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Old 08-01-2006, 11:42 AM   #1
Sharp
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Firestorm uses less elerium (I think) then avenger and lightning, lightning i think uses marginally less for a shorter distance, I don't understand how everyone has elerium troubles, :eeeeeh: just find an alien base (best if floater/snakeman/muton in that order so no psi) then wait for supply ships, they land, you attack them and boom you get 200 elerium and 4 power sources, no supply ships around, go and attack the base.

In some base maps there is a room containing power sources, instead of killing all the aliens, blow up the power source and manually pick up the elerium, then take whatever you can salvage without blowing up the command centre or killing all the aliens and escape, you get 50 elerium for every pod you pick up, don't forget to take the odd alien corpse and heavy plasma for some pocket money as well.
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Old 08-01-2006, 12:10 PM   #2
another_guest
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Sharp: how do those elerium pods look like? Are those the red balloon like objects?
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Old 08-01-2006, 02:22 PM   #3
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Be careful to not destroy the Elerium under it when blowing it up.
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Old 08-01-2006, 02:31 PM   #4
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Thanks!
Heh, I guess it's been too long since I played UFO, I can't remember seeing these in alien bases...
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Old 08-01-2006, 02:45 PM   #5
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You have to search around, and it is only in some base maps, not all base maps.
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Old 08-01-2006, 05:55 PM   #6
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Quote:
Originally posted by blue123+Jan 8 2006, 07:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (blue123 @ Jan 8 2006, 07:05 AM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-Cockroach@Jan 8 2006, 05:26 AM
It's ctrl+c. It causes the tactical program to exit without overwriting the log files from the old mission and when geoscape comes back up and reads the unchanged files from the mission before.
It doesn't work in my version... I think. But it should be useful if you've been hunting one alien for 300 turns. [/b][/quote]
It has to be a DOS version for it to work.


As for the elerium reactors. Don't use HE rounds around them. That's what causes the pods to be destroyed. Take a heavy plasma (heavy laser might do it) into the 4 part 2nd level area and shoot out the power sources in the south room. Only one should be powered (little purple dot), unless there are two such rooms. In that case you have 2 in one and 1 in the other.
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Old 09-01-2006, 04:17 AM   #7
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Quote:
By blasting that i will got destroyed the base?
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Old 09-01-2006, 05:38 AM   #8
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No. That's if you are raiding the base for supplies then leaving. If you want to blow up a base without killing the aliens, send blaster bombs into the command center. One in each end of the upstairs part should take out all of those tables and hence "destroy" the base. You would then get your men back to the green rooms and abort. Killing the aliens is generally best since you would get everything and not just what you could carry out.
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Old 10-01-2006, 06:29 PM   #9
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I get very tempted to sell some of my elerium because it hogs my stores.
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Old 10-01-2006, 11:32 PM   #10
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Hmm... yes, when playing it under dosbox 'my' ctrl+2 (or ctrl+c) cheat does not work... but no matter, I've just beaten my record and had flying suits in march, fair play and all :)

And, it seems i've screw3d something up because I had the whole tech tree in under a year, my men hadn't gone on many missions (and therefore have very poor stats) and the aliens are swarming everywhere and dispatching two battleships per day to destroy my base :(
Eh... when I played UFO for the first time (a looong time ago) I played it for about 6 or 7 game years... so my men had 250-300 TUs and maniacal accuracy...
I remember the thrill when after 4 years of playing I've seen ethereals for the first time... and developed psi tech afterwards... And till then I've thought I've researched all techs :)

Those were the times :))))


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