X-Com

rcorporon said:
If you target a terror site with your dropship, but don't land there, the terror site will never disappear, and allow you to wait for day to attempt it.

Some consider this a glitch / cheat though.

Considering that you pretty much have to use glitches/cheats to beat the second game, where's the problem?
 
right now my problem is like 15 fold

the large ships to get elerium all have psi's on them, and i am having problems finding out who is the good psi people im recruiting.

i actually found out 1 guy had 0 psi str....

problem is with a low psi score, my guys get panicked and mind controlled easy and i have no way of stopping them from keeping trying to, and i cant seem to MC the aliens....

and it takes a full month to find out how strong they are to find out if i can use the soldiers... im starting to build a base with 3-4 psi labs and living quarters just to make a huge crop of soldiers so i can see who is useable and who isnt... seems kinda wasteful to spend so long though, i will have to ignore a shit-ton of ships. and thats another issue, i shoot down a ship and 99% of the time its engines are blown up, and i get no elerium which is what i need from these damn crashes. making that a largely wasted effort.

how do you find out if the ship has its engines still or not?
 
TheWesDude said:
..and it takes a full month to find out how strong they are to find out if i can use the soldiers...

Have you tried clicking on the "Soldiers" button in base? It shows their Psi level, you can even see it in combat if you click on their rank symbol.
 
the best source of elerium is to attack ships that are on the ground, not ones you've taken down. you can follow a ship until it lands instead of shooting at it. and I'm pretty sure taking out bases will yield you a lot of elerium as well.
 
fa2241 said:
TheWesDude said:
..and it takes a full month to find out how strong they are to find out if i can use the soldiers...

Have you tried clicking on the "Soldiers" button in base? It shows their Psi level, you can even see it in combat if you click on their rank symbol.

That doesn't work unless they've been undergoing Psi-training for a month. The two psi-related stats are hidden until they complete the training.
 
i dont want to try to take out a base and end up with a crappy psi guy getting MCed and killing 1-3 of my own guys. i lost a suit of flying armor from that :(

and im running out of armor fast...

what psi should i keep? what level should i ditch them?

and what sucks is while i can set an avenger or lightning or interceptor on a ship, it enters that little mini-combat thing... cant set it to track them and wait for them to land
 
Unkillable Cat said:
That doesn't work unless they've been undergoing Psi-training for a month. The two psi-related stats are hidden until they complete the training.

Ah, I misinterpreted what he said, I thought he was waiting until the end of every month to see his soldiers' stats or something like that.
 
TheWesDude said:
i dont want to try to take out a base and end up with a crappy psi guy getting MCed and killing 1-3 of my own guys. i lost a suit of flying armor from that :(

and im running out of armor fast...

what psi should i keep? what level should i ditch them?

and what sucks is while i can set an avenger or lightning or interceptor on a ship, it enters that little mini-combat thing... cant set it to track them and wait for them to land

try to keep your squad a bit spread out in such missions so that you can easily take cover if one of them gets mind controlled. sooner or later you'll have your guy back. you just gotta suffer through these things to get somewhere - the game IS damn hard and there's really no easy way to do anything.

oh, and when you intercept a ship and enter combat you don't have to shoot it down, you can just let it off.
 
I personally advocade the use of a money cheat. Just go ahead and give yourself a raise, because it makes sense. In the case of such a global, obvious and serious threat, even a divided world would be able to give more funding to an organisation that's almost single-handedly responsible for the planet's safety. The game is difficult enough as it is, without having to stick to a tight budget.
 
In my experience you only really have a tight budget at the beginning of the game. Once you start capturing advanced alien artifacts, funding stops being a problem.
 
Flop said:
In my experience you only really have a tight budget at the beginning of the game. Once you start capturing advanced alien artifacts, funding stops being a problem.

Same here. In every game I played after getting the hang of the game, it's easy to become completely self sufficient. Having my engineers making and selling massive amounts of weapons, as well as dead alien bodies and artifacts, funding from world governments eventually just becomes a bonus.
 
A suggestion for start for interceptors sell all other weapons only leave Avalanche launcher for every plane until you can research better weapons. When you intercept UFO and it uses up all ammo retreat and send in second interceptor to finish the job. Second advice when downed UFO has hole on its roof, lob in high explosives to clear out the survivors inside. Third if you feel that you starting rifles don't have enough oomph to kill aliens. Get autocannon with HE-round and missile launchers, both worked well at start, but are better replaced with other weapons in future.
 
yeah, first thing I always do it disarm all crafts and soldiers and sell off everything I'm not going to use. that at least leaves you with some money to hire soldiers until you get a really good squad.

always remember to sell off loot you're not using. and you should ALWAYS manufacture something - if it's not something you will use yourself, then make something you can sell. I can't remember exactly what item it is, but there's one item which is very cost effective to manufacture and sell off. this will build you a really nice budget.
 
Here are a few tips (that can not be considered exploits):

# If you need to hire Scientists or Engineers, wait to do so until the last day of the month. They won't be delivered to your base until next month, and you skip on paying them a month's pay.

# If you find a UFO and you know where it is going, launch a craft from the point closest to the UFO's destination to intercept it, if possible.

# Never ignore terror sites. If you have to dip into exploits/cheating to accomplish this, do so. The penalty for ignoring a terror site is huge.

# Each radar type has a 5% chance of detecting UFO's, so you don't need both types in a base. Large Radars are the better choice.

