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Old 03-04-2005, 04:15 PM   #731
TwoHedWlf
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All of them, research it, sell it.

Be nice if you could breed and use your own aliens if you had all the proper equipment...Hmmm...X-com 2!
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Old 03-04-2005, 04:21 PM   #732
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Quote:
Originally posted by Juan Rayo@Apr 3 2005, 03:58 PM
Thanks, I WOULD like to battle the Ethereals so I can see how my soldiers do against them, specially considering I could end up meeting a whole bunch of them in Mars. I think it's a good idea to wait then, for the snakes or floaters to build their own pretty little base and then come in and exterminate them, heh.

And I have never used stun bombs, always rods, oh, well. Thanks for the info guys.

And now, MORE questions!

1. Allien food? any good or can I go ahead and sell it? I have already researched it...

2. Allien enterteinment/ Likewise.

3. Examination room. Got 3 or 4 of those, already researched them as well.

Can I sell all this stuff? No need for it at all?

As usual, all info greatly appreciated.
If your soldiers have never been psi-tested, they won't stand a chance at a Sectoid or Ethereal base. I recommend letting Floaters make a base and camping the green rooms. The Snakeman bases are easy, too, if you have enough soldiers to gun down Chryssalids as they come. Usually you can kill 90% of the troops by camping and then walk over to the Command room to stun the commander. But sometimes the commander leaves the command room and comes to you, so try not to kill stuff once there are only a few aliens left.. as long as it keeps saying "Floater Commander Panics" you're doing fine.

You can have an alien pick up stuff and drop stuff by Mind Controlling an alien, then going to one of your soldiers and clicking inventory. Once in inventory screen, click the "next soldier" arrow until you arrive at the alien's inventory screen.

Alien food, entertainment, surgery, examination room all give flavor to the game but have no gameplay effect. Save one of each to research when you have nothing better to research, and sell the rest.
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Old 03-04-2005, 04:48 PM   #733
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Quote:
Originally posted by TwoHedWlf@Apr 3 2005, 04:15 PM
Be nice if you could breed and use your own aliens if you had all the proper equipment...Hmmm...X-com 2!
Hah LOL! Would be an interesting approach to the game indeed... Or a reversion of the roles... An option to play as X-COM or the Aliens! Sure, the Aliens would be radicatly different from humans, no need for money, funding, or whatever, so someone creative ought to plan that...

Man, being a writer is terrible. You get all these crazy ideas all of a sudden .
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Old 03-04-2005, 04:51 PM   #734
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They should allow you to use alien corpses as punching bags, then your men gain experience in unarmed combat, or maybe you should add a zipper and make Halloween costume.

I would make miso soup with the entrails.

EDIT: Any way to run this game windowed?
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Old 03-04-2005, 07:31 PM   #735
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well you should be able to run DOSBox windowed by hitting alt+enter, but I'm not sure how easy it'd be to play. no idea about the windows version.

70 pages of UFO guys. that's a lot of UFO.
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Old 03-04-2005, 07:34 PM   #736
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Quote:
Originally posted by BeefontheBone@Apr 3 2005, 08:31 PM
well you should be able to run DOSBox windowed by hitting alt+enter, but I'm not sure how easy it'd be to play. no idea about the windows version.

70 pages of UFO guys. that's a lot of UFO.
Unfortunetly Ufo:defense is for win....
I am still confused why UFO?
Why not,I dunno Civilization? :blink:
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Old 03-04-2005, 07:48 PM   #737
BeefontheBone
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why UFO what?
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Old 03-04-2005, 07:52 PM   #738
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Quote:
Originally posted by BeefontheBone@Apr 3 2005, 08:48 PM
why UFO what?
why ufo had biggest,1000 post worth topic?? :blink:
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Old 03-04-2005, 08:00 PM   #739
axident
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Quote:
Originally posted by Dreadlord@Apr 3 2005, 04:51 PM
They should allow you to use alien corpses as punching bags, then your men gain experience in unarmed combat, or maybe you should add a zipper and make Halloween costume.

I would make miso soup with the entrails.

EDIT: Any way to run this game windowed?
Holy cow I just finished an intense mission. I'm playing for overkill now (maxing out all soldiers worldwide), so I have a squad of guys with good psi strength and skill, psi amps, medikits, and pistols. The idea is to MC aliens into dropping their weapons and dueling me with weak-a$$ pistols, which can't penetrate Flying Armor even on the best of days. This would normally mean that the squad improves its Reactions by leaps and bounds against strongly-armored opponents.

So an Ethereal terror ship flys by, no doubt laden with Sectopods to terrorize the local population. I figure that I'll need a blaster launcher with as many bombs as a soldier can carry (seven; one in the launcher, one in hand, two on belt, three in backpack) in addition to the crapload of pistols and medikits. And since I'm collecting alien stats, I relish the idea of MC'ing a Sectopod and seeing its stats.

So I send out the Avenger, quickly learn that a soldier with 93 Psi strength and 50 psi skill (which is typical for the squad) can MC ethereals but not Sectopods. So for the first seven turns, I blow up one Sectopod per turn with the designated blaster launcher wielder.

I thought it was odd that there would be seven 'pods, and it sucked that I kept blowing up the equipment that I had meant to salvage (not that I needed the money from arms sales, but still).

I pooped my pants when I saw an EIGHTH Sectopod. :blink: I guess there are more terror units per ship the greater the difficulty level or something. Even so, I don't ever recall fighting 8 'pods from one terror ship before.

So: Status report: eighth turn, I am out of blaster bombs, but I have plenty of pistols and pistol ammo, psi amps (useless against sectopods at my soldiers' psi skill levels), and medikits. There are only two Heavy Plasma on the entire board, one of which is around the corner of the UFO from the UFO door that the Sectopod just stepped out of. The other is in the field near the Sectopod, thank God.

