I've never got the Avenger in March before, but I suppose that's because I prioritise different things. Psi and Hyper-Wave Decoders are #1 and #2 priority for me (which in turn necessitates the Mind Probe and Small Launcher), then armour, then plasma, then craft.(I managed June 1 Cydonia that way a couple of years back. I captured a Sectoid Leader at the end of February and built eight Psi-Labs in order to get enough psi-screening done in May - while I didn't use Psi-Amps, I'm nowhere near good enough to beat Cydonia without MC immunity.)
I think my comeuppance will be in the USA though - I'd built a radar station there and it detected two large UFO's, one small and an extra large. I couldn't shoot any of them down, but I've landed the Skyranger at the XL and so far have only had one solder mind controlled (laser weapons and power armour meaning that poor guy isn't doing much damage so far ).
Can someone remind me - if I survive - is there a way for me to stop the USA going over to the aliens once this activity has begun? I vaguely recall you can if you shoot down all the UFOs, though I may have imagined that. Is it possible by sweeping the XL UFO clean or is all lost? I guess they could be building a base, but the landing sites are really spread out so I'm thinking infiltration instead.
Small/large/large/very large = base
Small/large/large/very large/very large = infiltration
Also, if you zoom in on the landing sites, infiltration lands on cities while base lands out in the countryside.
If you pay attention to the speeds of the UFOs, you can also tell whether one of the Large UFOs is a Terror Ship (max speed 4800, vs. 3200 for Supply Ships); there's only a Terror Ship on Infiltration.
Infiltration cannot be stopped, only delayed (by shooting down UFOs on that mission).
Also can someone remind me if I can redirect the Skyranger to the two large UFOs on the way back and clear those out too?
No. This is why it's good to shoot them down, so that the crash site lasts a while.
One thing I don't like in the game is that the goodies you get from clearing a mission seem to arrive straight back in the stores before the Skyranger - is that right or am I imagining it?
It's right. They didn't fix that until Apocalypse, and even then it's a bit weird (you can't re-arm troops out of "captured" items, even those dropped by your troops; you need to stop off at base to be able to access them).
Pete, on 07 October 2019 - 08:24 AM, said:
I mean, I was losing an average of 1-2 soldiers in the early missions in the first month playing carefully, but maybe having swept through 3 terror missions in 3 months and only encountering sectoids and floaters might be a clue? I can't remember exactly when the Chrysalids come out to play
Race distribution is not affected by difficulty.
Snakeman terror missions start in April, although if you're especially unlucky you can get Snakeman Infiltration, Base or Retaliation missions in February or March (these will bring Battleships and in the case of Infiltration Terror Ships, which have Chryssalids, but there won't be civilians).
Space Voyager, on 30 August 2019 - 12:26 PM, said:
Wow, magic! Doing the challenge?!
Not currently. I do at least now have an iron-man of TFTD Superhuman under my belt, so challenges are worth thinking about.
One immediate issue is the notorious 28% chance of retaliation per intercept - I did very little interception in my full run because of that. 3-mission of course denies that, so you'll have to roll the dice on keeping the scouts away - and you don't get Transmission Resolvers until you go to an Artefact Site. The next issue is how the hell you're going to get the colony done with no drills (Calcinites are mutually exclusive with all of the three things that force three missions prior to T'Leth), no Ion Armour (that requires an IBA, which you're getting from the colony) and likely no psi (you can screen, yeah, but you've got no missions to train up your psi-guys). On my full run I got no Calcinites in the entire game, and ended up using psi in order to get past the colony mission; without that we're looking at a real ball-buster.
I suppose the alternative is to just hope for a Lobbie Dreadnought, identified via Transmission Resolver (gotten after the Artefact Site). Fighting a Lobbie Dreadnought with sonics and plastic is not fun, but compared to an actual colony it's a walk in the park.
I can confirm that there is always exactly one Magnetic Navigation in an Artefact Site - the Synomium Device itself. Unlike the one in a Colony or UFO's Alien Bases, it does not explode if you win the mission by killing all the aliens. There is also guaranteed to be at least one Alien Sub Construction, since there's one on the bottom floor of the module containing the Synomium (there may be more, depending on what random modules spawn, but that particular one is guaranteed).
You said that Genius and Superhuman Chryssalids are guaranteed to hit and thus zombify, but the info on UFOpaedia says the zombification always happens when they stop attacking a unit, whether or not they hit it. Which is correct?