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Larry Burstyn

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Posts posted by Larry Burstyn

  1. As far as font size the eyes do best with the largest (I only have ONE eye to read with as vision loss to too great in the other to read).  Small print makes the one good eye get tired extremely quickly.  This makes the game harder for me to play as my vision decreases and I cannot see what I am doing so I have to stop.  A game session of an hour will result in massive headaches with the smaller print.

    As far as order is concerned I like the category/alpha or category/version order.  Like weapons-Mk1 first followed by Mk2 etc.,  but any logically arranged system will work for me.

    Right now For example I will find some Lasers at the top of the storage room list and some near the bottom...makes finding what I'm looking for very hard when there are more than 50 items.  Same is true in the manufacture (workshop) area where things seem to be listed in the order they were developed rather than some more logical order.  Maybe more categories will help this as you can divide DSB for ships from disassemble of weapons and from manufacture of weapons.  I know I've captured a cruiser but where is it in the DSB list.  Need to use my tiring eyes to search for it among everything else.

     

  2. Have a fatal bug with cruisers.  Middle section does not show the levels making it IMPOSSIBLE to see my men on any level.  Tried the various tricks to see the level, like clicking on the level in the level indicator, etc.,  but nothing works.  Either I get a big black area or the top of the UFO depending on what level I try to reveal.  Does not seem to happen with other UFO's such as the Landing Ship.

     

    Point two:  Too many enemy in control room...the one landing ship I tried to capture had more enemy in the control room than I had men making the first troop to enter the room a suicide move.

  3. I use the easy air game and autosolver and I still don't win air battles against the larger UFO's.  I don't use the "simulation" air combat because I am terrible at it.  The Aserius and Foxtrot cannot handle anything larger than a corvette.  And I am missing the one part (basic controller) that only seems to show up on enemy UFO's AFTER I research the Convair or Sonya.

    Still got the can't see my men in the cruiser problem....first and/or second level of the main saucer part is ALL BLACK....kind of hard to find the transporters that way and when I do I cannot see where my men transport to after they are all there (the level effectively goes all black--hard to target aliens when you CANNOT see them.  I lost 4 Aserius and 1 Foxtrot taking down the cruiser but cannot capture it because of the visibility problem.

    And unless I change game configuration to get stronger troops they cannot carry any more than 1 weapon, 2 rounds ammo, and 1 armor (Direwolf is the best I got).  No grenades or other stuff.  I tried sending in 1 grenadier (nothing but incendiary grenades but that doesn't work because not enough of them when the zombies show up--takes 2-5 incendiary grenades per zombie unless they conveniently bunch up--and the zombies just become reapers.   I've managed to win almost all crashed UFO's (except cruiser for the above mentioned reason).

     

    EDIT- It's the terror missions that are killing me.  reapers by the hundreds....and the civilians spend most of their time getting in the way.

  4. For me the air combat is unplayable...I am not good at air combat in 2 dimensions.  So I have to rely on auto-resolve...which I have NO chance of winning against the larger UFO's with just the Aserius and Foxtrot even with the Mag cannon.  I got the Consair and Sonya researched but cannot build them because of ONE missing part which I cannot seem to get no matter how many UFO's I capture and disassemble--Corvettes and smaller.  I can only beat the Reapers by using my tank as a blocking weapon--but I see that that is going away.  What I don't like is killing the zombies and getting full strength Reapers as a reward--usually right next to my men and before I can start firing at them.

  5. Disagree with stem111.  Money will be a problem until you start winning...if you don't win early you will lose too much to continue successfully.  Like the idea of recapturing territory that was lost because terror missions all went wrong...Alien Alloy and alenium are always in short supply.  Right now I have tons of cores (except energy--because too few ceasan missions) but I cannot build mk2 weapons because I don't have enough Alien Alloy or Alenium.  And the air game is impossible for those of us who don't make good pilots in 2 dimensions.   Even the easy air game become impossible because I cannot build the latest planes because of missing parts.

  6. Just had unusual win against Reapers in Alien Base Attack....there were a lot of them.  But I did a trick that impossible anywhere else.  I put my tank in the hallway blocking them from getting to my troops....Used up all the ammo killing Reapers (alpha, normal, and one UNKNOWN--I forget).  By the time I ran out of ammo I had killed 5 Reapers.  Ran across a few others later but managed to kill them with captured weapons from the lizards I killed....that blood weapon was wild....nearly killed some of my own men as the AOE was large.

