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Cadmus

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  1. Snap shots all the way, I only use Auto if there is a cluster of enemies or if I'm close enough to smell what they had for breakfast.
  2. If I ever saw a battleship on infiltration duty I would scramble everything with weapons on it, making sure an Avenger got there first, much like many hack and slash games the first thing to fire is the only thing that is targetted by the enemy, so if you make the Avenger attack first you can bulk up the firepower with more craft like Firestorms and maybe even Interceptors if they can get there fast enough.
  3. Toxigun, simple, fast effective, make sure you bring some V-Mines thougg, lest the need to blow shit up arise.
  4. Poppers have a habit of staying near their masters until you spot them, so if you play Turn-Based a well aimed grenade will save bullets, if an organization turns hostile due to aliens raid their buildings, if you have D-Cannons raze the place to the ground, air assaults tend to provoke too many defenders for my liking so just keep raiding until they have a large negative balance, that should teach them to be bread-baskets. In TB the M400 is Godlike, just sprint up to someone and fill them so full of lead we could sharpen their head and call them a pencil! Great TB tactic for Multiworms! Blast them a little, then get the rest of your men to do what they need to, throw a grenade trhat explodes at the end of the turn at the worm, then blast it until it dies and splits, then end the turn, no more losing three men to opportunity fire!
  5. Still no luck, but I've got it narrowed down to this... What does this mean?
  6. Hobbes, what did you think my contributions? Is that the kind of thing you're after?
  7. I was thinking, how about we have the following field manuals: v1.0 All Earth Tech v1.1 As v1.0 but with initial alien things (up to floaters and P-Rifles) v1.2 As v1.1 but going up to H-Plasmas and the medium ships v1.3 As v1.2 but going up to all races and ships v1.4 As v1.3 but includes everything Also could we not steal the UFOpeadia entries for alien behaviour?
  8. Base Facilities : Defence : Overview As X-COM begins to overcome the extra-terrestrial threat it is possible that X-COM bases will come under direct attck by the extra-terrestrials. As all X-COM bases are built underground they are shielded from direct weapons fire, however it is possible that the access lift and the hangar bays could provide an opportunity for a organised group of attackers to gain entry to the base itself. The defence systems listed here are designed to utterly destroy a UFO, but any strikes by these systems would undoubtedly kill some crew and reduce the danger posed by any forces that did manage to gain entry. Base Facilities : Defence : Missile Defence The X-5DM Missile Defence System is the first line of defence against attempts by extra-terrestrials to gain entry to X-COM bases, it consists of what is essentialy a scaled up version of FFAR pods [1] aimed skywards on a gymal mount to allow some amount of targetting, in case of a base ever coming under attack the missile housing will rise above the ground and begin to launch a spread missles, these are similar in construction to Hellfire anti-tank missiles [1] scaled up and fitted with an increased yield. [1]Such as those mounted on military helicopter gunships
  9. Yeah, we start with an Earth-only version and just have a big wad of addendums, stuff in '[]' is actual footnotes and stuff is '{}' is my designer notes. Terrestrial Aircraft : SkyRanger The Antonov {1} X-232 Transport Aircraft (the SkyRanger) is a VTOL troop transport jet leased to X-COM from the Russian Government, originally designed for deployments of Special Forces operatives in the Middle East it has found a role in transporting X-COM operatives to and from sites of extra-terrestrial activity. It's most notable feature is its massive operational range, capable of performing a roud trip to any location on the globe on a single load of fuel. The cargo capacity of the SkyRanger is approximately 28m^3 {2}. Facilities on board can be uncomfortable for soldiers, but the SkyRanger will run out of fuel before the crew runs out of rations or other consumables. The SkyRanger also contains a relay unit for HWP transmissions, without this HWPs would not be usable outside of their bases [1]. As all X-COM soldiers are trained pilots there is no need for a crew. HWPs also contain a linkage sytem that allows them fly the SkyRanger, but due to incompatibilities in the sytems involved the Remote System used by HWPs cannot be fitted to SkyRanger, as such the craft can never fly itself back to base, at least one soldier or one HWP must survive in order for the craft not to be lost. [1] Effective tranmission range to an HWP is 500m. {1} The Antonov is a real Russian transport, feel free to change this bit though {2} Assuming one BattleScape block is 1mx1mx2m Damn, I wish I had UFO working on my system.
  10. Cadmus

    Apoc Ships

    Well, I got 4 Annihilators on the second difficulty setting, All have 1 large and 1 med disruptor, 2 have anopther med while the other 2 have inversion bombs (damn tricky to keep armed eh?), my first foray into the alien dimension yielded this almighty army! 2 Probes 2 Scouts 1 Bomber 1 Escort 1 Battleship As you can imagine those bug-eyed bastards got suitably pwned, and then they seem to be a little thin on the ground, send the Anihilators some time sunday late evening and smash 'em in again. Meanwhile a Biotrans hops in once or twice a week to wreck a building.
  11. 4 identical squads of 4 men each: 3 standard soldiers Toxigun 2 Type-C clips Medikit Vortex Mine 2 AP Grenades 2 Stun Grenades Shield Stun Grapple 1 psyker As above, but swap the V-Mine for a Mind-Bender Once I have all the live aliens I switch the stun grapple for an extra sheild.
  12. As to why they are suicidal with grenades it may be the micronoids telling them what to do. On the other point they do seem to cluster in the Alien dimension, it's good when you find a great crowd of them as it means you're near an objective.
  13. If they have no cash, they won't do a damn thing to ya, in fact my mormal tactic when an organisation became alien lovers was to go to their corporate headquartes, and load until it's the type of HQ held up with pillars wade in with the D-Cannons and V-Mines and watch it go tumbling down....
  14. Well it runs fine until I try to build me first base, it then crashes out with a long error. I'm running the $old Out version of UFO under XP using VDMsound and nothing else (in the way of retro utilities). Obviously the error message would help but I can't remember it off the top of my head so I'll have to post it later. Any-one know of this error.
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