Illegal fliers. Gangs will sometimes send ships to attack some organization they don't like - or each other. When this happens, one or two low level vehicles will appear and start firing at a building, then get wiped out as a swarm of more advanced ships come out and destroy them.
This is an event that you have to wait out, but certainly not something you have to attend to yourself unless they gang is attacking one of your buildings.
Since the hoverbike you had in this video had a purple icon on the map, the gang wasn't hostile towards you. They will be now though.
It's not a bad thing, it'll help you make friends with the groups that do not like them.
NeptunesNookGames, on 16 November 2015 - 08:38 PM, said:
I needed a Turn-Based confidence boost
It's certainly easier to work with something a bit more familiar. However I hope you don't give up on real time. I recommend running some practice sessions in your own time to get the hang of it. One good way you can do this is to start a brand new game, hire an android and send it alone to the very first mission. Androids don't attract brainsucker attacks so they're essentially immune to everything on the first mission. Load up whatever weapons you want to test out, though I do recommend starting with double stun grapples and a variety of stun or smoke grenades for practice. Basically go in and see what does what. You're only working with one agent, but you can easily apply what you learn to a squad.
Be patient, pause a lot and take your time assessing everything.
Speaking of the Androids, they don't earn any experience. But they do have moderately good stats so can be decent fighters during any stage of the game. Think of them as humanoid HWP's.
The key feature of the androids is the fact that Brainsuckers and psionic enemies are unable to attack them. You'll probably want a few on the team for fighting the Psimorphs later on.
If I set it to No firing mode, then want him to stun, if I manually tell him to fire with the stun grapple will he continue to shoot until it's done/stunned?
Like Silencer said, this only shoots the weapon once. That said, you can still achieve the effect you want with a bit of inventory juggling. For example, carry your stun grapples in your backpack, then when you are up close to the target and ready to stun, go to the inventory and switch your weapons out for the grapples. Once armed, the agent will continuously fire at anything that gets within the 5 tile (I think) grapple range.
In both real-time and turn based, think of the active firing modes as a reaction fire toggle as well as a way to rebalance accuracy/firing speed.
One more thing, Transtellar is already a bit unhappy, they want a lot of money to bring them back to neutral... should I do it? How difficult will it make it on me if they end up going hostile?
Ah - politics.
I highly recommend you only ever bribe companies to get them out of hostile status, otherwise it can get very expensive indeed. They'll still provide their services to you even if they are unfriendly.
At any other relation level, they may still be very unhappy with you even if the relations tab shows they are on good terms with you. Their public face is very different from their private face, and any lasting goodwill between you and them will take a while to build up.
If they are still angry with you, they may issue a demand for compensation that will instantly set them to neutral if you pay it, or they go hostile if you decline. You can imagine it getting quite expensive to bribe them up until they are allies, only to get a demand, pay even more and they are left neutral or unfriendly.
In short, bribe only to get out of hostile relations, and pay up when they are asking for compensation. Try to improve relations naturally by dealing damage to their enemies. The enemy of my enemy is my friend and all that. Just be careful as this can get very messy indeed!
For Transtellar, when they go hostile they stop providing taxies for any soldiers or scientists that you hire. Instead they have to walk all the way to your base from their house. They can even get permanently stranded if any of the people tubes are destroyed - but you can avoid this by briefly going into super-fast time to get them to arrive at the base instantly after you've hired them.
Transtellar will also not provide you with any transports or taxies to move goods and people between bases. Thankfully, you can get around this by manually flying vehicles and agents to and from the different bases to pick up and move gear about as you need.
Transtellar will still contract out transports to other suppliers, so any goods you buy from them will still be shipped to your base by air.
For stuff that you have recovered from a battle, you can directly unload the contents of the transport at any of the bases by landing at them before sending the transport home. The game will prompt you whether to unload the cargo or aliens there. This is handy if the ship is carrying newly recovered tech or aliens and your research facilities and containment units are not situated at the home base.
Scientists and engineers will be be stuck permanently at the base they were hired at. Agents can be housed in one base, but can live and operate at any of the bases in the city by physically moving them there.
NKF, narrow minded fuddy duddy who refuses to let go of the past and will not accept anything newer than 1979.