ACM (UFO Aftershock)


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#521 Space Voyager

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Posted 25 February 2012 - 12:19 PM

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KIDDING, KIDDING!!! I just had my PB already opened and this seemed funny. :blush:

#522 ERISS

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Posted 26 February 2012 - 09:15 AM

If you didn't know, here are the 22 weapons&ammo and 1 research TEXTS included in the DotEmu AS French LocalisationPack.vfs file. There are no such items ingame (EDIT: I mean in vanilia DotEmu game).

Quote

  STR_RES
ID "Equipment/339::SHORT_NAME"
LOCALE ".50AE JHP"
  END_OF_STR_RES
  STR_RES
ID "Equipment/339::NAME"
LOCALE ".50AE JHP Ammo"
  END_OF_STR_RES
  STR_RES
ID "Equipment/339::SHORT_DESCRIPTION"
LOCALE "This is the standard .50 caliber Action Express bullet used by some Desert Eagle models. It is devastating against ligthly armoured targets.<BR>Our Ordnance Factories can manufacture .50AE JHP ammo."
  END_OF_STR_RES

  STR_RES
ID "Equipment/340::SHORT_NAME"
LOCALE ".50AE FMJ"
  END_OF_STR_RES
  STR_RES
ID "Equipment/340::NAME"
LOCALE ".50AE FMJ Ammo"
  END_OF_STR_RES
  STR_RES
ID "Equipment/340::SHORT_DESCRIPTION"
LOCALE "This is the standard .50 caliber Action Express bullet used by some Desert Eagle models. This particular version is encased in a full metal jacket, resulting in excellent armor penetrating capabilities.<BR>Our Ordnance Factories can manufacture .50AE FMJ ammo."
  END_OF_STR_RES

  STR_RES
ID "Equipment/341::SHORT_NAME"
LOCALE "Desert Eagle .50AE"
  END_OF_STR_RES
  STR_RES
ID "Equipment/341::NAME"
LOCALE "Desert Eagle .50 Action Express"
  END_OF_STR_RES
  STR_RES
ID "Equipment/341::SHORT_DESCRIPTION"
LOCALE "This heavy, semi-automatic pistol offers a degree of stopping power that has earned it the nickname "hand cannon." This version of the gun is designed to use .50cal Action Express rounds that inflict a great deal of damage upon biological targets, and have the ability to penetrate moderately armored targets as well. The small magazine capacity (seven rounds) and slow reload rate of the Desert Eagle are definite drawbacks in heavy combat.<BR>Desert Eagle pistols can be manufactured in our Basic Weapons Factories. No special training is required for this weapon."
  END_OF_STR_RES

  STR_RES
ID "Equipment/342::SHORT_NAME"
LOCALE "Wakizashi"
  END_OF_STR_RES
  STR_RES
ID "Equipment/342::NAME"
LOCALE "Wakizashi"
  END_OF_STR_RES
  STR_RES
ID "Equipment/342::SHORT_DESCRIPTION"
LOCALE "Another traditional weapon of Samurai warriors of ancient Earth. Far from the most effective weapon on the modern battlefield, a Wakizashi is better than nothing when facing a limited number of opponents in melee combat.<BR>Our Basic Weapon Factories can manufacture Wakizashi. In order to use this weapon, a soldier must have commando equipment training."
  END_OF_STR_RES

  STR_RES
ID "Equipment/343::SHORT_NAME"
LOCALE "Satchel charge"
  END_OF_STR_RES
  STR_RES
ID "Equipment/343::NAME"
LOCALE "Satchel charge"
  END_OF_STR_RES
  STR_RES
ID "Equipment/343::SHORT_DESCRIPTION"
LOCALE "The satchel charge is a bag containing a large quantity of high explosives, along with a timing mechanism similar to that of a hand grenade. It is used to destroy walls and other obstacles. Caution must be used when throwing this weapon as its blast radius is almost as great as how far you can toss it!<BR>Our Ordnance Factories can manufacture satchel charges. In order to use this weapon, a soldier must have Deployable Equipment training."
  END_OF_STR_RES

