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#1 | |||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() Quote:
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While it caused frequent crashing in 0.63 of DosBox, it has been heavily improved in 0.65 and does hardly ever crash anymore. Remember that you can have multiple copies of DosBox installed on your system without any conflicts between them - so give it a try. |
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#2 | ||
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![]() Gee, I could have thought of that. Dosbox .65 it is, thanks
For the RAM: Let me quote one of the programmers from the strike commander 'magazine' (more than just a handbook When we first tried SC it lagged stupendously. Once we found the RAM setting we just boosted it to maximum taking no chances. It seemed to work so we just went on play the game, no questions asked The frameskip is indeed.. odd. In some respect, the game is a lot faster but it reaches its limit very quickly. An airborne missle (Sirian) plus a Sirian trooper being gutted by the combined fire of 13 troopers (draw your own conclusions, I tend to bunch my troopers up too much :wallbash: ) and there we go... or rather don't, quite the opposite. Well, 0.65 coming up, thanks again P.S.: Dynamic core does indeed work in .65 |
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#3 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() Why are you using ground vehicles in the first place?
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#4 | ||
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![]() Well, my APCs recovered themselves after a while. I don't know how it works but stuck or semi-stuck vehicles seem to reappear at the base if they've been out for a long time. I'd still be interested in that legendary indistructable road map
I use APCs, those trusty pieces of hardware, as it makes it somewhat easier to oversee troop deployment. I use 24 soldiers now split into alpha and beta (Standard assault squads of 6) and charlie (Specialists and heavy duty equipment, the likes of psionics and rocket launchers, also some hand-to-hand fighters which are eagerly awaiting the development of pers shields, plasma swords, teleporters and disruptor armour but currently equipped with stunners and heavy explosives in case they won't make it out of a hand to hand engagement Each squad has its own apc so I always know where which squad is and where it's going just by checking what the apc is doing. This is especially useful since beta is just a replacement squad for alpha. My troops spend most of their time in sickbay in a near-death state so it helps to have a backup squad ready. Charlie, unfortunately, just has to cope. Poor sods.. I can't afford to use airborne transports yet, though. The APCs save me having to reassign troopers every time I need to intercept enemy craft. While the battle is still raging the APCs go to the alien beam sites (so I don't forget where they are My fat years are over, I'm nearly broke, half the city hates me due to stray shots or a peculiar incident AFTER a dog fight when a building collapsed nearly burying my Hawk and ripping down a few billion dollars worth of highways and tubes etc. And Transtellar wants a mere 105k $ just to be 'unfriendly' again*... well, I've got the five ^^ *It didn't help that I had to do a clearance job there killing more guards than aliens.... |
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#5 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: Palermo, Argentina
Posts: 814
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![]() never used APC, i will see how they do.
__________________
2nd placed of 1st Ufo2000 Tournament! |
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#6 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Warszawa, Poland
Posts: 84
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![]() <div class='quotetop'>QUOTE(laiocfar @ Oct 28 2006, 02:50 AM) [snapback]263943[/snapback]</div>
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#7 | ||
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![]() Well, okay, they're not absolute magic before you get too excited
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#8 | ||
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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![]() What's so unconventional about hoverbikes? I always purchase a bunch at the beginning of every game and they are always present in my main attack force until very late in the game when all my big ships have ship cloacking and shielding...
The hoverbikes is about the best airborne craft you can purchase in the whole game in term of cost VS efficiency. |
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#9 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: Warszawa, Poland
Posts: 84
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![]() What I meant by unconventional is that in X-COM series the most ultimate vehicles were always the most advanced and biggest ones (like Avenger). Here we have something that's available at the very beginning, is very small sized and cheap, which could suggest that's weak but it's on the contrary. And some players don't even use them.
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#10 | ||
![]() ![]() ![]() Join Date: Sep 2006
Location: ,
Posts: 3
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![]() ... and when I do have all 12 squaddies equipped with stun grapples, I use the same trick, I'll have some of my guys stand on stunned defenders while the rest of my raiders hunt down everyone else. This works really well when raiding the Marsec arms factory, they have the same number or only 1 or 2 more defenders than the 12 squaddies I'm sending on the raid.
One squaddie can stand on a pile of 2 or 3 stunned guys, and they'll all stay down. Not sure anyone mentioned this either, if you raid Marsec and Megapol with only stun weapons, XCOM's relationship with either organization is not damaged. You can raid them 50 times and they still will be allied to you. |
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