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Matchoo

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Everything posted by Matchoo

  1. I just tried a $10 and it looks like it did on the site.
  2. What we really need are some Vulcans. Worked on Star Trek.....
  3. Would it be feasable to put a screen on the menu that comes up when you dock with a station that will just read text out of a file in the game directory and put it to the screen? This way it would allow us to implement our own missions by changing whatever is in that text file (whether we do it manually or have them generated automatically). It would be up to us to decide if we completed the mission or not, and we wouldn't get any additional money or EP except for any we just happened to accrue during the mission. I know that you are working on your new titles and have said that you're finished with changes to UCAWA, so I don't expect anything to come from this post but I figured I'd post it anyway.
  4. Pretty good, although I think he sounded more like Steven Tyler.
  5. Since he recently upgraded to Visual Studio 2005, maybe it is due to his machines running the .Net 2.0 framework rather than the 1.1 that most of us are probably still using. It's been my experience that just because Microsoft allowed something to be done in one version of their development environment it doesn't mean that that will be the case in the next one. Rather than suggesting that he 'dumb' down his machines we should give him the benefit of the doubt that he will find the problem because history shows that if there is one he will fix it. I haven't had the chance to update to this version but when I get the chance I will try it and see if I get similar results.
  6. Wait until you attack an armed convoy (if you haven't already)....That's when things get REALLY interesting. Nothing like firing off a bunch of torpedos then diving deep and hoping that your torpedos find their targets but the enemy doesn't find you, then trying to escape as depth charges are exploding all around you. What settings do you guys use when you play? I usually have about a 80-84% realism, allowing only the event camera, no dud torpedos, camera stabilization, and sometimes external view (just because I love looking at the outside of my boat as it glides through the water). Other than those things I try to keep it fairly realistic. It's really cool how they let you plot your own firing solution (never knew what that meant until I played this game.) I've never been able to try multiplayer on SH3 because I can't ever find any games on UBISOFT's server, but maybe some time a few of use can get together and form a wolfpack.
  7. I was playing operation flashpoint two days ago and I noticed that the medic sitting next to me had a white armband with a red circle and a white cross on it instead of a red cross. I wonder if that was done for this very reason.
  8. OK, I haven't beat IA0119 yet, but I'm getting close. I've tried it 3 more times using different tactics each time. The first time I decided that the gunships were too slow so I used a shuttle instead. I got there and took a few out air defenses before they were activated. I also took out a few ground troops and then 'borrowed' one of their tanks. I used it to finish taking out the air defenses but a missile took out my tank before I could finish the job. Forunately I had ejected before the missile hit, so I ran to my shuttle, got in it, and flew to the transport that had just arrived. When I got out I targed the officer that was headed towards it and started to chase him. He was beamed aboard before I could catch him so I got back in my shuttle to see if I could do anything to the transport, and shortly after my shuttle was disintigrated by the transports PTA system. I tried again using the shuttle, but this time I brought my own tank along using the tractor beam. I got there, hopped in my tank, and proceeded to wipe out anything and anybody in my path. I had a few of their air support shooting missiles at me, but I was able out-maneuver the missiles (except for a little splash damage) by moving in different directions quickly. I got in their base and saw that once again the officer was running for his life. I tried to catch him but one of their missiles finally hit it's mark. My final time I again used the shuttle but this time I towed a gunship instead of a tank. I got to the mission zone, hopped in my gunship, and proceeded to wipe out the place before their main defenses were activated. I managed to destroy most of the ground-to-air defenses along with most of the buildings. I was 50+ feet up when the computer told me that a missile was headed my way. I knew I wouldn't be able to dodge it so I ejected. I landed on the ground and look up just in time to see my gunship get destroyed by the missile. I ran to make sure that I didn't have any debris land on me (don't know if it would kill me but from what I know of Derek it probably would). I then checked and saw that the officer was running away. Unfortunately I was on the opposite side of the base and couldn't get to him before a missile took me out. I think 10 or 15 more times and I'll beat it. This just goes to show some of the possibilities this game offers.
