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#291 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: York, England
Posts: 741
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Actually, your plan is very dangerous. You may well confuse the Supply Ships for Infiltration ships (I think they are both large) and then you do lose the country. Once a country has been infiltrated, it is impossible to get back (I think, I have never got one back) Manufacture is a very good way to make money, as if you have 2 workshops full of Mechanics (I think they are called that) and you make Craft Laser Cannons all month you can actually make 4 million dollars. That plus selling alien equipment = On other notes, woohoo I got 500th posting |
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#292 | ||
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![]() I usually manufacture Heavy Plasma rifles because they sell for loads and only need all the excess alien alloys you get. I think blaster launchers sell for more but they take longer to make.
And get a hyperwave decoder as soon as possible. That will detect any aliens in its range and you can find data on the the UFO such as the race in it, the mission it is doing (i.e on a supply run or an infiltration or a terror etc....) Supply ships are the best to kill as they are lightly armed so interceptors can attack them (one plasma beam is good enough) and there are not that many aliens in there. By the way Jman nice tip on the alien base, ive got one alien base in the antartic so I dont lose much funding :bleh: and there are regular supply ships as well. The only downside is that my interceptor base is regularly attacked. But i turn my frown upside down Aliens only come in through hangars and living quarters so a few well placed proxy grenades and a few hovertanks and a small well equipped security team easily take the alien force with minimal losses (mainly tanks) and lots of dead aliens which leave behind supplies which are more then useful for keeping the base well equipped. |
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#293 | ||
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#294 | ||
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2005
Location: Aachen, Germany
Posts: 33
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![]() I play the windows version of XCOM 1 brought to me by Abandonia
But there is one little annoying thing: the FX are much louder than the music. Especially the confirmation sound of buttons is extremely out of place. Simply lowering the volume doesnt help because by doing so the music will no longer be audible - and thats a shame! Is there a chance to correct this? |
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#295 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2005
Location: ,
Posts: 149
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#296 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2004
Location: York, England
Posts: 741
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![]() True as that may be, sometimes it is hard to get a technician in the first couple of months, at least a live one.
Although I got one last time on the first terror mission because of tasers. Hyperwave decoders are pretty handy indeed, but sometimes even then it is quite hard to get all of the info you need out of them, especially where they are going (I think, I might be wrong) And for all of you, beginners or not, try XcomUtil, you can make it easier or harder for your self Tip for the day = take tasers to every mission, however pointless it may seem. If you want to get psi powers, taser a Crysallid (if possible) and you will get them in no time. |
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#297 | ||
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#298 | ||
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: , Belgium
Posts: 675
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![]() Something that I think happened to me several times, was that I got the message "alien dies because of no containment", even if I had several alien containment facilities at that base.
Also, when I tried dismantling such a facility, while I had no live aliens anymore (all had been researched), I got the message it was still in use. I'm not completely certain about this, but it would be interesting to check whether that could actually happen, as obviously it's mightily annoying to return from an alien base and still lose all stunned aliens.
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A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft) |
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#299 | ||
![]() ![]() ![]() ![]() Join Date: Feb 2005
Location: Leeds, England
Posts: 2,166
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#300 | ||
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![]() Capturing a chyrsalid gives you psi powers????
Do you mean it allows you to research the psi thingy to get psi-labs or it just improves your psi-stregnth or something???? What you want is to capture a sectoid engineer to get the hyperwave decoder and you can get that in the first few missions with a few well placed stuns. Much easier once you have the mind probe to see who is the engineer. However the hardest part of the hyperwave decoder is affording it. I think it costs over 1mill which is a pretty steep figure early on. If you want psi research youll want a sectoid leader/normal etheral. Sectoid leaders can normally be found in downed Abductor UFO's in the top floor. They will either mind control or panic your troops so give your lowest bravery troops stun launchers/rods, mind probes or lots of medical kits. In the downed abductor ships you can also get the whole range of sectoids there (except for commander). Which is usefull if you have a lot of stun launchers. As for the alien containment thingy, ive never had that and I only had one facility. Try selling corpses mabye, but i dont think that will do anything. |
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