Jump to content

Alienated

Members
  • Posts

    96
  • Joined

  • Last visited

Contact Methods

  • Website URL
    http://
  • ICQ
    0

Profile Information

  • Gender
    Male
  • Location
    Europe
  • Interests
    Video games, video games, and video games

Alienated's Achievements

Sergeant

Sergeant (2/5)

0

Reputation

  1. I discovered an odd thing in the PSX version. It happens that another infiltration mission may be generated after one is completed in the same area. Therefore one month may have a terror mission, two missions of some kind, some retaliation missions AND the repeated infiltration mission. Usually the missions are introduced by small scouts early in the month but the small scout of a repeated infiltration mission may appear any time in the month.
  2. Now this makes more sense. Now this is the point where the hacker would step in and identify the variables in the save files corresponding to log your interceptions of UFOs on infiltration missions. Fortunately I can test this on the PSX version because I have a save with eight bases and twenty or so Avengers. I won't promise anything but I will report the outcome in case I have tested.
  3. My problem is the work isn't a DOS application but Java. I would be interested otherwise.
  4. What you say may be true. But do I have to prevent all infiltration UFOs of reaching target country? I am sure one or two of them (for example the first one, small scout) isn't enough because I have already tried that. Nevertheless, I know alien missions can be slowed down depending on which flight phase the scouts are intercepted. For example you shoot the small scout down from very high in 11th of May, the next scout, a medium scout may even come in the next month. So it may happen the writer of the article believed he defeated the entire mission because he didn't wait until June. Such things happen, you know.
  5. One solution is play the PSX version in whcih aliens and soldiers restore stun damage only when somebody is standing above them. Another solution is take the stunned body in a corner and move a tank (or soldiers) above it. It can not be waken up because the walls and the tank is in the way.
  6. Alien missions are sceduled by regions, not countries. Russia is both in Siberia and Europe. The developers probably forgot to decide which one should have been set. What you, silencer, stated is inaccurate. An infiltration mission is always successful, entirely independent of X-COM score. You can see how it is in the Barracuda Lunch AAR. My barracudas ate every USO but pacts were done, though. If there is any option to count in to infiltrate, then it has got to be the funding score. Usually USA pays the best so USA is the most likely target, and by my experience, USA is in the first five countries signing a pact.
  7. Heck! Is it then actually a bug? I can confirm the PSX version is free of it because I remember my laboratory or workshop blastered without crashing the program. Another example how the coders could not realise the game design. It is a poor thing when you have to play this and that way not to let the game crash.
  8. I guess the game crashes because it can't erase your base facility in the Geoscape as you just hacked the tiles in the terrain. I believe the game immediately does the modifications in your base, even before it kills the alien who shot.
  9. I also watch this topic. I make no remarks because I've already posted my opinions elsewhere. Well alright. I believe this Pistol Rule can't make your AAR exciting enough. I would very much like to read an AAR with a No Sniper Scout Rule.
  10. Kyrub, your interpretation may be wrong because the artifact mission counter may be an ordinary type. The first mission is 0 and the 12th one is 11. That means you are supposed to get no more artifact site after 12. And the aship may mean ancient ship. Here the ancient means several million years old space ship (65) used for interstellar travel. I suppose they land like a meteor because they just can not slow down. The pyramids above the "shipwreck" are meteor prisms but of course a real meteor prism looks not like that. So the second stage of the artifact mission is actually the inside of one of the twelve space ships accompanying the mother ship called T'leth.
  11. "Deep in the oceans there lie ancient sites used by the Aliens to contact their stellar cousins. Each of these twelve sites contains a synomium device, a powerful Alien technology. Now with their war machine on the march the Aliens are re-activating these sites to widen their Molecular Control net, we must destoy these sties at all costs." This quote is part of the Alien Origins research report.
  12. That is supposed to mean aliens attack shipping route, that is terror site on a liner. Oh, wait a minute. I guess the poster means after you destroy eleven synomium devices, you no longer get artefact sites because T'leth is supposed to be the 12th target as the UFOpaedia says there are 12 special objectives. But as far as I have been told, the artefact sites are infinite in practice. In this meaning, Artefact / Alien ship means the pyramid site and the base with the synomium device that is not a ship unless it is a huge ship in the seabed.
  13. I vote for action. The farm terrain at night isn't as bad as a desert terrain at night. You can camp in the farmhouses. That means close combat. A captured intact UFO nets you fine money, which is very healthy early in the game. If you wouldn't want to miss an UFO, then it is early in the game.
  14. Yes, the reason why certain players have one Triton/Skyranger per campaign is this. But there are lots of reasons not to do that. You mentioned the Zrbite/Elerium problem. And there is the fact the transport craft can do the longest term flights. They can patrol for about a day. In the beginning, meaning the first few months, when you have one base, the patrolling transports are the only way to deal with faraway alien activity. Yes, you indeed save 600K per month by not buying an extra transport but you may lose several million bucks because you miss a lot of USO flights without the extra craft patrolling. Well, I reload game if things don't go well, so I can afford the risk to build my new hangar(s) around 6th or 7th of January and they are completed in 1st of February at 0:00 a.m. Then I order the 2nd Triton. But even then I have two Tritons by February. And when the aliens start to build bases (that can easily be in April), I usually have four or more Tritons in order I could assault four or more landed USOs at the same time (within few hours). This is how the game works. You probably have no idea how many USOs you don't even detect. I know there are uneventful days, especially in January, but no one can tell if two or more USOs happen to show up in the same hour. If you shoot one down and catch the other on land (seabed), then you risk a floating base attack. The floating base attack is another reason to keep two Tritons, one at the base always in case a Dreadnought drops in.
  15. Ignore one of the terror sites. I guess the shipping route gives you more negative scores if ignored, so send troops there even if you hate two-stage missions. Your scores can be better than on a mere island/port attack. I guess you are at least at 1st of February. This means you just made an error in geoscape operations. Experienced players, especially ironman players, immediately build a hangar on the 1st day. That completes by 26th of January. They order a Triton that arrives before 1st of February. And you say you have an MC Lab (so you are even later than February) and STILL ONE transport craft... You obviously have not learnt to play this game. Now you have two terror alerts on the map and one transport. It seems you ARE learning now.
×
  • Create New...