  9. I played IA0119 and was able to take out a 2 of their gunships. I wasn't haven't much luck hitting troops on the ground and I didn't want their defenses to get me, so I landed my craft near their base and went in on foot. I managed to take out one of their ground turrents, but one of their ground troops took me out before I could get anymore. I'm really starting to enjoy FP mode. One thing I still have issues with is ordering any troops that are following me around. It just seems cumbersome to me to have to cycle through them to give them commands. Would it be feasable to set up commanding troops so it works like commanding shuttles and fighters while on the bridge of your CC? You could bring up a menu (maybe by right-clicking) similar to the 'Command-Fighters' menu that would show any troops in the area that you can issue orders to. You could then check which troops you want and issue orders to them. It doesn't seem like it would be too difficult (seem being the key word here) since it is already being used for shuttles and fighters. It just seems to me anything that simplifies issuing of orders during the heat of battle would be useful, although I understand that you want to finish up this project and focus your efforts on your other ones. Anyway....time to see if I can to better on IA0119.
  10. I think whether the Red Cross likes it or not, their emblem has become the universal sign for medical help and that's not gonna change. Wasting time and resources trying to get it changed is a big mistake, and if they keep trying they're gonna be the receiver of another universal sign:
  11. I tried the new scenarios but I didn't get too far into them because I didn't have too much time to play and I didn't want to run the 6km to the objective in one or 8km in the other. I noticed the hovercraft(???) on the water but it looked that that was my landing craft, and I didn't see any other vehicles. Did I just miss a faster way of getting there? I did try out some of the other scenarios and really enjoyed them. On the one where your aircraft crashes and you have to fight off the enemy until help arrives, I was actually able to kill a few guys before they got me. Experience points.... . It really helped being able to see them on my radar. I will play more tonight and post more comments later. One thing I did notice is I was playing a IA scenario where it was night, so I used the shift+ function to turn on night vision. I died REALLY fast and decided to play a different scenario. When the new scenario loaded my night vision was still on. Not a biggie but thought you might want to know.
  12. quote:Originally posted by Supreme Cmdr: UCAWA has enough fp scenarios. I can't recommend any specific one. Just pick one. Ok, maybe I'll just start at the top and work my way down. quote:e.g. someone mentioned (elsewhere on the board) that the Last Man Standing scenario was too difficult because he couldn't see the enemy. Naturally, thats ridiculous since there are so many ways of evading incoming fire and figuring out where the hostiles were coming from, that I just shook my head and move on to the next thread.I also get frustrated when playing FP and I get shot but have no idea who shot me or where they were. It sounds like this is something that just requires me to become more familiar with the interface and develop better tactics, although I think the change you are making to put enemy targets on the map will help out a lot. quote:People like that are the same ones who complain when games (e.g. Doom and its ilk) end up using stupid closet tricks with triggers for stuff like this; yet they complain when it is done.I'm just wondering what all the bad-nasties did wrong to get put in the closet in the first place. quote:Its like I'm supposed to have the hostiles send out a warning telling you that they're coming to put a bullet in your cranium.Oooooooh, could you??? Maybe a bright beam of light could come down from the sky to highlight each one........j/k quote:Surveys are meaningless for something like this because they will just end up with skewed results. If I thought a survey would work, I'd have created one or a poll. But thanks for the suggestion.No problem. Just trying to be constructive and help out.
  13. SC, could you recommend a specific IA scenario for all of us to try out and give you our opinions/thoughts/suggestions on? We could try it and then jot down our thoughts on the different pieces of it. It would be almost like a survey. This way we are all working off of the same 'data' when it comes to what we feel is right or wrong with FP, hopefully allowing us to isolate specific issues and get a feel for what MIGHT be wrong.
  14. quote:Originally posted by Supreme Cmdr: None of the points above have anything to do with the question I'm asking. I wasn't asking why you - or anyone - needs to assault a base in fp mode. You don't. I wasn't asking about what new features to add. There won't be any. The question - I thought - was clear in the subject thread. If you don't play fp mode, then you shouldn't respond. Lets try to stick to the thread subject instead of littering it with irrelevant stuff. Sorry, I gave you my suggestions and opinions, which from my understanding is what you were asking for in the text quoted below from the original post. You're right, I don't play FP much due to the fact that it is my 'least desireable mode' due to the reasons I specified. quote:Originally posted by Supreme Cmdr: To this end, this is an open discussion to garner suggestions, opinions etc for how to make the first person gameplay mode more intuitive (?), fun or whatever. Some folks have said that the first person mode is the least desirable mode in the game. I simply don't get that, but thats probably because I designed and developed it the way I wanted it.
