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flashman

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Everything posted by flashman

  1. I have had the issue before with other games and it was a steam server side issue.
  2. If you post a shortcut to the game exe it doesnt use steam
  3. I would try extracting it somewhere else or download it again in case there is a corrupt file. The steam version can be launched through steam but you can also create a shortcut so you dont have to use it. The game doesnt use steamworks.
  4. have you had problems with other games? What graphics card are you using? If you use steam, try and DL the steam version and check if it works. It could be a dodgy install. the steam version can be run from root directory without steam once installed You get a steam key with humble
  5. Do it by colours Eg. Colour green = 1-50% soft cover Yellow = 51-75% Good Cover Red=75-100% hard cover
  6. cool I will check them out tomorrow I am just playing with my desert submaps so that I can build some more miltiary maps at the weekend.
  7. Funding from nations is only 1 element of the re-balance. Though it is a good start. When is your geo rebalance due to hit?
  8. Dont worry about maps, more submaps make mapping easier. I have been busy with work all week... A bad week!!! and not mapped much. But I have played some of the game to try the maps out for real. BTW that is 1 big tile you added!! The colour seems to blend well, however the straight lines contrast against the curves of the tile opposite it. To be a fussy git i would say that if you were to do a markII then make the edge more curved.
  9. In its current form the game becomes very difficult after you enter the third month. Unless you have played the perfect game without buying 1 or 2 cool things, then a game that was perfect becomes a dead end. 1. Funding nations turn against you too quickly. This is all out war and the USA gives up after 2months. 2. The impact of terror mission failures or ones you can't reach destroy nation standing, not just hurt it. 3. The range of the chinook is such that if you don't build a second base within 2 months or your base is in the wrong place then you can lose the game. 4. Base costs are too high for the majority of players. Some will always find a way , but for most the cost of expansion is too high in the first 3months. 5. There is no warning that you will lose a funding nation. 6. Difficulty spike is perfect for the first 2months but the 3 rd month spikes and takes you unaware. Mostly because of air combat and the heavy fighter escorts that chew through your 3 planes and decimate you. 7. Early manufacturing costs are too high and you spend more time staring at stuff you can't afford than building stuff.
  10. Well a map can be as random as the number of submaps it has. You can have say 50different submap layouts using 10submaps and 50 variations for each submap. The problem is getting them all to work in a cohesive way or accepting that random layouts won't be as good as a single planned level.
  11. Your welcome, a new version will go up at the weekend with a few more maps in it. Please offer feedback or note any problems.
  12. The investment costs still treat you like a millionaire. Also the loss of funding from global partners drops so fast that it becomes negligible. That end of month pay day is meant to be the reward for 30 days of struggle, but it feels like a big white elephant atm. Instead of being the reward you deserve/need, it barely covers upkeep.
  13. I think if its going to be higher, such as 250k then items like the radar need to come down in price. The base is pretty much useless without a radar and 3 hangars. Currently to get a base 500K+3 hangars = 800k +radar = 1million+3 Migs= 1.75million....+living quarters etc etc 1.75mil is like stripping away the first 2 months funding without equipping your troops. Bases are meant to be massive undertakings, but currently high attrition rate for angry nations means you have to expand quicker than you want to.
  14. I have not lost a mission, I have done 6 night missions, 4 terror and I am still struggling. Costs need toning down slightly, especially the initial base cost. 500k for nothing but air. 150k should be the start up cost, because you still have to buy the rooms. i think the impact of the invasion should be toned down so that by the 3rd month you should expect to be expanding, but you don't have to before that. Currently 1 serious setback or loss of craft = game over. I sent 2 foxtrots and a MIG vs landing ship and 2 fighters. lost the MIG and could not afford to rebuild before I lost NA. Costs for 1st 2 armours and laser weapons should also come down slightly, because the current trade off is base building to secure long term funding or staying tech competitive. Thats something that should not need to worry about for about 3 months. By November, If I am still using projectiles and basic armour then I deserve to be whipped.
  15. I am in the 2nd month, I have done 20 missions so far but I lost NA because of one terror site I could not reach, in the 2nd month. That seems a bit extreme to me. I never lost a territory so quickly and building a base in XCOM was far less painful. I have been trying to save up for a 2nd base but the cost now feels extreme with the changes to funding and mission rewards. What I built for my 20 missions... and the loss of NA 2 hangers. 1 workshop 1 science lab 1 living quarters Hired 8 more soldiers hired 10 scientists hired 10 technicians 1 med bay 1 mig 32 1 hunter 10 jackal armour 3 wolf armour 6 precision lasers I sold 150 alenium and 350 alien alloys and 1 power source. I deliberately placed my base in the middle east so that it covered as many funding nations as possible, with the plan to expand to central America. Yes I could have streamlined by build order and got a base out, but that doesnt mean I could equip it with anything, and the worst thing you can do is fall behind tech wise.
  16. The number of aliens is determined by the ship. so a light scout might have 4 but a carrier might have 16. The map will have spawn points placed - and they could spawn at any of those points. You usually have more spawns than aliens on the UFO.
  17. Did they not make the Charlie have a global range? I swear they did, but it just crapped out on me 2secs from anchorage form the middle east.
  18. not totally fixed, alien and human weapons till go in insanely loud at times
  19. The first landing ships should be un-escorted and then the escorts join later.
  20. The craft and aliens have been taken out of research because they are just fluff, no benefit and the idea is that you automatically get a dissection report or vehicle analysis
  21. you can actually replace it with anything provided its the same size, so a house becomes a park, becomes a pool, becomes a flat, becomes a shop etc.
  22. Cool, PM me your dropbox email or the exact spelling of the account name and I cann add you.
  23. Chris wasn't planning on creating more props, but said that he will considering it. They are doing new carpets and roof tiles for the soviets. They also have things like long grass in the game files but they are only used in custom maps atm.
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