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  1. another strange thing: some tiles of UFO floor needs 0 TU to walk pass, produce no sound when you walk pass, cannot be stop upon. unless u have <3 TU and standing next to it. one of such tile is in large scout near NE nav-console another is level2 along the S part of winding corridor leading to bridge of abductor there are others but i didnt record them as i dont think they are useful
  2. i notice the ceiling blocking light when i saw med and large UFO with blown tops. the interior show 2 shades of light. however, in daylight, i doubt removing ceiling will increase spoting range of alien inside by soldiers outside. (unverifed, just my guess) another interesting fact about unit height. i was walking beside a wooden fence and get shot at. i spin around and see no alien. i kneel and spin again. now i saw the sectoid at other side of fence! so i think the wooden fence block LOS differently for different heights. i can see the terrain but not the alien while standing. only by kneeling can i see. question: does it work the same for apple trees? ie kneeling in the dense apple module lets you see better? question: how can a short sectoid peek thru a barn window? my kneeling soldier cannot peek through. ________________________________ another unverify scene: ~| ~| A| ~~~ ~ ~S A = alien S=soldier soldier can sometime see alien around a corner(south west corner) but unable to shoot. (no LOS) at other corners , South east corner i think, soldier is able to shoot at alien and alien is unable to reaction fire. (saw him reaction spin but he didnt fire even after i injured him)
  3. to quote an example, how can US lose in vietnam? (no offense to US or vietnam) as a game, it is more fun to start as underdog, slowly gaining strength, then beat the big guy on their turf. scaling is not so realistic . the funding are too little and conventional weapons cost too much! rifle cost thousands? is it gold plated? i think alien avoid sending too many UFO and avoid too much battles because E115 based propulsion and weapon discharge will harm earth's enviroment. AW2 found out this, right? so no more E115 based tech. alas it is too late. the enviroment is harmed. only a handful of cities left in apoc. in a way we lost the war strategically. imagine all of our population reduced to a few cities....
  4. try this to extend your craft's range. this is NOT infinite range exploit. useful for firestorm and interceptor. useful if you have only one base, like in the begining. send a craft out as per normal. just before the clock hits 10-minute mark, put the craft on "patrol" for 10sec. then get the craft going again this trick may be tedious, and hard to perform on fast computer. this trick is quite useless if you intend to use infinite fuel bug. it worked because the fuel is comsumption is calculated every 10min on the dot. patrolling comsumes fuel at a lower rate than flying. this trick is similar to infinite-time terror site, but crashed-UFO, terror sites only dissapear on the hour. ______________________________________ how to get E115 on (almost) every crash sites save game after UFO crashed, before ground mission begins. you may need to click "no" first to briefly send you craft home, if your intercepting craft is carrying troops. save, then send the craft to the crash site again. at the start of ground mission, have you rear soldiers turn around to see the terrain. locate the UFO. scan the interior of the UFO by placing the cursor at NW of where the power plant(s) suppose to be. (ie the top tile beside the power plant) if you see a broken power plant, or no power plant at all, or UFO with walls/ceiling blown off, abort mission, reload and land again. i figures about 20% of the time a single-power-plant UFO will have intact power plant. difficult for those multi-power plants UFO to have all power plants intact upon crash. i think power plant explosion will cause chain reaction and destroy other power plants. except that battleship's 4 plants are isolated. impossible on small scout. i do this when i am short or going to be short of E115. i do it on medium and large scouts only. using a 4squares cursor to scan the terrain is easier. i may allow a larger UFO to fly around more and hope that it lands, and perform a ground assualt instead of crash recovery. _____________________________________ i reserve 3~4 slots for geoscape save-games. i will use them while waiting for something to happen. example slot1 used right before i am waiting. check "total UFO activity" value. slot2 used 1~2 days after slot1, check alien activity value slot3 used 1~2 days after slot2, check slot4 used 1~2 days after slot3, check slot2 used again 1~2days after slot 4, check if nothing happens on radar, but the graph shows a substantial UFO activity at a place outside my radar coverage, i will reload the day before, and send craft(s) to patrol the region. i am able to intercept UFOs this way, and mislead the aliens that i have a base in that region. this works well in the begining when you have only a small radar. used with "extend range" trick on previous post to increase chance of detection/interception. i find that a craft's radar detection radius is compareable to small-radar detection radius caution: your sole skyranger maybe overtaxed to recover so many crash sites that are far away from your base. _______________________________________________ i used this trick to scan the interior of buildings and UFOs. i place soldiers at sides of buildings/UFOs one tile away from the wall. spin them. layout of the second floor will be revealed, no more black space. if u see an open door, you know alien(s) is nearby. if you place at correct place you