  15. I think the problem I have with FP is that I really don't feel like I have a reason to put myself in danger to attack a base myself. Why bother when I can just park my CC above it and blast away with my PTA's. Also I can have my fighers attack and deploy marines to take it out. There's nothing that really requires my direct interaction. Even though I've been around here for a while, I haven't played FP too much so I don't know the answer to this question: Does each building actually serve a purpose in a base, so if one is destroyed the others are affected, or are the seperate from each other? The reason I ask is because I know there are defense turrents on the ground in some bases, and if you destroy one of these than they can't shoot at you anymore, but can you get the same result by destroying the radar tower, for example. If they can't see you they can't shoot at you. The same with a power station. If they don't have power they can't have working defenses. What is the feasability of putting shields around bases to protect them from your CC and fighers? This way you would have to send down an assault team to destroy or disable the 'shield generater' before you could use air support. To disable it you could add an interface that can be used to 'hack' into a building from the outside (from a close distance or at a certain position next to it), giving you access to some of it's functions (this way you wouldn't have to add the ability to enter a building). Examples of the functions are bringing down shields, changing enemy turrents so they are friendly and fire on the enemy, turning off the orbital defenses that have been knocking your CC around, or overloading the power so it explodes and takes out the base , etc. It could also require higher AI to access the more important functions of a building (e.g. sleep (little inside joke for Star Trek fans )) Things like this would make me feel a little more needed in the base-destroying process. I might not feel comfortable giving a squad of marines with an average AI of 6 the task of going in and taking down the shields, and decide that this something I should really do myself.
  16. I love his listed '2 hour' learning curve. I've been playing UC off and on since early 2004 and I still have much to learn.
  17. quote:Originally posted by LostInSpace: quote:Originally posted by Matchoo: quote:Originally posted by LostInSpace: Oh boy, here we go. I thought it was going to take some time before lawsuits started showing up with that new law that Bush signed. I guess I wss wrong. Your comment just caused me 'distress and anguish'...that's it SC, I'll see you in court!!! j/k When will it end???? The spelling of was was horrible wasn't it. nope. It was the lack of 2 spaces before your next sentence that pushed me over the edge.... Does this mean that we can now post all the stupid and nonsensical gameplay and technical quesions we want cause SC will get in trouble for ing us...
  18. quote:Originally posted by LostInSpace: Oh boy, here we go. I thought it was going to take some time before lawsuits started showing up with that new law that Bush signed. I guess I wss wrong. Your comment just caused me 'distress and anguish'...that's it SC, I'll see you in court!!! j/k When will it end????
  19. It will be interesting to see what comes of this (if anything).
  20. quote:Originally posted by Supreme Cmdr: I'm so there!! Gimme TEN of 'em! 8 of which you're gonna give to your faithful followers on a first-come first-serve basis, right? dibs!!!
