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Danny Pockets

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  1. I removed everything! Nothing is spared! All png files tremble before my wrath! @Gauddlike The jpeg I was referring to was actually the file that was linked to, the transparency. But just removing everything worked fine.
  2. Hi. I tried this and it didn't work for me. The file that you linked to is actually a jpeg, does that affect it? (I did rename it to png, but it's still a jpeg, of course).
  3. Hi. I'll be brief because I don't want to upset my good friend Stella Rat. I hate the hidden movement screen. I hate it. Not because it's not working in the current experimental build. I hate it because it seems like a lot of nonsense to me. I know some others feel the same. But I've also read Chris writing that he was reluctant to change it because it's very X-Com. Having never played the original, I have no particular attachment to things being the same as the original just for the sake of nostalgia. My personal opinion is that simply having the "Alien Turn" writing in white at the top of the screen would be perfect. Rather than mucking about with compromises between the two views points (like the current solution), why not just have an option to toggle between the two? I imagine there are or will be other interfacey-type issues like this (which do not affect gameplay at all), so why not a "Classic Nostalgia" option and then a pared down option which would be how you'd do a modern game if you weren't concerned about being faithful to the original source (much like Enemy Unknown! although I feel a little mean saying that because, you know, points for effort and all that).
  4. Good grief, thothkins! You are the master of puns. (Sorry, I don't have a pun for that). Ok well thank you kindly for the advice. I was hoping to get a third base up but never had the funding for it, but I think having soldiers at only one base, and scrambling for MiGs quicker (so that I don't have to keep replacing Condor's...) might just make all the difference. I just found out about the speed adjustment for aircraft from watching one of steelwarrior's let's plays. What a difference that makes! Man, I need to start paying attention to all the details in this game. I also just found what those big red letters mean when I'm equipping my soldiers... At least I have a game plan for my next play through now. And just in time: I tried going back to Enemy Unknown for a bit of compare and contrast and had to rage quit in disgust (which is totally unlike me...). Now I get why original X Com players were so disappointed with that game. Thanks again!
  5. It sounds like you and I are basically playing the same way: I think we've both read the same posts on this forum. Except I've never bothered with armour because one way or another I always have other costs that seem more important and to be honest that stuff is not very fashionable. I always play on iron man so I can't reload, but to be honest I usually don't lose any soldiers in the tactical missions. My only real problem is running out of funding come December/January. Are you sure you can get away without a second base? How many months in are you usually getting? Thanks for pitching in!
  6. lol I can already feel my popularity and urge to kill rising, rising...
  7. hmm, well i've been playing in iron man, so maybe i should tone that down... And I didn't even know about alien bases! Nice one kreny, thanks!
  8. MiGs. Check. But surely my lack of funds isn't just that the game hasn't been balanced. I mean, other people are getting past January, right? I know they have been ,because I know there's a whole bunch of aliens I haven't seen yet. Something I forgot to mention, I've never managed to stun and capture an alien. So I'm wondering if that would have opened up a bunch of stuff for me. But then if its just more research, I'd still be too strapped to pay for anything any way...
