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Messages - sedygrizly

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1
The X-Com Files / Re: Some suggestions
« on: December 03, 2019, 10:27:45 pm »
Is newest version playable? I thought i'm doing well, having Promotion III, 4 bases, UAC rifles, tritanium armors and Ravens at start of invasion...well i've lost game at March. Spammed by unshootable UFOs, aliens and MiB started several bases at January and any "normal missions" like clinic etc. turned into grenades fest, so casualties were very heavy. I could play 0.99e Superhuman easily, but no chance at 1.0x Veteran.  1999 missions are undoable very often.

2
The X-Com Files / Re: Some suggestions
« on: November 25, 2019, 03:56:11 pm »
Y, you are right guys. Payed a more attention to it and some long time bleeding enemies are counted as dead too sometimes. For some reason the last one i shoot is always bleeding too much :).
Dunno about auto battle end... without it i tend to just try to hit end turn button after killing supposed last enemy, and sometimes it turns out really badly when there is someone left :/

3
The X-Com Files / Re: Some suggestions
« on: November 25, 2019, 01:36:25 pm »
When you shoot down last guy, he goes down alive, bleeding...why is he counted as dead when battle ends? When someone is bleeding for 2 turns or more and battle ends, he is captured, isn't he?

4
The X-Com Files / Re: UFO very very early
« on: November 25, 2019, 02:36:34 am »
colt 45 works well too. Stun rods don't keep them asleep until the end of the mission (at least with my rookies on 7th January). And yes even at level 2 difficulty the only solution was to rush to close combat stun them then kill them or to kill them straight with colt 45. You can put one of your rookie next to the sectoid and shoot with the other to impede his reaction fire with a strength test. Taking out 6 sectoids with 2 rookies at night (and without flashlights equipped in the first rounds because I didn't know how they work; luckily they were in the car) luckily (or not) the UFO was just next the car. It was painful to chase the 2 outside.

Taser kept him asleep for 2 turns lol.... :D luckily building was close enough to car. Taking out 6 aliens at night...wow, i had trouble to finish Downed UFO at night, like 8 aliens and 15 allies. You must be very patient :D.
I hoped i made some record, but you beat me by day :(.

5
The X-Com Files / Re: UFO very very early
« on: November 24, 2019, 09:21:08 pm »
Haha, just managed to catch UFO at my new playthrough...at day 8 :D. Try to beat that lol :D. Escaped with 1 alive sectan..died ofc becouse no alien prison. Only tasers works so early :).

6
The X-Com Files / Re: Some suggestions
« on: November 24, 2019, 07:48:35 pm »
Everything is okay. After that you defend your base against common monsters of Dimension X, not Cyberweb. Just imagine, what would be if you didn't interrogate anthropod before and Dimension X arc closed forever?

But if say that... Start a new game with 1.0. There are much differences between 0.9 and 1.0. in global scenario. 0.9 left in the past... ;)

Well i can't remember interogating anthropod gave me anything...
Uh, i can't imagine start all over again... are you sure its worthy? Btw what difficulty should i start? Veteran was challenging a little bit at start, but quite fast it became very easy. I've played superhuman before, but that made some missions "first turn unsurviable" and i had incoming UFO every 30mins, so game was unplayable totally.

7
The X-Com Files / Re: Some suggestions
« on: November 24, 2019, 07:11:09 pm »
I'm playing 0.9.9e.... i've recently managed to capture Cyber battleship, text said that Council took its command and moved it to dim X base to defend it. I thought thats end of Dim X missions, or at least end to some kinds, so i'm quite surprised that i'm still getting "defend Dim X base". It doesn't make much sense and i think that should be changed... unless Council lied about that battleship, everything is possible at X-COM files :D.

8
The X-Com Files / Re: Readiness system. How does it work?
« on: November 24, 2019, 07:04:12 pm »
Just download version 1.0... And enjoy.  ;)

Ah so... i'm in middle of playthrough at version 0.9.9e :(

9
The X-Com Files / Re: produce for profit
« on: November 23, 2019, 08:21:07 pm »
O boy, i missed those, was selling alien lasers so far, but that hybrid thing gives slightly more.  One note.. i'm using translation, so it might be not accurate.. anyway i have "chemigun/rifle  and toxigun/rifle. And Toxi one gives more profit than chemi one.
EDIT: ok, i'm idiot, toxiguns requires alloys, so its not so profitable...missed that. (still better than what i've done recently, by mistake manufactured all my Elerium stock into weapons and sold it -_- ... )
EDIT2: alien laser cannon gives better profit than chemiguns, so i was correct after all. (but i guess that research comes later in game). Early game alien laser rifle gives just sligthly smaller profit than chemigun...  Anyone knows something better?

10
The X-Com Files / Re: Readiness system. How does it work?
« on: November 23, 2019, 08:16:19 pm »
Ehm what are you guys talking about? Where can i check some "readiness" status of my unit... or what is this about? :D

11
The X-Com Files / Re: UFO very very early
« on: November 09, 2019, 11:40:03 am »
Are you sure about that enemy weaponry? Lab ship is ussualy very easy becouse its mostly crewed by medics with small launchers loaded by stun bombs. So ussualy all your crew is knocked out during mission, but you have to keep at least one guy awake at time :). Stunned guys wake up after 5-10 turns. But panics is weird... there should be leader at lab ship, and sectoid leader can give you quite a hell of psi attacks.
Scout ships are crewed mostly by soldeirs, thats why it is much tougher. They use plasma guns mostly... far more deadly than any other guns aliens use.

12
The X-Com Files / Re: Surfing mission gear list?
« on: October 30, 2019, 02:45:49 pm »
This. It also helps if the mission is done at night. However, although flashlights are usually an advantage, special care is needed in this mission with any flashlight left on the starting tile, as it may lit the whole room, and thus negating the dark cover. It's best to put them in the back room, toss them out of the house as soon as possible, or just bring electro-flares.

Why on earth would you do such mission during night? It stays at globus for many days...

13
The X-Com Files / Re: Saving civilians
« on: October 30, 2019, 02:44:02 pm »
probably depends on mission too.
reason i very very rarely do police vs monster or terror missions is that usually all civilians die and i get like -600 score from that. and thats already including enemies killed...

What difficulty do you play? If i remember correctly i really got nice score even  with all civilians dead....

14
The X-Com Files / Re: Saving civilians
« on: October 28, 2019, 05:31:45 pm »
tell that to the council and their score keeping  ;)

Theres plenty of easier ways how to keep score... btw if i remember corectly you get fine score even when you lost most/all civilians, and none of your soldiers. Ofc depends on number of enemies/difficulty.

15
The X-Com Files / Re: Saving civilians
« on: October 28, 2019, 02:43:07 pm »
pfff, there is over 6 bilions of civilians, but you have just few dozens  of soldiers. No reason to waste any effort to save them :D.

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