project-navigation
Personal tools

Author Topic: Looking for late-game saves  (Read 14646 times)

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Looking for late-game saves
« Reply #15 on: May 13, 2012, 08:21:37 pm »
Thanks for these. They'll be useful.

Offline Salvo

  • Rookie
  • ***
  • Posts: 37
    • View Profile
Re: Looking for late-game saves
« Reply #16 on: May 14, 2012, 10:10:42 pm »
Here you go.
2.4 official stable release.
8 saves + a quicksave, all from the late stages of the game, I believe. They're all from the same game, chronologically close to each other, so I guess you might as well just pick one of them.

I've used an 8-man team with mixed weaponry. I've switched their weapons only a few times. Much to my surprise, I guess they've learned from each other, since ALL of their skills have grown over time considerably! I started with a 4-man team, and much later added 2 guys, and then bit later another 2 guys. Difficulty set to "Easy". I didn't allow any deaths.

Offline geisthund

  • Squad Leader
  • ****
  • Posts: 103
    • View Profile
Re: Looking for late-game saves
« Reply #17 on: May 14, 2012, 10:14:58 pm »
the first and last slots are late game saves. I have four 8 man teams, and 8 men per base as contingency security staff. some of the bases have no staff, because, err well they just don't.

Offline kurja

  • Captain
  • *****
  • Posts: 504
    • View Profile
Re: Looking for late-game saves
« Reply #18 on: May 16, 2012, 10:16:36 pm »
there

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: Looking for late-game saves
« Reply #19 on: May 18, 2012, 06:19:43 pm »
I attached my 'endgame', too.



Played 229 missions, defended against base attack 14 times, 838 dead & 20 live aliens recovered, did all the research tree up to 'Orbital UFO Activity', XVI spread started 2085 March 01. But still no alien base discovered. I dont´t think I want to go further with this, because I need to gain nearly 257k in credits every month to plug the hole in my monthly budget. The funding is a fkn joke. And I would need to upgrade my bases even more, because two assault teams are not enough at this stage. My troops are usually fighting three missions in a row because of heavy activity. Also the fights are getting really hard. Aliens meanwhile show up in medium armor, wearing particle beam rifles and heavy needlers, their claws ready to pull the trigger at the blink of an eye. The Nano armor does not hold up against this.

This is the girl I dream of :



Of course, in my dreams she does not wear a Nanocomposite armor nor a  Heavy Needler.  :-*

One thing I have to tell. My soldiers are heros. The force is strong in them. They never die.  :-[


Note to H-Hour: I played with a modified maps.ufo for some time when checking out the map selection bug. So unfortunately the save is useless for the map distribution. But I would be interested in having this list for my save, though.

Offline geisthund

  • Squad Leader
  • ****
  • Posts: 103
    • View Profile
Re: Looking for late-game saves
« Reply #20 on: May 18, 2012, 06:36:59 pm »
err. I don't really notice the funding issue. I have 4 assault teams, and I intercept all ufos. I then cannibalize them because selling their fiddly inside bits is fairly profitable, as is selling alien tech, so I almost nearly exceed the funding deficit. Also I'm trying hard to get enough alien materials to build that assault dropship thing.

I have a cluster of two bases and three shipyards clumped together to expedite recovery of alien ship technology, and a production line of 50 engineers in each (two because sometimes one - rarely - is busy building a ship, so the other can continue recovery work). This mitigates my debts (although IIRC, in the original Xcom I always made a PROFIT by playing well, because ostensibly, the governments of the world idolized me and delivered huge riches and fruits and grapes etc for keeping their shores alien-free)

My assault teams are mostly warrant officers, although I had some unfortunate accident and lost one (I have no idea how? glitch?? Or maybe I dozed off and it got shot down???) along with its firebird, so one of them is quite green and mostly corporals and sergeants.

My teams do get shot up quite a lot, but fortunately the unlimited-use handy medical kits come in pretty useful, and I heal all members up to near full before the end of each mission. Usually this involves taking out all but the last alien, hiding the injured around a corner, fighting at range and healing everybody up before the takedown shot. Sometimes I get lucky and cripple the alien so they just cower, which is an even better time for healing.

My elite team (200+ missions) has a team leader armed with a heavy needler. It's a b*tch to use when there's civilians around, but it does give me a chuckle... and like the coilguns, it's pretty much one shot one kill (except in the hands of novices). I'd invest in making more ammo for it, but its being saved up for the ship.

I've pretty much maxxed out all I can do now, and I don't like the way XVI keeps creeping along although I've pretty much secured the world.

