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> Ranks and Promotions
Solfius
post 24th September 2002, 8:47pm
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I thnk there might be a glitch in my game, i'm getting loads of promotions,

i've got:

1 commander

1/2 colonels

3/4 captains

about 7/8 sergeants

1 squaddie

and 20 rookies


that can't be right, can it? blink.gif
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Psy Guy
post 24th September 2002, 9:44pm
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Here is how promotions go.
1 sarge for every 5 solders
1 captain for every 11 solders
1 colonel for every 23 solders
1 commander for every 30 solders (only one commander at a time)
there that should help
thats about right. Promotions are based purely on the # of solders
(one time late in the game i had a sergeant that was the best person on my team (with most kills))
-PSY GUY- power.gif


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The Veteran
post 25th September 2002, 3:46pm
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Hmm... Nice one Psy guy that table should help me as well! I have noone but soldiers at the moment as I've just started... So hopefully after this terror mission I should see a few promotions then! (although seeing as this is superhuman I have to survive first)


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Solfius
post 25th September 2002, 5:32pm
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so i guess the reason i don't have many squaddies is that they don't last long enough!

still IMHO i think its a bit messed up

I would have:

1sergeant for every 10 men

1 captain for every 50

i wouldn't bother with colonels

and 1 commander for every 100 men


also exp would be based on missions and kills rather than rank
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Psy Guy
post 25th September 2002, 6:03pm
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rookies can't be promoted unless they have battle exp. The reasion you don't have many squaddies is that they all were promoted. Send out the rookies if you want to get more squadies (battle exp means shooting and hitting aliens) If you shoot at aliens but don't hit them does the rookie become promoted?

-PSY GUY- power.gif


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News Today: Grav Ball League accepts the nomination for the "Vacuous Ally" award given by the X-Com Board of Public Relations. Experts predict that the two time Vacuous Ally winner Lifetree will win the award for the 3rd time following its $200,000 joint endeavor with General Metro to increase Blazer Turbo Bike production.
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Solfius
post 25th September 2002, 6:08pm
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so really i need to pull back some sergeants and commanders etc. and give the rookies a chance?

also how is exp awarded?
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Psy Guy
post 25th September 2002, 9:28pm
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If you want more higher ranked people you should (also good to get the rookies feet wet {or better yet put some C-4 on them and let one take over a ship})
Basicily the game desides who rank ups by three variables
1. (and the ultimate) is there a spot open (as in enough peeps to add another officer)
2. # of kills
3. # of missions been on (if # of kills between two canidates is the same i think)

Stat increasement is another subject all together.

-PSY GUY- power.gif


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News Today: Grav Ball League accepts the nomination for the "Vacuous Ally" award given by the X-Com Board of Public Relations. Experts predict that the two time Vacuous Ally winner Lifetree will win the award for the 3rd time following its $200,000 joint endeavor with General Metro to increase Blazer Turbo Bike production.
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NKF
post 25th September 2002, 9:54pm
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Stat increments... well, I can only say from observation, but:

Killing an alien increases strength, TUs, health, stamina and firing accuracy. Probably not all at the same time, but killing an alien will definitely improve these stats. By the way, this also applies to killing with grenades as you can get a minor increase in firing accuracy. Although I'm uncertain whether it's the person who primed the grenade that gets the improvement or the one who threw it. Must check this some time....

Killing an alien with a gun further increase firing accuracy plus all the above.

Killing an alien with a grenade does everything as said above, and increases throwing accuracy.

Reaction fire improves everything firing a gun can, as well as the reaction fire stat. (making it great for all-round stat improvement, as high reactions really does come in handy)

The number of kills the soldier performs can greatly influence the stat improvements. I saw a huge improvement in stats when one soldier took out all the aliens in one mission. Probably a 5 or more point increment in firing accuracy alone, not counting the other stats. In any case, it's a lot greater than just killing one or two would get you.

Bravery increases if a soldier panics. But if your soldier panics from a psi-attack, then high bravery really isn't going to fend off the inevitable.

Psi-skill improves greatly with use, and slowly via the labs. Psi defense is fixed and never ever improves.

