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Messages - beng

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46
Time-fused grenades that explode over the target for hitting enemies in defilade were already available in the 20th century. They should still be around in 2084.

See for example the US XM29/XM25 OICW, S. Korean K11, or the CIS ABMS, which use grenades with time fuses. The OICW uses a spin revolutions counter while the other systems use a computerised timer. Both can explode the grenade over a trench, just past a corner, or just inside a window, without it having to impact anything to go off. The ABMS can also set variable times on a burst of grenades from an auto grenade launcher to bust in a line and cover a long stretch of ground with fragments.

Also there is a 40mm grenade launcher round which contains a parachute camera for battlefield recon.

See:

ABMS / camera round:
http://www.youtube.com/watch?v=XDVGAjvmcfk

OICW:
http://www.youtube.com/watch?v=qDbPaVUb9IY
http://www.youtube.com/watch?v=Hctyc6THbcE


K11:
http://www.youtube.com/watch?v=k2IgHa6WwUo

47
Feature Requests / Bayonets for extended range melee
« on: January 17, 2015, 04:59:48 am »
The UFOpedia says the combat knife has a bayonet ring. This should allow it to be affixed to the muzzle of things like assault and sniper rifles, machine gun, to give extra reach for melee fighting. With the momentum of a heavy weapon behind the thrust, it should also do extra damage.

48
Hi, does anyone know how to shoot down UFOs while damaging them the least, so that there is a higher percentage of wreckage to recover and disassemble to get more alien materials etc?

Does using weaker weapons to shoot them down help, like using cannon only? Or is the % of UFO remains purely random?

49
Feature Requests / Re: Armed civilians
« on: January 17, 2015, 03:08:09 am »
In 2.5 the equipment_missions.ufo file contains weapon loadouts for civilian farmers, gang, police, antiterrorist and army, but they don't seem to be used during gameplay.

For UFO:enemy unknown / XCOM someone made a saved game editor to add pistols to civilians during terror missions. That was a lot of fun. Sometimes the civilians might manage to kill an alien, or they might go bezerk and spray bullets all over the place.

50
Feature Requests / Re: Pilot stats on the Aircraft page please
« on: January 17, 2015, 03:03:45 am »
I am playing 2.5 so i don't know about 2.6, but in 2.5 you can see pilot stats only on the hiring page, not on the screen where you assign pilots to aircraft. It would be good to have the stats there too so you can easily assign the pilot with better targeting skills to the interceptor and the one with better evading skills to the drop ship for example.

51
Feature Requests / Re: Drones / UCAVs
« on: January 17, 2015, 03:01:55 am »
Yes the drones should be hackable, so at first your drones work, then later the aliens hack them, then you research countermeasures to prevent this hacking and also research how to hack alien drones and make a drone hacking device for your troops to hack them.

52
Artwork / Re: Alien bestiary
« on: January 16, 2015, 12:26:50 pm »
How about a disgusting worm-like parasite that burrows into people and lays eggs in them, and after a few turns infected people die and lots of new worms burst out of them.

53
Feature Requests / Drones / UCAVs
« on: January 16, 2015, 12:12:47 pm »
By 2084 there should not be any more piloted interceptor aircraft, even now they say the F-22 is probably the last manned fighter produced by an advanced technology nation. The interceptor pilots, if there are any, should just stay on the ground and fly the planes by remote control.

And if the aliens land, there should not be the need to send Phalanx troops to kill them, they should just be bombed by something like the Predator drone. Ground troops should only be used where this is not practical because the drones may cause civilian casualties which affects country happiness.

Also during ground missions, the Phalanx operatives should have access to small recon drones which they can launch to see over obstacles and spot aliens.

And the aliens themselves should also have robot drones, and more advanced guided weapons that can go round corners and navigate a complex path to the target, like the alien blaster in UFO/XCOM.

54
Feature Requests / Re: transfer/buy/sell tousands faster
« on: January 16, 2015, 11:54:54 am »
I started rebuilding the transfer (and market) screen(s), the new one(s) will have (textedit) boxes for the amounts.

-geever

Great! That will be especially useful for antimatter and alien materials transfers.

55
Feature Requests / Armed civilians
« on: January 16, 2015, 11:25:42 am »
It seems a bit unrealistic to have missions in military bases and military convoys where there are a bunch of military "civilians" running around without weapons. Shouldn't military personnel have assault rifles and pistols at least, if not rocket launchers? That could make it more interesting since your troops could get caught in crossfire between them and the aliens.  Also, in 2084 will American culture have changed so much that American civilians become unarmed? Missions in America should have at least some of the civilians packing pistols, semi auto assault rifles, hunting rifles and shotguns, and missions in the Middle East should have them armed with assault rifles and RPGs.

56
Feature Requests / Pilot stats on the Aircraft page please
« on: January 16, 2015, 11:18:28 am »
Please could we have the pilot stats listed in the aircraft page, in the tab where you can assign a particular pilot to a particular aircraft? It would make it easier to choose the best pilot for the interceptor and the best one for the drop ship.

57
Discussion / Nation Happiness - what are the different feelings?
« on: January 16, 2015, 11:16:15 am »
Hi, can someone better versed in the English language than me give us a ranking of the different words for feelings used in the nation happiness stats? Like is pleased better than happy, or is happy better than pleased?

58
Hi, I am playing 2.5. During base defence missions when the aliens come to my base, there is a tick box asking me to kill all the aliens in the containment. I have noticed that if I leave it unticked and do not kill the aliens, there are still no live aliens in the alien containment room during the mission (or are they there but the invading aliens have to enter the room to release them?).  Has anyone ever seen any stored live aliens in the alien containment room during base defence missions?

59
Feature Requests / Re: Revise Initial Base Layout
« on: January 12, 2015, 01:09:12 pm »
Here is how to make your own mod that sets up your initial base how you want it (in ver 2.5):

Open the base sub-directory in your game install directory.

Use 7-zip or PakScape to open the 0ufos.pk3 file and extract out the basemanagement.ufo file.
Put it in a sub-directory in base called ufos so the full path is something like:

C:\Program Files\UFOAI-2.5\base\ufos\basemanagement.ufo

Edit it with a text editor like notepad. Look at the section at the bottom and change the coordinates to rearrange the buildings. Here is what I changed mine to:

Code: [Select]
// x-y coordinates, row then column, for 2 square buildings, coord is of left square
// 00 10 20 30 40
// 01 11 21 31 41
// 02 12 22 32 42
// 03 13 23 33 43
// 04 14 24 34 44
basetemplate balanced {
building (building_entrance "2 0")
building (building_workshop "3 0")
building (building_hangar "0 0")
building (building_radar "2 1")
building (building_hospital "2 2")
building (building_aliencontainment "3 2")
building (building_command "1 2")
building (building_storage "2 3")
building (building_quarters "2 4")
building (building_quarters "0 2")
building (building_lab "0 3")
building (building_powerplant "1 4")
building (building_intercept "3 4")
}

This places all the buildings where the aliens enter when they come to your base at one side of your base, joined to the rest of your base by the radar building, which becomes a choke point. You can then mass your troops at the radar building and shoot aliens as they come through it. You can also send some up into the radar tower to shoot aliens on the surface from there. The buildings near the radar building are those with low surface roofs so you can shoot over them from the radar building tower.

60
Feature Requests / Re: Laser turrets for SAM sites?
« on: January 12, 2015, 01:00:29 pm »
I would like to bump this feature request. I am playing 2.5 and made some laser turrets hoping to put them in my SAM sites but could not. It would be nice if they could be put in SAM sites since they can be made in the workshop. Maybe they could be transferred from the base to the SAM site?

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