     

    Unusual in another effect I ran across Phase 2 and Phase 3 weapons when I had just entered Phase 2 less than a month before..  Now I have mag weapons not many but a few.

    BUG:  Mag weapon for tanks can not be fitted on the defender or the hunter...the research description any tank that can fit the Division MG can fit the Mag weapon.

     

  7. Sounds nice but I don't survive past phase one because of the Reapers.  My first terror mission was Reapers galore against original weapons....no chance to win and I lose ALL my starting troops.  The Reapers move from just inside sight range to turning my troops without my firing a shot even when they have 50% of their TU's left.  And the zombies are worse.  After they close the distance and I finally get enough hits to "kill" them they just become Reapers apparently with full hit points and armor but are right next to my troops.  And my shield troops never get within melee range with shield intact.  And shield troops with no shield are practically useless as those pistols do very little damage.

     

    edit->

    It would be nice if we could use old fashion tear gas to hurt the enemies TU's but I don't know if that is even possble.

  8. 5 hours ago, drages said:

    Very good point!... but still they are alien and their special gas works for every creature..

    But you would not know if our gases work on them until you tried it....or your alien biology study found out they should or not work.  I just wish we could build some stuff without first capturing it from dead or stunned aliens.  Lately I've been unable to capture stun grenades because I seem to be getting the lizards and their accompanying species only on crash sites.  And I can not capture the lizards without stun gas as the baton is useless.  We now (many years after the time of the game) have stun guns that can knock out things at many feet and we don't require large amounts of alien alloy.

  9. Side note.  I think this restriction that we (Earthlings)  cannot build anything without scrounging up alien items is a bit unbelievable.  Like I said earlier the USA had an experimental stun gas back in the earlier 1970's.  ( before the time frame of this game) so why could they not adapt this stun gas to use against the aliens since their need for oxygen seems to be like ours.  Or we could use Sarin, Mustard, or one of the many other poison gas which has been around a long time or course we would need several live aliens to test these gases on...  We would not need any alien stun/chemical  gas.

  10. The description I remember was several very short paragraphs long.  But I cannot find the descriptions that go with what is being researched.  But I can say that I am not producing anywhere near 3 stun grenades with each alien stun grenade.  More like 1:1...

     

    In the early 70's the US military developed a "stun gas" but unfortunately it killed as many as it stunned.  And since it technically was outlawed in the chemical/biological weapons treaties it was not further developed as far as I know.   Since I was involved in strategic weapons research I paid no further attention since stun weapons were considered tactical.

     

  11. Here's an idea.  Not sure how this would affect the balance.

     

    Mk 1 weapons always require parts from enemy weapons.  (No alien alloy needed) just the energy or ballistic cores.  LORE: the disassembled weapons give you enough alloy to make the new weapons without the need for other alien alloy.

    Mk 2 weapons require Mk 1 weapons and an additional energy or ballistic core.

    Mk 3 and above require previous Mk weapons and alienious (the power stuff).

     

    Have an Mk2 stun weapon (grenade/rocket) that is made from new researched Mk 2 stun gas.  Not sure how to limit this item but would be more plentiful than capturing enemy stun grenades.

  12. I noticed in the mod folder you have listed New Airgame?  What is that?  I play with easy air game because I'm terrible at air combat as it is simulated in this game.

    And losing a funding nation early in the game is a frustration i could do without.  Those morphs that kill with one attack are murder to fight as normal weapons are practically useless against them.  Lost my entire squad...only the tank survived to the point where I ended the battle (terror mission).  Restarted the battle and bugged out of there--losing China as a funding nation.

     

    I think I might (probably did) have overspent on grenades as I made a lot of them (the ones that don't require any resources you've captured) and other stuff that does not require captured resources.  (boy that is really bad english.)

  13. It's Oct 15 1979.  I captured 10 scouts (9 regular and 1 Small).  That includes local force shoot downs.  Not one scout has escaped but several (around 5 or so) were shot down over water since shooting them down was preferred to letting them escape.  This does NOT count the UFO's that never came within radar range of my 3 bases.   Is this the right number I should see in a month and a half of game play?  And I've captured EVERY one that crashed on land.  With them I built 5 Foxtrots (?whatever they are called), 1 fighter, and one Aseriuous (spelling).  So of course the Terror Carrier shows up at worst possible position for me.  Local force (2 F-17 and one Foxtrot) have no chance of actually shooting the escorted terror carrier down.  I expect it to land somewhere nearby but the local ground forces have only original equipment and are not the best fighters I have.  My best force (N America) is very far from China and the trip would take almost a day, but they are the only ones equipped with Lasers Mk1 and Mk2..have not got the ballistic research yet as I have been unable to capture the right specialist.

