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Everything posted by RichardCranium

  1. After a few more attempts, I think the big mistake is to not play this one in god mode. Even when I've done that, Steve and his ship get blown up shortly after landing from attacks by orbiting enemy aircraft who have decided to shoot at him rather than me. A beeline takes you over/near the barracks. That's not survivable even with your two smoke grenades. I'm not seeing it.
  2. For what is described, I'd pledge something between $100 and $200 (assuming your normal level of post-release support). That leaves only something between 39,999 and 19,999 more people to go. With enough interesting and really neato screen shots, I might go up to $300 but the cheap bastard side of me would be whining a lot. If you ever do this, please re-train the marines so that they will throw grenades that go boom at a structure (such as a GDN-7) when you tell them to attack it. They forgot how to do that in the AAW series. I never played the original game, so maybe there weren't any scenarios where you did a ground assault.
  3. Mode2 for the GPMG has a quicker firing rate than Mode1. The number shows the time between shots. Mode1 fires a shot ever 60ms while Mode2 fires a shot every 30ms, so Mode2 fires twice as quickly as Mode1. You left off "...and you failed the test." (Which I obviously did, BTW.)
  4. GPMG: Mode2 fires slower than Mode1, has a shorter range than Mode1, but has the same damage as Mode1. Is selecting Mode2 an IQ test of some kind? I really hope that you get some type of improved accuracy with a machine gun if you're prone while firing it. That's kinda chafed my *ss while playing AAW; you can't set up a Final Protective Line of fire with a machine gun in that game. (For those of you who haven't had the training, that's MG grazing fire set up across your position that should hit anyone that tries to go through it. At least until you run out of ammo.)
  5. Snipers are the least of my concerns in the scenario. It's the rocket launcher armed Vanguards or that patrolling gunship that kill me. Every. Damned. Time. (Assuming that I don't just DJP out of there; then I live but can't win.) (My squadmates will normally take out the enemy infantry for me. That gunship is a different beast.)
  6. I can survive these scenarios without any help, but I don't see a way to suppress/eliminate the enemy forces that are running/flying around at the star base so that Steve can actually pick you up.
  7. I have all the music from UCCE on a CD in my car and listen to it (among other music) when I drive to-and-fro work. I've listened to it while coding, for that matter.
  8. Frankly, I thought it was impossible to do. For those who haven't played it, you're playing Steve with Lucas around for the ride. You and Lucas are on foot and are supposed to destroy the starbase and DJP back to Alpha. The other two guys are cooling their heels at Alpha. As Steve, you have 4 frag grenades, a wrist laser, and an FG45 rifle. Within, oh, 10 seconds of scenario start about 10 enemy infantry come out to kill the both of you. Two of them have rocket launchers, so if they get within 500m of you then you will be dead shortly thereafter. As soon as you can move, head east. (There's a supply station over there that you can use. There's one that is a lot closer but you'll die shortly before or after using it.) Jetpack and run when the jetpack runs out. The enemy runs a little faster than you do, so you use the jetpack to create a lead. 1.25km from the closest one will do. In the meantime, give Lucas the attack at will command. He won't go after the guys with rocket launchers, but he'll kill off at least 6 of the enemy. (In the IA scenarios, your squadmates are invulnerable when they aren't in vehicles/aircraft. You die quite well, thank-you-very-much.) He's too stupid to resupply himself when he's out of ammo, so select him and F-10 every now and then to see if he's standing still doing nothing. If he is, tell him to go to a supply station. When you get to the supply station to the east, change your loadout to #7. That gives you a ZS12 rifle (meh) and a Hornet rocket launcher (yay!). For some reason, when you change your loadout you will not be fully supplied with ammo so ensure that you also select the Weapons option at the supply station. Leave after that's done. Here's the tricky part. You are going to use the Hornet to kill the guys that are chasing you. If you let a rocket launcher holding enemy within 500m of you, you are dead. The tricky part is getting a lock on the enemy versus the buildings behind them. The rocket launcher will ID the target that it's locked on, so you won't be confused. You just may not be able to do it. If you kill them all, you can then run/jetpack to the nearest DJP (don't forget to tell Lucas to start escorting you when you get around a 1km from the DJP). Teleport to Alpha base and make sure that Lucas comes too. If you don't kill them, the scenario will end since you'll be dead yourself. Now, the time that I *did* win, I was back at the enemy starbase trying to take out the barracks. I was standing near the DJP and all the rest of the squad was at Alpha. I'm not sure what tests the scenario makes at the end. It may be that you have to be near a DJP in the enemy starbase versus actually being at Alpha.
  9. the second playthrough. No commentary in the recording this time.
