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Shades of Green

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About Shades of Green

  • Birthday 05/22/1982

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  1. I'd say that the biggest issue I've had with TFTD is Lobstermen and Lobstermen alone: sure, a successful stun-launcher hit takes them out, but all other weapons hardly hurt these bastards (it takes TWO heavy sonic direct hits to die, or atleast 9 gauss-rifle blasts) and they could also pincer you to death. Remove the Lobstermen, and the game will be far more playable. Tentaculants are also VERY annoying by they, atleast, die easily when hit by anything.
  2. My current game had a very dramatic difficulty-bump, much more drastic than the last two times around: I was just at the stage when I've manufactured my first Sun Armor and the Rets started totting Advanced Plasmas and killing half of my team on most occasions. The game then became very tedious with multiple reloads per Ret (made even more annoting with my virtual memory getting filled up after a few attempts, which slows my loading times to a crawl; damn 256MB RAM that I don't have the cash to expand ). I was thinking about creating a difficulty-bump-mitigation mod, but the question is how to do so: weaken the latter-game alien weapons or improve the mid-game Human armor? Or just remove the alien rockets from the game?
  3. I usually start out in the middle of the Mediterranean - it then covers a large number of countries, not the best-paying ones (when you consider each one's contribution) but numerous nonetheless.
  4. I've created an Alpine-mod that makes all submachineguns in UFO: Aftermath one-handed rather than the original two-handed ("1.5 handed" in game terms). This has been tested with version 1.4 (in the tutorial mission) and seems to work very well, except for the inability to set the SMG to single-fire when the other hand is occupied; but you can easily carry an SMG (set on autofire) in one hand and, say, a Medkit in the other. Scripting-wise, it has been inspired by Andrew 'Fulby' Campbell's All Human Equipment Mod. Get it here.
  5. I'm quite new to Interceptor, and I had an easy time in the Beginning difficulty until I met a Phantasm - an annoying, squadron-killing saucer piloted by an Ethereal or by a Psilord. These things simply wipe out my squadron, even though I'm using experienced pilots and the best weapon available so far (Gatling Lasers).
  6. I am still here and I still play Aftermath.
  7. I have a P4-2.8GHz, 256MB RAM, GeForce 5200, and WinXP, will Aftermath run on my machine, even on low specs?
  8. The problem is task resolution: How do you resolve an attack? A medical attempt? How do you deal with damage and wounds?
  9. I think many parts of the Aftermath system could be easily adapted to FUDGE (which is free), or that rules you liked in FUDGE could be adapted to the Aftermath system.
  10. The same way worked for me when I stormed the base today. I went straight to the east (assuming that the side you start in is the north) in the beginning, then approached the base and blew up a big hole in the wall. soon after, a group of about six to ten Reticulans decided to come out of this hole in one tight group... To the extreme delight of my Super Striker operator (with a Super Heroic Throwing Skill ). Blew the damn Rets up to the sky in auto-fire, and only suffered from one rocket, which I only partially dodged; the damage was managable. The in-base work was mostly done with an Advanced Alien Laser Rifle, an AUG, a Microslug, and one MP7, with my Sniper, Super-Striker operator and Medic/Psi Crusher tagging along. Not too difficult. Now I'm after the "shift" and the Microslug and the Psi Projector are making my life easy
  11. My next team design: - 1 Medic/Psion; will use a Desert Eagle in the early stages and Psi items later on; I will build his/her Dex+Int to Good, then Int+Will to the max, then Dex to the max and then Perception to the max. - 1 Sniper; will use the best sniper rifle available, and in the very early stages the best AR; I will build his/her Int and Will to Avarage and Perc to Very Good, then Will+Perc to maximum, then Dex to maximum, then Int to maximum. - 1 SMG specialist; will use the best SMG available and perhaps later alien/hybrid handguns; I will build his/her Str+Agi+Dex to Avarage, then Agi+Dex to maximum, then Int+Perc to maximum. - 1 Heavy Weapon Specialist; will use the RPG-7, then the Super Striker, and then Plasma Weapons and possibly deployable stuff; I will build his/her Str+Dex to Good, then Str+Agi to the max, then Int+Perc to the max. - 3 Riflemen; will use the best AR available (up to and including the Steyr AUG) and, later on, one will use a hybrid laser rigle and two will use AUGs (if the laser will really prove itself then I'll have two with lasers and one with AUG); I will build their Str+Agi+Dex to Avarage, then Agi+Will to maximum, then Int+Perc to maximum.
  12. I'd like to make some (or all?) of the SMGs usable in one hand (so that the other will be free for a medkit/grenade/PSI item), in order to make them somewhat more attractive. I know the file that needs to be modded (\tactical\configs\game\listofweapon.txt) as well as the parameter (HAND 1.5), but the fact that the line repeats several times makes it too complicated for my limited scripting knowledge to modify this with ALPine. Help will be welcome.
  13. Can't download this - it doesn't appear in any category of the download page, and all links lead to the main page.
  14. Next week I'll be back... promise! Really this time! No more college between next week and Novermber! YEY!!
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