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Old 06-01-2007, 02:45 AM   #2671
laiocfar
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And you call it bugs? Bugs are when your research stops coz the game dont loaded zorbita to research projects, or when the enemy spot you via an angle in a wall or when you cant capture aliens xoz they become invisible in the floor or when the tactical game hangs and after several minutes gives you the last mission outcome.
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Old 07-01-2007, 08:22 PM   #2672
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<div class='quotetop'>QUOTE(laiocfar @ Jan 6 2007, 03:45 AM) [snapback]273527[/snapback]</div>
Quote:
And you call it bugs? Bugs are when your research stops coz the game dont loaded zorbita to research projects, or when the enemy spot you via an angle in a wall or when you cant capture aliens xoz they become invisible in the floor or when the tactical game hangs and after several minutes gives you the last mission outcome.
[/b]
probably I have mistaken the term… call them implementations of UFO. i think they are so much interesting and i prefer play with them!!
if u prefer not call them bugs i dont have problems... all bugs i had i have resolved with backup of saved files and removing always the flags of "only reading" of a file (when any of these problems happens to me)!
can you help me the same?

if anyone of you have bugs.. try DosBox with Dos version of the game.. or try the windows version (I use it and is more stable).. try with any patch.. 1.2 and 1.4 for sound (there are a lots of version for Dos).. for the windows version i have found xcomut96 (it's the 9.60 version of an usefull utilities).. i think is a nice pack including many bugs-fix (and much more).
also f0dder is nice.... (i use it only with a particular pack includes in xcomut96... the other release i can't use because appears "Ufo version not accepted" and really dunno why)... also "turbo" patch is nice if u have problem with the speed of the game... other solutions i dont have
maybe in the site of xcomut96 i view a little guide to correct the source code of Ufo.. but i'm not sure if it was that site...
                       
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Old 07-01-2007, 08:27 PM   #2673
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<div class='quotetop'>QUOTE(DudeWhoLovesXcomButCantGetI tToWo @ Jan 4 2007, 03:49 PM) [snapback]273283[/snapback]</div>
Quote:
Same problem here. It runs too fast in windows mode, the slowdown utilities don't work, and I can't get the DOS version to run in DOSBOX. Anyone know which executable to run for the DOS version?
[/b]
I have Dos version of the game too..... and i can send to u or, probably better, re-send you on a link to download it.. i will register my-self now on abandonia too much unregistered post for me
                       
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Old 07-01-2007, 08:38 PM   #2674
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OK I am here
I have registered myself free for PM and for all :brain:
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Old 09-01-2007, 08:48 PM   #2675
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Well guys - found your site one week ago and had some great time with all "my" old games - THX for that. But now I have a little problem - with UFO

1. Downloaded Windows-Version - can't play because my precious 2005'er hardware isn't able to display it. All I get after starting the game is black screen with a message on my monitor: "incompatible modus" (OK, I'm from Germany, so the exact message is "Modus wird nicht unterstützt")

2. Downloaded Dos-Version - can't play because after starting the game with DosBox i see another black screen. The program switches between "geoscape" and "tactical" all the time... that error was reported above but I found no solution within this thread.


Oh, I downloaded the files and unzipped them - nothing else. I'm using WinXP and DosBox 0.65.
Can someone help me?
                       
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Old 10-01-2007, 10:05 AM   #2676
The Fifth Horseman
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To solve no.1: Use a CRT monitor to play the game. That seems to work for most people.
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Old 01-02-2007, 05:00 AM   #2677
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Here are some questions for the vets of the game ..

1. Does any attribute help to aviod reactive fire from enemy aliens, i notice my commanders and colnols seem to get shot at less than the rookies, could this be from a higher TU attribute or maybe a higher reaction rating?

2. When viewing the stats for the fusion ball launcher for the craft, i notice the accuracy rating is more than 100% yet they still miss, what range is this rating based on?

3. Does blasting alien crafts down with smaller weapons (cannon, stingray missiles) increase the chances for the craft to be intact on arrival, therfore providing greater chance for elerium, or is the status of the craft detirmined randomly on crashlanding, regardless of weapon used?

