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dagorkan

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  1. http://mattn.ninex.info/?page=Download
  2. dagorkan

    UFO: Cydonia's Fall

    Looking forward to the interview. I love UFO:AI but it misses the original X-Com look and atmosphere
  3. "Capture and interrogate some live xcom aliens to find out the answer to that question. " I have, and I see what you mean Anybody who's new to the mod and finding it difficult, just keep playing and you'll see it's worth it.
  4. That doesn't change the fact that you're still incredibly short sighted. It just makes the aliens short sighted too. You should be able to see right the way across the map standing on a hill - meaning you won't get fog of war in areas you can see, though you won't be guaranteed to detect aliens in those squares. I am liking B-Man's mod, it's new and it's challenging, but I keep thinking that engine wise, X-Com was so much better. Eg, the weapons are simply unbalanced. They changed around TU costs in such a way that turns are too short to allow good strategy but too long for realism. You get basically two shots with the shotgun and if you miss you barely have time to take cover. Apart from the graphics ET is simply inferior and once I've finished this mod I'll go back to the '94 game.
  5. Hi, I just started replaying UFO:ET and one of the things that bugs me is the way visibility and fog of war works. If I remember correctly X-Com had a system where your chance of seeing what was in a square was random, or maybe based on a stat, but if you had a clear line of sight and enough light you could see quite far. You could see an alien all the way across the map if you were lucky. UFO:ET has a system where how far you can see is based on a fixed number, say 10 squares ahead, and the aliens can always see further than you. This means every battle I usually find enemies by being shot at first, and stupid scenarios like not being able to see something directly in front of me. Would it be possible to change it to something more X-Comish? Another issue is angle of sight. Aliens sneaking up from the side when I should be able to hear them or notice them. I assume that when a soldier is looking in one direction he is also looking occasionally to the side, and doesn't stare straight ahead. All this makes the human side have an artificial, unrealistic disadvantage which has to be worked around. Is visibility/detection moddable?
  6. Would I have to start a new game to take advantage of the balance changes in 3.04? I'm now on my fourth mission... I thought I was just investigating a landed UFO and it turns out it's an alien base or something. I have four soldiers (my tank was destroyed) and it's pitch black, seems I can see about eight squares or something.
  7. Yeah I noticed First missions I was up against 11 or 12 aliens, and it was a small scout crash (with crash damage vs aliens option on)... A Reaper, two Sectoids, and a Floater, plus a mix of the usual ET aliens. And I was playing on the Easy difficulty level! Next mission (just completed) was another scout crash, this time I had one Cyberdisc, two Floaters, a Reaper and more Sectoids... total of 16 aliens. I brought six of my troopers along, finished the mission with three incapacitated soldiers (two of them unconscious, one died during flight). Apart from a single Laser rifle (the first produced) I had just two rifles, shotguns and grenades. How do five different races and 16 aliens (2 of them tank-sized) fit into an alien Scout?? Never mind, I wasn't expecting it but the challenge is fun.
  8. http://ufo-scene.com/plugins/forum/forum_viewtopic.php?1576 Take a look at the features, I'm just about to try it out.
  9. Use this editor for the weapons. I know how to use hex but found I kept making mistakes, this little tool helped keep me sane. There are a couple of things that can't be edited, the best thing to do is to use the editor for all the basic changes (fire modes, damage, etc) then go into hex and make sure everything is OK and change graphics pointers (which bigobs image is used) and names. Make a lot of backups too.
  10. Finally able to register! Thanks for this mod, shortstop. I played your previous version although I preferred Chris82's weapon mod - liked the graphics more and the shotgun. What I tried to do was was mix-n-match - copy some of your graphics and paste them onto a modified NewWeapons (Chris82) - by making a copy then renaming eg BIGOB03.PCK (or whatever) to BIGOB07.PCK to replace the BIGOB07.PCK of the second mod (example). Reason I have to do this is that PcKview won't work on my computer But when I do that the graphics get messed up in-game. The graphic for the item shows up but it is attached to other graphics, for example the pistol image gets attached to a rocket launcher. It doesn't break the game but it looks ugly as hell... Any idea what causes this and what the correct procedure is? Thanks edit: To make myself clear the problem is with inventory and UFOpedia images.
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