Oh, and by the way: Firing and hitting and alien but not killing them does provide some improvements, although I cannot say for certain to what specific skills. TU's is definitely one of them, and presumably stamina.

- NKF


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Psy Guy
post 25th September 2002, 10:06pm
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Don't forget that psi attacks increase TU the greatest (for me anyway). i guess when you use all your TU every turn it really makes your TU jump.
Strenght increases with the more stuff you carry in battle (heavier the better)
Bravery increases when you don't panic when your moral is lower than 50
Stamina ups when you move a lot
Health seems to go up after injuries (when you heal) and when you move a lot. For some odd reason health goes up when you kill things. WHY??
:hmmm:

-PSY GUY- power.gif


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News Today: Grav Ball League accepts the nomination for the "Vacuous Ally" award given by the X-Com Board of Public Relations. Experts predict that the two time Vacuous Ally winner Lifetree will win the award for the 3rd time following its $200,000 joint endeavor with General Metro to increase Blazer Turbo Bike production.
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Cazbol
post 26th September 2002, 7:34am
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Performing psi attacks not only improves TUs and psi skill, but also stamina, health and strength.

Cazbol


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Neo
post 26th September 2002, 7:03pm
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What do you need to research psi because i have never had it yet


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Snikers
post 26th September 2002, 7:48pm
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To research psi you must capture an opponent that uses psi. The research tree makes actual sense
(unlike another XCOM game I know of).


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NKF
post 26th September 2002, 9:17pm
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To be more specific, you need either a live sectoid leader, sectoid commander, or any ethereal.

I'm still taking Carlos's challenge, and I'm on my first base defense mission. The last alien, when it went berserk, turns out to be a sectoid commander. Hurrah!

But, there's always a 'but', I've got no stun rods because of that @%@#% 80 item limit! Argh!

Smoke doesn't seem to be able to choke it, and pistols are too powerful. I think most of you may think this to be odd, but no, it isn't. It kills the commander instantly, even on superhuman. Sectoids apparently are a lot weaker than floaters...? Or maybe the game's conspiring to not let me finish the game too quickly?

What bad luck... oh well.

- NKF


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The Veteran
post 27th September 2002, 3:57pm
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In superhuman I noticed that the sectoids were pretty weak myself... I found everything pretty weak in defence so far actually. The main difference I saw in combat was that they were stronger attackers and more likely to win an attack...


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Welcome back to the wonderful world of Fan-fiction! (it's short for fantastic!)
Go check em out, UFO TFTD and Apocalypse all under one roof!!!

Also why not check out XCom : Colonisation over in the special projects forum. Won't kill you if you do, might kill you if you don't!
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Neo
post 27th September 2002, 4:03pm
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i was on a terror mission b4 on beginner and it was either a sectoid or floater and it took more then 5 shots to kill it!!!!! (and i was using heavy plasma and laser rifles!!!)


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Capture the Muton commander, interrogate, then.................Kill Him
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Solfius
post 29th September 2002, 7:30am
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probaly you were only giving it fatal wounds, rather than killing it outright,
if that happens to one of my soldiers they get instant promotion to the "suicide squad" they move as fast as possible finding and killing aliens until they die trying or die of their wounds.
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Neo
post 29th September 2002, 1:38pm
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cool that sounds like a good idea!!


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Solfius
post 29th September 2002, 1:42pm
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sort of, the way i see it is they're going to die any way so they might as well take a couple aliens with them (has evil idea involving high explosives killcrazed.gif ) sometimes they manage to kill the last couple of aliens then the mission finishes and they live another day (which is good)
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Snikers
post 29th September 2002, 4:56pm
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I assume this of course stops once you get Medikits...?


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The Veteran
post 29th September 2002, 5:05pm
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I wouldn't be so sure Snikers... This is Solfius after all...


--------------------
Welcome back to the wonderful world of Fan-fiction! (it's short for fantastic!)
Go check em out, UFO TFTD and Apocalypse all under one roof!!!

Also why not check out XCom : Colonisation over in the special projects forum. Won't kill you if you do, might kill you if you don't!
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