  9. I sacrificed my best soldiers for you people, and what thanks do I get? Funding cut after funding cut! Why? Because a bunch of hick farmers are complaining about a few sore rectums? Good grief! I'm trying to fight a war here! And now I have to explain to my soldiers' orphaned children that, "sorry, I wanted to buy your parent some armour so I wouldn't have to return their corpse to you in a dozen plastic sandwich bags, but I'm a bit strapped for cash here because some butt sore civilians are upset they got abducted for the weekend and don't think I'm worth funding any more." That's democracy for you! But seriously, I really don't think I know what I'm doing when it comes to the strategic game. My first "successful" playthrough I didn't build a second base and pumped all my cash into buying snazzy weapons and such, but lost too much funding. Probably got to the start of December and then gave up the goose. Second "successful" playthrough, built a second base in the US (probably should've gone for Russia/China), never bought a single upgraded weapon or armour, got to January 1 before funding dried up. Partly, I ended spending a crazy fortune having to replace all my fighters that keep getting blown to pieces (although admittedly I only just discovered how much control you have in that mini-game, e.g. I didn't realise you could actually move your fighters around manually, etc). Full disclosure: I never played the original X Com, so I have no carry-over information from that game. So before I start my third game, I was hoping to get some tips on how to play the strategic game. I've looked around a bit but I couldn't really find any info on that aspect of the game. Some things I'm interested in: Do I need soldiers in my second base? I kitted it out with a full compliment of soldiers and chinook, and then I'm pretty sure I barely ever used them. And so it occurred to me that maybe you just send soldiers out from the original base and the secondary bases are just for air defence. But then what about your base getting invaded (which I haven't experienced yet)? Won't I need soldiers in each base to defend against that? I recently realised that you can set your fighters to patrol the skies? What's up with that? (I haven't done it yet because I've never had enough fighters on hand to be confident to do anything with them except wait for the next round of death from the skies). Speaking of which, should I be racing to get a bunch of Migs up? I usually only have one because in some ways they seem kinda useless, and Condors are super effective for a while, but then when the big boy alien ships turn up I just get owned in the skies, and I'm outta money by then... It's not clear to me when I can safely flog off my stuff to earn money or when I can keep it. In my first game I kept it to use for research and building fancy things, and I ran out of money. Second game, I flogged it off because my second base was so expensive I couldn't afford nice things, any way. And I still ran out of money! And speaking of money, I need more of that! How do I get that? How do I get them to love me!?
  10. The game is kind of sorta kinda rough in places but also totally, totally playable. I've been playing the stable build and only one time did it crash to desk top. There's a few little niggly bits here and there, like throwing grenades, but once you realise how that bug works, you can just work around it during play, so its usually not really an issue. If you "loved" the demo, then I'd just jump right in man. I've been playing less than a month and I've almost clocked 50 odd hours (damn you, Steam!) and to be honest I've found the over-all experience less frustrating and more satisfying than the new Firaxis XCom.
  11. Remember when you were really young, and you were happy all the time? And then someone dies. And you were like, "The fuck was that?" And your parents sit you down and say, "Listen, this is just a part of life. Everybody dies." "Everybody dies? Am I going to die!?" And then you turn to Jesus and you're like, "Dude, I thought we were friends." And Jesus is like, "We're still friends." "You're going to murder me!" "It's not murder. That's just the way of things: It's all part of the plan." "That's what murder is! When you plan to kill someone." "Come on, guy. It's not like that. It's not like I've singled you out for death. Everybody dies." "That doesn't make it better! You are systematically murdering every one who's ever lived. That's not just murder: That's genocide!"
  12. I had a good little chuckle to this. Hopefully we're still not getting our wires crossed, but I'm thinking you've realised that most of what I've been writing is in jest? I do like to kid. Sorry if it caused you a bit of consternation. Actually, people taking me the wrong way has been a constant theme throughout my life. So it's probably my fault after all. That's what my Mum keeps telling me. Oh and the tl:dr part was that I had a whole completely separate issue in the original post that no one addressed, but I think maybe it was an actual bug and I've reposted that second part in the bugs forum. Until next time! Have a good night
  13. I posted this issue as part of a discussion forum post, but I think it was tl:dr and it was ignored. Now that I've gotten over that, I'm going to repost here it because it did feel buggy. I'll just quote from myself, because how do often do you get to quote yourself in life without sounding like a complete ass (don't answer that): What I forgot to add there and which is actually the important part, was that once the Reaper was revealed I immediately moved away the soldier beside it. And when I moved him, that area went back to being blacked out (this was a night mission). So the Reaper was only revealed as the lady soldier came round the chopper to face it, but apparently she did not have sight to it because moving away the closer soldier blacked that area out. But that closer soldier also apparently didn't have line of sight because otherwise why was it only revealed as the second soldier came around. So that seems like a bug to me unless I'm really missing something about how sight works.
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