  STR_RES
ID "Equipment/344::SHORT_NAME"
LOCALE "HK G3KA4"
  END_OF_STR_RES
  STR_RES
ID "Equipment/344::NAME"
LOCALE "HK G3KA4 Assault Rifle"
  END_OF_STR_RES
  STR_RES
ID "Equipment/344::SHORT_DESCRIPTION"
LOCALE "This powerful rifle was a popular assault weapon commonly used by 20th century Earth militaries. The HK G3KA4 assault rifle has a 20-round magazine of 7.62x51mm rounds that can be fired singly or in three-shot bursts.<BR>HK G3KA4 assault rifles can be manufactured in our Basic Weapons Factories. No special training is required to use this weapon."
  END_OF_STR_RES

  STR_RES
ID "Equipment/345::SHORT_NAME"
LOCALE "4.7mm caseless"
  END_OF_STR_RES
  STR_RES
ID "Equipment/345::NAME"
LOCALE "4.7x33mm caseless Ammo"
  END_OF_STR_RES
  STR_RES
ID "Equipment/345::SHORT_DESCRIPTION"
LOCALE "This is the 4.7x33mm caseless bullet used by the HK G11K2 assault rifle.<BR>Our Ordnance Factories can manufacture 4.7x33mm caseless ammo."
  END_OF_STR_RES

  STR_RES
ID "Equipment/346::SHORT_NAME"
LOCALE "HK G11K2"
  END_OF_STR_RES
  STR_RES
ID "Equipment/346::NAME"
LOCALE "HK G11K2 Assault Rifle"
  END_OF_STR_RES
  STR_RES
ID "Equipment/346::SHORT_DESCRIPTION"
LOCALE "This rapid-fire assault rifle was a revolutionary design of the latter 20th century. The HK G11K2 assault rifle has a 45-round magazine of 4.7mm caseless rounds that can be fired singly or in three-shot bursts.<BR>HK G11K2 assault rifles can be manufactured in our Basic Weapons Factories. No special training is required to use this weapon."
  END_OF_STR_RES

  STR_RES
ID "Equipment/347::SHORT_NAME"
LOCALE ".45ACP JHP"
  END_OF_STR_RES
  STR_RES
ID "Equipment/347::NAME"
LOCALE ".45ACP JHP Ammo"
  END_OF_STR_RES
  STR_RES
ID "Equipment/347::SHORT_DESCRIPTION"
LOCALE "This is a standard bullet used by all projectile weapons that chamber .45ACP ammunition. It has a soft tip, and is best suited for use against lightly armored targets.<BR>Our Ordnance Factories can manufacture .45ACP JHP ammo."
  END_OF_STR_RES

  STR_RES
ID "Equipment/348::SHORT_NAME"
LOCALE ".45ACP FMJ"
  END_OF_STR_RES
  STR_RES
ID "Equipment/348::NAME"
LOCALE ".45ACP FMJ Ammo"
  END_OF_STR_RES
  STR_RES
ID "Equipment/348::SHORT_DESCRIPTION"
LOCALE "This is a standard bullet used in all projectile weapons chambered for .45ACP ammunition. The armor-piercing (AP) version features a hardened tip that is designed to penetrate lightly armored targets.<BR>Our Ordnance Factories can manufacture .45ACP FMJ ammo."
  END_OF_STR_RES

  STR_RES
ID "Equipment/349::SHORT_NAME"
LOCALE "Colt M1911A1"
  END_OF_STR_RES
  STR_RES
ID "Equipment/349::NAME"
LOCALE "Colt M1911A1 Pistol"
  END_OF_STR_RES
  STR_RES
ID "Equipment/349::SHORT_DESCRIPTION"
LOCALE "This classic automatic pistol saw almost a century of use by Earth militaries and law enforcement agencies, a testament to the weapon's robust design and effectiveness against unarmored biological targets. The small magazine capacity (seven rounds) of the Colt M1911A1 is a definite drawback in heavy combat.<BR>Colt M1911A1 pistols can be manufactured in our Basic Weapons Factories. No special training is required for this weapon."
  END_OF_STR_RES

