Our Goblin connects with his pop-gun. This rattles the Commando and he only scores a 1 and misses!
"Attention Capellan mech, stand down or be destroyed!"
He responds by moving in and taking out the Goblin with a barrage of SRMs. Our infantry squad bails out into the woods as the tank is destroyed.
Our Cicada moves in closer and fires on the right flank of the Commando!
We fire again on the Commando as it moves into heavier cover. Smoke billows from the damaged mech as an SRM launcher is blown out.
"I've got a shot, sir."
"As do I!"
"Surrender and be taken as salvage!"
The Commando moves at flank speed off the map. Our forces miss due to the sheer speed of the mech moving out of heavy cover and bee lining it for the edge of the map.
All in all, we've put a savage ass-whipping on them this battle. 3 units destroyed, 1 heavily damaged at the cost of an IFV. We've managed to salvage several mechs from the last battle. 2 Catapults, 2 Hunchbacks, a Griffin, a Dragon and a Jenner. Things might be turning around for us now!
I'm setting up another Amazon AWS (hosting) instance for StrategyCore and a few older sites - SC does still get quite a lot of traffic even now so if this situation comes up again in a couple of years I'll have a home set up for it that's scalable - my concern was I needed to keep this stuff separate from business websites as a busy day on the wiki has been known to make servers wobble a bit
But yes - great that it's sorted for now - thanks for letting me know.
In comparison with its two sisters, UFO Afterlight is a step back from UFO Aftershock and return to Aftermath.
+ The devs did try with terraform-->end game BUT losing territories to flood. Yet, the loss only really matter in 75-80, which is a long way from the first loss at 40.
+++++They really should spread it out right after 40 to increase the sense of urgency.
+ The FINAL battle, really end the game, is the final assault on Zephyria main fortress. Even if you have other gates left, it end. Even if you still havent close Primary Key Gate it still end. YET, the number of enemies in that 2stage mission is too low, much less than UFOAS.
+++++They should have linkage with other gates: the more gates left unclosed, the more enemy squad will appear on the maps. Just a way to increase difficulty.
Base! The Dracs are mounting PPCs in the missile pods of their Catapults, uploading recon data!
*PEW!* Another PPC strikes our Hunchback. We're gonna have to move in closer since we don't have the range to deal with them!
They're running in through an open field, while we're in the hills. Best we exploit this while we can!
Moving through the hills our Crab takes 3 hits, the other mechs overheat to fire while the enemy is in the open.
Our Wolverine and Griffin fire off alphastrikes at the Catapults as they shred our Hunchback and Crab with PPC fire. The Hunchback limps behind a hill waiting on the enemy to get closer since he's so slow.
At the beginning it's like I have flashbang on every person. It helps vs Sectoids, it helps clear overwatch and it helps with reducing AI accuracy. Until you have some other utilities that help with that and are more deadly. Smoke I use less often since it's only purpose is to help with defence, but when fighting vs snakes or sectoids it doesn't stop vs mind spin or poison spit.
Every 2-3 years I have a serious case of blue balls about tactical combat, inventory loot management, gun management, troop management RPG. And I would run with Fallout Tactics -- Silent Storm -- Silent Storm Sentinels - Hammer & Sickle -- UFO Aftershock --- UFO Afterlight (not in that particular order).
This run is nearly to its end. I basically restart UFOAL right before the Primary Key Gate battle just so I can have Zamyatin's Grave and get Olga early. And I am estimating if I will try Xenonauts or XCOM EU. Possibly Xenonauts~
Or maybe a change of speed and try Dungeon Rats. I dunno. I dont feel the blue balls fading.
Or maaaaaaybe a 90o turn and try Front Mission 4 or Valkyria Chronicles, though turnbased tactical jRPG is a bit ...
@SV: Your reputation precedes you, Sir, and I shall strive to raise our standards to your lofty spending goals... Please don't mind the disposessed game devs desperately reaching out for scraps on your way in - there are steep promotions I must bring to your attention!
GoG's weekly sale is here. Dedicated to turn-based games with discounts reaching even 90%.
Space Voyager, on 23 September 2020 - 05:43 AM, said:
? I wasn't aware of this feature... What is it?
I mentioned it further up. Aliens in phase 2 of colonies always seem to spawn in the North, apart from the commanders (who have dedicated spawn points in the command module). I believe it's a result of there being too many spawn points for the engine to correctly roll among all of them - those maps are FAR more complicated than anything from UFO*.
They can move southward as the mission progresses, but generally you're going to find most of them in the North.
(I think this is also why there's the long stretch of nothing in T'leth L2/L3, as the usually-abandoned section is in the South. It's not nearly as striking as the colonies, though, probably because the map isn't 3D.)
*Remember, the Gollops made UFO's engine and all the data was designed around it; TFTD was made by a MicroProse team in a year, and they didn't understand the (shared) engine anywhere near as deeply. This is why they made rookie mistakes like changing the UFOpaedia-displayed values for craft-weapon fire rates without changing the real ones, or removing the limit on how many Engineers you can put on a project without twigging to the fact that the limit was there to mask an underlying engine limit on manufacturing rate. And then there are the various ways TFTD expands on UFO, whether that be more aliens, bigger maps, aliens with carried melee weapons or two-part missions, which often run into hidden engine limits (the obvious stuff they noticed and could kludge, but a lot of the subtler stuff got missed).
I'm late but how is the search going, have you heard of Live for Speed (not "Need" lol...)? Even though it released in 2003 (and in some minor parts it still looks that way) I got a feeling you may like it. And if you like it then you will love it and refuse to play any other racing game.
I'd hate to spoil the first impressions for you so just grab the free demo and hop in. Very old school stuff, many intuitive customization options, low system reqs, all the good stuff. Multiplayer is where bread and butter is (from casual, beginner, to pro) but you can drive single player (alone or with bots). I'll just say to may knowledge, and many others, this is the most accurate commercially available simulation of driving a car. I heard Valtteri Bottas made his first steps there. Poor sucka should have stayed longer and he would be Champ already...
It's still in active development but very slow progress due to one coder and one artist/modeler. Its peak was '07-'10 when it had a large active community. I stopped playing in '17 I think, after being addicted for over a decade, due to saturation. And I wasn't even a fan for racing games to begin with but stuck with it, so that's saying something. You lemme know, susjed Janez.