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illietherimp
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I think you missed the part of my post where I said it was Sectiods and Cyberdisc, not in fact Floaters. The Psi capabilities of the invaders makes it much more difficult to camp in groups and rely on reaction fire and explosives.
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I'm having a few problems with crashes, and I have no idea if it's connected to your mod or not. 1 instance I have noticed is if I am in the Soldier screen, viewing a soldiers stats, AND modifying their name. (Cursour blinking). If I leave the cursour blinking for more than, say, 10-15 seconds, the game crashes. I've also had a few rather odd crashes during missions. I can't put my finger on any pattern to their occurances yet, but I'll let you know. How would I troubleshoot this?
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It's March 6th in 1999. I have no armor, no psi. Laser weapons are fully researched. Roster of 18 marines. Enough weapons and grenades to equip them all, as well as 4 med-kits and 2 motion scanners. I have 4 HE Packs, 1 Rocket launcher, 1 Auto-cannon, 2 Heavy Lasers, 4 Laser pistols, 2 stun rods, and enough Laser Rifles to equip the rest of my squad. My base is set up defensively with 3 Hangers to the south, 1 access lift on the west side of the base connecting to the Hanger, and then all other base facilities north of that so there is 1 chokepoint in the entire base. Enemies are Sectiods with Cyberdisc, at Veteren level. I've tried several different approaches, from rushing (which fails miserably), to camping 6 soldiers (3 crouching in front, 3 standing in back) on both sides (north and east) of the main chokepoint, with a few floaters refreshing proximity grenades at the chokepoint itself. This plan kept failing. I'd usually eat a blaster bomb, and 1 or more of my soldiers would get bombarded with Psi attacks, mind controlled, and would kill the rest of the soldiers at that 'station'. I came up with a different approach last night and want to see what you guys think. I've tried it once so far, and unfortunately my game crashed about 6 rounds in. It was going fairly well up to that point. The strategy is this: Lay proximity mines every 4 squares down the 2 paths leading away from the primary choke point. Camp soldiers (1 each) at the top of every stair well in the base facilities themselves. Leave smoke grenades at every major crossroad along the way. Put my Rocket Launcher soldier crouching at the far end of the very first long hallway so he has a clear shot down the hallway. This way, no 2 soldiers can ever seen each other. If a soldier does get mind controlled he is only putting himself at risk within that round. It takes too many time units to stand up, (go down stairs, in some cases. Not all. I have some soldiers simply hiding behind the doors, not up the stairs), open a doorway, cross a hall, open another doorway, and find another soldier, then fire. Any aliens entering the base will go through a literal minefield either path they choose. This allows me to basically know how far the aliens have progressed through the base. As they pass through a hallway and proximity mines explode, soldiers stationed in the facilities BEHIND that point can pop out from the doors and take shots on any aliens surviving the explosion, or I simply have my Rocket Launcher soldier fire blindly to the end of the hall where the proximities exploded. In order to get to my soldiers they have to make it through the minefield down either passageway and open a door to find a soldier waiting with full TU's, which leads to reaction fire. Also, by spreading my soldiers out and keeping them out of LOS of one another (and out of LOS of any aliens) it increases the chances the aliens will "forget" their locations, and eventually be wandering through my base virtually blind. It also makes it more difficult for the aliens to choose a blaster-bomb target, and then even if they do, the blasterbombs do not go through doors. Worst that can happen is a blasterbomb collides with a door and kills a soldier behind the door, but I don't think aliens will attempt to fire through doors/walls like a human would. Any suggestions to improve this strategy or problems you can see with the methods I'm using? Hopefully next time I try this my game does not crash.
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Is it possible to add a new item to the game in the form of "Flash Grenades"? Flash grenades are common in FPS games, and are often used for counter-terrorist and urban ops. I'm not sure if it's possible to impliment them in this game, but assuming it was, this is how they would work: After explosion, every unit within the radius of the explosion (maybe 9-12 squares? 3x3 or 4x4) would lose their ability to take reaction fire until their next turn. Can this be coded?
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Was just reading the X-Com Wiki page and looked at the "Sighting in other fandom" section. Personally I don't know how to add to the Wiki, but I have a great addition. On the radio program "Sounds from Space" on Sirius XM "RawDawg Comedy", hosted by Fake Carl Sagan, the sound they use before taking a caller exactly the same as the sound effect used for Menus opening in X-Com.
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any way to turn off psionics completely?
EtherImp replied to sy213's topic in Xcom 1: Strategy/Tactics
Is his strength 0? -
I prefer them to be killed while invisible.. Blasterbombs do not discriminate between "visible" and "invisible".
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Sorry. Can't help you there.
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Run in windowed mode via Sebs Loader, D3DWindower, or DxWind.
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Personally I just edit the OBDATA stats so that the heavy laser is the same with a few differences: Higher aimed accuracy and higher power. Makes it a great sniper rifle and an alternative to the Plasma Rifle.
