 |
|  |
 |
|  |
 |
|
Richard Bruns
|
|
NC, USA
Nov 1999 time: 06:13
|
|
I find that the European nations provide more funding. In my most recent game, this was the funding, in thousands:
USA 1006, Canada 196, Total 1212
UK 378, France 579, Germany 292, Italy 157 Spain 145, Total 1551
And that doesn't include that partial coverage of Russia (235) and Egypt (294) that a Europe base provides.
I know that these numbers change every game, but the ratio is usually the same. Besides, setting up a new base in Rurope costs more than setting up a new base in the USA, so starting there saves money.
As for soldier losses, nothing stops that. My expected losses before body armor are:
Shot-down small UFO: 0-2
Landed small UFO: 1-3
Terror site: 2-5
Almost all of my losses come from the alien's opportunity fire when my troops are walking. They are advancing, and then they die. Nothing really stops that, except body armor. To keep losses down in the alien movement turn, make sure to crouch your troops beside walls and other cover. That makes them a smaller target and improves the accuracy of their reaction fire.
I find that, at least in the beginning, reaction fire only goes off after the aliens shoot. In a recent mission, there were two times where an alien shot a soldier and was then killed by another soldier.
Grenades are excellent for keeping casualties down in the early game. Aliens never react to a grenade landing at their feet, so you don't have to suffer the reaction fire. Also, grenades don't miss. If you see an alien that is looking your way but hasn't shot yet, try chucking a grenade on it and pressing the end turn button. It won't react to the movement, and it will probably die before it can move the next turn. Grenades are also great for killing those aliens that the scouts find that you could never get a shot at with a gun.
Onse strategy for the ships is to send in one rookie with a primed high explosive on his belt. When he gets shot, the explosive will go off, obliterating the entire room. This will usually clear out every alien in an small one-room UFO. It may seem cruel, but it limits your casualties to one. The only disadvantage is that the power source and navigation are reduced to scrap. You don't lose the elerium, though.
Try to capture a navigator as soon as possible, and research hyperwave scanner. You see every UFO in a huge radius, which means that you can shoot down far more of them and get a higher score. Four bases with hyperwave scanners will cover the whole globe. With this, you will usually be able to shoot down the terror ships before they reach the city. Then you can attack them where they went down, which is much less hazardous than city fighting. Also, you get the UFO scrap. Or if it is something like an ethereal or snakeman ship, you can just let it sit there until it disappears. There is no penalty for not attacking a downed UFO.
The stun bomb launcher is a good weapon by itself. Usae it on the big clusters of aliens inside a ship. It will take most of them out, and you will probably get a navigator.
[This message has been edited by Richard Bruns (edited April 24, 2001).]
|
|
|  |
 |
|
Father Beast
|
 |
My head stuck permanently in my civ
Feb 2000 time: 22:13
|
|
a Tank? Can you fit a tank into the Skyranger? I never got very far in this game, so this is all new to me.
Unofficial strategy guide? sounds useful.
I put my first base in Europe, close to the Ukraine, and immediately started building a second in central US.
I did make sure that all my troops had rifles, after I was teed off that one only had a pistol in the first mission. But is a autocannon better to have on all, or just a few?
I threw a few grenades, and found them useful. should I make sure that all my people have a couple spares?
Primed high explosive on the belt? how do you do that? I thought you could only prime the stuff in your hand.
I thought about getting the engineers to produce something, but there's nothing to produce. do I have to wait for the scientists to have a breakthrough?
speaking of scientists, I wanted body armor, and I set my scrollheads to researching alien alloys and laser rifles. I hope that the alloys can get me the wanted body armor...
I noticed that on my second mission, some of my experienced people were automatically reserving some time units for snap shot. do they keep getting smarter as they increase in rank?
And What about night fighting? the time I left and came back to a crash site, I had come at night the first time and got 7 out of 10 of my squad shot down without seeing any aliens. some of them stopped with the "1" in the corner saying they saw one, but I couldn't find it.
|
|
|  |
 |
|
Rex Little
|
|
1. You can fit a tank into any transport that carries soldiers. The tank takes up the same space as 4 soldiers in a 2x2 square.
2. When I played, I only had one or two troops with autocannon. Because of the weight and the number of action points required to fire, it's probably not a good idea to have everyone use this, IMO. Others may disagree.
3. Scientists have to research something before engineers can make it.
4. IIRC, alloys are indeed a prerequisite for body armor.
5. All troops, experienced or not, can be set to reserve action points for opportunity fire. I forget exactly what the buttons look like which do this, but you can experiment. I don't know why your experienced troops are defaulting to that setting.
6. When your soldier spots an alien but you can't see it, click on the number which popped up. This centers the screen on the alien. You still might not see it, but if you move the cursor over it, the cursor turns yellow. Any soldier with a line of sight to the alien can shoot it, even if you can't see it.
|
|
|  |
 |
|
Richard Bruns
|
|
NC, USA
Nov 1999 time: 06:13
|
|
quote:

Originally posted by Father Beast on 04-24-2001 09:27 AM
I did make sure that all my troops had rifles, after I was teed off that one only had a pistol in the first mission. But is a autocannon better to have on all, or just a few?
I threw a few grenades, and found them useful. should I make sure that all my people have a couple spares?
 |
Yes, stock up on grenades. They are cheap. Two or three per soldier is a good idea. Electro-flares are also an invaluable asset for night missions. You soldiers can't see very well in the dark, and the aliens can. There have been many times when that red light flashed right after I threw a flare, meaning that the flare revealed an alien that would have otherwise killed someone. But the best thing about the flares is that they are recovered intact after the mission; you don't have to buy replacements
With grenades and elecro-flares, I almost always run into that stupid 80-item limit, which is another reason to get a tank. Laser weapons are good too, since they don't have clips that go against the item limit.
I never buy any normal human firearms. I recruit loads of scientists and research laster stuff as soon as possible. A laser pistol is about as powerful as an auto-cannon, and a laser rifle is more powerful than a heavy cannon. I can have pistols in about two weeks and a rifles in less than a month.
quote:

