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Old 13-09-2005, 06:37 PM   #181
Sharp
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Seriously, anyone know how to fly vehicles in manual (fly well I mean).

I know all you have to do is select the vehicle and press ctrl+m but all i seem to do is make by hoverbike go in circles, though it works well for making vehicles go loads faster by pressing pdg up, really useful when making vehicles go to UFO's or alerts or something.
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Old 15-09-2005, 05:05 PM   #182
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The best way to deal with incoming UFO's is to camp outside the dimension gates, once you get the funds, sort out 3 fleets (prefferably with thier own base just for ease later in the game), have each fleet at each dimension gate (not directly next to the dimension gate as both aliens and your ships have a tendancy of blowing up buildings and managing to kill all other vehicles).

Check every few hours or so to make sure the gates are nearby your fleets and the gates havent moved, then once the aliens strike just launch out your fleets at the UFO's, generally the UFO's only come out of one gate so get your spare fleet to either split and assist both other gates, or go for the highest priority target first.

Your highest priority should be infiltrating capable ships such as the early scout, the transport, assault transporter etc...

Then secondary objectives of the escorts i.e. alien probe, alien escort ship etc..

Check infiltration graphs and try and deduce buildings aliens have infiltrated by looking at previous infiltrations of buildings and see if the suspected corps are nearby, aliens move from building to building.
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Old 15-09-2005, 06:53 PM   #183
Gearz
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Greetz! Great Site!

I am having some problems running Xcom3 in XP SP1.

I've tried DosBox 0.63 but it runs very poorly, even at 9000 cycles, more cycles don't help and the frameskip makes the mouse cursor choppy.

On win95 compatibility mode I can see the intro logos well and not choppy at all, but when the titles end, my monitor turns black and says "Frequency over range".

Please help me dudes. :help:

EDIT: I did check those other posts, there are different problems than mine.

SECOND EDIT: Problem solved with patch from Settlers 2 forum on Abandonia!

YOU DON'T NEED DOSBOX!

Just get the file winxpfix.exe from here http://www.jonsguides.com/dosgames/settler2.html and follow the instructions.

It's a Settlers 2 page but works for Xcom3. This game is cool, BTW.

Don't forget to set the 5 executables in the folder to windows 95 compatibility and maybe 256 colors and 640x480 resolution, depending on your configuration.
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Old 16-09-2005, 02:51 PM   #184
Lt. Razak
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Ahhh I'm back and I played on for a bit.

The results:
My taskforce consists now of 24 X-Com agents (highest rank captain, some stupid android who spent most of his time at basecamp replacing wounded soldiers... got no clue why he of all was promoted) and tours 2 dimensions in a biotransport
I briefly had a dimension probe, however it went K.I.A. when engaging a battleship over the city. (A last effort by the aliens, type 9 and 10 UFO together, both downed before they could beam anybody down :Brain: . When I briefly visited the other dimension there were a lot of probes around but nothing bigger than class 6 (or there about) was left)
Also I'm using partial disruptor armours by now (legs, primarily for the 10 new recruits I used for the biotransport since they are so light) and I've got a single retaliator cruising about. During the Class9/10 attack it took several potshots but it did its job very well although its only equipped with a notoriously empty disruptor inversion bomb launcher and 2 small disruptor beams... I'm building new weaps as fast as I can but my engineers can't cope with the immense workload they face.

By the way, I found some teleporters (by now 80) on "medium", disproving the theory that they are only available in superhuman. Still, I never heard of the "mind shield" before and its not available on the market. Could somebody give a description of it before I send an entire marsec security force to bed.

About androids: Later in the game they're just a nuisance, they stay comparatively slow and soon humans overtake them provided they live long enough. My casualties are at zero by now so I'm considering to kick out all those andros replacing them with humans and psihybrids.
About psi: I still got my single brave psitrooper, by now she's fairly capable although she can't keep the enemy under control for very long (all psis just above 50). What I always do with my psibuddies is make them look around and drop everything they have. Explosives are activated with 0.25 secs delay and I tried to fire a dimension rocket once. However I don't know whether I can keep control of people long enough to do that... the only attempt so far ended when the victim was shot by 4 aliens at the same time. Well, those 4 aliens spontaneously combusted .1 seconds later when about 8 boomeroids jumped at them at exploded with the enthusiams one usually can expect from them. :evil:

Nevertheless, the battle continues, the loot is big, the 3rd base under construction and the retaliator is planning an excursion to the other dimension... basically a worst case scenario, fully equipped it shall fight through 3 dozends of probes and other small ships boosting my morale while shattering that of the aliens... also, I expect quite a lot of loot when my biotransport cruises around and just collects all the debris (even if I have to fight, my agents are theoretically able to fight through 5 big ufos before running out of ammo... and then I still have explosives and any weapons I recover during those earlier missions. I could keep going forever or until the cargo hold is full :Titan: )
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Old 16-09-2005, 04:20 PM   #185
Christian
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Is there actually anyone here that uses Marsec body armor in the latter parts of the game? In my opinion the X-COM armor makes the whole thing obsolete but same people might enjoy the flying part.
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Old 16-09-2005, 04:42 PM   #186
Eagle of Fire
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Yes, the Marsed body armor is the only armor which allows you to fly. Basically, just keep the body part of the Marsec armor, fill everything else with Xcom blue Armor and make sure you have 2 shields in your backpack and you should not have a problem.

