What unlocks certain game events?


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#1 Azrael Strife

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Posted 22 September 2006 - 04:07 AM

My first AS game was a failure, the Alien ship is coming (the first, if there is more than one later... don't tell me :D) and I've finally come across the Cult. My troopers quickly realised that their leader should have invested more time researching decent weaponry rather than all those autopsies and general knowledge topics he was so curious about, and got really squashed by the Cult, apparently those Alien-lover freaks weren't too impressed by our mighty... Reticulan Laser Rifles!

Yep, I failed to research proper weaponry on time so my soldiers suck, so I have decided to start over and do things right this time, this includes proper base management and research.

For that, I'd like to know if there are certain research topics that will unlock certain game events, like, for example, what research topic unlocks the coming of the first alien ship, if any.

Please don't post any spoilers as I enjoy seeing the story of the game unravel :)
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#2 NKF

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Posted 22 September 2006 - 05:28 AM

I think, in general, all the story events are unlocked through the Laputa labs. Some of them tend to be pretty obvious, so be sure you take the time to prepare yourself and hold off on the research until you're ready. To start off with, go for basic firearms and do not forget the munitions factory/lab like I did. You might research the weapons, but you need the ammo too.

Reticulan lasers are okay except for the damage, but you probably want SPAS shotguns for a fair chance during your first encounter against the cultists. Morelmen will gladly supply you with some, I dare say. Reticulan psi blasters (psi stinger from Aftermath?) are also invaluable if you haven't got any heavy guns yet.

After (or possibly - during) your first encounter, you should get some very nice equipment, namely assault rifles, that you can distribute to your troops.  

Get at least one token android early on - it makes the whole pre-assault rifle ordeal a lot easier to live with. They are by far the best units to train up as weapon specialists. To start with, a close combat android may seem a waste, but they can go very far with just a SPAS-12 and a combat knife before you can upgrade to better weapons. I would've recommended a mechanical weapon skill specialist, but you're not going to get a heavy machine gun in a while.

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#3 Accounting Troll

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Posted 22 September 2006 - 06:49 AM

I'm pretty sure that the emergence of the Cultists and the arrival of the alien vessel are scripted to occur at a particular time, regardless of how you are progressing.

Your very first research priority should be human firearms so that your engineers know how to manufacture human assault rifles - the best human assault rifle in the game is the XM8.  You will also need to learn how to manufacture ammunition.  Human assault rifles easily outclass Reticulan laser rifles in Aftershock,l and you don't have the strict ammunition constraints.

Armour piercing ammunition is a must for fighting the cultists and the aliens.  There is a bug that means the game sometimes doesn't realise that you have all the prerequsites for researching AP ammunition, but there is a workaround.

Make sure you have submachine guns before the aliens turn up.  A soldier with the Ambidexterous skill (level two ranger training) with twin MP5s and armour piercing ammunition makes short work of most enemies in a close range fight.

Just like in X-Com Enemy Unknown, researching autopsies and general knowledge stuff should be a lower priority than developing weapons that give your squad a sporting chance.

If you find that you have to use shotguns against the Cultists, make sure that you draw them into ambushes as shotguns don't have the range of assault rifles and sniper rifles.

#4 Crazy Gringo

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Posted 22 September 2006 - 08:10 AM

Well, you play not so nice and simply blow an ally away with your puny laser rifle if he has some interesting weapons after having completed the assist allies mission.
If you need quick loot although a bit risky do a smash and grab mission on a cultist territory for more advanced weaponry.
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#5 Azrael Strife

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Posted 22 September 2006 - 12:47 PM

Thanks guys :D I'll put more priority into the Human assault rifles like the XM8 in my new game so I'm not a sitting duck anymore :)
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#6 Azrael Strife

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Posted 01 October 2006 - 03:44 AM

Focusing on human weapons did wonders, have my teams all equipped with XM8s and they are literally massacring the Cult, which had previously left me in ridiculous in my previous game. Got lots of weapons from them, including the advanced human weapon I needed to resume research on more powerful human weaponry, I'm about to improve the Laputa's speed, got tons and tons of resources (good strategy does get you somewhere...) to build or research whatever I want to.

So, for now I'm having a very successful and fun game, I guess I made way too many mistakes in my first game to even have proper fun with it, didn't even have sea lanes.
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#7 laclongquan

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Posted 26 December 2013 - 10:26 AM

Cultist event is prolly when we touch their regions. I am not sure about this.

Alien vessel is scripted at a particular time. Unable to change, as I try to reload to earlier time and expand elsewhere or research different thing.

I have put Cultist Threats the last research topic in Laputa. So far no progress, no event. So I think it's a key research. EDIT: I dont think so at the moment as CT research just open up new research, nothing earth-shattering.

By collecting rescue fee from rescuee in rescue missions, I have an warp rifle, as the most interesting 'gift'. No facility to research, alas. EDIT: Damn good weapon, especially at highest difficulty. Their toughness can withstand dozen of laser bolts, or shotgun blast. Only this rifle can drop them on one-two shot. And during pre-Cultist we might have luck onto a Sonic Gun (not usg). An energy shotgun that cost quite a bit in battery.

EDIT: Also, for extract rescue fee, either use the ret las rifles for stun damage. With the right positions, my guys can drop them all unconscious then press Finish the Mission. No muss, no fuss.