Primed high explosive on the belt? how do you do that? I thought you could only prime the stuff in your hand.
 |
You have to take it off the belt, prime it, and put it back on the belt. That takes about half the movement points. Be sure to leave enough time to step into the UFO. If this walking bomb gets shot while he is close to your squad, they get splattered all over the battlescape.
quote:

I thought about getting the engineers to produce something, but there's nothing to produce. do I have to wait for the scientists to have a breakthrough?
speaking of scientists, I wanted body armor, and I set my scrollheads to researching alien alloys and laser rifles. I hope that the alloys can get me the wanted body armor...
 |
It is best to concentrate all your research on one thing, especially in the beginning when the engineers have nothing to do. Research to laser pistol ASAP, and have the engineers make about four of those. By the time they are finished, the laser rifle research will be done and you can make enough to equip the whole squad. I use laser rifles for most missions throughout the game, because the plasma weapon clips are too expensive (3 elerium) to use up without reason. A single shot will make the game write off the entire clip.
The previous timeframe assumes that you hire about 14 scientists at the beginning of the game. I recruit 8 soldiers as well, then ditch the rotten ones and hire more scientists to replace them. I also build a living quarters and a second laboratory at the beginning. When the living quarters is done, I hire enough scientists to fill the lab, and when the lab is done I fill up the living quarters again.
I also build a General Stores and an Alien Containment at the beginning. The stores will fill up pretty quickly with alloys and such, and I try to capture a navigator in the first month.
quote:

I noticed that on my second mission, some of my experienced people were automatically reserving some time units for snap shot. do they keep getting smarter as they increase in rank?
 |
I have never experienced this. You might have accidently hit the reserve time button at the bottom left of the screen.
quote:

And What about night fighting? the time I left and came back to a crash site, I had come at night the first time and got 7 out of 10 of my squad shot down without seeing any aliens. some of them stopped with the "1" in the corner saying they saw one, but I couldn't find it.
 |
Flares, flares, and more flares. Litter the battlefield with them. Do the same with grenades. If they are hiding in a shed or something, don't send a person in. Toss a grenade or three after the alien. Even if they don't kill the creep, the smoke can mess with their aim and vision. But there is a bug with grenades and other explosives: they only affect the level they land on. Tossing a grenade under a Floater hovering in midair will do nothing.
|
|
|  |
 |
|  |
 |
|
Richard Bruns
|
|
NC, USA
Nov 1999 time: 06:13
|
|
According to the numbers in the UFOpedia, laser pistols have a power and fire rate, and accuracy equivalent to an auto-cannon. I make about six of these pistols while researching laser rifles, and they seem to do wonders for my ability to kill aliens. Are those numbers wrong?
|
|
|  |
 |
|  |
 |
|  |
 |
|
Richard Bruns
|
|
NC, USA
Nov 1999 time: 06:13
|
|
quote:

Originally posted by Father Beast on 04-25-2001 09:27 AM
Isn't the base you start out with "fairly well equipped"? if not, what is? I wanted to get some coverage over the US so there'd be something I could do over there, insted of watching my US funding continually drop. I also want to put up a china base soon, then the northern hemisphere will be pretty much covered.
 |
A well equipped base has two fully staffed labs, at least three living quarters, a hyperwave scanner, a defense rating over 3000, a grav shield and mind shield, several alien containments and general stores, a psi lab or two, and three hangers with two Firestorms and an Avenger.
But I typically start building the second base as soon as I research the hyperwave scanner, which is February if things are going well. By the time the hangar is finished, I'll hopefully have an interceptor with two plasma cannons to transfer there. When that base is running, I shoot down as many UFO's as possible with that interceptor, so they are less likely to find the main base.
Eventually, that little base gets built up into a base with soldiers and the skyranger. I'll build the Avenger in the main base and keep the best troops in there, while the second string goes to the other base. I'll use those guys for minor missions like small or medium downed UFO's and reserve the main squad for the terror sites and big UFO crashes.
quote:

I got word of a terrorizing attack in south africa, but it was too far, and I had just come back from ANOTHER mission and only had 4 soldiers at the time. I had ordered more, but they hadn't arrived yet. So I didn't go. is this going to hurt me pretty bad?
 |
Expect a negative score and a loss of all funding from South Africa.
|
|
|  |
 |
|
Richard Bruns
|
|
NC, USA
Nov 1999 time: 06:13
|
|
If you have a modern computer, then the original CD game probably won't run very well anyway. There is a windows version that I could send you. Just tell me if the e-email in your profile is correct.
Edit: Why is that icon there? I can't change it to the normal one either...
[This message has been edited by Richard Bruns (edited April 25, 2001).]
|
|
|  |
 |
|
Father Beast
|
 |
My head stuck permanently in my civ
Feb 2000 time: 22:13
|
|
I just had a time when there was a very large ship spotted by my north american base, and I didn't go after it, because the last time I sent an iterceptor after one, it got shot down.
So the very large ship lands in chicago and starts terrorizing. I send my troops in, because I figure with 2 tanks, they should be okay.
Silly me. There's 2 kinds of aliens there. some big as a tank ugly ones, and these tall purple fellows. I killed a couple of each (man, takes a lot of hits with rifles to kill one of those big suckers), when on the same turn 2 of those big aliens jumped out and squashed my tanks! I figured I was in over my head and got everyone out of there. my score went down, but I didn't lose any soldiers.
was I really in over my head, do you think?
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|