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Yxklyx

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  1. So I finished the game after not playing it in many years. Some observations: 1. When I started part 2 I had lost nearly all my Shok bombs and some other ammo (this happens on all 2 part missions actually). I'm using xcomutil and playing through Steam. Is this a problem with xcomutil? 2. When I started part 3 I had 1 Shok bomb and NO ammo at all. Again, is this an issue with xcomutil? I found my ammo later strewn about the level - some of it appeared to be floating. 3. Even with alien Psi Strength skills doubled, the whole thing was a cakewalk using 3 Psi Disrupters. 4. The very last level was really really REALLY dull. I played on Veteran
  2. But isn't there a Range involved as well? Perhaps the radars extend the detection Range.
  3. That's what I originally thought but I've seen posts say otherwise. Has anyone done any empirical tests? Also, things might have changed between XCOM and TFTD.
  4. In some places I've noticed it mentioned that radars aren't needed once you've built a Transmission Resolver (you can disband the radars) but some p;layers have said otherwise. So which is it?
  5. I've noticed at least in my current game that the ship terror missions always occur in the middle of the Pacific. If you were to build a base there wouldn't you detect the terror USOs and be able to shoot them down. I know that in XCOM I hardly had to do any terror missions at all because I shot down the UFOs carrying the mission.
  6. This is what I've settled on for Psi training. I go straight for Psi Labs ASAP and this can be done with a Deep One Terrorist. As soon as I can, I build one and later a second lab in my original base. I also build one in each of my main listening/intercept bases. These secondary bases get a Living Quarters and I hire 10 men before the month ends. These 10 then train during the next month but before the month ends I hire another 10 men and these new men will train next, repeating the process each month. Of the 10 men that just finished training, if they have high strength (p or P when using xcomutil) I transfer them to my main base. These men will now be part of the squad I use for missions in which I'm going against Psi-Attackers. Those with low strength I keep until right before the month ends and then I sack them. I might transfer some of these to my main base for use in non Psi-Attacker missions. If I'm going against non Psi-Attackers I send out my low strength men so as to not risk my high strength men. It's important of course to get Transmission Resolvers built ASAP. A similar thing happens at my main base but some of my low psi men get some good stat gains - I use them only in missions where there's no chance they'll be controlled. These men are not sacked. I also select a few (~3-5) men for continued Psi training - these will be used for mind control attacks of course. To get the Disrupter I make a quick raid of a colony to capture a Tasoth. Just capture him and abort. I send out my Psi experts as often as possible since they gain skill by using it in missions.
  7. I'm having good luck with a Psi mod I made using xcomutil. Basically, I found that it was too easy to play the game with Psi soldiers (on Genius). Once you get skill in the 50s and strength at least ~85 your men become uber-psi soldiers controlling aliens with ease - and I wasn't really concentrating on getting them up very high in skill. In the final mission I was controlling the Ethereals easily and it was a cakewalk. What I did was double the strength of all aliens (even beyond 100, it seems that the game allows that) and halve their skill (per the formula that should mean that their chance of controlling your men stays the same). I'm testing this in TFTD and it's working very well - the missions are more challenging. Controlling a Lobsterman is not automatic but the option is still there.
  8. If you kill them all in the second part do you get all the equipment from part 2? From part 1? I had a colony mission that was a total disaster even though I completed it. I didn't kill all the aliens in part 1. I destroyed the Device and got the message to return to the exit zone, which I did. (I stupidly forgot to pick up the Commanders - I think the mission took me 4 hours to play so I was anxious to get out!). I had one guy sleeping in a backpack who was "lost in action". The only equipment that survived was what my last four men carried back - so I ended up negative in the finance column with no booty to sell. And finally, my nearest base was immediately retaliated against and lost. It seems like too much pain for little gain.
  9. First off, is there a more active forum than this one on the internet? On the two parters do you get the items on the ground from the first part if you complete the second part? What if the items are in the Triton? Do all items in the Triton go back to base in all cases? So, should you be ferrying stuff back to the Triton before you kill the last alien in the first part? If you kill every last alien in the second part of a colony base mission does the mission end or do you still have to walk back to the exit point and abort?
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