  10. I've made another recording of IA0203 where you don't have to grab the HAV in the beginning. (It's not on YouTube yet. I'll change this posting when it is.) It's not as hard as I thought, once I figured out the interaction between an air launch pad and any vehicles you are driving. Short answer: Don't drive within ~500m of an intact ALP. (I don't know the minimum distance required. It may be more like 750m.) As far as IA0203 is concerned, DJP to the east part (crud, I think it's on the east part) of the base where the escape craft is waiting. Blow up the ALP that is close by. Grab the HAV that's near the DJP and wreck havoc; after both ALPs are gone, you can drive anything you want. I made CSM while playing that prior to making the recording. (Honest!) I also got a Planetary Shield in that one, which surprised the crap out of me. As usual, I have no freaking idea what I did to get it. I used to jetpack over the barracks and drop grenades on it when I couldn't grab the HAV at the start. That normally ended up very badly, recording or not.
  11. This time I'll use a It's very difficult to win if you don't grab the HAV at the beginning. It's impossible for me to win without the HAV while recording; I'm paying too much attention to the recording timer to be able to take out the barracks and survive.
  12. I'll try to do one on IA0203 and IA0205. The other IA infantry scenarios are along the lines of "How many seconds before you die?" with answers of "15, if you are lucky".
  13. Well, OK, videos: First Second Last
  14. There were some messages in the Steam forum where people wondered if AAW/AOA was worth buying. I'd like to be able to post a link of my playing one of the ground-pounder IA scenarios that are possible to win without being in god mode. I've tried a couple of free tools that claim to record what's on your screen, but none of them have worked. I'm running 64 bit Windows 7. Thanks!
  15. Hmm. I didn't see any of that behavior when I entered and left that area. I'll admit that I didn't bother taking a fleet with me while doing so, since a beefed up Engstrom can kick pretty much any AI ass, as long as you're paying attention. (Although I have had raiding parties teleport in and really *bleep* things up. I'm waiting for someone to teleport in and blow up my O.R.B.)
  16. I'm pretty sure that it worked just fine for me when I had one. Then again, by the time that I had gotten it, I had conquered almost all of the Star Stations on the map. There were a couple that I kept blowing up by mistake. New America comes to mind.
  17. Oh, I'm not claiming the system got it wrong. I'm just claiming that I don't know what I did to trigger it. You should find that believable.
  18. I'd like to get a copy of the background music. It's suitable for rush hour driving.
  19. As far as I know, I haven't done any of those things. A SATCOM message telling me that I was just given a violation for doing X would be nice, is all. If you just happened to command a certain Gammulan starship to fire on various Gammulan aircraft/SAM/SAD/buildings, would that trigger a violation? Or do only cases, as the US military would say, "blue on blue" actions that trigger the violation logic? (ie, Gammulans killing Gammulans is just hunky-dory) (spoiler tags would be nice)
  20. While playing the AAW campaign, I noticed that I've accumulated a couple of violations. It isn't obvious to me how I'd find out what I had done to get them. Is there a way to do so?
  21. It would be nice if UCCE v2.0 was available via Steam. (I realize that there is probably more than one perfectly valid reason why it isn't.)
  22. This one is fairly winnable. The scenario starts off with you standing at the southeast corner of the nuke plant that's part of Bravo SB. You are facing north. Your ride out is a Shadow assault craft sitting on the ground just to the west of the barracks near the starbase building. Everything that isn't infantry is concentrating on the Shadow. There's an HAV that's just dropped off a Gammulan infantry fireteam to the southwest of the nuke plant. That HAV will swing around and drive between you and that fireteam at least twice. (When it runs into a building, it reverses direction.) You're Brad, with a machine gun, and LR12, and 3 rockets. Burke has an LR12 and a Hornet rocket launcher. Steve and Lucas are along for the show. You don't have to do it, but it is sort of fun to grab the HAV when it drives past so that all of you can ride to the main portion of Bravo SB. The HAV will kill you if you allow it to drive over you, but if you get close enough, you can press "E" and get on board one of the positions. That stops the HAV from driving around. To pull that off, you pretty much have to start jetpacking due south to intercept the HAV when it hits the building that's to your south. While you are jetpacking, give Burke a SAD command; he'll take out the fireteam with his rocket launchers. After you grab the HAV, get in the driver's seat and give Burke an "escort me" command so he'll join the rest of you in the HAV. Select the ground targets radar mask and start driving towards the starbase building. Select the starbase building as your vehicle's target. When you get to within a kilometer to it, start firing. Keep firing until the starbase blows up. I normally then point the HAV towards the barracks and dismount. You can give your squad mates SAD commands, since there is an intruder gunship heading in with a load of infantry. Use the HAV's machine gun to take out the barracks building (it's easier to select the gunner's station on the HAV and manually aim at the barracks). Dismount and reposition the HAV to point to the Comms building. Dismount and select the gunner's station to manually fire at the Comms building until it blows up too. By now the intruder has landed and launched its infantry. Your guys will probably take them out without any help from you, but you can dismount and drive the HAV to use its machine gun from the driver's position to help kill those infantry. You can take out the intruder for a medal with the HAV's firepower. Tell Burke to rearm. When he's done, target one of the buzzing aircraft and tell Burke to attack it. He's quite capable of getting a rocket lock and taking the aircraft out. You can keep that up until he's cleared the skies. Or not; it's not required to do that to win. Just fun. In the meantime, you should dismount the HAV and take control of the two LADMK1 turrets that were by the barracks (they've been firing at your Shadow the entire time). After you've done that, run over to the Shadow and kneel by it. Keep checking for enemy infantry (there can be one more spawn of them). The scenario should decide that you've been evacuated after 4 or 5 minutes (I haven't timed it). If you shoot up a launch pad, the enemy aircraft will probably kill you. There's some other aircraft on the ground that's worth a medal when you take them out.
