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Cap'n Kyth

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Everything posted by Cap'n Kyth

  1. 2 Months until release, apparently.
  2. Possibly. I'd say the Indian Dreamland base would have been destroyed though, else it'd be a mission. It'd be a nice idea if through a mod you could add more scripted missions, like you have Area 51, Kaputsin Yar, and then add a couple more missions onto that little chain (the final mission being the equivalent of finishing Kaputsin Yar). Would prolong gameplay, imo. Ex; Area-51; Whilst the exact information we wanted wasn't there, a lot of useful data was. We found vague hints as to the location of another base in Russian. (Cue K-Y unveilment shortly after) Kaputsin Yar; We're starting to pull up blanks now. Kaputsin Yar contained pretty much the same information as Area 51... though we found some photographs and documents indicating the location of a third base... just how many are there? <Third DR Mission>; Things are starting to look better. It seems this base was one of the first contacted by the Reticulans and maintained contact for a short while before the attack. We have several co-ordinates that we can triangulate to find the location of a final base. <Fourth DR Mission>; We struck a goldmine. This base in fact held several... "discussions" between representatives and the Reticulans. The whole thing was documented, too. We should have enough information to start formulating a way to get rid of the Reticulan threat. Et al.
  3. Ok, I admit, I have seen the odd Japanese guy, but when you know how Chinese names are structured and sound, there are hardly any, if any.
  4. The best way to gain or lose an accent is to stay in a foreign country with the accent you want for several years. For example, a German POW from WW2 now has a fairly "thick" northern accent because he stayed in the UK. He lost his german accent and learnt English. Now has a funny accent. Agreed. Not like the copycat screams from X-COM. They were good enough and they got the point across that you take people from many places and nationalities. ~~ I don't think X-COM was quite as multinational. I never noticed any Chinese or Japanese names, nor any particularly exotic ones.
  5. Yeah. It's pretty funny though. I haven't noticed any major distinctions between the American/English (apart from when it comes to women) voices. I often get a fair few Indians. Phoenix Company is /very/ multinational. Sadly, we have no Cyborgs yet. We do, however, have a Muton, a Reticulan (who was the fastest "man" in my squad once, but has since been overtaken by someone else, who happens to run like greased lightning) and a couple of others I think.
  6. I've also heard that soldier say "A Gley" One of my others is actually nicknamed "Nalien", due to the way he says "a Nalien" in a funny accent. I think he's German (or thereabouts)
  7. And I quote one of my soldiers; "An arien"
  8. I'm using the english copy, with the flaming red X.
  9. Few more picks from Ananova; I've heard about turtling up, but this is just silly. Talk about going to the Policeman's ball! You've been knick(er)ed!
  10. I don't think it's possible to alter the time acceleration speeds in Apoc. You can do basic stuff like editing armour and weapon stats through hexing them but that's about it I think.
  11. Now this is totally bizarre; on my first TWO missions, I get Spec-Ops guys. You know, the ones that are basically bad guy humans but better than the poorly-armed rebels/survivors. Suffice to say I left those missions ASAP as they all had assaults/rifles and all I had was shotguns and pistols. Several weeks, nay, months into the game now... And I haven't seen a single one since the first two missions. Hell, even the poorly-armed rebels are rare. Mostly all I see now is Transgenants.
  12. I personally liked the comment about the people at the E3 booth trying to "play" Aftershock.
  13. It depends. If you made some bad research choices and the biomass is taking over and you don't have repulsors yet, then you're buggered. Is it at all possible for the 'mass to spread over the sea? If not, it can easily be restricted to either the poles or the larger islands, such as Australia, etc.
  14. Sorry, saving it for Supreme Commander and Space Empires 5.
  15. Is there a timelimit I have to complete Area-51 within? I'm currently working on levelling up my team before heading out on my ComboMod game (which is progressing considerably faster than my "standard" game) and I've just started getting the basic alien armour. Mostly, what I need is a good idea of what equipment I need to bring with me. I also have in stock 1 (one, une, uno, etc.) BFG9k that I have yet to work out how to fire (working on that as fast as possible) and I'm considering postponing Area-51 until I work out how to fire the blasted thing. Suggestions?
  16. If you do it right they won't even get a chance to set an alarm off. Using the overhead map you can see buildings which are currently infested EVEN IF THERE HAS BEEN NO ALARM TRIGGER. For example, you can basically preempt a warning siren by sending troops to a building as soon as the aliens are beamed down. The CoS had an alien drop on them (interestingly, I've only seen this once) and I looked at the overhead map... big fat red circle. The larger the circle, the more aliens there are/will be, and the more recent the attack/drop was. Eventually the circle will disappear. This can be attributed to the guards getting rid of the "problem", at last.
  17. I believe the Micronoid Rain effect is also based on the current level of infiltration of that company. 0% = very low, but 50% gives it a higher chance of success. I've never had the MR take over any company and I usually have them all at 0%.
