Jump to content

Groovechamp

Members
  • Posts

    38
  • Joined

  • Last visited

Everything posted by Groovechamp

  1. hiho =) I sent ya a PM about helping out with the "technological" part (the guns and other things ) and said that I would give you a call over Aim/Icq when my inet line is running at home. Unforetunately, my inet-line at home is still not running - If there is a terrorist reading this, plz bomb deutsche Telekom ^^ I paid two monthly-bills before moving and those gung-ho nerds are just waiting for the January bill to come in oO! Nevertheless, I can still help out (undercover though, I can type stuff at home and send it over my work-inet line ^^). We can talk more over PM if ya wish Groovechampion
  2. First of all, I hate the chinook pilot =) He's been responsible for some dreaded hours of pain. And I hate Plectons in combination with Chyrs... Plecys just spit half across the mop and it's tough when your snipers dont have a clean sight Groover =)
  3. <- American livin' in Germany Maybe when I got the time, I could translate it =) Groopf
  4. Aye, thanks a lot guys =) @Fnurg Oki, lemme get home (mesa @ work right now, leaving now hehe) @bout Bink Thanks for the cool link But erm, can I *like download that codec and experiment with it around or would I need to get that $4xxxBuckeroos licences oO * Groove
  5. <- Sci-fi Robotech Fanfic Author of a l o n g fic =) Need experimental ideas for weapons or something alike, gimme a call ? Groove
  6. <- Got some installing issue problems with the Rebalance mod 3.1, gotta try the 4.x version =) So thats why I got no idea what it all has =) (Or do you need v1.x and then upgrade till v.4.x ?- although I think I tried that already). Hmm Bink Video... Is there a name of a program that deals with "Bink-Technology" =)? I'm very interested Groovie
  7. (This is nearly the same post I posted from ufo-atftermath.com board) Hi guys, I wanted to ask if it is possible to mod the Weapons, however not their values directly? I'm talking about adding new weapons, along with text, 'texturing' them and making that animation you see when you use the glossary. (Techtree too) I also wanted to ask if it's possible to mod the Soldier's Animation/face when they talk and so on. Groover
  8. One weird thing that I find ... erm weird (which keeps happening): Realtime I got all my agents together, then all the sudden you hear that *bloopidoop* sound and an "Arrggggh". One of my agents got a Sucker on his head... At first, I say "Aw man, now he's gonna get Zombie'ed and nuke all my men away with the Heavylauncher in his hands..." (note that the Sucker'ed Agent is a newly hired rookie) Somehow, it took years until the other agents started shooting (which was more than way too late). Sucker falls off... The rookie resisted the Suckage What's so weird about it? As soon as he got that Sucker off, one more Sucker jumped on his head (came from a Skeletoid flying high above me, didn't see the dude at first) and he resisted... hmm Groovie
  9. LoL Novice and Megapol, Gov and Transtellar go amok on you Holy ^_^ Senator gets phonecall "X-Com missle blasted Officer Doe" Senator: "They've gone mad - DefCon 5, NOW! Nuke 'em high ^_^" Groovie
  10. Gratz =))) Now it's time to free the oceans from alien scum ^^ Groove
  11. Hehe It's all in superhuman mode right now =) And the stuff that happens... are more than just superhuman Groovie
  12. As for Ufo/Tftd players, you'll all enjoy the turn-based mode since you can move all troops simutaneously (or so) I myself play rather in RealTime... Mo' action ^_^ Raiding the Cult of Sirius org: Just a notice of warning (or so) Be careful when walking through the halls and through the doors. The CoS dudes tend to be in a large group, especially with one dude holding a Marsec HeavyLauncher. Although you (should) have Megapol armor, getting hit by one of these missles can "one-hit-one-kill" one of your agents and cause everyone around him to get seriously injured - and if your unlucky - even the grenades explode from killed agent - stun gas and ap/inc/explosive gear... So it's never a good idea to rush into that room where you see like 4 of the CoS followers. If there is one thing you want to do - You do want to HURT the Org as much as possible. I'd suggest having one or two agents armed with dual Autocannons (incendary ammo) and Inc-Grens from the Diablo-Org. Just burn the first room where you start (just don't burn the way you're gonna take ) Throw a few Inc-Grens with 6sek timers everywhere and run away ^^ Researching: Try researching Hyperworms, Multiworms, Chy-salid (I forgot the name ^.^ That large cocoonlike thing which is harmless), Hyperworm Eggs (purple egg-looking things that spew acid on yer agents when you get to close) and Brainsuckers as SOON as possible. (Ok, duh, research everything hehe - as long as you do it fast) If I'm not wrong, this should make it possible for you to get "the alien cycle of life" or so and "biological warfare" -> Toxi-gun tech. Toxi-gun is a handgun which fires darts of """"""pure poison"""""" for aliens (they are even shield-piercing O_O), but ineffective for humans (and armored soldiers). That is all, mesa guess Groove
