UFO: AI - Crystan OST
May 9, 2012 Music 3 commentsThese are the tracks i composed for UFO: Alien Invasion. Some of them havn't made it into the release for various reasons - they're tagged as unused.

It is the year 2084. You control a secret organisation charged with
defending Earth from a brutal alien enemy. Build up your bases, prepare
your team, and dive head-first into the fast and flowing turn-based
combat.
UFO: ALIEN INVASION is a squad-based tactical
strategy game in the tradition of the old X-COM PC games, but with a
twist. Our game combines military realism with hard science-fiction and
the weirdness of an alien invasion. The carefully constructed
turn-based system gives you pin-point control of your squad while
maintaining a sense of pace and danger.
Over the long term you will need to conduct
research into the alien threat to figure out their mysterious goals and
use their powerful weapons for your own ends. You will produce unique
items and use them in combat against your enemies. If you like, you can
even use them against your friends with our multiplayer functionality.
'UFO: Alien Invasion'. Endless hours of gameplay -- absolutely free.
The game takes a lot of inspiration from the X-COM series by Mythos and
Microprose. However, it's neither a sequel nor a remake of any X-COM or
other commercial title. What we as a team wanted to make is a brand new
experience that tries to surpass the quality of games from 1992, rather
than simply recreate them with flashier graphics.
We also believe that open-source projects don't
need to be disorganised or badly-managed. We work together in a
friendly and professional way, with a clear vision for a game that we
know is worth playing.
4 comments by H-Hour on Apr 25th, 2013
In total, 477 commits were made in the UFO:AI repository in March.
These are the tracks i composed for UFO: Alien Invasion. Some of them havn't made it into the release for various reasons - they're tagged as unused.
A dozen new maps to battle aliens Rescue soldiers in dropships shot down by aliens and retreat from battles New particle and sound effects for weapons...
UFO: Alien Invasion has released 2.3.1. This release is a bug fix for the stable 2.3 release and maintains compatibility for all saved games under 2.3...
UFO: Alien Invasion has released 2.3.1. This release is a bug fix for the stable 2.3 release and maintains compatibility for all saved games under 2.3...
The UFO:AI development team is proud to announce the release of UFO: Alien Invasion Version 2.3. Two years in the making, this version features loads...
The UFO:AI development team is proud to announce the release of UFO: Alien Invasion Version 2.3. Two years in the making, this version features loads...
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First off, I think it's a great game. Games like this appeal to me a lot. But coming from Jagged Alliance 2, I have some questions regarding strategic mode:
1. Do covers work? Like when I hide behind a car, there's a less chance of hitting me?
2. Is there an interrupt system? Like if I had saved up action points, there's a chance that when an enemy is sighted you could use the saved AP to attack him...if an interrupt occurs. Which brings me to 3. If there's an interrupt system, can I prepare or raise and point my gun in advance to improve interrupt frequency? In JA, you can press "L" and click once to rotate to desired direction; twice to raise your gun.
Regardless if there's none of those, I still think this game looks great. I just want to know as I'm new to XCOM.
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.
Aha, thanks a lot! That was a very detailed and clear explanation, I think I understand it now. I just have to test it when I get home. Are those in the original series as well or is they new in UFO:AI? Those are some cool mechanics. By the way, is the new UI coming up? Judging from the screenshots, it's a great improvement. Sharper but less intrusive, I think it's even more intuitive. I like the portraits and body shot best; they add more soul to the characters. Very cool
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.
Too bad new UI won't make it into 2.5. It seems close to completion in the screenshots. Can hardly wait to play with it.
*are ;p
sooo.... anyone got advice for taking out alien fighters near the start of the game?
Use multiple interceptors to gang up on them.
Lol i keep losing the game XD and those UFOs that go 880Km/h ( if i remember that correctly) it always starts mini crashing when i attack it with my planes ( i can never win fights with UFOs lol)
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