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Messages - X-Man

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46
The X-Com Files / Re: question about air combat
« on: January 11, 2020, 08:29:31 am »
There are no options. If the speed of your craft is lower than alien's one, you cannot run away.

47
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: January 08, 2020, 09:02:17 pm »
Playing 1.1.2, and I recently discovered the Tactical Neural Implant. Manufactured 3 as a test run, and I was able to implant my entire squad with the three of them. I'm suspecting this is not the intended design, that it's 1 implant per 1 agent.

Of course not. Have you checked your agents' info box with bonuses properly? Are there records about this transformation? May be you have done some other transformation though?  ;)

48
The X-Com Files / Re: Ufopedia: Transformation
« on: January 06, 2020, 07:47:19 am »
OK, I'll see about that.

There would be enough to add such info into already existing articles, which describe each transformation.

49
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: January 02, 2020, 08:05:30 am »
Quick question, is it possible to get reaction fire with the taser? Never actually seen it go off, despite a million cornered farmer scenarios where it potentially could've.

No. Reaction shots are possible if your firearm has "snap shot" mode.
Taser has only "aimed shot" mode.

50
The X-Com Files / Re: Starter Tips section and how to make money
« on: January 02, 2020, 06:03:13 am »
Holy shit..... :o

51
The X-Com Files / Re: Starter Tips section and how to make money
« on: January 01, 2020, 08:46:35 pm »
You need to make a long way before you get something worthy to produce. By that time you'll become an experienced player, so the beginner's tips aren't actual. :P

Just complete every mission as you can with no or minimal looses, and you'll be fine.

52
The X-Com Files / Re: TR-3B Aurora
« on: December 30, 2019, 07:33:45 pm »
Why? Don't you like CF-105 "Arrow"? :P

53
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 29, 2019, 06:57:22 pm »
Umh i did not discover it yet! it's a mid game vehicle?

You need to research Promotion III and Advanced Undercover Operations.

54
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 28, 2019, 11:35:16 am »
Experienced players, do you actually need Humvees as an intermediate transport on Superhuman? I have enough money to build a new base so i won’t need Humvees. But I desperately need faster transports.

You are talking about so individual issues... What answer do you expect? Yes, humvees (Land Rovers lately) are very useful because of their almost unlimited range. As for me, I'm playing on SH difficulty and using such transport until Skymarshall appears. Monster hunting, farms, hunting for lunatics, etc. It is very convenient for me have such small team which is always ready to work in every point of the Earth.

If you have short-range craft (helicopter, Dragonfly, etc.), build second base on the opposite semisphere. Then build there small living quarters, one hangar and at least one small warehouse. After that, if you need to engage into mission on another continent, you can easily transport all your craft with its team to the second base and draw them back to the first one. I'm acting like that every time, until Skymarshall appears.

Actually, I've never have any problems with money, so I didn't bother myself by any financial calculations.  :)

Also, what are the best ways to make money in this game? What items are profitable to manufacture once i can build a workshop?

The most profitable (in order from the most to less profit): 1-alien heavy laser, 2-chemogun, 3-alien laser rifle/laser rifle, 4-alloys.
Just produce that item which is the most profitable in your current situation.

55
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 28, 2019, 07:31:01 am »
A bug : the macro flamer I took on a Minotaur has a throwing experience on stats for nerds (I haven't used it with my troops because of the weight)

It is not a bug, but feature. All flamethrowers have throwing exp. Btw, flamethrowers are the most efficient weapon to train throwing accuracy among all throwing ones.

56
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: December 26, 2019, 08:32:39 pm »
Not sure if it's a bug or not, but I got two missions on the exact same Geoscape location.

It is not a bug.

57
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 25, 2019, 07:11:14 am »
Merry X-Mas to you, my dear western X-Comrades!  ;)

58
The X-Com Files / Re: Psi Skill experience
« on: December 23, 2019, 12:13:28 pm »
Initially, if you didn't unlock psi skill, using psi-devices (storm rose, f. glove, different staves) will not increase your psi-skill.
You need to unlock psi-skill first (use X-Com psiclone or train your troops at psi-lab). After that using gloves, staves, etc. will increase PSK. But you need to do at least 5 or 6 shots from them to gain exp to PSK. The best results in PSK training give staff of heart grip and X-Com psiclone.

59
The X-Com Files / Re: Spider Nest confusion.
« on: December 19, 2019, 07:47:58 pm »
Obviously, there is something you haven't killed yet. You can seek more carefully or wait for some turns utill the last monster(s) will be displayed on your map. But be careful about readiness and low morale.

60
The X-Com Files / Re: The X-Com Files - 1.1: Big Rain
« on: December 15, 2019, 07:33:34 pm »
You could get The Martian Solution and the satellite before seeing half the game.

Yes, indeed. But since we don't need to
Spoiler:
go through TFD and X-Dim arcs
, this 'half of the game" don't have any sense, especially the second one. :) I think it is the question of personal choice: if player wants to do a "speed run", he should have such an opportunity; and if player wants to investigate every corner of the game he can delay Cydonia as far as he wants.


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