It's planned for "the future", but it won't make it into 2.5. So... not soon.
It's planned for "the future", but it won't make it into 2.5. So... not soon.
"UFO: Alien Invasion is a squad-based tactical strategy game in the tradition of the old X-COM PC games"
If you have a save game right before the crash occurs, please post it on our bug tracker:
It's hard.
(You can already play MP coop in the battlescape.)
Check your video options and try turning off GL shaders. If that doesn't work, try turning off everything else. Helps in most cases.
Unfortunately, there is no working distribution for 2.4. We would encourage you to follow the instructions on compiling from source on our download page:
Furthermore, I'd encourage you to go ahead and follow the instructions on that page to get the latest development version. It is now pretty stable and includes many new features.
As you can see in our latest news item, we're hoping to get an official Debian release in the future.
The method I'm using for this theme is to lay down a fixed street grid, and then have the building plots randomly filled. I plan to have at least a dozen different street grid layouts, each with randomly placed buildings within those layouts. So what you'll have is a lot of meaningful variation, but not entirely random maps. It should lead to more consistently interesting and fun maps, without causing repetitive maps.
The actual tiles used for streets can also be swapped, so that cars (not in the screenshot but on the way) and other obstacles will differ each time you load the map. In other words, the tactical obstacles and particulars will change each time the map is loaded.
Post details of your problem, including what update, what os, any errors you receive, and your ufoconsole.log, at our forums here:
You can learn how to find your ufoconsole.log here:
Just a personal note to add to the announcement: our server host, NineX, has gone out of his way to give us great support on a blazing fast server. This is the box that provides nightly downloads of development versions, compiled maps to download, and all sorts of other goodies that make development much less painful.
If you can spare some cash, please do so.
The 2.4 campaign drags on for a long time, but the 2.5-dev campaign has been tightened up a bit, so hopefully you'll find the next stable release a bit better in this regard.
There's no playing on an alien planet in ufoai.
Post the error or your ufoconsole.log on the forums.
How to find the ufoconsole.log:
Ufoai.org
Our forums:
Ufoai.org
There may be more up-to-date versions on our website:
The original x-com had a reaction stat to improve your reaction chances. I'm not sure of the exact mechanic they used.
The new UI won't make it into 2.5, but it's definitely still on the cards. It will probably see more development during the next cycle.
Thanks fredamora. I think JA2 players are often confused in ground combat because the two are quite different.
1. When any unit fires a projectile in UFOAI, it's actually shot out into the 3D world. If you're standing behind cover of some kind, the projectile will be blocked. There is no dice-roll to determine if a shot is successful or not. It's sent down-range and checked to see if it was blocked by anything. This means partial cover is very important -- standing behind a crate that cuts off the lower half of your body really matters. It also means that you should watch and use cover from multiple vectors. "Cover" is not a feature of a particular tile (ie - this tile covers 50%, that tile 75%), but arises naturally from the 3D environment. If you can stand behind a crate to your front with some more crates a few tiles over on your right, you'll get cover from both directions.
2. We call it "Reaction Fire" and it works like this: if I have soldier A set to reaction fire with an 8 TU snap shot, and alien Z walks into view and tries to shoot him with an 8 TU firemode, soldier A will get to shoot his reaction shot first, because is costs less than the TOTAL TU alien Z spent in front of soldier A (TOTAL TU = 2 TU to walk one grid into view + 8 TU firemode). However, if soldier A was set to reaction fire with a 12 TU firemode, then alien Z would get to shoot first and would still have 2 TU to walk out of view.
The same is true for aliens. They reserve TU for reaction fire and learning their weapons' TU costs is very important for effectively using reaction fire.
In order to use Reaction Fire, you need to check the small checkbox in the bottom left of the firemode to choose which firemode to use. Then you need to make sure that Reaction Fire is enabled (look for the button in the center-bottom panel of the HUD). Reaction Fire requires you to reserve the TUs needed for the firemode.
3. There is no mechanism to improve Reaction Fire. It's a straightforward TU contest.
Use multiple interceptors to gang up on them.
Small update to the post above: you do need an account to post an issue.
Check out our forums for lots of talk about how to keep the nations happy. Search for "nation happiness":
We're starting to see the end for 2.5, but to be honest I don't want to get your hopes up. The final steps for a release can take a while and there's still a bit of polishing left, so I wouldn't expect it too soon.
Thanks lenoirsoleil. We only put stable versions up on Desura, so it should be 2.4 here.
You can download the latest stable version, 2.4, from our website:
If you're on Windows, you might try the development version. It's very stable these days (I'd say maybe even more stable than 2.4) and there have been a huge number of improvements. On the downloads page, look under the "Development (latest)" section for "UFO:AI installer (~1.1GB)".
The 3D air combat is still just one person's experiment and is a long way from any implementation. I don't know about 2.5's schedule, but we probably don't have many big things waiting to be completed.
Desura only hosts our stable version, 2.4. Most of the new screenshots we post are in our development version, 2.5-dev. You can get nightly builds of our latest if you'd like at the following link, but be warned that it is the bleeding edge of development, and some things may occassionally not work.
You might find some help at our forums:
Our multiplayer (coop and adversarial) needs a lot of work. 2.5 won't see any major changes but I'm hoping we'll get to it for 2.6. A way to host local games would be nice, but we will probably focus on improving the regular multiplayer functionality first. If you've got a decent computer, you may be able to just install the game to two different locations on your computer and switch between them to approximate local multiplayer play.
We've already got 8 or 9 females in the game and Pawel is working on some more.
Sorry for the late reply. We don't check this page too often. You'll find more response over on the game's page. 1) has been fixed. 2) has been fixed, I think. Thanks for playing.
@Guest: We're still in the middle of 2.5's development cycle, so I don't expect a stable 2.5 release soon. If you're on Windows you can download nightly builds of the development version:
At this time we don't have any way of spawning different particle effects based on time of day. Would be nice, but probably a low-priority feature, and those tend to linger unimplemented for a long time.
We take what we can get, but Pawel has said he's working on 10 more female heads. He used a lot of fan-submitted pictures of themselves to make the heads, and of course female players are rarer, so there will probably always be more male heads than female heads in the game. But if you know a female willing to take some pictures of themselves to use as source material, point them here:
The simple campaign is an early work in progress. I would stick to the regular campaign. I can't answer your question because I don't actually know what the simple campaign does. Hopefully that will get fleshed out in the future.
H-Hour
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