Currently on hold with plasma research as I havent found a plasma weapon. Possibly might have to wait until the next stage.

EDIT: it's confirmed that you just cant get a plasma weapon before the walnut arrive. I use the countdown time to conquer the world, with only one full province of Cultist stand, and not a sign of that weaponry. The very first battle with Wargot get me a bunch of plasma weapons.

EDIT: replay at highest difficulty. Cultist appearance on 9april, and seem quite fixed in my game, even though I am concentrated on Europe. Mideast seem to be a nest of them in any game, with the southeastern border to be east of Istanbul.

#8 laclongquan

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Posted 12 January 2014 - 04:23 AM

Eh~ Am researching spaceship modules at the moment. A single wargot mission pop up but starghost in that mission. Lucky my close quarter combat specialist has a plasma shotgun on his bag, so it's not too troublesome.

i thought it would be much later, after Mermycol?

#9 laclongquan

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Posted 20 January 2014 - 03:22 AM

SG Defenders are a bunch of annoying bastards. Cost me literally tons of energons. SG missions are a net loss in term of cost and expense.

SG Clouds, thank gods, fall to a volley from dual-psi blaster ranger. After that some plasma shotgun blast to the face and down it goes.

Walnut mothership assault sub campaign end after three red mission in three strands, as said. So if you want to milk yellow battles in mothership assault, do it before doing the red missions. I've learnt to love the 20mm grenades shot from HK gren launcher during this mission and burnt through the lot that brought from earth.

Complete Mothership Assault will stop Wargot missions altogether. Cultists from now on attack on their own, only, not in tandem with them.

The first yellow "death pillar" base loss is unavoidable, I think.

Warp weaponry come mostly with Reticulan Fleet rescue mission, it seem,. Though I manage to get 2 ret warp rifles before by 'asking' for rescue/escort fees from other factions.

#10 silencer_pl

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Posted 20 January 2014 - 07:40 AM

Strange I don't remember having trouble with SG at all. Plasma to the face always worked for me. And I only used rifles.
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#11 laclongquan

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Posted 20 January 2014 - 10:34 AM

Plasma works. The problem is that SG defenders are tough bastard that can eat plenty of plasma before going down.

THe other problem is that I like to use machinegun in addition to plasma gun and shotgun. A variety of of tools in a squad: at least 1 sniper, 1 pistol (mostly psi blaster) with the rest either shotguns, rifles, or machineguns depended on which recruits can join the squad.

Due to that approach, my machinegun must switch to plasma launcher to deal with SGs. Cost energon like crazy.

Not that I am lacking. Just like to gripe about it, I guess.

Wargots can get concentrated fires from both MG and sniper and going down in a flash. SG lifeforms keep coming and coming.

#12 ERISS

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Posted 20 January 2014 - 01:54 PM

View Postlaclongquan, on 20 January 2014 - 10:34 AM, said:

The other problem is that I like to use machinegun in addition to plasma gun and shotgun. A variety of of tools in a squad: at least 1 sniper, 1 pistol (mostly psi blaster) with the rest either shotguns, rifles, or machineguns depended on which recruits can join the squad.
Due to that approach, my machinegun must switch to plasma launcher to deal with SGs. Cost energon like crazy.
I use mainly energy weapons vs SGs, as bullets may do almost nothing here.

#13 laclongquan

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Posted 20 January 2014 - 02:03 PM

Defenders are nearly impenetrable with normal bullets. Unless I want to burn through my squad's ammo, switching to underbarrel plasma launcher is faster.

Cloud is of course completely impenetrable.

But the other SG lifeform can be dealt with by bullets. Slower, but can be done.

#14 laclongquan

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Posted 29 January 2014 - 09:07 AM

2h00 of April12. Wargot space walnut warning. 14 days before they arrive. I will have enough time to prepare for them, whether or not research completed, by finish off Cultists, conquer the world, and other factions. Might be not enough lead time to produce anything worthwhile, but that might not matter: Loot to kill. The loots come from escort fees, and cultist loots. Ammo will be the most basic before complete AP ammo research.

The research time is frankly insulting, especially the Laputan. The other types? Mass facilities. But Laputan lab time will have to be endured.

#15 ERISS

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Posted 29 January 2014 - 09:57 AM

View Postlaclongquan, on 29 January 2014 - 09:07 AM, said:

The loots come from escort fees,
If you steal from allies, I think the game is easier (and boring) than intended, as many weapons should be searched far later instead.
I think the game was not balanced with stealing (there is almost no risk nor punishment).

#16 silencer_pl

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Posted 29 January 2014 - 11:27 AM

Quote

by finish off Cultists, conquer the world,

Word of advise - you can't finish off the cultists.
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#17 laclongquan

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Posted 30 January 2014 - 04:56 AM

Figurative speaking. I intend to surround the single Cultist base with  Culture8 provinces, same as my old game.

#18 silencer_pl

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Posted 30 January 2014 - 11:52 AM

Don't forget the Pillar of Death requires assault on Cultist base (I think).
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#19 laclongquan

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Posted 30 January 2014 - 04:18 PM

That is half of reason. The more important reason is that by capture one base I lose three? No deal.

last game i encircled the single Cultist base with Culture8 provinces and leave them alone. Occasionally they attack my surroundings, and can be dealt with simply. In accord with Wargots they may jump half the world away to attack but they still can be dealt with.




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