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Old 31-05-2006, 01:30 PM   #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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Old 31-05-2006, 02:08 PM   #2422
rlbell
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<div class='quotetop'>QUOTE(Cockroach @ May 31 2006, 02:47 AM) [snapback]233388[/snapback]</div>
Quote:

As for overloading your rookies, it does nothing but hurt them. Stats are handed out more or less randomly with the number of weapon hits skewing it to one end of the 5 point range or another. If you want to get the best stat gains, you should be doing major HE killing with the guys you want to train

Edit: Found this browsing the site a bit
http://www.ufopaedia.org/index.php?title=Item_Weight
[/b]
The fastest way to increase stats is to use them. Want to get better at throwing things? Throw stuff. Want to get more hit points?(the correct answer is no) Survive getting injured. Want to improve firing accuracy? Shoot at aliens-- hitting them really spikes this. Want to get braver? Resist panic attacks (given how the aliens select panic victims, this is very rare, but I have seen it). Want to improve your reactions? Find a good firing position and wait for Mister Alien (for some aliens this is as difficult as getting more hit points and only troopers who are already fast get faster). Carrying heavy stuff improves strength.

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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Old 01-06-2006, 04:28 AM   #2423
laiocfar
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And for energy, run around like a fool
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2nd placed of 1st Ufo2000 Tournament!
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Old 01-06-2006, 05:25 AM   #2424
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<div class='quotetop'>QUOTE(Titan @ May 5 2004, 10:04 AM) [snapback]1458[/snapback]</div>
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hehe... got my 20 man army beaten by ONE etherial once...
equiped a Lightning with laser-canon to be able to take down crafts unhamed... took down a small-scout, but forgott to chk the race... wen't... and the etherial mindcontroled my ONLY man with blaster-launcher...

*exit, then load saved game*

Later, as in when you have caught an etherial ALIVE or a Sectoid Leader/Commander... you get to research PSI-powers.. this is a turningpoint in the game...
[/b]
you should take about mind health of your squadearlier.

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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Old 01-06-2006, 05:41 AM   #2425
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<div class='quotetop'>QUOTE(Guest @ Jun 1 2006, 12:16 AM) [snapback]233451[/snapback]</div>
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Yeah nice site. Is it true that it's pointless to have two radar of the same kind in one base??
[/b]
I trying to have 1 large radar and 1 transmission resolver on all new bases.
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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Old 01-06-2006, 07:31 AM   #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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Old 01-06-2006, 11:02 AM   #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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Old 01-06-2006, 02:36 PM   #2428
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<div class='quotetop'>QUOTE(Guest @ Jun 1 2006, 12:02 PM) [snapback]233609[/snapback]</div>
Quote:
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.
[/b]
The default troop sort order (if turned on in XCSETUP when you installed XcomUtil) is:

# +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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Old 02-06-2006, 12:07 AM   #2429
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<div class='quotetop'>QUOTE(Guest @ Jun 1 2006, 10:02 PM) [snapback]233609[/snapback]</div>
Quote:
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.
[/b]
Ctrl+C in dos version does a lot of good things

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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Old 02-06-2006, 01:17 AM   #2430
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<div class='quotetop'>QUOTE(laiocfar @ May 7 2006, 09:31 PM) [snapback]229124[/snapback]</div>
Quote:
Quimics arent my strong point, to tell truth if i got a point in a quimic´s exam is the 1% of mistake. But as far as i know the periodic table could preditc any element in range and many of their caracterists. also by the periodic table you can search for an element with a short life spawn, another one who can turn it stable. Or a reactive one. Anyway this system is like a simple equation, so if dont got plenty research over the elements near the element "x" i can experiment too little over it.


Quote:
2) Base defense... Particularly ethereals can be absolutely deadly if they attack your base. Go for at least plasma and fusion ball defenses, preferably more than one each + an anti-grav shield.
By the way, do multiple anti-grav shields have a cumulative effect?[/b]
I lost my base in Brasil to ethereals, it was before the defense system get build, and got a new base of ethereals in Peru.
I lost a veterans squad in the base defence, an elite squad in first attemp to remove the alien base, another veteran squad attacking the alien base, a rookies squad also attacking these base, another green squad in the base defence of the second base in Brasil(i won with one survivor who was a captain translate from Europe to America) and a third rookies squad in the last attemp to get them out of America. Right now two bases (alien and mine) coexist in Southamerica.
[/b]
2 fusion ball defense + grav shield - destroys any alien battleship. 100%

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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