![]() |
First, please post in English. That way people around here can actually understand you.
Second, there are more requirements than just kills and mission score for your soldiers to advance. You also need to have a certain number of soldiers (I _think_ that was 30 for a commander) and there are also restrictions to how many soldiers can advance beyond Squaddie. These are based both on your soldiers' mission/kill ratings and on how many soldiers you have (so the players don't have a strike team built entirely of Sergeants or Captains). |
<div class='quotetop'>QUOTE(Nick Skylifter @ Dec 17 2006, 12:45 PM) [snapback]271906[/snapback]</div>
Quote:
is there any solution? I love the game, plz help (sry for bad english -.-) P.S. where can i get the dos version? |
I got the windows versions from this site and it runs well but i have no music. Sound effects play fine just the musics missing anyway to fix it?
|
<div class='quotetop'>QUOTE(Guest @ Feb 14 2007, 07:19 PM) [snapback]279244[/snapback]</div>
Quote:
|
Here are some answers from a relative vet of the game...
(I play the game at difficulty level 5). I simply play and observe. I have no higher knowledge from the source or related. 1. No idea really. However, i am quite positive, that the aliens have no chance of reaction fire to the instant a soldier opens a door and steps through it. 2. Never bothered with FB. To little ammo. Plus there is a bug: The instant a weapon runs out of ammo the plane goes to maximal distance exceeding the maximum range of the launcher. By the time the projectile reaches the enemy craft the game seems to check this which causses the last shot to miss 100%. Go to aggressive Attack to avoid this (or use plasma guns). 3. I am quite positive that there is such a thing as negative hit points for ufos. If your plane reduces it to zero it will be found practically intact. I base this on observation of the downing of medium scouts. Is a scout downed by one single hit it seems to be a given that the reactor remains intact. If it takes two hits the UFO is destroyed most of the times or at least badly damaged if found. 4. No idea. 5. The list of possible items on the floor (which includes captured aliens and artefacts by the way) is finite. The same holds true for the initial equipment available. Simply sell of unneeded equipment! Another hint: If the cruical alien commander keeps disappearing after the stunning blow: Simply throw a grenade on some equipment littering the floor (or pick something up) to free some space in the game inventory! 6. UFO is a learning by doing game: Place your snipers in positions where aliens are bound to appear and let them wait. 7. I am quite positive that placing a base in areas where UFOs rarely appear greatly reduces the chances of being found. UFOs appear in the inhabited areas. My favorite places for a three base game: The eastern shores of the Black Sea, Cuba, Borneo. 8. There is a penalty? 9. There are such things as alien retaliation missions. Down these UFOs at all costs. But I suspect that the other UFOs have a detection chance, too. 10.You already seem to have understood that PSI-Power is pivotal for a glorious victory (my opinion, at least). Get yourself a PSI-Expert for every larger base. He does some running, easy killings and lots of control attacks. The running is for getting him/her more than 75 TUs. And yes. The rest is scouting. And yes. Aliens seem to cheat. But hey: They invented the technology centuries ago! 11.Mutons? Quite the contrary. Read the race description! 12.I finish the game by the end of august/beginning of september. Depends on the time PSI-power is conquered. Honor-Aim: Complete Science Tree -- Medics help with difficult to catch alive aliens. No, I do not compete. |
<div class='quotetop'>QUOTE(the_fifth_horseman @ Feb 9 2007, 02:21 PM) [snapback]278622[/snapback]</div>
Quote:
There is one Sergeant for every 5 other soldiers. One captain for every 10, One Colonel for (i guess) every 20 I believe one gets a commander for a force of 30 soldiers. However (here i am sure): there can always be only one commander. The game promotes the "best" non-rookie soldiers regardless of their PSI-Strength. So you should sack weak minded officers for their own protection! |
(Now that I re-read this I see I misunderstood some of the questions but I guess they're answered now.) I've been replaying this and found that I hadn't mastered the tactic (of course most important) part of the game. The only game I had the time of patience to finish was the first I ever played. I've quitted, hopefully temporarily, even the game I was playing currently, but before I managed to learn some facts about tactics in the game. Well many people may have figured this out already but I guess I'm bored, so here are two more cents.
The "reactions" stat is not that important, I personally think now that it's one of the least important, far behind shooting accuracy, TUs, etc. It governs only things your soldiers do during the aliens' turn, and you must lead the squad so that the important things happen during your own turn. Don't leave them out in the open or in long non-cleared corridors, go from behind a corner to behind the next one each turn; if you can't avoid it, deploy some smoke in front. As you can see when you make a soldier watch into an unexplored region, a soldier's line of sight (LOS) is 90 degrees wide. Whenever you encounter an alien during your turn and he's inside your moving soldier's LOS, you get to act first. No matter how low your reactions are, or how high the alien's, during a given side's turn that side always has priority. After the encounter, once you move further, or fire and the alien survives, or throw a grenade, or move a second man into the alien's LOS, though, the alien gets a chance to act provided you're within his LOS or you have called his attention shooting at him --I leaned to think that he could lose that chance if he failed a reactions check just like it works for you during the aliens' turn, but in my experience he always gets to act. Of course if you move in a way that you come into an alien's LOS without his being into your own LOS, even its being your turn you can't act if you don't see the alien and he'll blast you. The only things you must keep in mind are the shape of the LOS, and that you must move in a way that nobody can see you without your seeing him beforehand or at the same time. Some examples (yes I know I've got too free time): Code:
LOS of a man/alien looking north: |
I downloaded this game for Win 95 and the X-Com exe does not work. Actually the exe does work but the colors are extremely blurred and I can make out about 4-5 images of the mouse arrow accros the width of the screen. Was my download corruped?
The other exe, UFO does work but I think the game timer seems to be going too fast. Has there been reports of this game running too fast on newer computers? |
Sure, it does run too fast on recent pc's.
You can either download the dos version and run it through Dosbox, or run a slowdown utility (Turbo for example) next to the windows version. |
Just for the sake of comparison how fast is the game clock supposed to go versus actual time?
Oh, and is Turbo the slow down program you use? I would prefer to stick to stuff that has a good reputation as opposed to any random program on the net claiming to be a slow down program. Also, could you post a link for Tubo? I am having trouble finding a link for it. Nevermind, I found the Turbo download finally. The only problem is that it says it is for Win 95, will it work fine with XP? |
The current time is 10:25 AM (GMT) |
Powered by vBulletin® Version 3.7.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.