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Grossbeer

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Everything posted by Grossbeer

  1. Sorry for the delay. Life had to get some of my attention ^^ Checking the situation, selling stuff, equipping the triton, i couldnt fight the urge to recover the small subs as well. We dont really need money or very much exp for our aquanauts (we have a lot of nice mArksmen), but i cant skip a sub. So i went for one of the lobster ships: The start was pretty much standard scouting work. we had a rock/smoker map. Our tank found the first lobby: Our Snipers back at the triton took care of that. During the aliens turn outr tank took 2 blaster hits and survived. 3 Lobbies were hanging around very close together : Funny enough a lobsterman sneaked up on our tank too: Luis took care of all 3 lobbies with a well placed thermal shock bomb, and the snipers minced the sneaky lobby. Soon after that we spot the sub: Our tank went inside to check for tghe last alien but it seems to have abandoned ship too. After all was explored but one lil area we spot the last alien and snipe it to death: mission complete and here is the save: http://rapidshare.com/files/455829750/GAME_1.rar
  2. Hiho guys, long time no see ^^ sorry for the delay. ill take the next turn. greez
  3. silencer_pl i guess u can take ure part now. CP will return soon enough im sure :-)
  4. You Bomb Bloke seem to know lots of stuff where those high ranking aliens are. i always thought they are scattered randomly all over the place. what is the main control area in lvl2? do u mean where the syn device is? I hardly ever find alienes tehre. or do u mean the big room around the lift, where they stand in those high corners? Too bad bout tracy she was a vet, but otherwise really good job. i thought MC would kick more ass than 1 loss :-) greez
  5. wow! thx civilian, i was just about to ask you to upload those awesome changes u made I think ill try to adapt them to xcom TftD if you dont mind. I guess you dont have a txt file with all the changes (with actual values of dmg etc) so i will dig into hex editing your EXEs. Thx a lot for that it will keep me playing xcom for thousands of more hours ^^ greez
  6. wow i think this is exactly the post i meant ^^ strange i didnt find it, oh well. I think i will adabt lots of things Civilian did for UFO. Ive got another question on u modders: Is it in anyway possible to make night/day missions dependable on the depth of the Sub shot down? I would recon, if its day tehre is a possibility to have a day mission if its over 200m or so. In the deep sea there is nearly no light, and i recon this would add to the realism. greez
  7. Hello, still palying and loving xcom TftD! Even tho im plaing a multiplayer Campaign right now, i want to create the ultimate, but not unreasonable challeng for me, and perhaps later for another Multiplayer team. I did read somewhere in this forum (or was it antother one?) from some guy who did great alterations on the game. but i cant seem to refind it :-/. for better understanding i will call this dude Cpt. Balanced. If someone find the post plz let me know. As for the purpose of this post: I want to gather ideas how to make the game harder and OR more interesting. for example (like Cpt. Balanced did) change the resistances from aliens. So that a Gauss cannon does fine dmg on Tasoth but not Tentaculants. Colony Missions would be more difficult as the right weapon balancing is required. another thing i did in my palytrus: 1. eleminate the possibility for xcom to use MC disrupters. easy enough one has to change the required lab space to a rediculous amount. I would have changed the disrupter to only allow Panic attacks but i failed, i guess this is hardcoded. 2. change the DPL to only shoot rockets like a torpedo launcher. Waypoint system deactivated. So my questions are: What resistances should the aliens have (incl the Terrorists)? What dmg should the Weapons do? What weapons should get obsolete in time and which should be useable till engame? What should advanced equipent cost (New Subs, Armor etc)? What should the Power HP and range of enemy Subs be like? What other changes u guys have in mind? greez
  8. thinking about it i remembered some post here from some guy who did BIG changes on immunities of aliens and Armors. so that for example gauss tech wasnt obsolete, or ion Armor was in some cases too more usful than Mag Ion armor. Somthing like that woudl be fun. I would too chage DPL to only shoot rockets like a torpedo launcher. After finishing that story i may start a new one with extreme alterations. Back to the Game: I advise teh construction of a 3rd base, we have money, our soldiers are good and armoured, soon we can weed out the MC loosers (for MC missions, id say keep them if they got good Reactions or Accuracy). We might be able to get the colony soon even. greez
  9. Another quick one: Geoscape part: i bought 20 more soldiers(were filthy rich we can leave the MC monitoring dudes at home now; MC training is done in tactical missions anyways so we souldnt bother training guys... just check their MC str) sold some sonic cannons and 2 MC readers (we wont need 4 would we?) Some time passes a very small ship gets nuked by our barracuda and Thernmal shockers (incl bombs) are researched. i noticed that we havent researched sonic oscis yet. i put the eggheads to work. i noticed too that we dont build anything so i ordered loads of medkits for selling ( so the lazy lot does something useful) Soon enough a small gillman ship arrives gets shot down and salvaged by our troops. i equipped everybody with sonic blasters since gillmen die with 1 shot. tac part: we have a rocky map, and start scouting. soon enough we spot the USO: positioning some guys above the roof of the triton we advance with the others to the sub. then we spot the first greeny: 2 shots from Gregory missed and so Tracy (got an M in her name) killed it with 102% hit chance. The scouting contineues and we spot the next alien in the dark area. our snipers back at the triton hover 1 level up to get a firing line. Jose takes a shot and misses. Grigoriy is next and this time he hits: in the same turn roderigo (the scout who is nearest the sub) scouts another one in the dark, presumable right behind the sub. Tracy gets up to the highest lvl shoots and downs it: Yet more scouting revealed nothing, no wonder, that was the last alien. I figure i can skip upping the Video as it was a trivial mission. Heres the save: http://ul.to/u80a4c
