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#2421 | ||
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![]() Well if two long range don't do more than one, then you better have a long range and one short range.
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#2422 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2005
Location: Calgary, Canada
Posts: 105
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![]() <div class='quotetop'>QUOTE(Cockroach @ May 31 2006, 02:47 AM) [snapback]233388[/snapback]</div>
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At about forty strength, a trooper can carry a pistol clip, pistol, rocket launcher (loaded), and three other rockets without penalty (gotta check this). |
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#2423 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: Palermo, Argentina
Posts: 814
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![]() And for energy, run around like a fool
__________________
2nd placed of 1st Ufo2000 Tournament! |
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#2424 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Location: ,
Posts: 46
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![]() <div class='quotetop'>QUOTE(Titan @ May 5 2004, 10:04 AM) [snapback]1458[/snapback]</div>
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1) before etherials appears there is a sectoid commanders at very large UFOs. 2) use these commanders to check mind strength of your soldiers. sectoid commanders usually the one and only person who can do Mind Control. So they can't take control all your squad but only one "betrayer" If your soldier is mind controlled by sectiod commander then a) write down betrayer name b)load the game c)fire this soldier or at least remove all weapons from him and leave a medikit(let him heal your solders until death d) hire another or better transfer from another base. Mind controlling also means than mind strength of your soldier is less then 75. This is bad soldiers. Also to mind control an etherial your soldier should have mind strength equal or higher than 90 and skill more than 50. Usually I am using very large UFO mainly to reveal "betrayers". So when etherials come I am ready. I have 2 bases with 20 soldiers on each. So I have a some reserve to replace betrayers. Also a base attack is also good thing for revealing betrayers. Blaster launcher is bad weapon. Killing enemies with blaster launcher does not train your soldiers. |
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#2425 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Location: ,
Posts: 46
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![]() <div class='quotetop'>QUOTE(Guest @ Jun 1 2006, 12:16 AM) [snapback]233451[/snapback]</div>
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only the first base having one short range radar. According to ufopaedia : more radars more chances. usually i am looking at the activity report. When there's no activity. It is Ok. When activity started. I load the saved game and send an interceptor to that area. 100% of detection. |
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#2426 | ||
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![]() I guess that transmision resolver = Hyperwave decoder and that means you dont need all those extra radars
I think that ufos are created randomly each save so your technique would be based more on luck than farseeing (Isnt it a spoiler like saving each turn on battlescape ?) |
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#2427 | ||
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![]() Hey Seeker Starkiller, I tried control C and it works like a charm! Thanks.
I can't figure out how to use the troop order but the other options are still really nice. |
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#2428 | ||
![]() ![]() ![]() ![]() Join Date: Jan 2006
Location: ,
Posts: 13
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![]() <div class='quotetop'>QUOTE(Guest @ Jun 1 2006, 12:02 PM) [snapback]233609[/snapback]</div>
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# +R // Sort by Inc Rank R R:4- // Move two highest Ranks to rear # +f-r // Sort by Inc FireAcc, Dec Reactions R k:40- // Move high PsiSkill to rear R f:70- // Move marksmen to rear F R:-0 p:-30 // Move weak-willed rookies to front That's probably good enough - better than the random order from the normal game. Spike |
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#2429 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Location: ,
Posts: 46
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![]() <div class='quotetop'>QUOTE(Guest @ Jun 1 2006, 10:02 PM) [snapback]233609[/snapback]</div>
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Situatuon 1 Your last mission was UFO-1 Large scout.Luckily it was brand "new" and have 50 elerium. Suppose Next UFO-2 is a heavily damaged medium scout. Right after landing Press this magic keys. and you get result screen of previous mission i.e. 50 elerium and all what you got in that mission(experience for soldiers, soldier wounds, kills, score). Crash site does not disappears and you can raid again. And one more effect - if you have a some jet patrolling during the UFO-1 raid sometimes you can get this plane to be endless patrol. Just never let him return to base. Situation 2 UFO-1 was brand new very large. A lot of score, weapon,enemies, skill improvement. UFO-2 is medium scout. Do Ctrl+C and you will get UFO-1 results. BTW in 1996 I had a strange version of UFO-1 where soldiers can train their TU up to 255. After improving that 255 TU they have a 0 or 2 TU and the circle continues. The same was with other parameters. And when I started to play Xcom-2 I was disappointed with only 81 TU maximum. In 2002 I get a copy of UFO-1 and noticed that there is the same limit. |
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#2430 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jun 2006
Location: ,
Posts: 46
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![]() <div class='quotetop'>QUOTE(laiocfar @ May 7 2006, 09:31 PM) [snapback]229124[/snapback]</div>
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Guys do not let aliens to found a base. Intercept any BattleShips. I am always shoot it. So during the game I have 1-2 alien bases founded by Sectoids in early game or midgame. At start of the game to shoot a battleship you will need 2 interceptors armed with 2 stingray luanchers each and carrying full ammo. total 12 stingrays. The rest is a load-shoot-and-save/load startegy till all of 12 missiles hit and you lost no interceptors and 1 interceptor is not damaged. last pair of missiles should be fired in aggressive mode. First 2 pairs in cautious mode. it takes 10 loads to achieve (1 your successful hit + 3 successful enemy misses[while you (1)engage+(2)shoot+(3)disengage to standoff position]) and 30 tries to shoot all missiles from 1 interceptor and 60 tries to shoot down a battle ship. When you shoot a pair of rockets you cannot say does both rockets hit enemy or only one. So sometimes you should start a cycle again when 12 rocket hits a Battleship and not downed it. Research a plasma canon as soon as possible or have 3 interceptors capable to reach Very Large. Do you know- large and medium scouts can be found undamaged on crash site. Just save before landing , if you see that UFO damaged then load and land again. Each time you land your UFO will have a different condition so wait for brand new condition. And theese UFOs become a good suppliers of elerium and money. |
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