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#1 | ||
![]() ![]() ![]() ![]() ![]() Join Date: Feb 2006
Location: ,
Posts: 26
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![]() I used to love this game when it came out
I dont know if anyone else gets this but for me the mouse pointer in game seems to move painfully slowly. Also, and this is something I find I get with a lot of old games, when I quit the game the graphics for windows go all screwy and I have to reset my PC to fix it. That really gets on my tits, is there any way to stop that from hapening? Anyway, these two problems are kinda putting me off playing the game. |
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#2 | ||
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![]() the game ask for the cd wat must i do
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#3 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() Quote:
Quote:
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#4 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() Stun Raids against CoS are somewhat risky, and not quite beneficial too. if you want Psiclones, one of the gangs has a lot - it was Psyke, I think?
Toxin C requires capturing a live Queenspawn. Alien Gas can be researched after getting Toxin C. |
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#5 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Location: ,
Posts: 47
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![]() AAAh yes, I have captured a live queen before and reaseacrhed her (living and corpse) I did not recieve the technology to develop toxigun C clips and gas Grenades - Maybe it was just a clitch.
But thanks for the Tip, thumbs up Also any idea on how to catch a live megaspawn (the relly big bugger that trashes the city not the one in Agent to Alien missions) :blink: I'm quite sure it is possible because I read on a fan site what is said when you research a live one - it however didnt say anything about HOW to capture a live bugger... Oh maan I bed its gonna take up the space of 5 alien quarantine bays |
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#6 | ||
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![]() Hey there,
I seem to have run into some problems running Apocolypse on win 98 (should be fine since 98 is dos based, right?) -- first of all the intro "movie" and all the other movies don't play. Second and more importantly-- I can save the game and all that... but right before I enter a mission (like a shot-down ufo) everything goes funky like this -- Imagine I sent a group of 5 people to the mission -- it says "are you sure you want to begin this mission with 5 agents" or something along those lines, I say yes...... and then it seems as if I have 10 agents (it gives me 10 agents to assign into squads), as if I never took the other 5 off of the interceptor. Okay, that's just weird, but still playable. I complete the mission. Look around.... and suddenly I have the same amount of money as I did in the very beginning of the game. All of the vehicles that I bought/sold/decked-out are back to the beginning of the game -- EVERYTHING is exactly the same as it was in the beginning. Needless to say, this kind of hampers progress. Any ideas why this could be happening? If you already addressed this issue, sorry, I didn't have the patience to read through the entire 2 years worth of responses on the site... Thanks a bunch, -T |
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#7 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() As for the intro - movies and music were removed from the game to reduce the size of the archive.
Your other problems seem quite strange. Do you have a savegame subdirectory under your game dir? |
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#8 | ||
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![]() Yeah, I figured as much for the movies, but I was just making sure.
Yea, I do have a save game directory and I can save games and all that good stuff. The funky part is that I can run the game fine under DosBox under XP on a different computer. But I used to play the game on the Win98 computer about 4 years ago without any trouble. Back then I had the CD, so it may have been different... but this is extremely strange (and I checked, I'm not missing any game files). -Smaug |
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#9 | ||
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![]() I found an easy and quite safe way to get a live megaspawn (the bastard in found in ships). Blast down a battleship and secure all exits from the subway (sometimes wall parts is the control room are damaged so smaller aliens can get out but not back in) blast out everything trying to get out of the ship (combomines)
when they stop coming send 3 or 4 men inside and find two simetrical pink tubes with an gravity beam inside (its somewhere NE from the entrance)DO NOT enter the room there is the posibility that you will get in crosfire from two megaspawns instead use the main lift in the center to get higher find a place with two bridges leading to the tubes run with one of your men to the tube and slide down 2 levels down the megaspawn should see him and start blasting but the tube is indestructible so your guy will feel great even if you strap him of his armour. While the big guy is blasting the invincible target the rest of your squad should start droping vortexes (two should be enough) and stun nades at the beast if after that he is still standing throw another vortex but be cautianous not to kill him. combomines - thise are simple place a armed proxymine in the desired location and throw a dead item (it can be almost everything vortex stun, AP, smoke nades and even most guns). Recepies Stun mine - Set the range to 2 3 meters and throw a dead stun nade the explosion is quite far so anthropomorphs should survive and become stunned Killer mine - Set it to 1 1,5 meters and place two or if your feeling reckles three vortexes (dead of coarse) Nothing will survive (even if its equiped with a shield) trigering this so make sure you keep your squaddies away. Scorcher mine - lust place an incendary nade on it (aliens aim like muck when there on fire) NOTE rocket launcher ammo never explodes. |
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#10 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: Palermo, Argentina
Posts: 814
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![]() <div class='quotetop'>QUOTE(Acolyte @ Aug 7 2006, 05:58 PM) [snapback]247273[/snapback]</div>
Quote:
Very interesing... Anyway, the problem with megaspawn comes when they are not trapped inside and come out. You can make a shower of toxin in autofire and you will lost equipment or mens so wait them isnt the best option. Most of time i try to ambush them inside the ship when they are comming out of elevator but still inside. Some porx mine or alien porx mine will make the first smoke. I keep a backup team covering the gate, and uses a grenadier team of 2-4 troops. After that i keep launching vortex in the ship´s gate corridor, the result is a lot of smoke in a close area. So they cant fight back. The risk is to run out of vortex before they are dead (it happens when they pull back until explotions stops). If they can come out of the corridor there is a tactical change that may result in the abort of the mission to avoid heavy losses. The smoke will cover them and the backup team only will shot while the grenadiers are reciving direct fire from the monsters. After that the backup will be blind. So better to got good aim. A potential solution is an scout to periodical observe the advance of the enemy troungh the corridor, is too risk but the bigger problem is the friendly fire, the vortex will kill te scout even when he avoid the megaspawns fire.
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2nd placed of 1st Ufo2000 Tournament! |
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