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Old 06-06-2005, 11:40 AM   #1
Student
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I alwaus place my bases in

Central europe 1

East asia 3

North america 2

South america 5

Australia 4

Central africa 6

                       
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Old 06-06-2005, 11:42 AM   #2
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I'm having some trouble with the dos version of x-com running under
dosbox. The game runs a little laggy. When I'm on the geoscape and I
right-click to rotate it, there's a half second lag before it actually
rotates the globe. Also, during combat, my cursor lags and I end up
shooting the wrong things / moving people instead of selecting them /
other stupid things. The slowdown is really irritating. I would play the windows version of UFO defense, but I have two gripes about it:

1. AWFUL MIDI music compared to the awesome dos version's music (is there a fix for this? please say yes)
2. STUPID CRASHING PROBLEMS ON A TERROR MISSION! Magically the game just crashes as soon as I land. WTF?

As a solution, I'm trying to get the dos version of X-com to run under
windows XP without using dosbox. Do you know any way to fix the
stupid lag, or perhaps to get X-com running under xp?

I also have a question about the game itself. What item do you
reccomend manufacturing and selling for profits? I've found a nice
profit margin in medikits and motion scanners. What do you do
usually?


Thanks for the time.
                       
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Old 06-06-2005, 12:06 PM   #3
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Your right another_guest 6 is pretty tough but Im not on the highest difficulty so that helps a lot.

The reason i dont have a base in Europe but in North Africa is that the radar coverage is almost exactlythe same but the cost of building it is quite a bit less. This i pretty useful at the start of the game when you are cash strapped.
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Old 06-06-2005, 03:09 PM   #4
PrejudiceSucks
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Yeah, true, also it was actually me who said that.

@ Another_Guest

It is actually Blaster Launchers for Fusion Balls, which means that it takes quite a while to get them.
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Old 06-06-2005, 10:24 PM   #5
another_guest
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Quote:
Originally posted by Guest@Jun 6 2005, 11:42 AM
1) I'm having some trouble with the dos version of x-com running under
dosbox. The game runs a little laggy...

2) I also have a question about the game itself. What item do you
reccomend manufacturing and selling for profits? I've found a nice
profit margin in medikits and motion scanners. What do you do
usually?
1) Have you tried increasing the number of cpu cycles in Dosbox? You should increase it to the point that any further raise will cause the game to slow down again. If that isn't enough, try skipping frames. Here, increase to the point where it would start affecting the graphics.

2) Early in the game, med kits and motion scanners are a good choice. But as soon as you can, switch to laser cannons. They yield the biggest profit without requiring additional materials like elerium. I'm not sure how the comparison between laser rifles and motion scanners turns out, so once you can manufacture laser rifles but no laser cannons yet, you could look into that.
And to avoid any possible confusion, with "the biggest profit" I mean the highest net profit per hour, per engineer.
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Old 07-06-2005, 04:25 AM   #6
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Hi to every one!, Im having Problems during the game play, when i see a lab research it just take´s me out of the game. ( Windows XP Error review), What shall i do... where i can get the Gold X-Com??

Thanks For your atention

( Sorry for my English, i´m Colombian Nice to meet U! )
                       
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Old 07-06-2005, 09:11 AM   #7
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you can get UFO Gold from Home of The Underdogs but be warned, extremly slow download, but it does have a wide collection.

My version of UFO is from there, you might get the occasional bug of when you land on a site it might crash and when you try to send your first unit out of a skyranger so frequent saves are advised, other then that it's just like the one from here (and you get a notepad guide of the USG of UFO from Kasey Chang).

Also motion scanners give a higher profit then laser pistols and rifles, also early out its better to produce laser pistols as they cost less to produce and are quicker to build so your cashflow is more stable.
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Old 07-06-2005, 12:55 PM   #8
lethe
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Quote:
Originally posted by another_guest@Jun 6 2005, 10:24 PM
2) Early in the game, med kits and motion scanners are a good choice. But as soon as you can, switch to laser cannons. They yield the biggest profit without requiring additional materials like elerium. I'm not sure how the comparison between laser rifles and motion scanners turns out, so once you can manufacture laser rifles but no laser cannons yet, you could look into that.
And to avoid any possible confusion, with "the biggest profit" I mean the highest net profit per hour, per engineer.
Medikits are surely one of the best ways of income, not only in the beggining. Better than that, I think only alien alloys, but since I never bothered to compare exactly which pays off the hours better, I just produce them both, in different bases.
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Old 07-06-2005, 06:22 PM   #9
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Alloys are pretty handy to have at any time really. They make a lot of money and you can make cool stuff out of them .
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Old 07-06-2005, 07:33 PM   #10
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Quote:
Originally posted by lethe@Jun 7 2005, 12:55 PM
Medikits are surely one of the best ways of income, not only in the beggining. Better than that, I think only alien alloys, but since I never bothered to compare exactly which pays off the hours better, I just produce them both, in different bases.
Some time ago I saw a strategy guide for UFO with a table of products that compared profit per engeneer hour.

The best was some kind of laser weapon, I think the heavy laser.
                       
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