  21. They need some pinball paddles at the bottom of the screen...
  22. Time to dig up an old thread.... I got Black and White 2 a few days ago, and aside from the great graphics I have to say I'm disappointed so far. In the original B&W, I actually felt like I was a god. I could supply food and wood, water fields, plant forests, heal the sick, cause storms, create tornado's and lightning, rain fire down from above, destroy entire villages with large beams of energy, impress people by creating flocks of birds, scare them by creating packs of wolves, gain influence by throwing rocks, animals, trees, dropping a rock in your village to let people charge up with faith then flinging it into the enemy city, etc, etc, etc. Most of this is gone in B&W2. They took away most of the miracles and made it into a sim-city type game. Throwing a flaming tree over an enemy village no longer effects your influence. You now gain influence by creating nice cities instead of impressing people with your power. If you impress them enough they will leave their cities and request to join yours. If you don't want to do this, you can just build up an army (which I think is a good addition) and go in and take a city by force. I feel more like a mayor now than I do a god. Another thing I think they messed up some is the addition of tribute. Tribute is basically spending points you get for doing certain tasks that can then be spent on new technologies (e.g. better buildings) and abilities (e.g. miracles). This is actually a pretty good idea, except for the fact that they seem to have made it so EVERYTHING has to be bought using tribute. If you want to use a miracle, you first must purchase the knowledge using tribute. You then can cast it using mana. If you want to cast it by drawing a symbol on the ground with your finger (which they also messed up), you have to BUY that ability too. O.K., so now you've bought the miracle and you want to teach it to your creature by having it observe you doing it. Right? Sorry, no longer works that way. You now have to buy his ability to do it also. Not only that, but he only has 4 miracles he can perform (although you only have 6). I loved the ability in the first game to teach my creature any miracle I could do (out of the dozens, not just 6 ) I spent hours in the first B&W teaching him how to destroy villages using the miracle that causes a large beam to come down from the sky. Now all I can BUY for him is heal, lightning, water, and fireball. That's it. I can't even buy him the shield or meteor miracles (the other 2 I can do). They've also made some changes to the creature that I think are a big mistake. First of all is his size. In the first game your creature could get HUGE. I'm guessing 100+ feet. Now I think he maxes out at about 25 feet (although you can get around this using a game cheat/trainer program). The second one is they added thought bubbles to the creature so you can see what he is thinking of doing before he actually does it. I thought at first that this would be a great addition, but in reality it turns your creature into a mindless robot instead of an semi-intelligent being. For example, in the first game your creature would pick one of your villagers and look at them. You would never be sure if he was going to put him down, throw him, or eat him. Depending on what he finally ended up doing you could reward or punish him, depending on what action you wanted him to take in the future. It works in a similar way now, but you can see him thinking what he will do before he does it. For example, he picks up a person that he wants to eat, you can punish or reward him before he does it. There as a slider bar that get's put above his head while you're disciplining him, showing you how inclined he is to do one action or the other. You can also go in at any time and see what he has learned and adjust any of them just by clicking on them. This seems to take away any real mystery and individually my creature used to have and I miss it . One of the nice things they did add, though, are epic miracles. These are basically huge, land altering miracles. They require you to buy the technology, but then you can build a tower for each one. When the tower is built, you can create deciples to dance around it and charge it up. Once it is charged up (I guess it takes around 20-30 minutes, don't know because I was using a cheat to get unlimited use) you can cast it somewhere on the map. The four available epics are the Siren, Volcano, Earthquake, and Hurricaine. The Siren creates a huge magical woman that floats above the enemy and converts a large number of them to your tribe. The Volcano causes a large volcano to rise up out of the ground, then lava comes out and burns most everything around it. The earthquake causes a large fissure to open up on the ground, swallowing entire villages, and the hurricaine causes a large tornado-like storm to suck up everything in it's path. All are VERY cool!!! I paid $10 for B&W1 with the Creature Isle expansion pack, and I love it. It is a great game that had a few flaws but the rest of the game made up for them. I paid $50 for B&W2, and I have to say that is is a disappointment. They gave it gorgeous graphics, armies, and better cities, but they took took away a lot of the stuff that made the first one so unique and enjoyable in the first place. Hopefully in a future patch they will give us more miracles, allow us to give the creature back his free will, and give us the ability teach the creature rather than just buy him knowledge. Until they do that, I wouldn't recommend this game to anybody who has played the original unless they can get it for around $20. If you haven't played the original, then I would recommend you get the original first for $10 and play it to death. It really is an enjoyable game. After that, you hopefully will realize why I don't recommend the 2nd one (in it's current state) for such a high price.
  23. I *THINK* this is the new location for the above link...
  24. quote:Now, the big distinction between this game and, say, X-3 is that with Universal Combat, you are the commander of a battlecruiser that has fighter attachments. You donÔÇÖt actually pilot like you are in a solo fighter craft, but rather issue orders. quote:This is a game built for a niche crowd. You are not piloting that fighter, making it a personal one-on-one battle, but rather controlling a massive ship that has a crew that follows the orders you give from the command center.I wonder if he knows that you CAN pilot that figher and make it a personal one-on-one battle...
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