4. I notice that smaller craft shot down by the Avenger seem to be destroyed more often than craft shot down by firestorm or interceptors even when using the same 2 plasma cannons, does the avenger have a higher kill rating than other craft even when using same weaponry?

5. During a base attack by aliens, i find sometimes the only weapons i can use are laser pistols and rifles, but when i go to the stores, all my plasma weapons are there on the ground, does laser weapons prioritise over plasma weapons, and if so, is there any other way to aviod this apart from getting rid of all my laser weapons?

6. Is there any way to raise the reactions attribute? i never seem to get this upgraded.

7. Does building a base in snow or mountainous areas decrease the aliens chances of finding your base?

8. Does shooting down craft into water incur the same penalty as leaving an alien craft crashed on the ground, or is it treated as a destroyed craft?

9. Is it possible to tell exactly WHEN the aliens find the location of your base? what range must the craft be in to actually see the base with or without a mindsheild? and, if the alien craft on a retaliation mission is shot down before returning to base, are the aliens still informed?

10. I noticed that aliens can mind control a soldier multiple turns in a row, even when it seems they dont have a visual sighting, yet i can mind control an alien for only one turn, then i have to sight him again to control him again, any way to work around this apart from placing scouts everywhere?

11. Do mutants have a weakness against armour peircing shells?

Im also interested to know who has been the quickest to complete the game on the hardest difficulty level, ive done it in 6 months with only one base, maybe we should start up a compitition and get the winner to provide his savegame as proof.
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Old 01-02-2007, 06:47 AM   #2678
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I am running DosBox 0.65 on my powerbook G4 (mac). I've downloaded the DOS version of xcom from this site, but I can't get it running. I'm having the same sort of geoscape/tactical flipping problem, at best.

Can anyone please post line-by line instructions on how to run this game? :wallbash:

I have been craving some xcom for so long, and it's excruciating to be hung up here!

thanks! permeant
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Old 01-02-2007, 11:18 AM   #2679
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<div class='quotetop'>QUOTE(styer27 @ Feb 1 2007, 07:00 AM) [snapback]277410[/snapback]</div>
Quote:
Here are some questions for the vets of the game ..

1. Does any attribute help to aviod reactive fire from enemy aliens, i notice my commanders and colnols seem to get shot at less than the rookies, could this be from a higher TU attribute or maybe a higher reaction rating?

2. When viewing the stats for the fusion ball launcher for the craft, i notice the accuracy rating is more than 100% yet they still miss, what range is this rating based on?

3. Does blasting alien crafts down with smaller weapons (cannon, stingray missiles) increase the chances for the craft to be intact on arrival, therfore providing greater chance for elerium, or is the status of the craft detirmined randomly on crashlanding, regardless of weapon used?

4. I notice that smaller craft shot down by the Avenger seem to be destroyed more often than craft shot down by firestorm or interceptors even when using the same 2 plasma cannons, does the avenger have a higher kill rating than other craft even when using same weaponry?

5. During a base attack by aliens, i find sometimes the only weapons i can use are laser pistols and rifles, but when i go to the stores, all my plasma weapons are there on the ground, does laser weapons prioritise over plasma weapons, and if so, is there any other way to aviod this apart from getting rid of all my laser weapons?

6. Is there any way to raise the reactions attribute? i never seem to get this upgraded.

7. Does building a base in snow or mountainous areas decrease the aliens chances of finding your base?

8. Does shooting down craft into water incur the same penalty as leaving an alien craft crashed on the ground, or is it treated as a destroyed craft?

9. Is it possible to tell exactly WHEN the aliens find the location of your base? what range must the craft be in to actually see the base with or without a mindsheild? and, if the alien craft on a retaliation mission is shot down before returning to base, are the aliens still informed?

10. I noticed that aliens can mind control a soldier multiple turns in a row, even when it seems they dont have a visual sighting, yet i can mind control an alien for only one turn, then i have to sight him again to control him again, any way to work around this apart from placing scouts everywhere?