Those who wear those suits are usually my crackshot PSY mobile attack and retaliation squad. In resume, it's an all around purpose squad which can also attack with PSY.
They usually carry plasma guns, at least at the beginning of the game.
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Old 16-09-2005, 04:51 PM   #187
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Mindshields are available from raiding marsec, though i think you have to be on superhuman or something. Basically the mindshield gives you super psi-defence making it an invaluable tool when facing psimorphs and micronoids, dont know the effect on brainsuckers though (dont think it has any).

Marsec Flying Suits are absolutely amazing, ive got a 4-man(machine) android squad with heavy weapons all with flying suits, they get around anywhere amazingly quick and can blow holes into most places making new and inventive points of entry.

The flying suits are amazing on levels such as the slums and the hydrofarms, however in most buildings raids its near useless as most are indoors, and on alien UFO levels its only really good for crossing trenches quickly, unless of course you blow a few holes in the UFO's armour .

Overall though they are quite useful but not really for a bulk amount of troops, they are also very good at escaping from brainsuckers and poppers (note brainsuckers can actually jump the whole height of the map, but i think they can only attatch onto a agents head if they are less then 3 height tiles away from the agents, also if there is a ceilng they cannot brainsuck agents (if they agents are just under the ceiling that is).

Androids may be outclassed eventually but they still have super stregnth and health and are the easiest way of dealing with psi-morphs and micronoids as well as being able to bring enough firepower to flatten a building solo while moving the same speed or faster then regular agents.

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Old 16-09-2005, 06:07 PM   #188
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Well, I just equip my guys with X-COM armor and toxiguns (and LOTS of ammo) and that pretty much makes me unstoppable on alien missions.

The Marsec armor usually only comes when raiding other organisations since it lets you get around very easily, making it possible to surround your enemies.

"Mind shields"? Never heard of those, and I've played Superhuman multiple times. (But I haven't raided Marsec though)
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Old 16-09-2005, 06:40 PM   #189
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What's interesting in the Toxigun is it's size. Basically, all my soldiers carry, in addition to their own normal guns and ammo and grenades, a toxigun with several clips in their belt. They use the normal Alien guns to fight and when they happen to fall on tough Aliens or Aliens with personnal shields, I switch to the Toxigun. That's a pretty easy and safe way to get personnal shields if you ask me.
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Old 16-09-2005, 09:21 PM   #190
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I do that as well. Ever since the toxigun with toxine B (and now C) became standard issue, I have hardly used any explosives. I don't carry any sidearms (Hmm.... devestator cannon, now THATs one helluva sidearm ). Only few exceptions:
When Marsec turned hostile (briefly) and I had to cleanse a weapsfactory (that was why they were hostile in the first place, on one mission some missile went of laying waste to most of the factory-equipment) and all these martians were running around. So I used fearsome stungrenades on those.
And of course sirian soldiers which were caught in the crossfire when I cleaned out an infiltrated temple (2 actually). There I used a lot of vortex mines and boomeroids. I considered letting the aliens have Sirius so I could get both psiclones and expensive equipment in one raid but they'd infiltrate other organisations from there, wouldn't they?

Anyway, here is my standard assault trooper:

Marsec body armour, rest all disruptor (I'm still building all the parts, I have 44 soldiers now, 20 of those are defenders, though)
Power sword (Not everyone has got one yet)
Boomeroid
Vortex mine
Toxigun
4 Toxi C clips
2 Megapol AP 'nades
2 Stun 'nades
2 Smoke 'nades
1 Disruptor shield
Medikit
That's it for 21 soliders
No. 22 has no alien explosives but a 2nd disruptor shield and a mind bender
No. 23 and 24 have no vortex mine but a stun grapple instead

I'm thinking since I've got 24 assault troopers I might leave some of them airborne (I put them in 6 4-man squads) and give others a full disruptor armour and teleporters for use as shocktroops and close combat (Now if I was a sirian cultist, a teleporting, camouflaged trooper with a powersword and 2 disruptorshield would REALLY scare the muck out of me ... just a thought, not sure if I'll put that plan into action. :evil:
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