Would it be possible to implement some kind of feature for us to reverse the influence of XVI? Perhaps raiding civilian areas and weeding out the infiltrating aliens / human drones. That would add a great element of fun for me.

And perhaps we could get bonus points for weeding out human infiltrators and keeping them alive (ie stunning them) instead of killing them, so that we can potentially "redeem" them in the future through scientific research, and maybe, maybe even recruit them into our forces if they are good specialists at whatever they do.

It might be an idea to give attributes to workers and engineers too -- research ability / production ability -- that increase slowly with time, making recruitment of them important, and opening up the possibility of either employing, or recruiting (see above) a genius-level individual.

Some basic combat ability might be handy too... so when aliens invade my base for instance, we could show a few straggling scientists cowering somewhere, but with a limited ability to defend themselves or even to take the fight to the enemy.

Offline Salvo

  • Rookie
  • ***
  • Posts: 37
    • View Profile
Re: Looking for late-game saves
« Reply #21 on: May 18, 2012, 09:01:16 pm »
Whoa, whoa, whoa! What's a Heavy Needler? And Orbital UFO Activity? XVI? I never had any of those! And I had the Alien Base discovered. What the hell.

ChemBro

  • Guest
Re: Looking for late-game saves
« Reply #22 on: May 18, 2012, 11:22:15 pm »
Whoa, whoa, whoa! What's a Heavy Needler? And Orbital UFO Activity? XVI? I never had any of those! And I had the Alien Base discovered. What the hell.

That's the problem with the campaign at this point. The alien base mission will end the game, because there is no other end to this game and Heavy Needler, Orbital UFO Activity and the new drop ships like Raptor are only available after the discovery of the alien base(s). So if you play about 2 months after the discovery of the alien base(s), you will get those things.

Offline geisthund

  • Squad Leader
  • ****
  • Posts: 103
    • View Profile
Re: Looking for late-game saves
« Reply #23 on: May 19, 2012, 12:45:31 am »
Problem with playing to get the full (available) tech tree is the XVI keeps creeping... :(  XVI is a measure of alien contamination of the earth... it spreads out around the alien base regardless of how well you're doing. So I've been intentionally not hitting the alien base (been there done that) and now XVI is about 1/4 the world :(

ChemBro

  • Guest
Re: Looking for late-game saves
« Reply #24 on: May 24, 2012, 12:42:30 pm »
So, here is my endgame save. 2.4. One soldier stands out: Lara Croft, because she had so high beginning stats.

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: Looking for late-game saves
« Reply #25 on: May 24, 2012, 12:46:18 pm »
So, here is my endgame save. 2.4. One soldier stands out: Lara Croft, because she had so high beginning stats.

Hehe, Lara Croft. Never thought of naming my soldiers that way.

Offline Sabaron

  • Cannon Fodder
  • **
  • Posts: 1
    • View Profile
Re: Looking for late-game saves
« Reply #26 on: May 25, 2012, 04:34:20 pm »
Here's mine. Just about ready to hit the alien base.

Offline Bonbadil

  • Rookie
  • ***
  • Posts: 11
    • View Profile
Re: Looking for late-game saves
« Reply #27 on: June 01, 2012, 10:22:31 pm »
If it's still needed, there is my last savegame, just before a crashed UFO mission which made my game hang. For a lot of time there is nothing more than grouped waves of UFOs every week, so I give up.

Offline fs

  • Cannon Fodder
  • **
  • Posts: 1
    • View Profile
Re: Looking for late-game saves
« Reply #28 on: November 22, 2012, 08:21:23 pm »
Hi guys,

I had a lot of fun playing... At the end i also had a lot of money, winning every misison and selling the alien stuff is quite profitable. (standard campaign)

Unfortunately i had just 4 types of ufos... is that all? i have seen some bomber and corrupter. also i could not invent phalanx carrier ships :-( i think some research was also missing, as heavy particle beam? and the highest soldier rank was rank 08. would like to have some very higher ranked soldiers ;-) as i have read anywhere in the forum already i also think the alien materials for building ships is too much compared to the output of the ships...

the savegame is directly before starting alien base mission...

thanks again for developing this and go on with the good work!

fs


Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Looking for late-game saves
« Reply #29 on: November 23, 2012, 02:37:33 am »
Hi fs, thanks for your help. But we are now well into 2.5's development cycle and a lot has changed, so this thread has kind of expired (I will lock it now). But I'd highly recommend trying out 2.5-dev. You'll find none of the down-time, lack of research, etc that exists in 2.4 (hopefully).