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Kharn

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Everything posted by Kharn

  1. Kharn replied to Llama8's topic in Mods
    I've been typing up a plan for an addition mod for UFO:A that would put in an actual resource management system and other similar things to improve the original UFO:A. I think a change like that would also warrent being in the mod. I was also thinking about balancing the weapons more so that certain guns won't be completely useless compared to others, considering that you usually get a weapon in the game that's just as good, or worse than your current weapons, which is sort of a waste. Of course, I'm just in the planning stage right now, so I don't have anything concrete, but I am still gathering ideas for additions and changes such as this.
  2. Kharn replied to Slaughter's topic in Mods
    what do you think?
  3. I'm going to spend some time tonight going over the idea and making a rough outline of a more in depth resource management system addition for the game. To give the rough rough outline, there will be a few differant major resource types, such metal (with varying degrees of quality, ie. scrap, refined, alloys), chemicals, fuel, energy. -Each of these resources would be passively collected from each territory controled, and some territories would have bonuses over other territories. For example, middle eastern territories would yield more fuel over most other territories. -New mission types based on gathering resources. -A new base type would be a resource collection/processing base. This base would give a bonus to the amount of resources collected in the territory it is located in, as well as a passive bonus to all collection in all other territories. The effectiveness of these bases would be able to be enhanced through research and manufacturing up upgraded equipment. -Interceptors would have to be produced using materials if destroyed. Chinooks and interceptors use up the fuel resource when they're used, and as per the distance/time they travel. Upgrades could improve the fuel efficientcy, or even an alternative fuel source -Something similar to a resource but not really, would be th CoE army. Basically, you would have more control over the grunt army. You would have the CoE army at your disposal, but they would be limited in their numbers. SImilar to resources, the amount of CoE troops would increase as time passed, as per the amount of territories controled. The troops would not be used for tactical missions, only for delegations. Through delegating, not only is the success or failure determined, but the amount of wounded/killed CoE troops, and any resources gathered is done as well. More upgrades would be able to be researched and developed to make the CoE troops more skilled and better able to succeed in delegated missions. Delegating missions would also use up some fuel, as you need to get the troops there somehow. -Manufacturing any item requires a resource. Even if it's as simple as an ak-47, it would require at least 1 scrap metal for example, and time to make it. Of course, more in depth developement menu, such as multiple tasks, queing items, etc, would be a must. That's about all I have for now. I'll be thinking more specifically about all the specific resources/sub resources, as well as some of the differant upgrades, and amounts for resource collection/usage and sub resource and asset manufacturing.
  4. THe game really needs some more in depth form of resource manage, as it's really shallow right now. There was a post on the main boards for UFO:A where someone suggested requiring resources to do things like setting up new bases, switching base types, fueling the chinook and intercepters, manufacturign, etc. They suggested having resource type missions such as salvaging, warehouse capture, etc. I would also suggest adding some passive resource collection as per territories controled. To go a step further as well, could be to have a base set to some sort of resource recovery/processing function, which would increase the passive amount of resources you got in a territory. Also, maybe have it so the resource type missions and passive collection type varied from territory to territory.
  5. Kharn replied to Slaughter's topic in Mods
    I can program in a few differant languages and I've done a lot code scripting. I'm also fairly good at testing and finding the cause of bugs.
  6. Kharn replied to infael's topic in Support
    Don't feel too bad, I've been PMd with the very same question. I noticed the button before I even got the game so I never had the problem. But to be fair, I did play the demo for 8 hours
  7. If you actually look really closely at the road signs in the american city missions, they have a deer crossing sign (in the middle of a city? ) and a no parking sign, but instead of saying "no parking" under the sympol, it says "no sour pusses". Also, there's a billboard with a linux ad on it, and another with an Altar ad

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