Go Back   Forums > Abandonia.com > Games Discussion
Memberlist Forum Rules Today's Posts
Search Forums:
Click here to use Advanced Search

Reply
 
Thread Tools Display Modes
Old 07-06-2005, 12:55 PM   #1391
lethe
Game freak

 
Join Date: Mar 2005
Location: ,
Posts: 122
Default

Quote:
Originally posted by another_guest@Jun 6 2005, 10:24 PM
2) Early in the game, med kits and motion scanners are a good choice. But as soon as you can, switch to laser cannons. They yield the biggest profit without requiring additional materials like elerium. I'm not sure how the comparison between laser rifles and motion scanners turns out, so once you can manufacture laser rifles but no laser cannons yet, you could look into that.
And to avoid any possible confusion, with "the biggest profit" I mean the highest net profit per hour, per engineer.
Medikits are surely one of the best ways of income, not only in the beggining. Better than that, I think only alien alloys, but since I never bothered to compare exactly which pays off the hours better, I just produce them both, in different bases.
lethe is offline                         Send a private message to lethe
Reply With Quote
Old 07-06-2005, 06:22 PM   #1392
PrejudiceSucks
Above-Par
 
PrejudiceSucks's Avatar

 
Join Date: Dec 2004
Location: York, England
Posts: 741
Default

Alloys are pretty handy to have at any time really. They make a lot of money and you can make cool stuff out of them .
PrejudiceSucks is offline                         Send a private message to PrejudiceSucks
Reply With Quote
Old 07-06-2005, 07:33 PM   #1393
Guest
Guest
Default

Quote:
Originally posted by lethe@Jun 7 2005, 12:55 PM
Medikits are surely one of the best ways of income, not only in the beggining. Better than that, I think only alien alloys, but since I never bothered to compare exactly which pays off the hours better, I just produce them both, in different bases.
Some time ago I saw a strategy guide for UFO with a table of products that compared profit per engeneer hour.

The best was some kind of laser weapon, I think the heavy laser.
                       
Reply With Quote
Old 07-06-2005, 07:39 PM   #1394
PrejudiceSucks
Above-Par
 
PrejudiceSucks's Avatar

 
Join Date: Dec 2004
Location: York, England
Posts: 741
Default

No, it will have been Laser Cannons, I used to have that guide.

If only they made the official strategy guide abandonware...
PrejudiceSucks is offline                         Send a private message to PrejudiceSucks
Reply With Quote
Old 07-06-2005, 07:53 PM   #1395
styer27
Newbie

 
Join Date: Aug 2004
Location: ,
Posts: 11
Send a message via AIM to styer27 Send a message via MSN to styer27
Default

Im sure the best thing to sell is alloys, although i ran across a different thing not too long ago, i manufactures a few mind probes when i was short, they DID sell for alot more than purchased but i only tried it once and never really looked into it, alloys are just too handy to have on the side anyways.

Heres a Q i been thinking on for a while, never really tried it out much in play. The cyberdisks explode when killed as we all know, when i 1st played this game on playstation i remember taking a few of these things alive, but on this version even when hit with stun bombs they explode and when i tried a stun rod just for something differrent the damn thing blew in my face! So .... is it possible to capture a cyberdisk alive? or have i just been unlucky to not get one alive in the 300 odd battles ive fought?

Another Q: when aliens are on the interdict mission converting countries to go against X-com, when is the critical agreement between the two made?

1. As soon as the enemy craft departs for its mission.
2. As the enemy craft lands at the destination country.
3. As the enemy craft sits in the destination country.
4. Before the enemy craft departs from the target country.
5. As soon as the enemy craft lands at base

My guess is 5 but im still not convinced, if i blast the craft down before it makes it to base, is the aliens agreement void? or is the agreement sealed before the craft takes off?

Another thing, does blasting the craft down cancel the agreement? or do i have to go down and kill every alien? AND if there are 3 enemy craft at the country all different sizes, and different races, do i make a certain race/size ship my priority? example .... will a small craft full of etherials with thier mind powers do more persausive damage than a very large ship full of snakemen? or are all ships equally damaging at interdiction?

Not sure if any of this info is even possible but im interested to see if anyone has some facts.
styer27 is offline                         Send a private message to styer27
Reply With Quote
Old 07-06-2005, 10:07 PM   #1396
lethe
Game freak

 
Join Date: Mar 2005
Location: ,
Posts: 122
Default

I don't remember capturating cyberdisks, but they are not essential to finish the game anyway.

