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Topics - nerf5000

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2.4-dev March 19 win 32 clean copy (not upgrade, etc)
Playing full campaign on very easy
Keep getting Game Over (UN gave up) screen even on reload, etc. The only country that's on the verge of giving up is New Africa

Savegame attached

edit: changed de to dev... I'm playing english version

Design / Alien Containment question
« on: March 19, 2012, 05:11:32 pm »
I know it might not be implemented yet, but I can't seem to find what the intended behavior of AC during a base invasion would be and why it's being by default placed next to the hangars. If aliens stored can be freed by their peers, wouldn't the AC be in the most secure, or at least non-accessible part of the base?I always strive to put it after the entranceway but before the hangars, which takes a good chunk of cash on redesign...
Is there any way to alter the default layout as well?


Bugs prior to release 2.4 / Bug in power armor animation
« on: March 19, 2012, 04:21:50 pm »
Hey folks, searched for this and didn't see it so posting.
In skirmish, the power armor animation loops when ordered to crouch/uncrouch. It seems that it loops the last few frames after a move as well (twitching legs); curiously enough it seems that the head doesnt move but the rest of the armor does (i.e. you see the armor crouch and the head emerges afterwards) so I guess the actor crouches normally but the armor layer loops. This is on 2.4-dev March 19 w32 freshly installed on Win7x64, with GeForce 9600MGT (driver ver

According to the wiki/info its not supposed to be capable of landing...
And how many aliens are supposed to be on board?
I had a whole lot in there...

This is based on 2.2.1 so it might have been fixed...

Translating / Launguage selector translation proposal
« on: June 19, 2009, 09:36:39 pm »
Folks, the standard approach in most software these days (UFO:AI included) is to list the languages in whatever currently selected language is being used. I've seen this trend broken a few times and I think it works actually quite well when it's set so that the language is written in its own native way.

For example currently we have:

and if we switch to Polish we have:


whereas I think for the language selector alone it would be best to have:


If this sounds like something of a good idea I can work on it;
Also I haven't looked at the language files in detail, but what is used for No Language? If a separate type is/can be used it can have the modified list, and then the other language lists can be left alone

let me know

Design / Tachyon?
« on: June 19, 2009, 09:21:05 pm »
Quick question re: weapon types and info texts. I've seen some of the armor texts mention Tachyon weapons, but I haven't actually seen tachyon weapon types mentioned anywhere other than the proposal for some rocket. Is that weapon class still in, or does it refer to something else and just requires cleanup?

Discussion / Off Base installation Alien attack
« on: June 16, 2009, 11:03:52 pm »
Hey everyone,

In reference to , it's mentioned that every so often a bombing run will be generated. I think this should be rather an attack which would lead to a mission (sort of like a terror mission) in which when you land you have to secure xyz (say radar command center for the radar installation) vs the aliens destroying it, or simply just wipe out the aliens.
Ofcourse since it's a sensitive installation it would have a higher deterioration rate than a terror mission (i.e. by the time a terror mission would trigger a x civilians killed event it would equate lost facility). This would have the following benefits vs. bombing run:

1. You can't bomb alien craft, so this preserves symetry

2. It gives you a way for fighting off the attack, other than having to set up entire complexes of off-base bases (want to build a UFO hangar? well you have to build some sam sites... want to use the sam sites? well you have to build a radar... unless that's the point, in which cases you're better off building a specialized base in the first place (that's what I do in 2.2.1, I think it already asks you where you want to transport the UFO for disassembly, and moving it in storage seems to work fine [unless this is not how it should work])

3. This also adds another variety of cool mission type to use your soldiers in which is the whole point anyway

What do you think?

P.S. sorry if this was discussed before, but the search didn't bring anything up when I tried different combinations of off base / bombing run / etc.

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