  13. :-D Who said Floaters were dumb Groovito (Edit, since mesa last poster ^^) Just happened in Apoc: I had full accelerated time on and remembered to check the Alien Infiltration status and noticed that EvoNets graph shot skyhigh upwards, almost over the 50% bar. I remembered also that the aliens dropped off their dudes at the vicinity, during the last UFO skirmish. "Oki, no prob" Armed all Agents to the teeth, even with HeavyLaunchers, since I was sure I would have to put up with hordes of Poppers again... When I got there to Evo's , a Skeletoid showed up - All my agents burned the c r a p out of the dude... ^_^ "Alle Feinde wurden besiegt - Entweder tot oder betäubt. Sie siegen" (mesa plays german version ^^) In other words "All hostile units are defeated or unconcious. You win" O_O After accelerated time, the Evo-Infil graph suddenly sunk like an anchor Pretty weird how one alien can take over a whole Org =) Groovie
  14. slightly offtopic, One way to keep sticky on a battleship (the way I did it), was to keep an interceptor on standoff range (then minimize the engage-window). I can't remember the names of the ships, but if skyranger is the one which carries your assault squad, then send that one right after the battleship. The skyranger has plenty fuel to follow such a huge ship for a while until it lands. Other way of course, would be to have that avenger filled with your troops (hope I'm not confusing the names) and keep that on standoff-range. If you ask me, that might not work, because the battleship has quite a speed and -> the faster you fly= the more faster fuel(in this case, elerium burns) away. So just to put it together -> Interceptor follows the battleship (send in a second one when you think the first one is almost out of juice ) while a skyranger (the basic x-com troopcarrier) tries to follow until it lands (might only work it the battleship is on one of those abduction jobs). Mesa hope my tips helped out somehow. Groove
  15. Designing weapons would be the best remembers me about designing ships in Master of Orion 1, two and *urgh* three ^^ I'd also say that those weapons that use bipods/or are heavy can only be used proned- or else super sucky accuracy. ^^ One thing which would also be great would be if the agents would no longer be "nameless cannonfodder" ppl. One old game from Microprose, called "Squad Leader"(me thinks) was a turned-based WorldWarII game. One of fun parts of the game was arming the soldiers, because most of them had different attributes and a background (you know- the "wheredaya come from, my son") Jagged Alliance 1 and 2 and ShadowCompany did great work at this point ;D Groovie Groovie
  16. Thought I could give my tips too As for night missions, especially in Farming/Woods: It's worth to light up the area by firing full-auto with an Autocannon armed with Inc-amm (and a far away target, so that a field of fire can light up the area around you. Alien nades are indeed nasty. Best is always to deploy every out, splitting into two small grps, and one minitank. I dont know if it's a bug ( and I've already said it a few times ^^), but strangly... Ethereals are very allergic to laser (laser rifles afaik) so always keep a few laserrifles in you backpack. =) Groove
  17. Just a dumb tip from me =) When it comes to blasting down Ufos to crashland, it is best NOT to use the weapon (sry, I forgot it's name") which has only two Ammo-shots. The AA missile for Ufo interception I'm talking about can take down an Ufo v e r y fast, blasting it into many pieces, loosing the precious Elerium *g* The best anti-Ufo weapon is not the best, hehe. (Don't use the gatling rail gun for 2km rang now ) Groove
  18. one could argue that, but only if one discounted the fact that the alien buildings must be researched before they are raided.... and that research is on the bio route. but yes, i often find my bio scientists sit twiddling their thumbs while my physisists are working day & night. so, while the split research is an interesting idea, it ultimately didn't work... or at least not as well as it should have. the human aircraft.... the hawk and the valk, yes, they are proper combat aircraft, but they seem to be chafing at the bit. i keep getting the feeling that they'd be best deployed in wide open spaces, more like the old style interceptor combat, or praps space. I think the high speed, yet slow turning does it. the phoenix and the hoverbike... while they do seem somewhat odd, with the bolting weapons onto a normal car feeling (interstate '76 anyone? ), they are useful. it's the fact that they are more agile, and in a city that is more important. that and the fact that you can bolt a plasma cannon onto a hoverbike and have a vehicle thats equal to most smaller ufos helps. but yes... it seems that the vehicles available aren't quite suitable to the task before them.... or could it be thats how it's meant to be, until x-com can start making their own... I'76 rulz Groovechampion is my fave *g* Sofar I know, the Org Extroplainer belongs to the Senate and ordered this kinda Law of keeping the 60/70's design =) /me not sure =) Groove
  19. ROFL! Yeah, that happened to me that other day I lost the game in Superhuman. Shot down one Ufo (actually the one which is normally filled with Skels, Anthros and Spitters)... I immediately did like" AlarmRed Status 50000000 Alert" or so ;D Arming my men with all with Piggynoses ( mesa call them that why - Devastator Cannons) The Ufo only(!) had three Poppers, 1 spitter , and one panicing Antro with a sucker-launcher O_O As far as I know, I only used standard weapons like laser and cannons to take down the UFO and not any bigstuff like Dim.Multilaunchers... Groove You guys got more funny stuff? :-)