# Once you have a Hyperwave Decoder, Radars become obsolete. Replace all Radars at a base with one Hyperwave Decoder.

# The most profitable item to manufacture and sell are Laser Cannons (i.e. intended for craft). You will need some research to get them first. Motion Scanners are also profitable and require far less research.

# Heavy Lasers generally are not worth using in battle. The extra damage is offset by sheer bulk and no auto-fire option.

# Never send Interceptor craft to take down UFO Battleships. Your craft will be one-shotted before you ever get into range. Use researched and home-made craft instead.

# In the beginning, you're better off keeping all the soldiers you get. Examine their stats carefully. The ones with good stats are keepers, but rename the others as scouts/cannon fodder. Arm them with grenades; once they're far enough from your squad, prime the grenades (set to "0") and have them keep them in their hands. If they die, the grenade goes off at the end of the turn. For extra efficieny, use High Explosives for this tactic.

# Always bring a tank with you to terror sites. Chrysallids aren't every effective against tanks.
 
i found some info on how to start a new game with an old games research.

so what i was thinking of doing was starting a new game using my current games research/manufacturing and with the money cheat and seeing how that went.

because my current game is pretty screwed up. i have lost about half the countries giving me money ( which i dont really care as i used the money cheat ) but as the game has gone on longer, im running into almost purely psi based enemies everywhere and my psi is nowhere near competent enough ( i think 1 psi training thing is my problem, should have built 2 or 3 ). i think it took me far too long to get psi because i couldnt really capture enemies and "got lucky" on both the navigation/comm/leader to get the hyperwave, psi building, and others.

is there any poing to keeping alien surgery/food or are they just there to sell after you research?
 
medi-kits are more profitable than the motion scanners

and i started a new game with my copied research files... i have my main base in north america, and bases in south am, europe, siberia, africa... sub bases have 3 hangars with interceptors loaded with avalanches... and 5 psi labs and i have been using them to find soldiers with good psi scores. everything over 50 goes to main base with my skyranger and i use them for crap missions. been dumping all soldiers with less than 40 bravery. managed to snag a bouncer launcher finally and research it fully and got the fusion balls now. still having a problem with elerium. let them get a base down, and then took it out... lost like 6 guys and a lazer tank doing it, and only got 50 elerium :( i was fucking pissed.

made 10 power armor suits and realized i forgot to make some psi amps :(

i am in the middle of a medium or large ship takeover which will hopefully get me at least 100 elerium and then ill start building some good stuff with it. sticking mainly to laser rifles. i use everyone with psi 50-89 as fodder really, saving up my 90+ psi guys untill i get some psi amps to start using that and see how it goes.

been building up bases with mind shields, grav shield, and 5-6 plasma defenses but i may work on replacing them with the fusion defenses. i just dont have enough elerium to start doing plasma tanks which i really want. i just seem to go through tanks a LOT. might be because i use them as scouts so whenever i see someone its always my tank taking initial hits.
 
TheWesDude said:
medi-kits are more profitable than the motion scanners

Not quite. While Medkits do sell for more than Motion Scanners, and it costs less to make a Medkit, it takes almost twice as long to make a Medkit than a Motion Scanner. In the time it takes you to produce one Medkit and sell it for a profit of $18000, you can produce two Motion Scanners and sell for a profit of $22000.
 
ugh, there was a chart and i mis-read it. yea, motion scanners are almost double what med kits are... no wonder i was having such money problem my first play through.

motion scanners, and then when you have them research laser cannons ( craft gun ) are best for profit outside of the fusion launchers which are top dog by 75k a month more figuring 100 workshop space for a month.


oh, it was a large ship that was landed... i got 50 elerium out of it... wtf?
 
just started up a game of UFO Defense. I haven't gotten that far, I'm on my second terror site (at the end of the second month) and I've shot down like 2 ships only. while it's pretty nice not having to hunt down alien crafts every other minute, it doesn't feel very good not getting anything on your radar either. those sessions usually end with you missing a bunch of alien bases on the other side of the world and several countries being persuaded.

I've finally realized the awesomeness of the tank. never bothered with them before, always thought they cost too much and were ineffective. but so far it's worked wonders as a scout - I move it out of my ship slowly and take down whatever threats it comes upon with my snipers that I keep close to the ship.

TheWesDude: if you don't mind using exploits and cheating a little bit, then for f's sake learn to save during a mission. if you lose 6 guys and a tank, you abandon and reload. it's not worth completing it with such losses because you will get a bad score either way which will lead to funder losing trust in you.
 
i do save during missions.

first thing i do is in the back row of my skyranger, turn them to face out of the portholes, save my game.

then depending on what happens, i save every turn untill i get my forces spread out and start clearing them out. i have like 7 of the 10 save slots JUST to cover the "current mission".

in fact, my saves are:
current mission save1
current mission save2
etc
and 10 is global save

i managed to get hugely lucky and nail a battleship on the ground, lost 6 people and my tank, but managed to capture 200 elerium and outfit some interceptors with plasma beams. that was worth the losses imo.

now i have been shooting down like 90% of the craft, 9% leave, and only the battleships get through because i cant take them down, i just clean up the mess they leave. and my scores have been getting HUGE monthly, usually i go up by 500-1300 per month and get funding increases of 300k-2m.

getting everyone in personal armor helped a ton too. didnt know it only took alien alloys which you can manufacture unlike power/flying.
 
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