers miss him repeatedly. I guess after losing a big base like that, I only had two, it wouldn't be worth it to try to continue. Too big a loss in money and money is too scarce.

28
FAQ / How to see inside base?
« on: July 15, 2014, 06:07:57 pm »
My base was just invaded. I was lost in there, didn't know what anything was. Is there any way to see this view of the base without getting invaded? Couldn't find the Command center,before getting killed that is. None of the rooms have any designation. It would be great to see the real base whenever I wanted. Is there a way that I missed?

29
Discussion / Re: ufo yards don't work? 2.5
« on: July 15, 2014, 01:41:53 am »
That must be it. I haven't quite finished researching scout yet and that is what is in the yard. Thank you. Any idea why there are two transfer buttons and which one do I use?

30
Discussion / ufo yards don't work? 2.5
« on: July 15, 2014, 12:32:05 am »
My ufo yard doesn't seem to transfer anything to the base.  My production is waiting for the ufo to disassemble but it never arrives. The two transfer buttons on the yard screen don't do anything. Why are there two? I have waited a month and the yard is nearly full. The yard is only a very short distance from the base. I haven't seen anything about this on the forums. Can't really progress without alien material.

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