  STR_RES
ID "Equipment/350::SHORT_NAME"
LOCALE "Slug"
  END_OF_STR_RES
  STR_RES
ID "Equipment/350::NAME"
LOCALE "Shotgun Slug Cartridge"
  END_OF_STR_RES
  STR_RES
ID "Equipment/350::SHORT_DESCRIPTION"
LOCALE "This is a standard shell used in all shotguns. It contains a single large slug, encased by a sabot, designed to pierce light body armor.<BR>Our Ordnance Factories can manufacture shotgun slug cartridges."
  END_OF_STR_RES

  STR_RES
ID "Equipment/351::SHORT_NAME"
LOCALE "Flechette"
  END_OF_STR_RES
  STR_RES
ID "Equipment/351::NAME"
LOCALE "Shotgun Flechette Cartridge"
  END_OF_STR_RES
  STR_RES
ID "Equipment/351::SHORT_DESCRIPTION"
LOCALE "This is a standard shell used in all shotguns. Instead of small round pellets, the shell contains several light, hard alloy needles which are designed to penetrate light body armor at longer distances.<BR>Our Ordnance Factories can manufacture shotgun flechette cartridges."
  END_OF_STR_RES

  STR_RES
ID "Equipment/352::SHORT_NAME"
LOCALE "MAC-10 SMG"
  END_OF_STR_RES
  STR_RES
ID "Equipment/352::NAME"
LOCALE "MAC M10 Submachine Gun"
  END_OF_STR_RES
  STR_RES
ID "Equipment/352::SHORT_DESCRIPTION"
LOCALE "The Ingram Mac-10, as it was commonly known at the time, was a submachine gun widely used by undercover law enforcement agencies on Earth in the mid-20th century. It carries 30 rounds of .45cal ACP ammunition. The small size of this weapon and its short barrel result in low accuracy at any distance beyond short range.<BR>Our Basic Weapon Factories can manufacture MAC M10 submachine guns. No special training is required to use this weapon."
  END_OF_STR_RES

  STR_RES
ID "Equipment/353::SHORT_NAME"
LOCALE "HK UMP SMG"
  END_OF_STR_RES
  STR_RES
ID "Equipment/353::NAME"
LOCALE "HK UMP 45 Submachine Gun"
  END_OF_STR_RES
  STR_RES
ID "Equipment/353::SHORT_DESCRIPTION"
LOCALE "This compact, lightweight submachine gun was popular with Earth law enforcement and special operations teams in the late 20th century. Equipped with a 25-round magazine, it can fire bursts of .45cal ACP ammunition with good accuracy in short to medium-range engagements against unarmored or lightly armored targets.<BR>Our Basic Weapon Factories can manufacture the HK UMP 45. No special training is required to use this weapon."
  END_OF_STR_RES

  STR_RES
ID "Equipment/354::SHORT_NAME"
LOCALE "FN Minimi"
  END_OF_STR_RES
  STR_RES
ID "Equipment/354::NAME"
LOCALE "FN Minimi Mk.46 mod.0 Machinegun"
  END_OF_STR_RES
  STR_RES
ID "Equipment/354::SHORT_DESCRIPTION"
LOCALE "The FN Minimi Mk.46 mod.0 is a scaled-down version of the FN Minimi light machinegun, and was popular with Earth special operations military forces starting in the late 20th century. It fires 5.56x45mm rounds at a high sustained rate. The weapon is quite reliable, has excellent range, and was the favored replacement for the M60. The FN Minimi can fire a variety of ammunition types, including armor-piercing rounds.<BR>Our Basic Weapon Factories can manufacture the FN Minimi machinegun.<BR>Heavy equipment training is required to operate it."
  END_OF_STR_RES

