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Exo, you dirty dirty man...
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Ugh! I hate those disks! My first two months playing this game were spent realizing that conventional guns can't hurt a magic floating disk made of alien alloys and magic blue jello. Then NKF recommended HE packs. To heck with civvies, the cyberdisk explosion would have nailed them anyways, and who is to point fingers? Oh right, the funding nations. Greedy bastards.
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That is a lovely model! Chance of tile A catching fire from tile B is a function of A's Proneness, B's Violence, and how long B has been burning. This system is a bit complex though, I like to advise simplification: Combustibles catch fire from adjacent tiles a set % of the time (50?) Non-combustibles simply don't Burning objects have a set chance of going out, (50?) Any type of change would require a LOT of work (think about how many more variables terrain would need), so I wouldn't bet that this is going to happen any time soon. Still, a man can dream... Since there already is fire in the game engine, I do think a few simple changes to make fire a tactical tool would be feisable in the near future.
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If FWs are ever built into the game, some cool effects could be implemented. I was just thinking that Lasers should have a low chance of causing them, since a laser would cauterize the wound and stop bleeding. Guns should be the best at making these, since guns desperately need another positive factor. Assuming the game is no HE, and hence no autocannons, the only reason to bring a gun is to bring the total points below 15K. A high FW probability is just what guns need.
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Dont try and influence people to do something by laying down the guilt trip. We all have better things to do. -All characters can crouch but some dont have crouched sprites. You still get the bonus. -a spread formula? sounds like it would do the exact same thing as the accuracy formula does now: controls the chance of a shot hitting an object depending on certain variables. Low morale reduces accuracy as does lowered health and a beleive the unit having a visiual on the enemy also effects accuracy (was this implemented? i cant remember). Heh, I just think there are some great games being played out there, and I really wanna see And a spread formula gives a result that is adjusted for distance, so you get true accuracy, whereas the accuracy formula they have now gives the percent chance of hitting the target (I believe) but has no information on missed shots. Does anyone know it closely?
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I cannot believe that I am the only one posting replays. You all disappoint me. This was wan excellent opponent for me. We had played earlier, but I was unable to finish the game, we went from 15-15 to 8-8, a truly great game. Unfortunately our timezones 5 or 6 hours apart, so it took a bit of planning to have a rematch. Nonetheless, today wed did, though in the end we had to rush our moves. Our strategies were similar, we both tried to stay back, fearful of losses, but I was able to take over a key building, which, I think, won the game for me. I let it go in the end, but it was too late. Also, my snipes used plasma snifles as opposed to laser, ensuring 1 shot kills. I was almost flanked from the North, but just in time I rotated my sniper 45 degrees, so he would react on the next turn. Not doing that would have also lost the game for me. a weakling sectoid is nothing without his sniper friends. Can someone answer this for me: Can snakes floaters and ethereals crouch (I mean get the bonus, even if they look the same)? I hate wasting so many points on flying armor if I could just use a floater, though sometimes it saves my donkey to have a tough rear line. Nothing beats being able to take few hits and still shoot with no penalty. I have got to find the accuracy formula... Edit: Ok, as I understand, the max effective accuracy in ufo2000 is 88 (healthy, morale-thy and kneeling). What does this mean? A spread formula would be much more useful than an accuracy formula IMHO. Edit: Whoops, I forgot to attach the replay... lobsterman1.zip
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I noticed the speed of the replay could be adjusted via buttons near the top left corner. It would be nice if the keyboard could do this, i.e. 1-9 and 0 for paused. Also, when you save a replay post-game, you can see the whole map, but you cannot see your own chat conversation. When you save a replay after you use "getreplay" on the server,you can only see the defender's map, and chat is not color coordinated, which sometimes makes it a bit confusing. It would be nice to get the whole replay instead of having to decide which version is better/worse.
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I agree. Though I have never played TFTD, from what I have heard, the aliens are identical to Enemy Unknown in their strength, except lobstermen, who have more health/armor. Maybe there are cooler things to implement first. Hehhe! This made me crack up (xcom related): http://www.nytimes.com/2007/02/28/us/28fis...&ei=5087%0A
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You guys are all lazy. Ok, this is a cool one. Remember that funny story I mentioned in "War Stories" where I threw the knife thinking it would do damage? The squad I was using was 15 sectoids loaded with throwing explosives, mostly mines. I mined the heck out of the farm map, and used plasma pistols to pick off the few fliers. I got challenged on a guy who said he wanted explosives... Since I won the last game, and it was fresh in my memory, I decided to see if it could work twice. I'm not sure about the skill level of my player he said he hadn't played for a LONG time, (back when flying suits didn't fly). I decided to try it anyway. I gave every sectoid two smokes, two mines, (one of each in hand), a HE pack, and a laser rifle. Generally I max TUs and firing, and add 10 to health or reactions, but I traded firing for strength this time. The enemy had deployed only 9 men, and was obviously unprepared for my tactics. Granted some luck, I won by quite a bit. Take a look yourself. Edit: You were using the Modified X-COM weapon set. On that set small launchers can fire alien grenades and that's what killed your sectoids.That would explain it.Miners.zip
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Uninstall it, then install and specify the ufo directory (directories), there may be away to do it with out uninstalling and installing, but I don't know it. You can backup all your squads, replays, the config file and anything else... Edit: Hobbes, you beat me to the punch.
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Make Install Target Makes No Sense, Doesn't Work
Brick-To-Face replied to sAdIsTiCmAcHiNe's topic in UFO2000 Bugs
Sorry lad, can't help you but I think you may get a better answer in this thread: http://www.xcomufo.com/forums/index.php?showtopic=3877 -
I agree, but everyone has different appeals. Those who cannot stand an ugly game experience may stay at 640x480, whereas people who are indifferent to aesthetics, or find the smaller figure fine to look at will prefer 1600x1200. Many will fall in the middle, I think 800x600 is excellent for a default if the "enlarged" option is off, there really is no nice way to settle this issue. Maybe a poll?
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Ufo2000 Documentation Refreshment - All Members Please Read
Brick-To-Face replied to Blood Angel's topic in UFO2000 Misc.
Sacre bleu! -
I agree to the fullest extent, if my laptop could go above 1024x768, I would use that for the res, but I have to use 800x600 on account of the fact that I like to be able to window ufo2k, with parents and all... As far as I am concerned, more is better,and flexibility is even better, since everyone's comfort zone is probably different.
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That's a LOT of work, considering Xcom is not open source.