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rezaf

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  1. Sadly, my version didn't require a serial# and thus I could not install the update from Matrix/Tri-Synergy. Once on is out, I will update it. If you are willing to go through the effort, you could upload the three xsrc files my mod contains as changed by the update someplace. It should be easy for me to update it to work again. I'm working on a slightly more complex mod allowing to auto-resolve tactical missions now ... we'll see whether I manage to pull it off. _____ rezaf
  2. Sorry for the blatant self-advertising, but since Slaughter explicitly mentioned missing item information on the equipment screens, I also missed this and modded it back in. Has some very minor issues (basically cosmetics) and I stopped working on it for the time being, but it does what it sets out to do. Thread on the official boards here. A preview screenshot: http://img471.imageshack.us/img471/2526/previewkz7.gif _____ rezaf
  3. Nothing beats answering your own questions, I guess. From what I understand, I'm merely encountering another display of the Altar programmers lack of ability, manifesting itself in giving random player territories to the AI whenever it was exterminated from the planet. God I'm glad I waited until this hit the bargain bin. _____ rezaf
  4. I figure I'm now a good portion through UFO:AS. I own most of the globe's regions and I'm in the process of building components for that space ship. However, I'm encountering some EXTREMELY tedious situation: Regions are randomly taken from me and given to the Wargots/Cultists. They are not attacked, neither do I get a msg about them having fallen to enemy propaganda, they are just taken from me in a seemingly random manner. And it's not single regions, anywhere from three to half a dozen of them change ownership randomly, and sometimes I haven't taken them all back when the next batch falls to the enemy. So I'm basically constantly Laputa'ing around the globe to retake regions. Is there anything I can do to prevent this? It seems to affect anti-propaganda bases as much as bases with barracks and empty bases - really appears to be random. But since it's getting REALLY tedious, I'd be happy for a "solution", if there is one. Thanks _____ rezaf
  5. Bleh, what morons are these programmers that at 1.2 such severe bug is still in? Anyway, thanks for the reply. I can't seem to be able to locate any further aliens in the level, but I'll try harder. _____ rezaf
  6. ... but, how the heck do I finish a capture mission? I only installed this yesterday and this is my first capture mission, so please bear with me. I had little problems finding and capturing the alien I was supposed to capture, but from what I understand, now I'm supposed to escort him to the entry zone. The problem is, he appearently cannot climb ladders, so ... how do I get the bugger out of the UFO?!? Any help would be appreciated. Thanks _____ rezaf
  7. I was under the impression the Collapsible Plasma Gun was a human appliance of alien technologie rather than an alien weapon. ______ rezaf
  8. Just a sidenote: I've seen far more people moan about how FAST research is in Aftermath. I mean, surely it has been sponsored by the company which does books like "Java Script in 24 hours", because you can research stuff like Laser Weapons in UFO:AM in a similar amount of time, probably even less. ______ rezaf
  9. Sounds weird. My game ended in early May, when I did the final mission, and I wasted almost a month recovering my troops, which were in bad shape after the "Capture the Retribution" mission, and manufacturing additional equipment (mainly Bioarmors and Warp Healtkits) for them, before that. ______ rezaf
  10. Yes, I'm sure. In fact, I don't remember getting "nice location" missions on biomass at all. As for biomass density, I also had to keep the areas where the biomass first started spreading contained with three or four repulsors, because it would never go away entirely. At least not until the end of the game. ______ rezaf
  11. Personally, I'd like to see - the ability to change stats of everything like trangenants, aliens, weapons etc., preferrably with a way to add new stuff - a map / mission editor - some kind of "trigger/command" scripting language that at least works on geoscape level, though it would be even better if it also worked on missions. - import tools allowing custom graphics and sounds That's all for now, and Altar actually promised some of those. _______ rezaf
  12. Thankfully, I don't even need to answer to this in depth. Your colorful vocabulary gives away the level of your common sense, thanks for saving me the work. ______ rezaf
  13. Basically, the aliens are pretty useless. They don't trigger anything new, plot-wise, and they're not that useful in combat either. Btw, don't worry if they can't seem to be equipped with any armor, they come equipped with their own. ______ rezaf
  14. Don't be an ass yourself and stop being lazy, do a forum search, and find all answers in detail. :hmmm: ______ rezaf
  15. If you had checked out the forums a bit BEFORE starting this thread, you'd have noticed that there are a number of other people with similar problems. Check out the appropriate threads for answers. Basically, it's a) shoot down a planter to get bionode material and B) change your tactics radically to adapt to the steep rise in difficulty Oh, and if you haven't done so already, switch to easy. ______ rezaf
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