Oursinou Desman

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  • Comment: Where are crashed UFO ?

    Attack an UFO with Stiletto If you are lucky it crash on land Send Firebird to kill aliens Save before Firebird on the site Reload Crashed Ufo has disappeared. So Automatic Save before landing has no interest at all.

    2009-02-19 16:20:46 UTC in UFO:Alien Invasion

  • Where are crashed UFO ?

    SVN 22774.

    2009-02-19 16:17:38 UTC in UFO:Alien Invasion

  • Followup: RE: Country management

    How much do you think it needs to be complicated or simple ?.

    2009-02-19 11:15:05 UTC in EXCOM

  • Comment: Saved games broken

    Tested with files I sent you (slot1_2.zip) and R22774. It seems good. I have not enough time now to test more. I close this bug report. I'll do more tests next week and will open a new bug report if any.

    2009-02-19 09:23:34 UTC in UFO:Alien Invasion

  • Comment: Bases bugs

    It seems to be OK now. I just reload an old saved game which was broken. But no more time now to do more tests. i close this bug report now and when I'll have time, will tes completely and will open a new bug report if any. tested with 22774.

    2009-02-19 09:19:05 UTC in UFO:Alien Invasion

  • Followup: RE: Campaigns

    So, come back to Campaigns...... This is only for "Single player mode". I think we can have the two way of game. 1) We start a new game with many battles, many researches, many items and which can take many hours of play, like in the original system UFO. 2) We can have some"restricted" campaigns, with only 5 or 7 battles, only a few researches to do and a few items...

    2009-02-17 09:12:49 UTC in EXCOM

  • Followup: RE: Difficulty level

    You write is plenty of gold. :) In fact I think we are both "logical" and so find nearly same solutions for same problems. I knew one game like this, I don't remember the name, which had 20 parameters and at least 5 possible settings in each. At high level, it was absolutely impossible to play but the goal was not to play with all parameters maximized but to choose the kind of...

    2009-02-17 08:44:17 UTC in EXCOM

  • Followup: RE: Skills, competences, and promotions.

    Oups..... I forgot something very important. This system of promotions is based on the real life, so you can't transfer all the officers you have in the same base to build a crew of very strong Soldiers and keep Private in a "trash base" to have more officers. If a promoted worker is transfered in a base where there is no room for his level, he loose all the necessary levels to...

    2009-02-17 00:16:55 UTC in EXCOM

  • Skills, competences, and promotions.

    Hello, Each worker of the EXCOM organization has skills and competences. The 6 skills are : Accuracy Health Mind Reactions Speed Strength The 7 competences are Assault Close combat Engineering Explosives Heavy Weapons Marksman Sciences At the creation of the worker, only the 6 skills are randomly and "gaussianly" defined around the value 50. This means that the...

    2009-02-17 00:02:56 UTC in EXCOM

  • Weapons dealing and Black Market

    Hello, As said in other thread, major part of the funds of our EXCOM's troops are coming for making and selling of some weapons and/or some "special" artifacts derived from our research on alien's materials. We can also make some human's items and try to sell them as, for example, medi-kits or other items we'll find one day. :) We can also buy some guns one day to equip our crews...

    2009-02-16 22:12:21 UTC in EXCOM

About Me

  • 2004-12-27 (5 years ago)
  • 1185633
  • desman64 (My Site)
  • Oursinou Desman

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