     

    Oh, I'm nearly broke.  You sure 8 million is enough?

  14. I used the on shootdown line in Aircraft.xml to increase alloy.....big mistake cause now when I shoot down a scout and send my troops to capture it...I get the shootdown bonus TWICE.  I will go back to the original aircraft.xml and try the tiles folder.  I only doubled the amount of alloy as I agree that huge amounts of alloy would be too much.

     

    What is the zero cd bug?  How to get rid of it.  BTW I've notice that I'm not getting a large number of scouts (any class).  Sometimes I go almost a month without seeing a wave of scouts.  And sometimes the wave only includes one scout (not sure about the part of the world that i don't cover due to lack of money to build bases--but one scout could explain all the reports I get of UFO activity.).  Three bases is how I started the latest go thru.  Now another start after going back to original aircraft.xml and trying to modify the alloy amount in the tiles folder.  I have not modified the amount of Alenium (spelling) as I think that should be small due to it's statistics.

  15. My first terror mission was like lazylegionspark second mission only I had nothing but Jackal Armor and rifles and shotguns for my 8 men and a hunter AC with the original MG.  One man had a Lasar rifle Mk 1.  That's what I had after harvesting alien alloy from 8 or so scouts--had two scouts where I got NO Alien Alloy.  I did what he did...paid the price in lost prestige.  My second terror mission was even worse.  ONE morph creature killed all my men and did not take any damage from all my weapons (still only had one Lasar Rifle MK 1 as no scouts had shown up between the two terror missions).  At this point I quit deleted all my save games and decided I would modify the alien ships to give more alien alloy--IF I could figure out how to do that for non-fighters.

  16. Okay, a balance issue logically.  Alien Alloy is used on alien ships.  There must be many kilograms of the stuff on a ship.  Yet we only get a few grams.  The space shuttle had almost 4000 square feet of High Heat capacity tiles (it had a total of 30K square feet of other heat resistant tiles...  That is more than 576,000 cubic inches of the high heat resistant tiles..assuming a tile was only 1 inch thick.  A normal ballistic rifle would have less than 176 cubic inches of metal.  So unless there is a LOT of loss somewhere this means we are getting only a VERY VERY small fraction of the alien alloy to use.  Okay, you might say we lost some during the crash but the ships look almost intact and we recovered more than 50% of the Columbia spread out over many hundreds of square miles of Texas (shuttle that broke up trying to land and it came down from a high altitude).  Right now my mechanics spend time doing nothing waiting for another ship to be brought down so they can BUILD ONE rifle from a scout's alien alloy.  If I knew how I would increase the amount of alien alloy we get from every ship...by 10 times.

     

  17. Not sure about this as a bug but:

    I can interrogate some aliens BEFORE I do alien interrogation research.  Is this correct?

     

    The post that says the first patch is going to be uploaded today...but there is no mention of it in the OP.  The post that mentions the patch says the 99.1 is available but all it does when clicked on is open the OP?

  18. Boy those morphs on ground terror missions are murder....lost my entire squad and tank....killed a lot of morphs but still lost.  Did not even get very far from the Chinook.  So far only one ground terror mission which is the last thing I done (did?) so I might replay it to see if a different tactic might work.

     

    Boy those first two messages on this forum are LONG....my poor eyes cannot do that much reading without taking breaks.  But that is my problem and those messages carry a lot of info.

  19. Another bug I think.

    After researching the chemical grenade.  It does not show up in the Workshop.  The chemical rocket does show up after researching it.

     

    On other matters:

    General comment:  Research seems to go very quickly.  Maybe too quickly.  Or maybe it's just easy in the first months.

     

    And I found I prefer to fight the Ceasan(spelling)...they sometimes carry stun weapons so after I kill one I equip with the stun weapon and try to stun everyone else.  The lizards don't carry stun weapons and I have not researched shock weapons yet.  So capturing one is VERY risky and I don't want to lose my experienced soldiers.  And the shock batons don't do enough unless I send in 4 or more soldiers against ONE lizard.

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