  10. sorry guys, i was occupied for some time. my turn comes shortly as for playing "all" 13 artifact sites.. im against it. id say if we have researched everything we should go tleth. i would be up for another story but we should makle some aterations on the weapons and armors for it to be interesting longer. greez
  11. i dont wanna sound like a smartass but we should have stocked up on aquanauts to 50 so we can leave 20 at base while training. now we will have troops dying because we need them in action. One month is long and i bet we will have a maximum of 8 soldiers with mc training. we REALLY should stock up to 50 awas this month. just sayin greez
  12. Wow nice work NKF! Glad u could do it and 8 Troops is nothing. i would even have rejoiced if u lost 29 ^^ a really nice tactical operation! And nice writing style too, it was really exciting reading thru it! At one time i feared that some modules are too damaged so they will vanish in the geascape part... is that even a thing? is that possible that, if u blow up too many.. walls of a module, that it is considered destroyed? Too bad we only have sonic blaster tho. lobbies will be tough now. i so hope we will get a calcinite mission soon, we need drills badly! greez
  13. great job CP! antoher perfect mission on our belts on the research part i still vote for sonic oscis to safen our interceptor force a little. and i recommend thatr we recruit (when funds are available) 20 more soldiers near the end of the month so we can take them right to mc monitoring, and letting them out of combat for a month(as i hate to see soldiers who are in monitoring die). greez
  14. i do hope we get mixed crews or auadoid Terror missions soom. i dont wanna go to tleth without my favorite weapon: drills! I fear were past aquadiod USOs so i hope mixed crews are showing up soon. Tasoth do only have Bio Drones with them right? greez
  15. Thx we didnt score that much equipment but soldiers got exp! Which is now more important as the survivablity of our solders is increasing (due to Mag Ion armor). I agree we should raze the living q near the airlock. right now it isnt much of a chokepoint really. I never noticed that it depends on USO size if aliens carry DPL... i can imagine only squad leaders are allowed to carry one? and small usos aint got any? or technitians? anyone got info on that subject? greez
  16. here we go: teh main force is already equipped with mag ion armor, the rest aua plastics. after exiting and floating we spot 3 aliens in the dark: not knowing what they are i threw 1 sonic pulser. none dead, this problably mean we face lobsters. i threw 4 more but none kill anything (even tho i threw it exactly on the lobsters 2 each) as we spread out we finally got a line of fire one one of the lobsters with sonic pistol in his claw. 4 ppl shoot and 2 hit, the sonic cannon finished it off ( with 39% chance to hit btw ^^): soon we spot the next one near the triton. after throwing 2 more nades on it and it STILL stands around i descided its time to spread out even more to get those Sonic cannons a lil more into action. After some maneuvering we sonic cannon it out of the battle (it only STUNNED! 2 sonic pulser PLUS one direct hit from behind and its just stunned? DUDE!): The next alien was a little more off the triton so we can position our flyers onto the triton to have a nice lil vantage point: We shoot SEVEN times where only 2 missed. The 5th shot finally killed it: next we manned our triton tower with lotso flyers as the LZ is considered safe. after spreading out our plasic guys we spot the USO: After closing in to the USO and positioning some on the roof and some to the side, we spot the next Lobster. Having TU full snipers all over the map we down the bugger with 3 fine sonic cannon shots. the next is not far away: we poked it with another 3 fine placed shots and kill it. the next step our scou takes reveals yet another enemy in that area: We burn the rest of our TU (mostly Blasta rifles) and stun it with 2 blaster shots (!). 3 Lobsters down in one turn... not bad for only Sonic cannons/rifles. Earlier we saw something move inside the sub, but before entering we let our master scout walk some more steps and voila: Having now fresh TU i figured our sniper will handle it perfectly and as a matter of fact with ONE shot only. The snipers name: Tracy Moreland. Finally we destroyed that lobsternest and we enter the sub with a plasic dude from one of them holes. nothing. One of our MAG IONS dudes entered from the roof and spotted the hopefully last alien: sadly our aqua plasic soldier cant just fly away (or run away for that matter as he has no TUs left... stupid) he got bombed by a pulser: But soon after some sonic blasters and cannon shots it finally went down and the mission was a success: For the next commander: dont forget to build Transm resover in 4 days (as the gen stores finish then: ) here is the save: http://rapidshare.com/files/449664594/GAME_1.rar videos: pt 1: http://www.youtube.com/watch?v=gvrufkeYpCQ pt 2: http://www.youtube.com/watch?v=cuBhAk-MxP8 pt 3: http://www.youtube.com/watch?v=hQk-EeQgnqg pt 4: http://www.youtube.com/watch?v=WCae4qu-KT0 greez
  17. Here we go sorry for the delay: After selling stuff I reequipped the triton with more sonic Cannons (10 cannons 4 balstas), guessing we are facing lobsters next. Time passes and research gets done. I didnt bother building a sonar at the second base as trans mission resolvers are reasearched quickly. Buld one at the 2nd base and ordered dups and a barracuda there. As some buildings await finishing at the main base (dont want to screw up our choke points) AND not having enough money for a 2nd one at the main base i dintn build the Trans resolver just yet. I went to Sonic Oscis after that. Sonn a small USO appeared: failing to let it land i shot it down and started the mission.
