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RichardCranium

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Everything posted by RichardCranium

  1. Memtok, the mind taker! (EDIT: I have only done this in UCCE. I've also added the line about being visible when you shoot up the base to spawn the enemy marines.) Start a Marine Roam game (lone wolf or with a squad doesn't really matter, assuming that you don't care if your squad gets killed off). Be any type of marine that you wish (I've done this as a MIM). Use a DJP to jump to your favorite enemy's starbase (I usually play TER-MIL, so I pick the TER-INS starbase). Don't move far from the jump pad. Ensure you are standing up or crouching so you can be seen. Shoot up the nearest barracks, bunker, or command-and-control building to draw out the enemy marines. Use the DJP that you came in on to jump to a friendly base or city before they smoke your butt. ALT-S to TACOPS and zoom in to the enemy starbase that you just stirred up. Find the enemy marines that are running around and add as many of them as you wish to your PLV. While you are looking in the area, add anything that you would like destroyed to your PLV such as a the MFB or STO launchers or whatever. Press 0 (zero) and stand up. Select an enemy marine in the PLV and then press SHIFT-; (the gesture for "follow me"; using the TOM won't work for this). Continue to select the enemy marines in the PLV and press SHIFT-; until you have done them all. Now you can use the TOM to give them orders, such as attack each other or anything on the base. (Actually, you can give them orders immediately after the gesture.) If you have a squad, your marines will always consider them to be enemies and will kill your subverted enemy troopies if they get in range. If you make your subverted marines shoot at a building that will spawn enemy marines (like a bunker, barracks, or command-and-control building), the newly arriving marines will kill your subverted marines without hesitation.
  2. Ah. This is posted in the wrong portion of the board. Read this.
  3. Which game are you talking about? Upgrades (patches) are as free as your internet connection. There's a "Check for updates" in the start menu for your game; try that. (Please read this thread while you are at it.)
  4. Doubleplusgood! I would really hate to have to buy Vista to play this. Yay!
  5. Sweet. I'll be waiting for this one. Well, the PC version of it. BTW, is that a Vista target?
  6. Will this be available for the PC or is it game console only?
  7. Extreme negative feedback Watch to the very end. This is pretty funny too. (Both of those are youtube links if you don't want to mouse-over.)
  8. Actually, the "FOLLOW ME" gesture is more powerful than the "escort" order. After I assign a marine a defend order on something, the TOM tells me that I am not allowed to give that marine any more orders. The gesture, however, always works. (And once it does, the TOM allows me to give other orders to that marine). I also did not realize that I had to holster my weapon for gestures to actually do anything. I watched myself via F9 to see what was happening when I gestured and so figured it out.
  9. Ah, the things you learn. I had noticed from the last marine roam game that once I told my guys to guard something, I couldn't figure out how to get them to take orders from me again. Solution? Holster your weapon, select the marine in question via the PLV, and use the "follow me" gesture. The marine will salute and start to pay attention to you again. Rinse and repeat. We all jumped to an insurgent city where I told my squad to guard the DJP while I took out the two bunkers, hijacked the MFB and air defense missle system. I then told Kruger to attack one of the buildings. He ran over and shot all of his missles (no surprise there). I couldn't figure out how to get him to resupply at the local supply point; none of the TOM options seemed to fit. Then I thought that he might just do it on a friendly base. So we hit the DJP. He got caught in a traffic jam on the enemy side. When he finally came across and I found him, he was stuck on top of the bunker. I jet packed up there to see if I could get him to follow, but that didn't work. I then told Ramos to RTB then start guarding me. Those commands ended up with him stuck on top of a wall, bouncing up and down like a trampoline. I have screenshots but it appears that I need a URL to post them.
  10. Well, it would be nice to be able to plan, but in this scenario there is around 4 seconds before the first enemy marines are in range. I certainly don't have my fingers trained to DTRT without thinking about it. I've seen the gestures on the game commands document, but I could not find them mentioned in the manual or tutorial. I'll have to experiment with them; I've assumed that if my marines are standing there looking at me that I could tell them all to follow me or hold position. The enemy marines are certainly better shots than my guys; I've never seen my guys shoot back but I've also never put them in SAD mode. I think I'll start up a Marine career roam game and futz around with my squad so I can learn to control them better.
