02-11-2009, 01:03 PM | #3241 | ||
Join Date: Apr 2009
Location: Highgate, England
Posts: 1,459
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Nice - Thanks Michael.
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06-11-2009, 12:37 AM | #3242 | ||
Join Date: Feb 2005
Location: , Belgium
Posts: 675
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That looks very interesting indeed, I'll be keeping an eye on this!
I wish there were more of these projects out there, remaking and enhancing some of those golden oldies that were somehow never overshadowed by more recent titles...
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A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft) |
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06-11-2009, 08:45 AM | #3243 | ||
Join Date: Feb 2005
Location: Most, Czech Republic
Posts: 58
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Looks fantastic.
I've been searching for the remake of the X-COM:TFTD since I cant finish the original DOS game (waste maps makes it very slow and very often I cant find the last enemy). Anyone knows about project related to the second part? |
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06-11-2009, 02:27 PM | #3244 | ||
Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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I have never reloaded a game because I could not find an ennemy.
The thing is, you need to look in places you would not think about finding an ennemy. Like a hole in the deck of a ship trapping a NightOne, or an ennemy which spawned behind walls... That's when it is time to prime grenades and go Alien hunting. Don't forget, Aliens usually always spawn at or around the same place... |
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07-11-2009, 02:18 PM | #3245 | ||
Join Date: Apr 2009
Location: Highgate, England
Posts: 1,459
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Or the "level display" thing makes them invisible, unless you're on that level...
Sometimes you have to choose to display all the different heights, as a disc or floater will be hovering (having run away) in some hidden corner that is not accessible by yr troops. One that's not somewhere they can walk to, like they can on roofs or in buildings - shooting out the windows. Then it's just one shot to take out the crippled foe and "WIN!". |
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09-11-2009, 08:44 PM | #3246 | ||
Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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I also just remembered the crappy "motion sensors"... A lot of people take those motion sensor for cash... But in reality, they are more often an hindrance than any kind of help.
The motion sensors will only show you something which has moved the previous turn... It won't help you to find Aliens which didn't move at all. Not only does that happen often for Aliens but you could also fall on a case of an Alien panicking and doing nothing but losing all its APs... Which will tend to happen a lot after you have killed its 12 or so friends. The motion sensor won't help at all in such a case. Another problem a lot of rookies have is that they don't understand how the LoS works. You need to right click around to make your squaddie look around, and every tick cost you one AP. A lot of rookies end up passing by Aliens because they supposedly want to "save on AP" that way... And either end up dead or miss aliens which now run amok behind the squaddies line. Xcom is really a gem: easy to play but night impossible to master. |
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20-11-2009, 03:53 PM | #3247 | ||
Join Date: Nov 2008
Location: Abbyville, United States
Posts: 5
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Programming oversight
Hey! I just researched a reaper. Why can't I manufacture one now? I want to send a gift to the governor over here.
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20-11-2009, 05:59 PM | #3248 | ||
Join Date: Sep 2004
Location: Valleyfield, Canada
Posts: 4,892
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Aren't Reapers big ugly yellow-orangeish aliens?
If you did an autopsy then there is nothing much to do with that... |
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21-11-2009, 07:07 AM | #3249 | ||
Join Date: Sep 2009
Location: Kladno, Czech Republic
Posts: 41
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Yep, reapers are those ugly brown two-legged beasts. You can autopsy them or research a live one, but those are just ufopaedia entries. Nothing else. They'd be quite useless anyway.
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21-11-2009, 10:27 PM | #3250 | ||
Join Date: Nov 2008
Location: Abbyville, United States
Posts: 5
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Thanks SO much for the insightful replies to the reaper query, which of course was completely serious. I'll send the governor a dozen Snakeman eggs instead. He'll like them.
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