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The X-Com Files / Re: A recommendation
« on: January 20, 2024, 01:28:20 pm »
It's just 100-150-200 hours, depending on how you play. Not that much bigger than some of your triple-A titles.
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Can anyone help explain what the purpose of this lab mission is and how to progress further? I finished the 4 special ghost missions but maybe here are new missions I must do with update? I just don't see on research tree how to progress further,There's no further progress at the time.
Especially MC enemies which have good psiVision takes much of the surprise and excitement out of the later game.Really? Psionics are strong, but they still can't see cybermites, waspites or sectopods. I'd say late-game is all about dealing with the latter. I imagine honest shoot-out wouldn't end in my favor, but there's always the blasters and melee hit & runs.
I was able to catch the ethereal commander on the UFO arbiter on superhuman Ironman. From 4 or 5 times. It was very difficult.Well, if you found that difficult, later missions will be even more fun.
Now I have a lunar base of the MIB according to the plan. And then the final missions that I will have to start with LIGHTNING.The Alien Orbital is next, and you won't be able to continue past Lunar Base if you don't have aforementioned Ethereals. So it can be reasonable to wait for Avenger.
If I didn't know where to look for him, it would be almost impossible.You can get Arbiter research from "rare" Ethereals. It tells that Ethereal Commander is on Arbiter.
There is a problem with the capture of the commanders' ethereals. I was plot-wise stuck with it, but I was able to see it for the first time only after a year and a half of playing on the arbiter-ufo. I got so bored that I skipped 95% of the gameplay this 1.5 years, what i waiting to find this commander.Waiting is quite common for late game.
If possible, I'd add some sort of protection on the equipment on that tile, to simulate putting the extra stuff in lockers and such.Get into the mapping, and add locker for each craft you intend to use. Easier said than done, though...
So player crafts are not invulnerable after all? That's 2 shots from ship laser turrets.Of course not. Neither are UFOs, or base floors, just hit it hard enough. IIRC all of these break at ~200 damage (100, accounted for tile modifier).
I can no longer study sectoid navigator but they still got thing to show.Either you have misplaced your HQ/intelligence center and can't interrogate prisoners (at that base) at all, or leftover interrogation topics are locked behind other tech.
I've noticed that the Zombie Isolation / Zombie Outbreak mission has a minor bug where it says that you can bring dogs, but you actually can't.To be precise, it allows "Unarmored (dog)" armor.
if it were a single Zombie Infector instead of a ZombieSo, you rush up the stairs and...kill infector the same way you kill zombie. Or would you allow it to roam free in the hospital first? For "extra fun" and all that.
So the "alien research" has been stalling a bit, and there wasn't really pressing need to research more.Well yes, that's the important part - you miss the aliens / alien multitool / welder and the research stalls, with amount of scientists being irrelevant. Or get them, but have no trit to build anything properly (albeit Gertrude gifts you a hefty chunk). Same thing can happen for Promo 2 / lab.
Killed off syndicate in Nov 1998, obtained infernalism in Oct 1998That's some incredible timings. In particular, for Infernalism - I always get it late for some reason. So...+20 TUs / Melee, and without the suit. Is that more or less OP than Synthsuit? And you're step away from Spartanism, which is twice as powerful.
have done underwater city twice and tasoth factory three timesTasoth factory has so many power sources. Easy way to get resources needed for Advanced Lab.
Apparently EMP is also the trivial way to capture live sectopods (the earliest off MIBs), which can be a major boon in the game.There's nothing trivial about outplaying the sectopods, as they can shrug off mines sometimes. But yeah, makes it easier. Also most of the things sectopods do for you can be provided with just tanks, except thermal vision...
Hey guys I'd like to update to new version , what is best way to do this without messing up my save? I'm not the best with computers ,The common advice is - don't update while on battlescape. Also be careful not to have two versions of the mod in the mod folder (that includes archives) - one of them simply won't work and it can be tough to understand why.
Btw, can enemies blow up your craft inventory?Yep, same as any other item pile on the map.
It is pretty devastating because it destroyed all of my alien laser ammo that I can't make yet , my sonic weapons, and lots of manufactured stuff like all my Dart muskets from bullfrogsSucks, but it happens. Don't fret over it too much, you'll get more where that come from.
hiya, no sure is of a mod or something, but to try run the game with the new update just give me this errorIt's because of a mod. Arsenal Additions is broken, there's a fix in the corresponding topic.