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The Water Cooler perhaps? Aye, the tech support forums, off topic and some of the game editor forums do not have post count incrementation enabled. The reason was fairly straight forward for the tech support forums because at one time we allowed guest posting there. The other forums were like this because of people spamming them, though these days I think everyone is a little more level headed and mature to handle it. Not up to me to decide though. - Zombie Ty sir. It was just weird because I kept posting stuff in here and noticed I was still at 180 after several posts. It's not something I watch often so I wasn't sure how long it had been since it last updated. Figured it might be a bug on the forums.
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Seb, a few things.. 1. Do you think you could add an option to "force" the mouse cursour to stay within the window when using D3D and Windowed Mode? The mouse running off the edges of the window is very annoying. And, before you ask.. Yes I've already tried applying Scale Mouse=1. Doesn't seem to work for me. 2. I would be interested in seeing how Psi would work if LOS was required for both Xcom AND Aliens! This would certainly even the playing field, while still making Psi viable for both factions. 3. Would there be any way for you to assign an explosion to fuel barrels and other similar explosive objects? As it is now, gas barrels and other explosive objects in game explode but they do not deal any damage.. they only spread smoke. I believe in TFTD they actually deal damage. Would there be a way for you to patch this?
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Why is my post count not going up? It's a silly thing to worry about, I know.. But I just noticed that my post count has been at 180 for a looonng time and doesn't want to go up for some reason. Think you could fix this? Edit: It just went up after I posted in another forum! Apparently certain forums (including the tech support forum) do not count towards your post count?
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You mean you get the "All your base are belong to us" message even when you're not starting with the loader? Did you try the D3D Windowed option without DXWnd or D3DWindower? I know some people have it working on Win7 64bit Seb Trying it now.. How do I set the size of the window? D3D=1 D3D Windowed=1 Scale Mouse=1 Screen Ratio=0.833333 No Auto Wake Up=0 Alien Bleeding=1 No Alien Freak Out Messages=0 Max FPS=0 D3D Window Position=388 328 588 648 I assume it's window position? How would I make the size 640x480 or 800x600? Nevermind. I figured it out.. For anyone else trying to do this: Screen Ratio=1.0 D3D Window Position=D3D Window Position=100 300 700 1100 That's for 800x600 For 640x480 it would be 100 300 580 940 I think.
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Assuming you're running Windows XP you should be able to use Seb's loader with D3DWindower. All you have to do is set up your UFO.exe file in D3DWindower, like you normally would.. Then you run Sebs loader while you have the UFO.exe "activated". Since Sebs loader is basically just a batch file which indirectly runs UFO.exe, this should work. At least, it used to work for me. Unfortunately, I am on Windows7 right now so I can't test this myself. Oh, and, it doesn't work on Windows 7. Never tested Vista. In response to Thestoo.. I am going to try your method. I'll let you know what my results are. Update: I ran DxWind.. It works well for getting the game itself to work on Windows7. But, I can do that just as well with D3DWindower. Problem I am running into is getting Sebs loader to work along with it. Anyone figured out why after running Sebsloader Windows7 conveniently forgets all of the settings and tries to run the game fullscreen so it crashes? Update #2: HAHAHAH.. I love you, too. So, after deciding I probably wasn't going to get Sebs loader to work with X-Com, I decided to just play x-com without the mods... But, guess what? It worked. I ran the normal exe file (UFO Defense.exe) through DxWind, AFTER having already run Sebs loader a few times. Apparently Sebs loaders settings actually stuck! I'm not sure how to explain this to others... But, I'll try to break it down: 1. Install X-COM 2. Install Moks mod. 3. Install Sebs Loader 4. Install DxWind as described above 5. Run DxWind 6. Apply the DxWind settings to "UFO Defense.exe" 7. Run game to verify it works. 8. Quit Game 9. Apply DxWind Settings to "UFO loader" (the Sebs Loader application) 10. Run "UFO Loader" through DxWind.. It will probably not work. 11. Run DxWind again and "Run" "UFO Defense.exe" through DxWind 12. Check and see if your SebsLoader is running by going to "Equip craft" and "Soldiers".. If you see the arrow keys allowing you to rearrange the location of your soldiers; this worked. Update #3: I just experienced a crash. To be more precise, the game "Stopped responding". I'll keep testing. Maybe this was a fluke. Hi, I think it would have worked from the beginning with DxWnd only, there is no way the loader could have side effects after being disabled... Also with the loader, you can try the "D3D Windowed" option (without DXWnd of course). Cheers, Seb76 I'm not sure if I understand what you mean, but I assure you, the loaders settings "stuck"... And trying to run UFO Loader.bat through DxWind or D3DWindower simply does not work for me on Windows7. By "they stuck", I mean, after running UFOLoader.bat, and then running UFO Defense.exe, the loaders settings are applied, without having to run the game through the loader, itself. Also, another update concerning this DxWind: The mouse is VERY sticky for some reason. It's making gameplay very irritating. I tried applying the mouse option to setup the game, and it doesn't seem like it helped very much. (Although maybe slightly). Scrolling is a pain.