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Martian base commander

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Everything posted by Martian base commander

  1. Gungadin. It seems that the game was designed for a middle mouse zoom for ease of use,its natural to roll in to zoom,and most games employ this feature. I may be wrong,but it seems that is was designed for a middle button zoom.
  2. I would agree with gungadin that the loading times are ridiculous in this game,even though I love the game so far. I mean come on,my P4 3ghz with HT is perfoming like an old Spectrum with these loading times hehe.
  3. I reckon a Cyborg engineer would be great for the job,just in case it went off hehe.After all,he IS part machine.
  4. Sophocles. I had the same problem last night,I was doing a mission,and noticed that things werent running quite right,some of my orders didnt seem to be working properly,the performance became a bit sluggish( my system is pretty powerful I might add),and then the game crashed to desktop,and displayed a "UFO Aftershock is not responding" message. This is now the 3rd time the game has crashed since Friday. I might add I have an ATI X800 graphics card,more than enough muscle to handle this game,however,I have learned that some of ATI's drivers in the past have caused problems with certain games,hope this isnt one of them.
  5. Ricardo. I have managed to control much of central Europe now,and am starting to make my influence made in Eastern Europe,but have run out of high grade material and the Alien material is waning now,and the cultists have effectively cut off much of the East and N.Africa,my squad is not NEARLY ready enough to challenge them in the field,and there is still some heavy Cyborg resistance in isolated pockets in W.Europe,and THEY have control over the high grade material I need!. I am trying out a few plans at the moment,and spent half of last night configuring certain squads for certain missions,to try and speed up my advances.Tell me if you think these ideas sound interesting and that they may work. For general mutant and human resistance,I am building an all purpose "Marine" squad,largely modelled around present day US special forces today.This is my backbone squad. To meet Cyborg resistance effectively,I have in mind a sort of heavy Mechanized division (Cyborgs themselves),as humans are cannon fodder against these lads. Squad C,I have in mind a squad composed entirely of elite Commandos,based around the British SAS,so they will engage in rescue and night missions,as the night missions I am not able to engage in so far,I have no night vision capabilities. Squad D & E,not sure yet,maybe a sort of Mountain Division?,able to operate in difficult terrain,largely composed of naturally,Rangers. Maybe Squad E could become a dedicated Psionics Div?,to carry out Alien capture missions.As space flight is no doubt possible in this game,does that mean we get to battle in space?!NICE!,maybe squad E could become Space Marines!the next generation soldiers! This is all a thought at the moment,but im sure it could work,tell me what YOU think,or have I thought too hard about this?,and the game doesnt require such complexities. Thanks.
  6. I was just wondering what interesting base configurations some of you may have employed in UFOAS thus far. I think the possibilities are quite large really,but for the campaign to succeed,only a handful may eventually prove to be useful in the long run.For example,in the early stages of the game,I made Central Europe(Stuttgart) into my advanced weapons research and production facility,the main inspiration I got from this was the German effort during WWII to produce cutting edge weapons technology to win the war,and I thought that in a future Earth scenario maybe the Germans would like to have carried on their trend for top notch weapons,like the HK brand of firearms today. Secondly,I expanded West into France,and made or at least DESIGNATED France to be my main medical supply centre,again,researching cutting edge medical equipment and manufacturing,in effect,French Pharmaceuticals hehe,as I thought to myself (no offence to the French here),but they arent what I would call a military powerhouse,and medical research seemed to fit them nicely. Then I expanded into Britain,and as I am British I wanted to see them carry their proud aviation history into the future,and research and manufacture space craft,and military craft?(I have not managed to research any of this yet,as Britain only has 3 slots,and its proving difficult to set up) After this,I plan to invade N.Africa and the Middle East,to try and set up some permanent manufacturing sites,to ease the workload in Europe so they can concentrate on research and defence. THEN,I plan to take USA,and there is no question as to where their field will lie,military and research. Lastly,is it possible to make the Arctic and Scandinavia into permanent research facilities in this game?,as I remember fondly playing the old UFO terror from the deep years ago,and I ALWAYS made the Arctic my main research facility,as I envision the global forces wanting to do this as it is normally deemed a bleak and barren environment,ideal for top secret research (remember the film The Thing with Curt Russel?). I am really interested in some of your base setups and campaign strategies here,and I look forward to reading them. Cheers.