  23. OK. g1 and g2 appear to be otherwise inert; I've never had them directly attack me or my squad mates. I've run right past them many a time, but I don't think that I've stood around directly in front of either one for any length of time. Maybe I'll try to see if they wake up and take me out. From my viewpoint, that's certainly better than IA0201 and IA0202 where there are a couple of gunships that are more than happy to say hello. I don't see any way that you can make it to the extraction point and live to tell about it. Maybe with a PSU and a small mountain of batteries. Getting off the base in those scenarios is another story, since the nearby DJP works just fine. There's a chance both gunships will launch immediately and the second one almost always decides that I'm what's for dinner. If that doesn't happen, I can DJP out to Alpha and pop back in when Steve shows up. I haven't lived long after that due to some aircraft deciding that I was worth a missile or two. IA0203 is certainly worth playing; it isn't a sure shot to live through it, but it is winnable. It's fun to order Brad (who has 2 rocket launchers) to take out specific flying aircraft. (Giving him the "attack all enemy aircraft" command doesn't do a whole lot, other than put him into CAP mode.) He's able to get two missiles to lock on and off at a time, which beats my normal anti-aircraft missile launching skills by two. I can never maintain a lock long enough to fire.
  24. *spreads hands* SC, I don't know what to tell you. I've played IA0204 many times (more than 10, probably fewer than 100), both on a stock 32 bit XP environment and under my current Windows 7 64 bit environment. I've never seen a1 move after launching its Gammulan marines and I've never had the two aggressor gunships (g1 and g2) on the base even leave the ground, much less perform any other activity. In fact, the few times that I've tried to destroy g1 and g2 towards the end of the scenario, they appear to be invulnerable. Since I don't have any means with which to engage g1 and g2 if they did leave the ground, I'd be dead shortly after they decided to engage me. As far as I can tell, in every other IA that you've got with infantry playing the main role there's always an enemy aircraft out there that wants to kill you and inevitably succeeds in doing so. (Well, there's one where the escape craft is hovering over the enemy base, so all the enemy aircraft is attempting to kill it versus me. I'll have to boot over into Windows to play it to give your the exact IA number.)
  25. I downloaded the ucce_GBSIV_Full.zip file to see what one dialect of the scripting language could tell me. I now see why I'm not always getting the "MISSION SUCCESS: YOU WERE SAFELY EVACUATED FROM THE BASE" message. I believe that the aggressor gunship g1 is supposed to start executing a SAD command aimed at personnel at the same time the hav deploys its team (the deploy_guys1 event). After 4 minutes, it switches over to Mobile Infantry marine hunting. After an additional 4 minutes, it spends the rest of the scenario Elite Force marine hunting. Gunship g2 is similar in that when it receives the deploy_guys1 event, it executes a SAD command aimed at Mobile Infantry targets. After 4 minutes, it switches over to Elite Force marine hunting. After 4 more minutes, it seeks to engage any personnel in the area for the rest of the scenario. The intruder gunship flies in and lands at wp1. When it lands at wp1, it launches a fireteam of troops and signals the takeoff_now event with no timer delay. It should then handle the takeoff_now event (I assume within 5 seconds) by flying to and landing at wp2 (which happens to be the exact location of rescue1). It then halts and becomes something you can blow up. It does not appear to me that g1 and g2 are reacting to !deploy_guys1. a1 reacts to !startup and "!landed wp1" but appears to ignore !takeoff_now. Now, if g1 and g2 did react to !deploy_guys1, then the scenario would be more of a turkey shoot, with me being the turkey.
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