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XCOMUFO & Xenocide

Kloreep

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  1. X-COM Util can fix the difficulty level bug, as well as make many other tweaks to UFO and TFTD: http://members.aol.com/stjones/xcomutil/
  2. I seem to recall the difficulty bug being fixable. However, I can't remember if it was a loader or what. I'm thinking it was a loader; I seem to recall one that had a ton of different little changes you could make to the game. if it is impossible to use it, the difficulty bug is quite annoying.
  3. Too bad about the source code. Does the steam version support modding, or does the security system prevent you from using stuff like loaders to fix the difficulty bug etc.?
  4. Can anyone report what version of the game it is, and whether they've done anything to address bugs/compatibility?
  5. Minor bug: While I have the resolution set to 640x400 in my registry, the game seems to default to 640x480 anyway unless I go in to the registry and Modify the vres again. This is on XP if that makes any difference.
  6. That one looks good to me. What if the small radar was moved to the other side? I think there would be room for a fourth hangar on the right side in that case.
  7. Cool, the filter works on 640x4-0 now. (Unfortunately, the game still slows down when using only the average filter on 640x400. It's playable, but it reminds me of the *shudder* pre-Et days when I used Turbo. Guess the filters will have to wait until I get a better machine. ) As for alternative base layouts, here's the one I use: HHAR HH QGL HH W HH HH HH H=Hangar, A=Access lift, R=Small Radar, Q=Living Quarters, L=Lab, W=Workshop This layout is meant to have a Missile Defense go in just below the Access Lift and replace the Small Radar as the link between the hangars & lift and everything else. (I've started using this since seeing someone's thread around here about this layout.) If you wanted to have the Lift be the link, which can make life simpler although you lose the Missile Defense's unique battlescape layout, you'd need to switch something like the General Stores with the Small Radar so that you never have to disband the original link module.
  8. Been a while since I dropped by here. It's great to see you're still updating this. BTW, the avg filter doesn't seem to work for me at 640x4*0. The screen becomes garbled; it looks like several copies of the screen have stretched and superimposed on each other. Luckily I can see it well enough to distinguish the different levels of buttons, allowing me to quit, but it's certainly nowhere near playable. (It's okay on 1024 x 768, but my machine runs that way too slow for it to be playable. ) Oh well, I'll just stick with the normal pixel graphics.
  9. Check out the comic Sluggy Freelance's February 9th strip.
  10. BTW Max, I thought I might mention I saw something similiar to the reaction fire bug mentioned in the TFTD Et thread. I had my soldiers out on a mission and a lot of them got killed by a blaster bomb. Following this, one of the surviving soldiers began reaction firing continuously - over 30 shots, nearly emptying the HP clip. It did stop before the gun ran out, but it was far more than the soldier should have been able to make, even at full TU, which he wasn't. Unfortunately, I have nothing for you to go about fixing this with; I did have a save just before, but I couldn't duplicate this again by repeatedly ending the same turn from that save, even when the blaster bomb was used again. So, if you find out what went wrong with the TFTD version, you might want to check if it applies to UFO as well. Strange, this doesn't happen for me.
  11. I always order high explosives at the start of the game, along with normal grenades. And I then always take them along to Terror Sites. They're well worth it if you run in to Cyberdiscs.
  12. CE=Gold Don't know which folder they would be in, but assuming it's programmed to handle missing movies by skipping them, just find them and give them an extra extension like .NOUSE
  13. Laser weapons are great for no ammo usage, and they're pretty good against Sectoids, Floaters, Snakemen, and Reapers. As such, you can save some of your plasma ammo by using them at the start of the game. (They can do decently against cyberdiscs and Chryssalids, but I prefer to have HPs for fighting those; leads to fewer casualties.) HP is still needed against the last two species, Mutons and Etherials, though.
  14. Thanks for the responses. Yep, that's what I was thinking. Looks like I should have at least one impenetrable base.
  15. If your defenses destroy or shoot down an attacking battleship, do you get the same points added to your monthly score that you would if your craft had shot it down from the air?
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