  7. Basically what I meant by glossary is the section where you view all your completed research,and other miscellaneous info. I have not had the pleasure of researching the grenade launcher add-on yet. I would generally call my quirks minor in this game and I sincerely hope there are no SERIOUS bugs in this game,as my current campaign has just started to become more tense and involving now,with the arrival of them damned cultists!,or ARE they damned?maybe WE are.
  8. Not sure if these apparent bugs have been discussed in other sections of the forum,but anyhow, Been playing this great game since Friday and have noticed one ANNOYING bug,and one bizarre one,the first one is in the squad selection screen,say if I want to reconfigure squad A's equipment and squad B's,and go back into squad A's screen,the changes sometimes have'nt updated and remain the same as before eg,removing ammo from the belt for new ammo/gun,it goes back to the old configuration! The second bug is in the glossary,I have an assault weapon's description listed about 1000 times! Oh I forgot,since Friday the game has crashed on me twice so far (fingers crossed). Cheers.
  9. Doc and everyone else. Just in case anyone appears to be having trouble even STARTING a new track it goes like this 1- locate province with initial track and click it 2- click on track construction and then click on the neighbouring province where you want the track to finish,this will then highlight a faint yellow line to show where the intended track will be laid,then speed the time up about 1 or 2 hrs,and the line will become a bold yellow line indicating it has been completed. TO SHUT THEM DOWN 1- highlight the province to be shut down and click it,click on track construction tab,and again,go into the neighbouring province with the next section of track,hover over the track and this time 2 minus symbols appear over the track,click the track and it will go red,indicating it has been shut down. Personally I don't think it makes much sense to close ANY track down as surely this will cause some logistical nightmare somewhere else,but what option do we have?,it seems that we lose more than we gain by keeping them all active!However,I have not yet built many knowledge structures that increase resource yields yet so this may counter the resource loss by bringing in more in the long run.I still think the manual was pretty vague when it came to province and base management.Who knows,Cenega may have intended this so that it forces us to literally LEARN how humans maintained their bases/provinces in the last war (interesting thought). I would like to take this opportunity now to say that as I was a loyal fan to the old X-COM games,this is proving to be a natural and superior successor to any of them,and it's a pleasure to know there are many more ardent fans out there. Lastly,is anyone having problems dealing with the cultist threat,as they have just appeared on the scene in my current game,and are proving to be a very deadly force on the battlefield,not to mention their ruthless infiltration of one of my bases already!I later invaded the province,but with many casualties(1 survivor),and now their network has infested much of Africa and the Middle East,and I desperatley need to expand into these areas as no doubt(like in real life) these areas will be rich in natural minerals,and will prove to be a tactical advantage to control these areas.On the other side of the coin I also would like to expand into the USA,as this will MOST likely contain many research and military systems?.In my particular game I have made much of old Germany and Britain to be the military powerhouse in Europe,supplying the bulk of weapons and ammunition,and made France my general research facility.In an ideal scenario I would like to forego any research anywhere on the globe save for Scandinavia and the Arctic/Antarctica,as these are normally seen as isolated areas?and may be ideal for the establishemnt of dedicated high end research projects,much like the Germans did during WWII.Maybe we could also set up our own version of Area-51 in the USA too? Has anyone expanded this far yet?
  10. Hi Doctoxic. Well,I have only had this much anticipated AND bloody amazing game for 2 days now,and let me tell you it is VERY difficult,and is going to take possibly many months to conquer.Anyhow,in response to your query on the resource management,I too found it very frustrating up until now that is. I would invade a province,then set a track up first,naturally to maintain logistical support with the initial central province,somewhere in Germany if I remember.I thought to myself,great,more natural resources for the war effort,however,I was LOSING more than I was gaining as the provinces fell to my forces. Right,this is only MY personal experience here,but I have come up with the strategy of shutting down tracks where they are not needed,and opening up tracks where they ARE needed.Example,say you are short on high grade materials for a manufacturing project,I shut down ALL the tracks that generally supply low grade or rare alien materials,leaving open the provinces that supply mainly high grade material (this is only trail and error remember).Same with research,which proves to be very costly when you are short on the relevant materials to maintain it. I think you have to open and close the tracks as and when the situation evolves.I also think the tracks should only be useful to link your main bases up,and to expand further into unknown provinces.I still think the tracks are very awkward and its going to take a while for me to fully understand them,the manual could have been more descriptive in that area. I have a question for you now,how are you going with the base management? I think this is a touch and go thing too,always changing to reflect the evolving struggle.I am constantly building stuff then destroying it later as a NEW threat takes place! Lastly,I think the tactical battles are amazing,and real modern warfare tactics work in this game. ;-) Hope this helped..a bit.
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