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Pumpkinhead

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Everything posted by Pumpkinhead

  1. It did seem I spoke a bit early on the Sectopod. I just downed the Overseer last night and saw it listed on the crew list. You guys are probably right that the Reaper is now the Berserker, and the Snakeman Thin Man has adopted the Celatid's spitting ability too, so the only one that's truly gone is the Silacoid, which didn't really do much anyway
  2. Hey Guys, It's been aaaaaaaaaaaaaaaaages since I last visited this site, but I just thought I'd drop by and see what everyone thought of the new game. It seems like most people dig it, which is good. I'm really liking it myself, but I must admit, I sucked at Normal so have dropped back to Easy. Resources management was never my strong suit. Anyway, the aliens were always my favourite aspect of X-COM and was saddened to find out that the Silacoid, Celatid, Sectopod, and Reaper all got the flick. I know none of them were the most formidable of foes, but I still would have liked to see them reimagined with the rest. Overall, I think this new game is a worthy successor
  3. 'Cause it'd be a re-make - no, a re-working - of the original and the best X-COM game, which of course, as we all know, is UFO: Enemy Unknown... hence it being in the UFO forum
  4. As always, I find myself wishing there was a FPS made in the X-COM universe, and in doing so, got me wondering what style would best suit it. I've got the poll up top, but I'll give some brief explanations below: 1) Half-Life 2: Very little strategy, but some puzzle-solving. Mostly lone-player, but with some team management. 2) Rainbow Six 3: Strategy-based, with emphasis on teams. Slower-paced than HL2. 3) Full Spectrum Warrior: Not technically a FPS, though it contains many elements of the genre. Distinctly team-based, and highly strategic, making it slower-paced than RS3. If anyone else has any game styles they think would suit, just click "Other" and specify below...
  5. I've never liked midi. Although I know the original game's music was midi, I much prefer the PSX music myself. What's this re-mix you're referring to??
  6. Has anyone else every listened to the X-COM soundtrack on its own, outside of the game? I've listened to it a few times through, and have just today burnt it onto a CD as CD Audio so I can play it through the stereo (which I'm doing as I type this). I doubt it will be listened to more than a few times a year (if that), but I was just curious if I was the only one who has done this
  7. How so? http://ufopaedia.xcomufo.com//pics/snakeman.gif
  8. Plus, I guess you could technically call these "fan art": Animated GIFs
  9. I've only got these few: http://ufopaedia.xcomufo.com/pics/floater.jpg http://ufopaedia.xcomufo.com/pics/silacoid.jpg http://ufopaedia.xcomufo.com/pics/original.jpg
  10. Pumpkinhead

    PCK

    Although your UFO explosion is a little wobbly for some reason... Here's a better one for you: http://members.dodo.com.au/~shoobs/pics/explosion.gif
  11. I don't know of anywhere to actually download the sounds, but the sounds can quite easily be taken from the game's sound file... IIRC, the best program to do it was Goldwave...
  12. Can't you just print the pages from your computer?
  13. What are you talkin'? It's only 2 months old, and the forum has seemed pretty dead lately anyways
  14. I just read the first 2 chapters the other day, and it is sooooooooo tedious. This Diane Duane is far from being a good writer. I've read fanfics that read better than this novel! Oh, well, I've paid for it, I guess I'd better keep reading...
  15. Is that animation used for all explosions, or just the HE? If my memory serves my correctly, the BB creates 3 lots or something
  16. Thanks to Daishiva's latest PCKView update, I now have the X1.PCK explosion animation: Explosion http://members.dodo.com.au/~shoobs/pics/explosion.gif
  17. I just found an Earth Distance Calculator here that looks like the maker has played some X-COM It's a pretty cool site to boot
  18. Daishiva has a MapView and PCKView, but I'm after a Soldier and/or Base Editor
  19. I just plugged your numbers into Excel and it's certainly an interesting curve that comes up Do you think they would have made it a random number based around 11 or 12 and then just constrained the upper number to 17 due to object limitations?
  20. Kudos! I have to say, you have a lot more persistance than I do - I would have given up after about 10 reloads
  21. So based on your figures, each craft should be able to cover the following distances on a single tank of fuel: Firestorm: 14,280 n.mi Lightning: 15,810 n.mi Interceptor: 16,730 n.mi Skyranger: 26,701 n.mi Avenger: 54,000 n.mi Or, if nautical miles mean nothing to you, then this far around the globe: Firestorm: 0.66x Lightning: 0.73x Interceptor: 0.77x Skyranger: 1.24x Avenger: 2.50x Because you have to halve these numbers to calculate a one-way trip, it means that the Skyranger and Avenger are the only craft that can reach any part of the Earth no matter where they originate. The poor Firestorm can only travel a third of the way around the Earth before having to turn back! One thing to note, however, is that none of these calculations take acceleration into account. Although I doubt it would have much effect anyway.
  22. That's if I get to it At the same time that I bought it, I also bought The Twilight Zone Companion and Steven Speilberg's The Dig (the novel, not the game)
  23. So it takes 15hrs to refuel a Skyranger!?! If it took that long for the Airforce to refuel their planes, I don't think they'd be very happy
  24. They were patrolling at times because I wasn't sure if the game would have incorporated variable fuel consumption rates. I'm guessing that it simply has a set flying time based on fuel consumption per craft, as in 20nm per fuel unit, and then uses a percentage modifier the same as every other stat in the game seems to
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