  11. Those marines make rocks look smart. I've even gotten over 1KM away from any enemy marines looking for us, with one or two surviving squad members in tow. I've been able to bring up the TVM while frantically low-crawling away from the crash site, cycling through the enemy marines to see if anyone is locked onto one of us. They never see me. My squad members? Those pinheads simply will not keep their damned heads down. I watched one of them in the TVM while I was crawling away. He decides to stand up and follow me on foot instead of crawling along behind me. If I stop and remain prone, he will crouch. If I stand up and hit V, he might drop prone for a second before getting up into a crouch again. The chopper probably crashed in the first place when one of 'em discharged a round into the control panel or pilot by mistake. Every time we could have possibly broken contact, at least one of my survivors will stand or crouch so that one of the enemy marines will find him. The "holster and crawl" method of escape has the same drawback. At least one of squad members will get up sometime until they are all dead. Of course, the guys chasing us never drop prone either, so I guess there are some advantages to all of the NPCs being stupid.
  12. Yes, it is a HAV; I haven't practiced on my enemy vehicle ID cards lately. I guess it has an on-board AI of some type; it's normally in front of me when I sneak into the base area and when I Alt-D/Alt-E to take it over, it then drives towards the base drawing fire and I believe shoots at things too. If I'm lucky, the MFB is also within hijacking range. It keeps a lot of other people busy. When I actually get on the base, hijacking one of the LADMK1 turrets allows me to take out almost anything else on the base. You have to be careful, since the LADMK1 will cut you in half as it slews over to a target if you are in the way. Sweet. I'll try that trick soon. Nice! Thanks.
  13. Greetings, I don't have that much time to play UCCE, so I tend to drop into one of the instant action scenarios. I've enjoyed playing IA0217, whose scenario notes mention that "Not all of you are going to make it." Boy, what an understatement. I can almost always make it to the DJP (99% of the time). If I don't try to destroy the rest of the base as I pass through, it's a lot closer to 99.99% of the time. That success rate requires me to use the rest of my squad as a meat shield. Given that I'm playing the squad leader, I'd expect my own guys to start shooting me in the back as I run away and leave them to their fate. So I've tried to save as many as I can, but it's really, really difficult to get those idiots to do simple things like not jump and down when we are hiding in the bushes to ambush our pursuers. I almost saved one of them (we always run downhill from the crash site and stay in one of the gullies to stay out of line-of-sight), but the APC at the base of the ridge unloaded a squad who shot my kangaroo private in the butt. So, has anyone else played this scenario and managed to get a more than just yourself to the DJP?
  14. After the latest patch, I've noticed that my mobile marine character is capable of runnning for 10 to 20 kilometers without my FF going over 6. In fact, my FF will run up to 5 and then reset itself to 0. To be more precise, I cannot get his FF to go over 6 no matter what I'm doing. While that increases my mobility, it seems a trifle odd.
  15. All righty, then, I'm back. In short, replacing fmodex.dll with the old version didn't help. I rolled back from 1.00.05 to 1.00.04.01. I attempted to launch UCCE and it didn't work. The DVD was in the drive. I rebooted and tried to launch UCCE and it succeeded. I was able to start one of the instant action scenarios. I copied fmodex.dll to my desktop (it's version 0.4.10.3). I then used the updater tool to get and apply the 1.00.05 patch. I then attempted to launch UCCE and it didn't work. I rebooted my machine and tried to launch UCCE again with no success. I then replaced the version of fmodex.dll (0.4.12.3) that is part of the 1.00.05 patch with the saved copy (0.4.10.3) and attempted to start UCCE. No luck. I rebooted the machine and tried to launch UCCE again. No luck. There is no indication that 1.00.05 version ever attempts to access the DVD. (Ignore the following post from me. I didn't realize I could change history by editing my messages.)
  16. I'm having the same problem. I'll also go through the above monkey drill and post the results.
  17. As it so happens, my DVD-ROM version stopped working after applying the 1.00.05 patch that was selected by the updater. 1.00.04.01 patch works.
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