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A txt file explaining what the patch for v 1.2 did.
I can tell the difference between 1.0 (?) and 1.2: if your units' stats are limited to a certain fixed value (like 81 TU's or something, though the text file mentions 80), you've got 1.2 Also, without the patch for v 1.2, you'd get an error about Y-axis when entering alien bases. Screenshot of funding is available at http://www.deviantart.com/view/17041966/ (it turned out quite big, but well...) |
maybe they're penalising you for killing some of their civilians (or allowing them to get killed) rather than it being anything to do with alien influence
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I think the only things that prevents me from taking the "no reload" challenge are moments like these:
- My überveteran from untold missions exits the landing craft prior to a Terror Mission. He/she is shot after the first step he/she takes out of the craft. She/he dies. - Five troops prepare to storm a UFO. One run in, and is shot. The second is shot down as well from unintended auto-fire. The third is knocked uncounscious from the third auto shot. The fourth primes a grenade, runs to the door opening to throw it. Pow. The fifth trooper and the uncounscious third trooper are blown up by the primed grenade. I hate those moments... And believe me, they have happened by some strange twists of fate :blink:. |
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Still it's weird. I really have to pay attention the next time my monthly report comes up and some country has ceased its funding. |
Well the most likely scenario is that a for a country halting funding and then restarting is that they are not infiltrated but just feel for them youve done a crappy job i.e. few terrors and abductions and flyovers etc....
They do not collaborate with the aliens but simply increase the funding of thier own forces to battle the aliens, realise that they cannot handle aliens themselves and find that X-COM have been doing a better job, they reinstate funding. However ive never really had a case where ive had an infiltrated country come and rejoin. Although on one of my games which has extensive reloading I dont have any countries that have quit and everyone loves me and aliens sux0r :bleh: Mabye it is possible for an infiltrated country to come back if you are really that good but im not that sure, more confirmation would be nice, and another_guest, if you could get a screenie showing the alien activity and XCOM activity in countries it might explain things a bit more. |
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Cheers for the link! It's working for me now. Although there's no music, and there's a black gap at the bottom of the screen in-game, I'm generally pleased with the results otherwise. |
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No, I don't think they count. Only dead / captured ones. A question... Has anyone actually attacked an alien base in the way you're "supposed" to do it? That is, blowing up the base's control room? Or have you all just gunned the aliens down like any sane being would do LOL? [/b][/quote] Well, another way to take bases is when the aliens just suicide. It happened when I invaded a base. When the squad just found the command center (was outside the exterior central ring) a huge explosion happens - a blaster launcher. Quickly check squad. Everyone´s ok, not a scratch, and now there´s a hole leading directly to the command room. Cool. I prepare everyone to storm the place, the guy with the stun launcher first, and then another series of huge explosions - the alien blaster launcher gunner fumbled again, and killed himself, the leader, and destroyed the control room. The last sectoid panics. Fastest base assault ever. The only bad thing, I couldn´t leave a note on the sectoid´s corpse saying "ho ho ho, now I have a blaster launcher" |
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Cheers for the link! It's working for me now. Although there's no music, and there's a black gap at the bottom of the screen in-game, I'm generally pleased with the results otherwise. [/b][/quote] Music works fine to me, though I have the gap at the bottom, too.Notice the patch has other features: -Engineers not doing anything help constructing new base facilities, cutting time needed. -You can set the maximum number of scientist and engineers for a proyect simply setting the number below zero -that is, simply click once in the down arrow and it´s set for the maximum number of men available. -You can set the number of items to produce to below 0, as well. It then shows the number 1111. What the game does now is to sell the items as soon they are produced, a good way to make money. |
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2. that's what rookies are for (or blow open the UFO with a blaster launcher.. or if you have MC, then have someone with high reactions walk in and do nothing else (lest they attract reaction fire), then use the other soldiers to MC all of the alien occupants |
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