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Bloodmoney

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Everything posted by Bloodmoney

  1. Could be, but my experience is a bit different. For example, some time ago I had Base Defence against Sectoids with Xcomutil base layout. Since it has only once entrance to rest of the base, I place my two soldiers in such postion that Aliens couldn't spot them during entering the corridor, and would get shot in the back if soldiers fire react. Results were like: If Sectoid was killed by Fire Reaction, Psi-Attack wasn't attempted. If reaction fire did happen and wound Sectoid, it was otherwise. If Sectoid passed and my Soldiers didn't react, like in first case nothing happened. Basically it seems that Aliens need to see your Soldiers directly. I have another assumption, that if the Alien(s) who saw Soldier(s) is/are killed, the Psi-Attack stops until other Alien unit spots Soldiers again. This happen to me few times. In other case, if an Alien who spot Soldiers is stunned, Aliens still can attempt Psi-Attack.
  2. If they spot any of your unit (even Tank) they can Psi-Attack everyone, but they stick to the Soldiers that are pretty close to them. It works in the same way as in Enemy Unknown.
  3. It would be nice if you release the sources when you decide to completely stop working on UFO: Two Sides(I hope not!). I have one questions that was on my mind from the first time I saw this project. Will UFO: Two Sides be configurable like for example Bman mod for UFO: Extraterrestrials? It would be very neat if player could choose what new features wants or not. Adding option to play Vanilla game with only bug fixes would be a great thing, since new people to the X-COM could play the game without using Dosbox in higher resolutions. Btw. there will be possibility to play also TFTD, right? or mix them both somehow?
  4. This guy knows what he is talking about
  5. I wish all those people who try to remake X-COM, start announcing project when they really achieve something (like two sides), like atleast 10% of game done. So far all they have to offer are empty promises. Still good luck to them.
  6. I don't know how to help you fixing bug, but if you have a save game on Geoscape before the Base Attack, load it and see if the turn freeze happens again. Btw, I you want to play CE release, better download UFO: Extender and use it instead of Xcomutil, thought you can combine both. If you want to use Xcomutil only, better grab 1.4 DOS version of game and run it under Dosbox, basically I never had such problem like you with Dosbox.
  7. Why not? both of them are used in games that suppose to be tactical and not only, they even have some similarities. Heck, some people call RTwP an evolution of Turn-Based. I know, I disabled myself many pause events, because some of them were rather rare, and personally I find this system was overall poor implemented by Altar, like many other things in Aftermath. Still the Post-Apocalyptic atmosphere was done damn right. Anyway there are RTwP games that don't have many or at all pause settings and I was more referring to them in that case. The problem is that such queue not always works, because there could be unexpected event that requires you focus on one unit, to save it somehow. Anyway it is impossible to co-ordinate effectively two snipers or whatever units under fire in RTwP, especially if they are in different locations. You take a look at one and oops, other is dead because suddenly rocket blow him up in to the pieces. Yes, if game allows to set up pause option for fire event then you could avoid it, but then the situation is like every fire bullet etc. towards your troops pause the game, which is not nice in case of having above 4 troops. In act you will waste more time to take care of everything then placing orders in Turn-Based game. In Aftermath the RTwP problem start when Reticulans had their Rocket Launcher, and basically spam the player with rockets in open fields maps (the design of map is also faulty). The best way avoid them was sending a very fast trooper to trigger AI to launch rocket at him and run around in some area until snipers took Reticulans down or they run out from rockets. How silly such thing looks I don't have to say. I was expecting that someone post that To be honest I don't recommend anyone to give Apocalypse as comparison of TB and RTwP, since both are giving the feeling of unfinished and not properly balanced, like the whole game. Which is a real shame, because Apocalypse could maybe be not better as the first X-COM game, but overall awesome tactical game with many details that previous games didn't have. Well in my case I don't mind RTwP, so far I didn't have occasion to play any game with a really impressing implementation of this system, that's why I find Turn-Based or Semi-Turn games much more better. If someone has recommendations of really good RTwP games, share them please Well my comment was more regarding more tactical games then RTS, it would be very flippant of me to compare them to X-COM/Tactical games.
  8. Are you trolling or just repeat what Kotaku and other smart & modern journalist say? Turn-Based mode allows much better tactical gameplay then any RTwP system. See how UFO: AfterSeries offer pretty low creativty & possibility comparing to X-COM: EU/TFTD. In RTwP it impossible to properly control whole squad without smashing space to freeze a game, and even them your & troops effectivnes is decreasing. In the end, you end up more time on smashing poor spacebar then giving orders in Turn-Based. For example, when three of your snipers are attacked in the same moment there is a large chance that something bad happens to one or two of them, because you are not just able to take care of all of them at once, without sweating your butt. In Turn-Based you have control at everything and most importantly, enough time to think what you would be best to do in some situation. If you fail you can either blame yourself for mistake or just have bad luck.
  9. From what I read, Microprose introduced the X-COM title so people would connect the game to the X-Files TV Show, which was very popular in that time. Thanks also for explaining the Metroid sequel situation, Bomb Bloke.