If you target terrorist ships first, the chance of losing countries will reduce. Avoiding them to make bases also helps too. The way I see, all those 5 aren't how agreements are made, since I experienced all of those without losing the respective countries.
lethe is offline                         Send a private message to lethe
Reply With Quote
Old 07-06-2005, 10:51 PM   #1397
another_guest
Abandonia Homie

 
Join Date: Feb 2005
Location: , Belgium
Posts: 675
Default

Quote:
Originally posted by styer27@Jun 7 2005, 07:53 PM
if there are 3 enemy craft at the country all different sizes, and different races, do i make a certain race/size ship my priority? example .... will a small craft full of etherials with thier mind powers do more persausive damage than a very large ship full of snakemen? or are all ships equally damaging at interdiction?
It's not the race that matters but the mission each ufo is carrying out (which can be seen among the info a hyperwave decoder gives -> alien infiltration). I'm not sure about the influence of the ufo size.
Ufo's only affect your score or any countries when they manage to land. It would simply be impossible to prevent them from departing for their mission, you always need some time before you can reach them.
But in any case, Lethe's advise is really sound, that should keep you out of trouble. Preventing terror ships from landing should be your first objective. If you can't down it, at least land at the site.

Personally I've never captured a cyberdisk.
__________________
A sickened, sensitive shadow writhing in hands that are not hands, and whirled blindly past ghastly midnights of rotting creation (Nyarlathotep, H.P. Lovecraft)
another_guest is offline                         Send a private message to another_guest
Reply With Quote
Old 08-06-2005, 06:26 AM   #1398
Student
Guest
Default

Ive got an cyberdisk... :whistle:
Threw an alien nade at its antigravity device.
the explosion nailed the thing io the ground my men blasted the few resisting sectoids and presto.
A few hours later the cyberdisc is in my ufopedia.
I think you can get the bastard by talking with alien medics. :evil: :Titan:
                       
Reply With Quote
Old 08-06-2005, 01:32 PM   #1399
Sharp
Game freak

 
Join Date: Mar 2005
Location: ,
Posts: 149
Send a message via ICQ to Sharp
Default

Quote:
Originally posted by Kearnsy@Jun 6 2005, 12:06 PM
The reason i dont have a base in Europe but in North Africa is that the radar coverage is almost exactlythe same but the cost of building it is quite a bit less. This i pretty useful at the start of the game when you are cash strapped.
Generally the first base I set down is in central Europe, the reason being is because it normally costs 1 million to set a base there, but because your 1st base is free its useful to plop it in Europe.

Its also nice and central as it is almost equidistant to America and Japan and is quite close to Africa so makes a good starting base, when buidling a new base I like to look at the alien activity to see where a new base is most needed (though generally once ive built the base there the aliens go to the other side of the world).

Usually though il build one either in Central Asia for 500k or Central America for 800k then a 4th base in South Africa and possibly a 5th Base either in Australia or South America. I dont like having a lot of bases as they require more time to manage them.

Also I generally tend to have two skyrangers, one in Europe one in America and a Lighting in China. Rest just have Firestorms or are simply radar/manufacturing bases.
__________________


« † DxRxIx † »
Sharp is offline                         Send a private message to Sharp
Reply With Quote
Old 08-06-2005, 08:07 PM   #1400
PrejudiceSucks
Above-Par
 
PrejudiceSucks's Avatar

 
Join Date: Dec 2004
Location: York, England
Posts: 741
Default

Yes, that's true. I have one in Prague to cover a lot of Russia, most of Africa and the whole of Europe.

With a Hyperwave Decoder it's the best base around.
PrejudiceSucks is offline                         Send a private message to PrejudiceSucks
Reply With Quote
Reply


Similar Threads
Thread Thread Starter Forum Replies Last Post
Help With Ufo:enemy Unknown Plato89 Troubleshooting 7 10-04-2007 09:03 AM
X-com 1/ Ufo: Enemy Unknown Giga Troubleshooting 18 23-03-2007 11:18 PM
Ufo Enemy Unknown Hopkins Troubleshooting 6 22-09-2005 08:57 PM
Can't Run Ufo: Enemy Unknown Niall Cosgrach Troubleshooting 4 18-09-2005 11:28 PM
UFO - Enemy Unknown JoM General compatibility fixes 41 14-12-2004 02:33 PM


Posting Rules
You may not post new threads
You may post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump
 


The current time is 09:36 PM (GMT)

 
Powered by vBulletin® Version 3.7.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.