11. Do mutants have a weakness against armour peircing shells?[/b]
1. Think so.
2. It is possible that there are some modifiers the game applies to the accuracy ratings when calculating hits. So it may miss but it doesn't do it as often as a weapon with lower acc.
3. From what I remember, there appears to be some difference, but it's more or less negligible.
4. Peculiar, but not impossible.
5. That's the infamous "80 item cap" in action. No way around it that I know of.
7. Does sticking your head in a sand make you any less of a target?
8. Given the way this game works, I'm pretty sure it's treated as destroyed.
9.a) When they start attacking it.
9.b) I don't think it's based on actual exact range.
9.c) Definitely.
10. They have to have a visual sighting, otherwise you'd be totally screwed in every mission against Ethereals.
11. Zombies, you mean? They wear no armor. If you mean Mutons, that seems to be what the UFOpedia implies.

<div class='quotetop'>QUOTE(styer27 @ Feb 1 2007, 07:00 AM) [snapback]277410[/snapback]</div>
Quote:
Im also interested to know who has been the quickest to complete the game on the hardest difficulty level, ive done it in 6 months with only one base, maybe we should start up a compitition and get the winner to provide his savegame as proof.[/b]
There's a bunch of UFO maniacs around - feel free to post about it and start a ccorresponding thread in "Forum Games". k:

<div class='quotetop'>QUOTE(permeant @ Feb 1 2007, 08:47 AM) [snapback]277415[/snapback]</div>
Quote:
I am running DosBox 0.65 on my powerbook G4 (mac). I've downloaded the DOS version of xcom from this site, but I can't get it running. I'm having the same sort of geoscape/tactical flipping problem, at best.

Can anyone please post line-by line instructions on how to run this game? :wallbash:

I have been craving some xcom for so long, and it's excruciating to be hung up here!

thanks! permeant
[/b]
Without knowing what you have exactly done and what specifically is the problem, we cannot help you.
Until you post more detailed information about your problem, I can only refer you to this FAQ.

Please post a more detailed description of your problem including any and all error messages you encountered.
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Old 01-02-2007, 12:32 PM   #2680
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My two cents...
  1. I guess so, but in my experience you can't possibly walk into an alien's line of sigh withuot getting shot, no matter your soldier's reaction rating.
  2. Each combination of weapon and shot (snap, auto, aimed, etc.) has an accuracy percentage as described in the UFOpaedia. If I remember right you must apply that percentage to the soldiers' accuracy rating and you'll get your base hit chance, which will display when you click on a weapon to select the shot. That figure is what you should pay attention to. (For example 90% [snap with heavy plasma] of 68% [a given soldier's accuracy] is 61%. A soldier's accuracy rating can be above 100 as high as 120 per cent.) I guess it could be modified because of distance, but when I had good marksmen so that their nett percentages were over 100 per cent for aimed or even snap shot, they hit even distant aliens without ever failing.
  3. Different weapons may very well make a different, depending not on the weapon itself but on the excess damage done besides the damage necessary to take the UFO down. Al least the manual states that if you assault an UFO that has landed on its own instead of been taken down, you'll find more booty --and more aliens.
  4. I thought it should depend on the weapon and your attack stance (cautious, standard, aggresive). Or maybe the damage you deal depends on the damage taken by your craft, and an Avenger is way sturdier than an Interceptor. Or maybe it depends on the craft itself as you say if you've observed it isolating other factors, I don't know.
  5. Of course there's a limit you must respect, but you decide which items to carry. In the base go to "equip" the transport craft and decide what's in and what's out, you'll be told about the limit. Then when already on the battleground you'll of course get to decide what each soldier carries in each hand etc.
  6. It may be innate, look in the manual. (If you have so many doubts about advanced topics you really should check the manual.)
  7. I don't think so, just build an hyperwave decoder and hunt down UFOs on Alien Retaliation missions as if your life depended on it --it does.
  8. I'm pretty sure it's destroyed and the game tells you about it.
  9. As I said just hunt down retaliating UFOs... I'm not sure at all but, as stupid as it may sound, I think that each retaliating UFO has to find you separately. This doesn't mean that it won't happen several times, I think they search around the areas where your craft have been active.
  10. I think it is for them just like it is for your team. So they only need to know where your soldier is, but the alien with line of sight is not the only one who can mind attach him, all the rest can as well. Also they're pretty good at it and at figuring which of your soldiers is the mentally weakest.
  11. Consult the UFOpaedia on which weapons are most effective against which aliens.
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