  18. If it all gets too much, start destroying the streets and highways. This'll low your score (due to city destruction) and piss off Transtellar. Be prepared to pay them after you're done obliterating the transit system. And don't hit any buildings. (Hint; order an aircraft to go to a location on the big map, then go back to normal view. Press "M" and left click to fire. Right click will move the unit to that location (-roughly-) and that is the wonder of Manual Control. Avoid hitting buildings at all costs.) (If you can, take out the highway bits going under buildings in the Slum Area. There should be two two-lane double-level highway parts. Take out the supports then cut them. Not only will they fall, but the building that has it's upper layer hovering over one of them will collapse and you won't get blamed for attacking them, meaning you can destroy more and be blamed less.) If you're crazy and have ship-mounted disruptor guns, go for the big mushroom/tower structures with launch pads at the top. Aim near the bottom and cut through the base as fast as possible. The entire thing will come crashing down and they won't be able to launch air support. Any vehicles still launching should be crushed too. Just make sure you aren't shooting your own towers. The owners will not be pleased with you.
  19. Two words sum that up; Shameless. Plug.
  20. If I remember rightly, the attack was your dexterity + weapon you're firing's skill score. It was a no brainer really. I didn't want anything too complex. Medical was never needed as no-one got hurt (hell, we didn't really finish the first mission) and damage was a simple multiplication of your Health skill, if I remember rightly. You also got a damage bonus depending on your Aliens skill. Wounding again wasn't used as none of the human players got wounded at all, if significantly. @Slaughter; Yes, that was the spinoff with a more accurate weapon's system after my game, so actually, I brought about that system. (though indirectly - Quinch finetuned the mechanics, I provided the basic system adaptation) Example; Alex is firing a pistol. His agility is 3, and his skill with Pistols is also a 3. That gives him a 6 to hit on a d20. If he rolls a 1 to a 6 on a d20, he hits. 7-20, he misses. A 19-20 was a critical hit, easily out of the range of most player characters. (BTW, you guys are helping me remember my system now. Keep asking questions, I might actually remember more of it if you jog my memory. ) Also, all ability scores were rounded normally, so a 2.75 becomes a 3, while a 2.25 becomes a 2, to prevent confusion and funny dicerolls. ~~ I think armour was possibly ablative (certain number of APs that take damage first) but it may have been reductive (reduces damage by x %) but I don't really remember.
  21. Thing is, Aftermath's System is a lot easier to adapt. In fact, it was almost a direct adaptation as far as the game was concerned. Lots less stress for me working with an unfamiliar system, etc. etc. I'll give you an example; Alex has 3 points in his Speed skill, laying it at "Good", and most actions use up one AP. Each point you have in Speed gives you an extra AP, but burst and aimed mode use up varying amounts of APs. Burst can use 1-3, whilst Aimed uses 2. Snapshot uses 1. Alex effectively has 3 APs in this case. Not many in a combat situation, but Combat Rounds are meant to be short. Outside of a Combat Round, Speed is effectively useless, though it can determine how fast you can run, which is sometimes a good thing. There's a transgenant coming! Alex can do several things, but here are good examples of combat actions and how much AP they use; Taking Cover: 1 Taking out, Priming, and Throwing a Grenade: 2 Shooting, Snap: 1 Shooting, Aimed: 2 Shooting 5 shots, Burst: 3 Shooting 3 shots, Burst: 2 Now the great thing about Burst was you could specify how many shots you wanted to fire in this game, and it was a no brainer - each shot after the first had a cumulative accuracy penalty, meaning you'd be lucky to hit the last shot in a burst of five. It wasn't normally too hard to hit (unless you have like 1 or 2 in the relevant skill) but Burst made it worse. You had a good chance of hitting at first, but that slowly declined the more shots you fired. You could only fire up to 5, as there was no "Empty Clip" type firing mode. Obviously, Burst isn't featured on all weapons, and had to be forcibly removed from Sniper Rifles. :mad: In order to make things fair, however, you only had a few points (a dozen and a half or so, about 18) to spend across your 6 stats, none of which could exceed 4 points at the beginning.
  22. I used to do it in a very military style, dropping some C4/TNT (modded into the game) then running. It looked cool.
  23. Neat little tactic for UFO Aftermath; If you're entering a base and just -cannot- be arsed to go through the front door (or you have to go some way to the door and the entrance is much closer) just lob a nade at the walls. Now stand back... *boom!* One hole in the wall, ala grenade. Enjoy. :mad: (Note; This has only been tested with standard frags, and the riflefired grenades from ComboMod.)
  24. I have decided, after a short amount of deliberation, to (attempt) to bring my old Aftermath RPG back. Now there's something. The RPG itself used a primitive adaptation of the game's own stat and skill system to determine accuracy and so on... and we had a few... "catastrophic cases" very early on with a sniper rifle, burst mode, a lot of lucky rolls, and a large horde (30-40) of transgenants. Oh, and it even had maps made in paint. They were groundbreaking, honest. One or two of you might remember it. I won't bring it back if I don't have a reason to, though... (in other words, if you want to see it, say so, otherwise it might not happen)
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