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Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: August 09, 2014, 03:21:07 pm »Yay! Good for you! Thanks.
Oh believe me Lordi, I can emphatize... I'm in July now and fighting Mutons is such a chore.
I looked at your save and you're making good progress, actually you're doing better than me! Congratulations on researching the Stun Bomb already, this should make things a bit easier.
As for dealing with tough alien races, well, there's no simple answer. I just wouldn't go against Ethereals yet, because you can't win and it's not obligatory anyway. If there's a terror, go there and immediately take off back to base - you'll get negative points, but not as many as if you weren't there at all. Against smaller teams, just do what you think you can; after all the X-Com project won't be terminated just because you ignored a crashed Large Scout.
Now, for laser weapons, you need: laser technology (which you already have), UFO Power Source and an Engineer. This will give you Power Source Miniaturization, which will power hand-held lasers and gauss weapons.
As for the plasma/fusion research, it requires interrogating a number of Engineers, Leaders or Commanders. You need specific techs out of a longish list, so it's a bit random when you get all plasma prerequisites. Use lasers/gauss for now.
Last tip: build laser tanks. They're way better against Mutons than AP ammunition.
Thank you for your reply. Good to know i'm not the only one fighting a hard game with the modifications used. But i'm enjoying it very much. Now i have Gauss weapons and tanks and they are a lot better against the Mutons than the alloy or normal weapons. :-)
Thank you for your tips. Please keep on your good work!
kind regards
Lordi