can see aliens moving INSIDE the UFOs on their turns, but you cannot reaction-shoot at them. (they may reaction-spin to face them thou, but i wonder if they get experience by spinning only) EDIT: you can see interior layout of UFO's level 1 if you are at level 2. much like spinning soldiers in skyranger to see layout of surrounding. i seldom use this anymore as i know layouts of all UFOs, but still useful to peek in side building. too bad you seldom can see the alien inside, although i can sometime see alien inside UFO while flying at level 2 towards it. my soldier stopped, with red alien spotted icon, but unable to shoot at the alien. to reaction shoot aliens INSIDE the UFOs while standing OUTSIDE the UFO see next post which i copy from another thread _______________________________________ cyberdisc: how to get their corpses. (unverified: is it possible to get them alive?) kill them when they are flying at level2 or higher, and there are no 2nd level floor-slab below. their bodies will dropped to level 1 before the explosion on 2nd or higher level so you can recover their bodies. i remember i have captured live cyber disc before. i think you can use stun bomb to stun them. but most times after they are stunned , you cannot find their corpses on you way back. i think you have to stunned them when their are on level2 or higher, or you have to stun the top most of the 4square tiles, so that it will be counted as alive. i even remember once, a live cyberdisc recovered from stunned status, and rove around the turn after. but the corpse is still on the ground. this is unverified as it was a long time ago. (>10years!) i also maybe confused when ANOTHER cyberdisc appeared near a supposedly stunned cyberdisc. this corpse collection also work on bio-drone in TFTD. you can MC them float them to high level, expend all TUs, then shoot them on next turn. so the explosion wont blow away your loot. ---------------------------------------------- merge with hull http://www.strategycore.co.uk/forums/index...ost&p=70917 @@@__*___*__ @@/@@@@@@@\ @* |@@@@@@@| @@|@@@@@@@| @ = to be ignored @* |@@@@@@@| * = where you fly up. @@ \_________/ battleship not to scale this is where you can stand on level 1 and fly to level 2 and level 3 to merge with UFO hull. now you see them and they cant see you. experiment a little and you can find best place to fly up to creat guarded corridors. maybe some one can do a screen shot. or i can send you my save game file
  5. skyranger stronger than UFO? unable to break even the landing gear of skyranger with BlasterBomb. hanging trees, floating second storey. has any one saw a floating hill? some tiles on UFO cause 0TU to walk pass. is silent when u "slide" thru. notice some on large scout (near north navigator chair) and abductor (second level corridor). any more that you notice? can you stop alien from opening a outward swinging hinged door by stand outside? empty blasterbomb casing found on launcher and on corpse. once you "unload" it, does it count as expended ammo or unexpended ammo? amour that stop protecting when you are unconscious human able to breath on Mars
  6. hi, i want to share these tactic(exploit) which made use of a bug. i didnt see it posted else where, yet! (after this long time since release) "merge with hull" trick intro: used on UFOs, supply and battleship. and also (seldom useful) suitable on skyranger, avenger. you can use this to go in UFOs thru some of the walls (without using blaster bomb to blow a hole) and more importantly you can give risk-free oppotunity fire without being seen(from the inside), without being fire upon. direction: navigate your flying-suited soldier(s) to the crafts NORTH or WEST edge. basically they stand at level one and float to level two, where they stand at the same tile as the craft's hull ! they cannot see aliens in the craft during your turn, (though they can see the layout inside), but soldiers can see and fire at alien's turn. AND the alien cannot see them (from inside the craft)! you can float to level three (on battleship only) to merge with hull there. tip: equip soldier with laser pistol (no ammo limit, low TU requirement) to gain reaction points quickly using this tactic tip: you can enter the craft this way too, but i would advise only after a few turns of free reaction-firing to soften the aliens you can creat choke points where you can reaction fire down the whole battleships long corridors on the craft's second level and third level this way, if you know where exactly to stand on level 1 before you fly to levels 2&3. going in: just walk inside to level2 and level 3. you can wait till all outside aliens are taken care of and storm the UFO from level 1&2&3 on the same turn. you may need to try a few times to achieve this, after you succeed, you know where to stand exactly next time. u can use the craft's shadow to assist you. this trick is not (as far as i know) suitable for alien base, terror sites( maybe possible here),cydonia, or other types of alien craft.(only battleship pose a chellenge anyway and i find this tactic extremely useful to gain reaction points for my soldiers for later use in cydonia) apparently there is a "gap" between the floor plates and the wall plates in Xcom1. sometimes i can see a alien inside the craft when i am flying outside. u can see thru the ceiling plate and the floor plate(even an intact craft), but you seldom can see the layout of the craft inside. useful to mind control them this way. (in XCOM2, u can spot alien thru wall plates too but merge with hull trick cannot be used in Xcom2, i think) too bad you cannot shoot or enter the craft this way with hoverhank Col Seeker From Singapore
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