  STR_RES
ID "Equipment/355::SHORT_NAME"
LOCALE "XM25"
  END_OF_STR_RES
  STR_RES
ID "Equipment/355::NAME"
LOCALE "XM25 Grenade Launcher"
  END_OF_STR_RES
  STR_RES
ID "Equipment/355::SHORT_DESCRIPTION"
LOCALE "Originally designed by Earth arms experts at the end of the 20th Century, the XM25 is a 6-shot, magazine-fed, "bullpup" configuration grenade launcher that fires a variety of 20mm grenade types (the original fires 25mm grenades but we desired compatibility with our under-barrel grenade launchers). It packs a significant punch and has good range.<BR>Our Basic Weapon Factories can manufacture the XM25 grenade launcher.<BR>Rocket equipment training is required to operate it."
  END_OF_STR_RES

  STR_RES
ID "Equipment/356::SHORT_NAME"
LOCALE ".338 Lapua"
  END_OF_STR_RES
  STR_RES
ID "Equipment/356::NAME"
LOCALE ".338 Lapua FMJ"
  END_OF_STR_RES
  STR_RES
ID "Equipment/356::SHORT_DESCRIPTION"
LOCALE "This is the standard bullet used with the L115A1 sniper rifle. It is an armor-piercing (AP) round that was specifically designed for the sniper role. It will easily penetrate moderately-armored targets at ranges comparable to that of the heavier, more powerful .50cal BMG round, and is effective against even heavily-armored enemies.<BR>Our Ordnance Factories can manufacture .338 Lapua FMJ ammo."
  END_OF_STR_RES

  STR_RES
ID "Equipment/357::SHORT_NAME"
LOCALE "L115A1"
  END_OF_STR_RES
  STR_RES
ID "Equipment/357::NAME"
LOCALE "L115A1 Sniper Rifle"
  END_OF_STR_RES
  STR_RES
ID "Equipment/357::SHORT_DESCRIPTION"
LOCALE "The Accuracy International Super Magnum is better known by its military designation of L115A1. This lightweight rifle is an excellent sniper weapon, and was specifically designed to replace cumbersome and much-heavier .50cal rifles. It sports a 5-round magazine of .338 Lapua (8.60x70mm) ammunition that delivers superb stopping power at extreme range. When fitted with optional optical sights, the L115A1's already superlative accuracy is greatly improved.<BR>Our Basic Weapon Factories can manufacture the L115A1.<BR>Sniper equipment training is required to operate it."
  END_OF_STR_RES

  STR_RES
ID "Equipment/358::SHORT_NAME"
LOCALE "Laser MG"
  END_OF_STR_RES
  STR_RES
ID "Equipment/358::NAME"
LOCALE "Laser Machinegun"
  END_OF_STR_RES
  STR_RES
ID "Equipment/358::SHORT_DESCRIPTION"
LOCALE "Derived in part from alien laser designs, the human laser machinegun provides significant stopping power. Its accuracy can be improved by adding optical sights. Overall, the laser machinegun makes a quite effective support weapon, in spite of its considerable weight and bulk.<BR>Laser machineguns and power cells can be manufactured at our Energy Weapons Factories.<BR>Heavy equipment training is required to operate it."
  END_OF_STR_RES

  STR_RES
ID "Equipment/359::SHORT_NAME"
LOCALE "D Laser MG"
  END_OF_STR_RES
  STR_RES
ID "Equipment/359::NAME"
LOCALE "Drone Laser Machinegun"
  END_OF_STR_RES
  STR_RES
ID "Equipment/359::SHORT_DESCRIPTION"
LOCALE "This weapon is an add-on that is mounted in a drone's equipment slot.<BR>The drone laser machinegun is similar in function and effect to the laser machineguns used by our soldiers. It is long-ranged, accurate, and has a high rate of fire. The major disadvantage of this weapon is that it depletes power cells very quickly, and often runs out of 'juice' during a mission if not used judiciously.<BR>Our Energy Weapon Factories can manufacture drone laser machineguns."
  END_OF_STR_RES

  STR_RES
ID "Equipment/360::SHORT_NAME"
LOCALE "D Heavy MG"
  END_OF_STR_RES
  STR_RES
ID "Equipment/360::NAME"
LOCALE "Drone Heavy Machinegun"
  END_OF_STR_RES
  STR_RES
ID "Equipment/360::SHORT_DESCRIPTION"
LOCALE "This weapon is an add-on that is mounted in a drone's equipment slot.<BR>The drone heavy machinegun uses the powerful .50cal Browning round to devastating effect on targets. It has a rapid rate of fire, and has moderate accuracy out to long range. The major disadvantage of this weapon is that it uses ammunition quickly, and often runs out of ammo during a mission if not used judiciously. Fortunately, few enemies can survive a single burst from this weapon.<BR>Our Basic Weapon Factories can manufacture drone heavy machineguns."
  END_OF_STR_RES