  18. okay im next gonn aup the mission report a lil later stay tuned
  19. sure CP just give us the word when ure rdy. silencer your turn is up again. U got time? otherwise ill take the next mission
  20. hmm landed sub $$$$$$$ gj veteran. night missions ARE messy after all, tho 4 casualties is pretty low for the loot we got of it. Crazy Photon is next make sus pround :] greez
  21. yep good descision indeed BB. One has to have the heart for it too. But well, with lobsters and tentaculants DPLs and no drills it was clear we had to bail out. i think itl be supplied by lobsters too as the very large one was filled by lobsters as well. i hope we get a terror mission soon with calcinites. i want them drills !! greez
  22. Volcanic terrain, we like that. After exiting the tank spotted the first gillman with a sonic cannon. hea backs away so the aquanauts have a clear shot: Samulel Kemp walks out the triton an takes a shot sprazzling the volcanic hill behind the gillman. tracy is next and shoots it dead. The second alien was spotted near the triton in the dark: it demands a granade, which is primed by gonzales and thrown by marillo. sadly the grenade hits part of the nearby hill, so the gillman stayed unharmed. the second nade' downs it: Some more scouting, and positioning snipers later: Samuel Kemp, being on high ground downs it from afar. Advancing thru the bubbles and dirt from the nade' we spot the USO: moving the troops around a lil and unvocering some area i join the "ive lost a tank"-Club (heya Verteran ): 2 troops advancing the hill where the gillman took a shot. During the aliens turn we spot a gillman with a sonic pistol in the sub: trying to surround it we position 2 aquanauts at the entracne and the DUP blowed hole in the sub. The wicked gillman exits the Sub from the entrance and no reaction shot is fired . Emilio is hit but with 8 hp still alive. "What the hell" he thinks and charges after the alien taking revenge: while Emilios wounds are taken care of the Tankbusting gillman is being blown to pieces by a sonic pulser. Searching the Sub shows 4 dead Gillman corpses but otherwise very little loot. After having secured the sub we spot the last alien, down it and won the mission. not the best of missions bet we got some exp to the soldiers :-) here is the save for the next commander(BB): http://rapidshare.com/files/448250633/GAME_1.rar and here the vid: http://www.youtube.com/watch?v=P3-aZP-Y03s
  23. 3round begins: avter overviewing the situation i noticed we have 20 soldiers as garrison. as i like to have at least 2 tritons full of awanauts i ordered 10 more. I sold some soic cannons 2 MC readers (we had 4 in stock) and some corpses. i razed the 4th sub pen and built a new base named Outpost 1: after still haveing lots of money i dicide we can extend our labs. they take a long time anyway so we can collect more money along the way for the wages. as living quarters were scares(especially when the new workshop finishes in 2 days) i built another LQ. we will need a second for the labs but only in 10 days (labs take 26 days, LQ 16) Soon we have no more aqua plasics for armorbulding so i descided to build soem more medkits (as we only have 8 or 9). All our aquanauts were already armourd so i didnt want to build AP in the WSps (they cost 3000 per piece) after the WS finishes i stocked up our workforce with another 35 techs. Then the a small sub is spotted, is being a little (by barras and triton) and then ,after the barrra had 60% fuel, shot down. Daymission begins.
  24. well that 2 parter with the 11 casuaties i still count as a major victory! 500 points and loads of equipment i guess im used to more slaughter ^^. in my iron man campaign my trtons are already called triton 15 16 and so on if u know what i mean okay silencer ill take the next round then. greez
  25. Well veteran if its that a big a deal building the Workhorse base that u would leave this coop i can gladly drop the issue ^^ no problem here. I was just pointing out the tactical purpose of one but hey... NKFs suggestion of dedicating bases to commanders sounds fun but: we will be building one base at a time (as money doesent suffice for every commander building a base) meaning the 2nd base will be built be all commanders over time i guess. perhaps later on when money is there in heaps we could think about this again. Listening posts are more important i agree, one can always extend the bases to skrike bases and the like. i strongly suggest tho that we extend the listening posts right after to interceptor bases. and additionally alwas have a garrison. And CP: im not sure if we are at superhuman anymore looking at the past missions ^^ great job! im still waiting for tougher aliens :-D
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