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Messages - Wolls

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Discussion / Re: 24 hour "delivery" delay for soldiers?
« on: November 04, 2013, 07:44:07 am »
Heeh, I abuse this all the time.

Why transfer anything, just Sell it and then Buy it back where you want it.  Heeh, and there is at least one item that doesn't allow you to buy it back... oh and just when ur counting on it.

Design / Re: Alien Containment Unit
« on: October 24, 2013, 09:49:13 am »


Before you can capture aliens you must kill em.

I am seeing what you say, but its a free building and its free;  that is you will prolly damage stun enough enemy unit to fill up the Alien Containment...vs being paid to kill Aliens?  To be honest, if it wasnt auto built, I wouldnt both4r withn the main base  slash  and if it wasnt already built I would build it by the second base.

To make it quick I'd split the globe and end up with two AC; otherwise they may die in the transfer. But if you make it an option, it becomes at most a tech tree hurdle we'd all complain about.

Artwork / Re: My SWAT's body model, other uniforms and skins
« on: October 24, 2013, 09:26:49 am »
Hi all. I'm back with the new 23 skins pack and you can use all of them without changing two groups of 4. YOU can see 24 skins originally, only offered 22, but game screen does not support more than 23 skins period.

edited numerically

Damage over distance, waIT;no.. no.. just stand there while I  ><  in yer general direction...

To be clear this is me mocking plasma ( no masta blasta here.. weak?)  : cause with lazers if you blink your dead.  No need to go heavy laser but the rifle is better than good.

Feature Requests / Re: A few ideas for bases
« on: October 24, 2013, 08:47:04 am »
On the other Hand, IF you know before hand that the guys come, why aren't you have the base full of countermeasures? Why are all doors open within the base? Aren't there have fire control doors in the base? Why is no guy in the camera room at the beginning?

Okay, even today every missile launch leaves a signature.  Intercontinental missile means larger sig.  the USA has 99 problems but finding your launch window aint one.  So the direct attack is the quix-est but yeah, they do see it coming but

the level of preparedness u are hinting at? in a research only Base?? yeah dam egg heads and their scrambled confusion...

maybe I don't make myself clear. There is a "bunker building" in my concept, not a bunch of civilian guys running around. The bunker building is something, that the evil aliens can reach, attack with heavy weapons, and if it is down, all civilians will die. Alternatively the percentage of damage on the bunker building determines the percentage of died civilians.
So you may have several strategical and tactical decisions to make, that have to be reconsidered over time:
- Anti-UFO defense vs. man on duty at the upper "hanger" level on the limited resource "building space"
- Upper soldier defense vs. lower soldier defense (vs. number of civil personnel) on the limited resource "number of personnel"
- Civil personnel vs. station (if the reactor blows up the bunker will stand) at the lower level fight
- on every fight in base: killing them fast vs. killing them with regrouped soldiers. Because the aliens raid the base

I straight up wish they just bombed bases, never-mind targeted em but it would be so sweet if the aliens localized / specialized / target just to win / and mostly troll'd ya.

When you put it like that: the people that WILL kill it.

I can't help but feel that Duke Nukem would have something to say bout this...

Tactics / Re: Base Attack Missions
« on: October 24, 2013, 07:44:35 am »
I believe aliens all spawn on the "top" level. They then need to enter via any of the entrance, hangar, workshop, or (basic) radar tower.

Phalanx soldiers can spawn in any of the command center, hospital, or living quarters.
I'd bump this.  And if your building a base, put the basic radar building to the upper left of where eva you put your entrance.   Its a great sniper position to guard that entrance.

Congrats man!! Nice win.  :D

Damage over distance, waIT;no.. no.. just stand there while I  ><  in yer general direction...

In terms of close combat I like the Monomolecular Knife, you can get it early, and it rox right up to needlers, when you can get it just switch yer close shotguns/blasters over.

its a 37 min strength just to get combat armour and the monomolecular blade... bat man Rambo? so worth it

Honestly I must have way better luck with the Blaster, no way I've ever missed to that degree.  But the Flamer? yeah thats no upgrade.

This is standart diff?  AFAIK its all balanced within standard difficulty.

edit.. looks at topic.. er hard mode... you should be floating in money..
also did I congratulate you on yer win yet??//

Bugs in stable version (2.5) / Re: base crash
« on: October 24, 2013, 07:12:18 am »
Just to be clear.. there ( as in it exists) is a 2.4 stable and a 2.5 dev ( some kinda lop-lop-ing but i'm all E:)

 id so play a 2.5 stable... why the download page no updated?

Discussion / Re: Disruptive changes to stat calculation in latest 2.5-dev
« on: September 04, 2013, 10:01:03 pm »

The rate of growth for stats has been adjusted, along with the number of UFOs you are likely to face, so...

  Does this extent to all of the difficulty levels?  Or only to the standard/normal difficulty level??

Windows / Re: Nightly Builds (Full Installer)
« on: September 04, 2013, 09:32:05 pm »
UfoAI 2.5.0 2012.11.03 (1351893478)
Full game only
W2k support (Windows 2000)
no Admin right needed to install or uninstall


Use the update utility in your startmenu
to get the latest nightly

Bug reports:
Place a bug report in here
Add build type and revision number
Zip all *.log files from "%appdata%\ufoai\2.5-dev\base" and
the effected savegame from "%appdata%\ufoai\2.5-dev\base\save"
and attach it to your report

  Okay, perhaps a better question: If I re-install the full-updater will it start to and update to, today's current build?  It works for everyone else right??

Discussion / Re: UFO: AI 2.4/2.5 Lets Plays
« on: September 04, 2013, 09:24:22 pm »

Code: [Select]
basetemplate balanced {
building (building_entrance "4 2")
building (building_quarters "3 4")
building (building_quarters "3 3")
building (building_aliencontainment "1 0")
building (building_storage "4 3")
building (building_powerplant "4 4")
building (building_command "2 4")
building (building_hangar "3 0")
building (building_intercept "3 1")
building (building_workshop "0 4")
building (building_radar "4 1")
building (building_lab "1 3")
building (building_hospital "2 3")

The standard base, and MonkeyHead's altered base layouts.

Discussion / Re: Heavy skill gone in 2.5-dev
« on: August 06, 2013, 02:49:04 pm »
The machine gun requires a heavy weapons specialist.

..yeah unfortunately
  thats what she said.. :'(

Tactics / Re: security camera usage in base defense
« on: August 06, 2013, 02:29:13 pm »
The control center is still a spawn point for your soldiers though right, so you don't have to actually move to it??

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