  STR_RES
ID "TechDesc/507::NAME"
LOCALE "Advanced Assault Rifle Blueprints"
  END_OF_STR_RES
  STR_RES
ID "TechDesc/507::PREREQUISITE"
LOCALE "In order to build advanced assault rifles, we must draft blueprints for these weapons."
  END_OF_STR_RES
  STR_RES
ID "TechDesc/507::COMPLETE"
LOCALE "These blueprints allow our Basic Weapon Factories to produce replicas of some advanced assault rifles that were available prior to the Reticulan invasion."
  END_OF_STR_RES
  STR_RES
ID "TechDesc/507::VISIBLE"
LOCALE "After we develop these blueprints, we can manufacture advanced assault rifles."
  END_OF_STR_RES


#523 yeni

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Posted 28 February 2012 - 07:20 AM

View PostERISS, on 26th February 2012, 4:15am, said:

If you didn't know, here are the 22 weapons&ammo and 1 research TEXTS included in the DotEmu AS French LocalisationPack.vfs file. There are no such items ingame.

I recognize most of those items from shadowarrior's weapon rebalance mod, i might not have researched the couple items i didn't recognize - what they might be doing in an ACM build is beyond me

#524 Okim

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Posted 01 March 2012 - 08:39 PM

Sorry, but what does it have to do with ACM? I can recognise some of the texts and the tech is definitely mine, but i don`t get it why have you posted it here?

#525 ERISS

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Posted 02 March 2012 - 01:53 PM

View PostOkim, on 1st March 2012, 9:39pm, said:

what does it have to do with ACM? I can recognise some of the texts and the tech is definitely mine, but i don`t get it why have you posted it here?
The point was just to give you ideas. These english texts come from the vanilia french(!) LocalizationPack.vfs from the Aftershock sold by DotEmu http://www.dotemu.co.../ufo-aftershock (but ingame the items don't appear).
I thought these were coming from ideas the Altar devs didn't have time to put in the game.
I was surprised by this DotEmu file, as there are no such texts in all other past AS localization french files.

#526 Okim

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Posted 02 March 2012 - 09:22 PM

All of the listed items except for satchel charge, colt, xm25 and wakizashi are already present in ACM. There are usp, chainsword, lots of mines and rg6/agl that fullfill those roles perfectly.

#527 Michael Stables

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Posted 04 May 2012 - 11:43 PM

i must say.....an exelent mod! really adds a chalenge to the game

#528 xboi107th

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Posted 12 May 2012 - 03:43 PM

Hey Okim, thanks for making this mod! Brought a lot more fun into this game.

I've been on shadowarrior's mod up till now, but your mod far surpasses his.
Though, you should make at least some of the advanced guns manufacturable. I'm all the way to the star ghosts and I haven't seen a single scar, g36, famas, ump, g11, etc, drop yet. Really want to get my hands on some of that loot.

And uh, i think its spelled 'underbarrel', not 'underbarell'.

In any case, thanks man. You the boss.

#529 Space Voyager

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Posted 12 May 2012 - 05:12 PM

Welcome to the forum, both! Great to see that Okim's work still receives recognition, even though the base game has some years to its e-life.

#530 xboi107th

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Posted 13 May 2012 - 09:42 AM

Hi Space Voyager!
Thanks for the welcome.

The UFO series is the best of it's kind. And after Okim's mod, it's truly a masterpiece.
I'm going to be playing this game for quite awhile again.

#531 Zetsubou

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Posted 11 June 2012 - 01:29 AM

Dose this mod remove the console commands? I cant seem to get any of the commands to work with this mod installed.

