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Old 04-02-2007, 12:55 AM   #1
permeant
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OK, so I got it figured out. Had to MOUNT a C: drive, "INSTALL.BAT C:", then edit the "c:\UFOCD.BAT" file to include my "d:" drive in place of the "%1", as CDSETUP didn't replace the variables as it was supposed to. And XCOM runs!

Only problem is, it's quite slow and choppy. My latest hour was spent trying to figure out how to press CTRL-F1 on my mac without it controlling the brightness, so I can load the keymapper, so that I can reassign the CTRL-F8 to another combination, because @$#@ CTRL-F8 opens up my mac menu bar instead of changing the FrameSkip's. bloody h---. (BTW, mac users, pressing like all the ctrl-option-command-fn buttons plus F1 does it)

So now we'll see if it's even worth playing, or too slow :blink:
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Old 04-02-2007, 07:02 PM   #2
HomerDOHSimpson
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In the dosbox folder is a .conf file you can edit the cycles dosbox start with.
You can also copy&paste and create a GAMENAME.conf file for every game and create a batch file to start with this file.

Here's my batch file for Ultima 8. (Ultima.bat)

C:\Programme\DOSBox-0.65\DOSBox -conf C:\Programme\DOSBox-0.65\Ultima8.conf Y:\DOSGAMES\Ultima8\u8.exe

1st part where dosbox is
2nd part (-conf) start game with specific conf file
3rd part where the exe of the game is


If this don't help. READ THE README.
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Old 24-03-2007, 09:35 PM   #3
Daniel
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Permeant - or anyone who knows...

Edit is not a part of DOSBox and TextEdit in OS X isn't seeing any text in UFOCD.BAT at all. How did you edit the batch file?

Thanks,
Daniel

<div class='quotetop'>QUOTE(permeant @ Feb 4 2007, 01:55 AM) [snapback]277886[/snapback]</div>
Quote:
OK, so I got it figured out. Had to MOUNT a C: drive, "INSTALL.BAT C:", then edit the "c:\UFOCD.BAT" file to include my "d:" drive in place of the "%1", as CDSETUP didn't replace the variables as it was supposed to. And XCOM runs!

Only problem is, it's quite slow and choppy. My latest hour was spent trying to figure out how to press CTRL-F1 on my mac without it controlling the brightness, so I can load the keymapper, so that I can reassign the CTRL-F8 to another combination, because @$#@ CTRL-F8 opens up my mac menu bar instead of changing the FrameSkip's. bloody h---. (BTW, mac users, pressing like all the ctrl-option-command-fn buttons plus F1 does it)

So now we'll see if it's even worth playing, or too slow :blink:
-permeant
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Old 01-02-2007, 12:32 PM   #4
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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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Old 02-02-2007, 03:52 AM   #5
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Awsome guys thanks!

I think ive figured out the problem i was talking about in question 10, heres an example:

I was fighting a small craft, a large scout, full of etherals. I killed all enemys outside the ship and walked 2 men inside the 1st compartment after the main hatch, the one with the two doors, one left, one right, no aliens in sight, one of my men entered the next door, into the navigation room where en etheral was hiding, i shot at him but missed so was forced to end my turn. The etheral mind controlled my soldier who then walked back into the 1st compartment and shot my 2nd man, ok, thats all normal, enemy had los.
I had two more men hiding outside the main hatch and i would walk in, see my mind controlled soldier, then walk back out again, i did this so i didnt have to kill my soldier. But everytime i walked back out of the craft and ended my turn, the aliens would mind control the same soldier every turn, even though he was secluded in the 1st room by himself. Now you could say that the etheral was walking in, mind controling my man, then walking back into the navigation room, but i hear no doors opening or closing, so that wasnt the case. After about 5 turns i gained control of my soldier again who was still in the same room, i then searched and found the only etheral hiding in the engine room by himself. How on earth could he have possibly had los to my man from two rooms away?

My conclusion is this:
An enemy alien MUST have los to mind control a trooper, but unlike our troopers who mind control an alien then they dissapear next turn caus of no los, i think the aliens still see thier target for one turn after the initial mind control. This is hard to put into words. Lets say i mind control a sectoid and then walk him into a room where noone can see him, on the next turn he will dissapear for me, but if i was an etheral, i think i would still see him, no matter where he is.

Hope everyone understood that.

Someone else must have an example of something similar. If not, i guess im taking too many drugs :wallbash:
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Old 02-02-2007, 10:25 AM   #6
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That makes sense, as I said the aliens are pretty good at knowing where your soldiers are. More than once I got the impression that they knew withot having LOS but I didn't study any case as thoroughly as you.

So are you positive that it lasts only for one turn? You said that you spent 5 turns in retaking control of your soldier and the aliens didn't need to go into the same room at any time during those 5 turns. It may be a bug/design flaw, or maybe intentional to account for alien mind superiority, that LOS are recalculated for your turn but not for the aliens' turn, or stuff; so they would always get to mind attack any soldier who was mind attacked the previous turn. That would fit my experience.
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Old 02-02-2007, 01:47 PM   #7
The Fifth Horseman
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Quote:
An enemy alien MUST have los to mind control a trooper, but unlike our troopers who mind control an alien then they dissapear next turn caus of no los, i think the aliens still see thier target for one turn after the initial mind control. This is hard to put into words. Lets say i mind control a sectoid and then walk him into a room where noone can see him, brain_ph34r.gif on the next turn he will dissapear for me, but if i was an etheral, i think i would still see him, no matter where he is.[/b]
Makes sense, actually.

Also, the LOS calculations are not perfect and bugs sometimes occur. The alien may have been calculated to have LOS to your soldier by accident.
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Old 04-02-2007, 02:38 PM   #8
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You know that you can increase cycles pressing Ctrl+F12, do yo? (Can't help you with Mac issues.) 3,000 may be not enough.
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Old 05-02-2007, 12:03 PM   #9
The Fifth Horseman
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3000 cycles is way not enough for this game. Increase to around 10000 and see if that helps.
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Old 09-02-2007, 01:12 PM   #10
deki86
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Ciao a tutti!

vorrei sapere come si fa per promuovere i soldati, visto ke ho un colonello con oltre 100 uccisioni alle spalle e non riesce a d diventare comandante e altri soldati ke non riesckono a essere promossi, kome devo fare?

Mod-edit: Babelfish translation:
Quote:
Hello to all! I would want to know like is made in order to promote the soldiers, approval ke I have a colonello with beyond 100 killings to the shoulders and it does not succeed in d becoming commander and other soldiers ke not riesckono to being promoted, kome I must make?[/b]
                       
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