  20. O_O Mutons, at the beginning of the game already O_O? Normally, I used to see those things after wiping maybe two or three bases (definately more months have past by). When I played, they came very very late to the game. Especially the fact that france has three bases is more than strange O_O Groovie
  21. Just a little bit variety, dunno /shrugs
  22. (/me pretty new to the boards, bet there was a topic like this before) Post yer weird and funny Just happened yesterday: After I (cries) lost in superhuman, thanks to an uberraid of 2 Orgs (first Aliens, because some dumb-arse pilot from some mumbo-jumbo Ufo decided to drop off his alien friends upon a harmless abandoned warehouse- after flying across the whole MegaPrimusCity .... right into my only base)... After blasting them off - 30min (ingame)later, Psyke was taken over by the aliens, thanks to my great intelligence agencies (and my forgetfulness of looking to the infiltration-o-meter) ^^ ok... I thought that was it... Right? WRONG! Psyke raided me all the sudden, don't ask me how the hell they decided to come over =) After clicking on accelerated time, they bumped in 5seks later... The results was a total wreck havoc - Massaker at the Primary Physiclab... The coast was clear, sent one Bio-dude ahead - Still alive, brought the Xcom team to them and started escorting... Suddenly the doors to the right opened up, along with a Psyke dude holding a shiny large "Marsec Nuke'em'high Launcher"... 2 more Psyke buddies showed up, throwing Dim. Vortexmines O_O (darn alientech) Aside from all the dead scientists - Only two dudes were standing ... One android with like 10hp and three bleedspots and one HybridAgent who somehow didnt receive that much from the explosion... I said " Ok... no prob - They're all expendable ^^" and tried to rescue the other scientists who were on the side of the base... Too late, they got slaughted after passing the darn Hanger :-D Ok, I lost ^^ --- Strange thing happened right after all that mess New Game -> Superhuman Start buying all the stuff... click on acceleration time............... Xcom BASE 1 under attack... Darn it! How can it be that 10 SiriusCult dudes pop up in my base, even though were neutral at first - not even a few secs after gamestart... Man, they must hate me like hell =) Hmpf... darn Superhuman setting ^^ ---- One weird thing that happened, was when I responded to an alarm and when I got there, 3 poppers were right in front of my agent-teams, right at the map entry O_O More strange stuff happened, but I forgot them... What funny/annoying/weird thing happened to you? Groovie --- /remembers One of my dumb Androids threw a boomeroid accidently against something, making it get "keen" on him... I end up running endlessly away from this little hopping thingie-of-mass-destruction following everywhere... I was lucky the boomeroid nuked behind something when I ran around a corner... since the android was wearing a poorly protected Elerium suit Groovie
  23. <-- plays real-time only ^^ Dual Toxigun, for an example, is not such a bad idea - As far as I know, for a very (I mean very small) small accuracy penalty, you can fire slightly faster with good Tox-B darts. Using dual Laser-rifle + AC is of course a major penalty in aiming, unless you lay down pron or crouch. It relies also on the situation (and what type/race of your agent). Lets say you enter a room and there are three skeletoids (with shields) and you got one android with no Toxi-Weapons. One way to wear off the skel's shields would be to dual-AutoCannon with HE ammo (and pray the Org wont cry afterwards, but thats seldom ). Waddaya think? Groove Edit: One thingie you could try out, if you want to train a more sniperlike agent (human) you could try and give him 2 sniper rifles. From time to time, I've noticed a slightly better effect in accuracy-training. Dual-Sniping can only work with full-precision setting in aiming and laying prone. During the time I was playing with Normal difficulty, the Aliens often invaded Hydrofarms and Office areas ( the ones with a wide and open area). For a slightly higher rate of fire and good and precise hits, I've always had the sniper taking care of the aliens from afar... That dude even shot down two brainsuckers O_O Don't ask me if those were lucky hits... Dual gunning relies on the situation Hope that was helpful in a way... Groovie /me talks too much
  24. One of my fav standard issue Weapons from UFO:EU was the standard-issue Rifle. It had a neat design (even though those types of weapons are usually obsolete after 2days ingame, hehe). Variety is the key for new weapons =) The question is, are why in the Apoc or Ufo timeline? ^^ Speaking of bullets and laser, I find the "shots" should be more "beam-like" (when it comes to bullets) and they should have a more instantaenously speed. My other wish (if we were still in the Ufo-Timeline), adding the standard weaponary stuff we all know from our times from weapon markets =) ( You know, the typical AK47/74 , M16 and so)Lets say they're cheap and weaker than those researched from X-Com. (If typo-mistakes were found, send them to microsoft@mircosoft.com and give them it to them )
  25. D'oh Doesn't matter - $ are $ Hehe =) That music file surely is large hehe Groove
×
  • Create New...