My command line parameter looks like this: "C:\Games\UFO - Aftershock\UFO.exe" --enable_system_console=true

#532 Okim

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Posted 11 June 2012 - 03:00 PM

Use 'TRUE' instead of 'true'. Works for me.

Just to note - i was using console very excessively during the mod creation. Mainly to set up various groups equipment.

#533 Zetsubou

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Posted 12 June 2012 - 12:05 AM

I got it working, but found a bunch of weird bugs. Firstly, the cultists arnt expanding at all, not sure why... Secondly, Im almost able to produce drones,  and energy weapons - but no scopes for my guns? 4 days till the wargots arrive, I control about a quarter the world, with many basic and advanced weapons labs and factorys, yet can still only produce very basic human smgs, rifles and attachments (have attachments, basic and advanced weapons bluprints researched). I was really looking forward to building a SCAR, Barrett or G11 with some sweet scopes. If I have to use cheats to get those weapons, will be a bit dissapointed (hate having to use cheats ><).

I will mention that I did use the console command research_all_queued at the start of the game when I ran out of power cells for my ret rifles, Im wondering if this is the cause of some of these problems.

#534 Okim

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Posted 14 June 2012 - 05:18 AM

You can build only basic weapons and ammo. Others you`ll have to salvage. You can produce cultist ammo and rockets.

Scopes need detection lab and advanced weapons + weapon attachements. You`ll need to salvage a scanner or scope to get that lab and you`ll have to get an advanced weapon for ADV lab. You WONT be able to build scars, barrets and other high tech weapons. Those are war tropheys.

Cultists not expanding is weird. Perhaps you are playing on easy? No?

#535 Zetsubou

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Posted 14 June 2012 - 01:03 PM

Ah well that would explain a few things. Im sure you have your reasons for it to be setup like that. Personally though its not my cup of tea. I doubt Ill be playing UFO AS anymore after this discovery, but thankyou for the quick reply. Not often you see old mods like this still supported by its creator  ^^

#536 Okim

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Posted 14 June 2012 - 02:59 PM

I reccomend you to play those 4 days and see how the game will dramatically change after Wargots arrive. Trust me - you`ll salvage lots of pechenegs, rg6s, m202s, scars, p90s, umps, barrets (both for cyborgs and normal men), b2m mgs and tons of various cultist-wargot stuff, cyborg stuff and advanced/energy guns. Just make sure you play as many various missions as you can (especially 'help local troops' ones).

EDITED:

Also you should know that the game is divided into several phases. Each phase has its own equipment sets for all factions.

The first one is exploration where you meet the new guys and fight mutants and rets.

The second one is quite long. It starts as soon as you meet Cultists. It lasts until the first Wargot mission.

After that there are 5 more phases, so you must understand that the equipment is progressive and you are just playing the 2/7 of the game right now. Really you should not be able to build everything so fast. You`ll get acess to all available scopes and atachements (except for those unique ones used by cultists). You`ll be able to develop powerful laser and plasma weapons as well as a set of advanced grenades and mines. You`ll be able to produce cyborg-only and drone-only weavy weapons.

Quitting so soon is a bad idea ;)

#537 ERISS

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Posted 14 June 2012 - 03:57 PM

Even ACM may have speed up the game, moded Aftershock is still not a casual appetizer game.
If you want shorter phases, I think you have to play with the lesser difficulty.

#538 Okim

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Posted 14 June 2012 - 08:02 PM

Actually difficulty has no impact on phases. Wargot phase, for example, will switch to spaceship one only after researching wargot-cultist colaboration tech.

Though it may have some impact due to the easyness of missions and thus less casaulties and more reputation and thus more resources etc. etc.,

#539 GarguLL

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Posted 23 June 2012 - 10:17 AM

Good day time guys. I need some of yours help... Find a problem with mod: dld last version of it and can't start game,lading bar coming to 29% and game crash. Try to do it in a different ways but the same result. Uninstall mod and original game starts normally... Have any suggestions?

#540 Okim

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Posted 27 June 2012 - 03:02 PM

ACM requires patch 1.2 and is compatible with 1.3.

Make sure you have installed 1.2 before playing ACM.




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