................[main body of UFO]...............HP................................. ..
[subbody] [main body of UFO][subbody]........................................
......SP.......[main body of UFO]....................2 soldiers here.............
.................................................. ................................................
....................HP............................ ..............................................
.................................................. ................................................
.........................10 of 13 soldiers here............1 soldier here

SP = sectopod


So after surveying the situation, I come up with a desperate plan: I reload (I don't care about not-reloading anymore; I already beat the game with this squad and am just going to for maxing out soldiers) the seventh turn so that my soldiers are all clustered around the HP in the field, with three others too far away to get to that HP.

Replaying the eighth turn, I have the first guy to reach the HP in the field fire off several shots at the Sectopod, then drop the HP and walk away. A second soldier picks up the HP and fires, then walks away. Repeat until I am out of soldiers (I only had 13 for that mission, and 3 were too far away; the rest I kept at base because their reactions were already so high).

The sectopod, after taking a 31 shots (but not all of them hit) from the field HP (damned strong front armor!!), is still standing. The three soldiers too far away from the field HP then work together: One runs to the HP around the corner, throws to the second. The second soldier tosses the HP to the third soldier, which had been busy guarding a disarmed Ethereal leader in my Avenger. (I was going to arm the Leader and have a pistol duel later). That last, third soldier, picks up the HP and has only enough time left to squeeze off an Auto.

Miss
Miss
HIT! Sectopod goes down without a sound, so I "stunned" it apparently.

Not that I cared by then, because I had no usable TU left in any soldier.

The rest of the mission was pretty easy; I just disarmed Ethereals, gave them pistols, and after lots of pathetic pistol shot exchanges, the Ethereals keeled over.

For those of you who think that laser rifles will get you anywhere on Superhuman, I am adamant that HP + Blaster Launchers is the way to go. HP for everything but Sectopods, and blaster bombs for 'pods. Lasers doing 0-120 damage (average = 60) are going to have a very hard time killing Ethereals and Mutons in one hit, let alone Sectopods. Unless you always do spotting-sniping, you WILL receive return fire from aliens that you hit-but-did-not-kill, if you use laser rifles against the tougher aliens.

NOTE: I realized that if you damage something, it also eats away at the armor. For instance, if you strike an Ethereal in the right side and cause more than zero damage to its health, it also damages the right-side armor. So you DO wear down Sectopods after a while.. the first shot is hardest to cause damage with. But once you do any damage at all, the armor in that area is weakened, making it easier to do more damage, which weakens the armor some more, etc.

Also, laser pistols work better for Reactions training, but I hadn't manufactured enough of them yet for this mission.

SPOILER WARNING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!

Here are some stats of a few alien races that I saw after mind controlling lots of them, at Superhuman difficulty (edited to include more species):

SECTOID soldier, medic, navigator, engineer, leaders, and commanders all have the same stats (but leaders have 58 psi strength and 58 psi skill, while commanders have 58 psi strength and 69 psi skill): 4/3/3/2/2 armor (front, sides, rear, bottom), 62 TU, 104 stamina, 30 health, 80 bravery, 78 react, 64 firing, 58 throwing, 32 STR.

CYBERDISC terrorist: 34/34/34/34/34 armor; 71 TU, 104 stamina, 120 health, 110 bravery, 79 react, 74 fire, 97 STR

FLOATER soldier, medic, navigator, etc.: 8/6/6/4/12 58 TU, 104 stam, 35 health, 80 bravery, 62 react, 62 fire, 58 throw, 43 STR

REAPER terrorist: 28/28/28/28/28 71 TU, 104 energy, 148 health, 90 bravery, 79 react, 97 STR

SNAKEMAN soldier: 20/18/18/16/12 46 TU, 92 stam, 45 health, 55 react, 71 fire, 65 throw, 50 STR

ETHEREAL soldier: 35/35/35/35/35 78 TU, 111 stam, 55 health, 80 bravery, 93 react, 91 fire, 80 throw, 51 STR, 58 psi STR, 46 psi skill

ETHEREAL LEADER: 40/40/40/40/40 69 psi STR, 52 psi skill, all other stats like Ethereal soldier

ETHEREAL COMMANDER: 45/45/45/45/45 armor, 75 psi STR, 58 psi skill, otherwise like Ethereal soldier

SECTOPOD terrorist: 145/130/130/100/90; 71 TU, 104 Stam, 96 Health, 110 bravery, 79 Reaction, 74 Firing Accuracy, 97 STR

MUTON soldier: 20/20/20/20/10 64 TU, 104 stam, 125 health, 80 bravery, 74 reactions, 66 fire, 62 throw, 75 STR.

MUTON NAVIGATORs are like soldiers, but they get 24/24/24/24/15 armor.

SILACOID terrorist: 50/50/50/50/10 armor; 46 TU, 92 stam, 114 health, 49 reactions, 75 STR

CELATID terrorist: 20/20/20/20/20 armor; 81 TU, 104 stam, 68 health, 90 bravery, 49 reactions, 124 fire accu, 75 STR

For some reason I haven't met any Chryssalids in ages, else I'd find out their stats, too.
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Old 03-04-2005, 08:03 PM   #740
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Because everyone loves UFO. It absolutely kicks behind. Also you can continually get loads of strategies and and other quirky bits in UFO. I mean Civ2 is a great game, not much to talk about though, except asking people to play MP.

However UFO. You can make stories out of the game. Try different stuff. Civ 2 is pretty er.... samey, build up cities, get huge army, press cheat button, crush middle age England with WWII Russia.
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