  10. When I listen to X band I expect to hear similar kind of music like they did before. When I want do drink X beer I expect a typical taste of such beer. When I want to play X-COM I expect strategy with Turn-Based combat, since hey, this series from begging where all about it. I don't want the identical everything like in previous ones, no. Then why don't start new franchise instead of milking down this one? Well maybe because people like me are playing games for more then 10 years and see how gaming market have changed, especially after experiencing more then one ripped franchise. There a difference in being optimistic and naive (I'm not saying that you are). They wan't do FPS, fine with me, but please don't stick it to X-COM (already violated) franchise. Btw. I wouldn't be surprised if the game was aimed towards Bioshock games fans. I never played Metroid Prime or was interested in it so I'm a bit about this. About Fallout 3 it would take some time to explain what I don't like about it and well it's not discussion/board about FO3. Maybe other day thought The thing that plagues modern FPS are single-corridor like levels, auto-regenerating health or quest compass, which are not my cup of tea. Since it is some kind of standard in modern games, the odds that the same crap will be in this game are pretty high. Honestly I don't think so. Gaming from "geek stuff" turned in $$ business, where Publishers don't have even a bit respect for Developers or Franchises. Yeah, in the past when X-COM was released it wasn't much better, but still Publishers tried to keep continuations in the same genre.
  11. I wonder if the X-COM game Firaxis is supposedly working, will be also set in 50/60 or later. Still another Enfoncer-like game is a tragedy.
  12. I loved it also. Another crappy game in franchise which don't belong to the same genre like original ones, yet people are excited about it.
  13. Long time I wasn't here, good to see new beta versions. Cool, I hope you fix so many bugs as Seb76 did. Btw. I have some strange glitch in from 305 beta under DosBox: http://img689.imageshack.us/img689/285/tactical000.th.png The Elerium-115 is "above" UFO Power Source, when it should be under. I didn't have such glitch in pre-305 beta version as far I remember.
  14. It's only X-Com by name, another crappy effort to milk down franchise, like Bethesda did with Fallout 3. Congratulations developers & publishers, another franchise raped for your own greed.
  15. SectoidEmperor, Cyberdisc's (surface) and Chryssalid's (underground) also. I always find that UFO:EU shouldn't have any sequel, since after defeating the Aliens X-Com had access to such technology, that almost nothing could stop humanity. TFTD and Apoc devs did basically ignore this to make sequels...
  16. Again I disagree. Even if you had Plasma Weapons, Auto-Canon, Rocket Launcher (both of having splash damage type of ammo) or Laser Rifle could be successfully mixed with Heavy Plasma (I did this many times). What about TFTD? You stick to mix of Sonic Weapons, this is not how incline should look. If TFTD devs remade weapon system for something different, then they could achieve something much better, thought maybe if they had more time they could probably make proper balance.
  17. Huh I'm surprised, all the time I believed that NeFuRii drop the project. Keep up the good work!
  18. ZombieRPG will be probably first zombie game done right.
  19. They really need more people, with current situation it looks like UFO2000 will never get serious updates.
  20. I disagree completely, TFTD is great example how looks bad balance. Human weapons & ammo are so nerfed comparing to those in EU, that they are not even worth taking on mission. I think that only Heavy or Auto Cannon resemble get boosted. Gauss Gun technology gets also useless pretty fast (most of Aliens are very resistant, up to 90%(!)), basically you can just go straight for the Alien Tech. When in EU every equipment can be used successfully, you can't say that about TFTD, and this is the biggest issue for me.
  21. I'm using Linux most of the time, and getting Seb76's patch working with Wine would be tiresome. Also what BladeFireLight said. Still I respect Seb76 great work, just it's a shame that patch don't work with DOS version. Some few other suggestions, that I just forgot to mention last time: Random UFO interiors/shapes - It would be nice if the size of UFOs didn't change, just make the small UFOs stick to small size. Sometime ago I shoot-down small UFOs and in mission it had size of an Battleship. Honestly I find this a bit too much, when you have about 6 aliens to kill. Second nice change would be making UFO exterior doors avoid placement in corners. it looks really weird. Making generator always place UFO wall by the corners would be nice, but I'm not sure if it broke UFO interior generating mechanic.... Also it seems that Xcomutil don't generate UFOs walls with windows. Btw. BladeFireLight are you planing to fix other bugs, like radar related (I think BomberBloke made some python fix for that and civilian mind control, between base transfer and Elerium ship bug? To be honest, this few bugs and the other I mentioned are most irritating.
  22. First, thank you very much BladeFireLight, for releasing new version of Xcomutil. Now let's get to the business: Few noticed bugs in 221 build, on Dosbox 0.72 with UFO:EU 1.4: 1# BFG and random UFO shapes & interiors every battle don't work properly, all have standard shapes. 2# Prompt for terrain and random craft is not visible under Dosbox. In places where should be letters are black boxes. I'm not sure if this is bug, but it seems that after two missions Xcomutil starts saving soldiers equipment info. Few suggestion: Make BFG more configurable. Currently player can have tacical part of game on every terrain, even Cydonia or X-COM/Aliens Base or Artic terrain in desert... Nice solution would be giving player a choice of few options for that, example: Basic - Cydonia terrains, X-COM/Alien bases/cities are excluded, Artic/Dessert terrains are always in same places as they been intended by creators. Rest without changes. Full - like currently is. Now few questions: Will future version include additional bug fixes? (Proximity Grenade, pay for dirt etc.) or new features? (ex. ability to open doors like in TFTD for UD).
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