![]() |
Quote:
Personally I can't open it. So it seems it's an error due to the file itself. I've never had that file (in a good version) so I'm afraid I can't help you with that. |
Once I downloaded it and it worked fine for me. I just deleted the game directroy plus the zip file for technical reasons but I had problem with the zip file since then. I was wondering if anybody else has a copy of the zip file.
|
Tips Tips Tips
----------------------------------------------------------------------------------------- 1)DON'T use Ligthning A:Ligthning takes lots of elerium(I think even more than avenger) 2)Natual Selection A:Um he down-he down, if he won't fail this time-he will fail next one 3)Use weak psies as a cannonfodder! A:Um - or they die or the half of squad after he get's Mind Controled 4)Save TU A:Many guys loose guys because they forget to save TU's - they don't have enough to kill the alien! 5)HE+rookie= :evil: A:Yep-when rookie down HE go boom and alien... ...well that's one less corpse 6)Kill weak ones :butcher: A:We don't need them aren't we 7)NEVER stun or Mind Control civilian A:They turn evil... 8)Fly away from cryssalis using flying armor A:Brains no more! 9)Shoot terror enemy's by lasers A:Best guns of all! 10)Reapers are weak A:rookie+rifle+auto shot+reaper=owned alien carnivore 11)DON'T double wield :guns: A:Go play apocalipsys if you wanna duel wield! 12)Blast sectopods from the back A:If not... :help: I shall give more! :Titan: |
Quote:
The zip file works fine for me. Also I would recommend making a backup of the original UFO exe before putting the patch, since the patch can create bugs of its own (read further down the thread) |
Quote:
The other reasons for not carrying armed grenades is that the aliens do not always shoot from point blank range and your troopers are not always alone when they go down. Double wielding of pistols can actually be useful if neither weapon has a lot of shots left, as you do not have to reload. Otherwise, it is better for a heavy weapons trooper to keep a pistol holstered on his belt if a situation arises where the alien is too close for the area effect round. Characteristics only improve if they get used. TU's go up if the trooper goes out on missions. Accuracy goes up if the trooper hits what he is aiming for. Energy goes up if you run around. Reaction go up if the trooper reacts to an enemy by shooting (this means that slow troopers stay that way, but fast troopers get really fast). Strength goes up if the trooper carries heavy stuff. About sectopods, I never noticed that they were all that tough, but I tended to stick with laser rifles as my weapon of choice. |
Quote:
Oh good, can you please unzip the file and put the unzip file or zipped one (with other software or just zip it again) somewhere in the forume I can download. You can either e-mail it. |
Quote:
2) The only times when I would let any soldier carry live grenades is either when there are crysalids around (and I haven't got access to flying suites) - not that this would be enough to kill the creature, but maybe your soldier would die instead of turning into a zombie - or in very limited cases when entering a ufo. But you're absolutely right that it happens very rarely that an alien shoots from point blank range. 3) I'd never opt for double wielding, especially because it decreases your firing accuracy. I either go for laser, or use heavy plasmas and I hardly run out of 35 shots, even if I use a lot of auto shots. 4) Probably because you use laser weapons. Sectopods are heavily armoured but relatively vulnerable to laser. |
The sectopods are the robots that help the etherals???
If yes, only well done squads can fight them, its a top combination... i only hope donīt found them at cydonia |
Quote:
you can then decide to kick the ones with weak PSI. although i usually didnt' kick them but use them in second base where they helped the rookies start (basically they were like support on attacking smaller vessels). or i used them as the ones that carry light with them. they get out of my ship and then start throwing chemical light arround. i usually leave them unarmed or put the weapon on their back or waist. they will only use stuff they have in their hands if they get under alien control. |
Two things:
1. Sectopods are the Ethereal's robots 2. Soldiers under alien control WILL take out a weapon or grenade if unarmed. However, they will not pick up any items from the ground. I'm not sure if they can reload weapons. |
The current time is 08:53 AM (GMT) |
Powered by vBulletin® Version 3.7.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.