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Messages - XCOMTurcocalypse

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1
Discussion / Re: Changes for 2.5
« on: September 26, 2014, 06:48:26 pm »
The so called stable version sometimes hangs when on the battlescape. There are console messages about creating and stunning or killing aliens, so you can be sure you really killed the last alien. They sometimes hide at some spot without doing much.

exactly! I dont want to cheat(overly), but I want to be sure. Do you know if 2.5 has these commands? It's been ages since I played and all searches yielded nothing?

2

Please don't be lazy. ;)

But to answer the question you haven't asked: No, it doesn't increase the fire rate but you obviously firing two missiles at a time. The batteries are kinda independent and are at about the same spot. Delaying firing one of them (to get improved fire rate) doesn't sound like a good idea to me if I imagine I'm the base Commander and I want to get that UFO down before it reaches the base.

-geever

Not to mention each launch will make your location known slightly.

3
Discussion / Re: Changes for 2.5
« on: September 26, 2014, 09:56:22 am »
Hello there!

After some years I decideed to return to this after finishing the new xcom and xenonauts. Compared to them, this is a grittier, less merciful and more hardcore science fiction (I'm not even going to say how XCOM's new game lacks in anything scientifically)

But, well... ahem.

I killed all the aliens and... well, the combat doesn't end.

I hope you have a console command that lets me win or just to make sure, all aliens are dead. Do you?

4
Design / Re: Storyline idea!
« on: January 04, 2011, 05:03:59 pm »
The thing is, an anti XVI drug's effect on aliens would be a very strong plot element, please dont leave it out.

5
Tactics / Re: What's your favorite weapon?
« on: December 26, 2010, 04:43:39 pm »
I am starting to like lasers immensely now that I have found some time to produce them en masse. A tightly packed group of 4 heavy LAZOR and 4 LAZOR riflemen are an invincible nut to crack. I occasionally swap 1 laser rifler with plasma rifle, to go to assault mode and lay down autofire.


6
Discussion / Re: Will saves be Compatible in future versions
« on: December 26, 2010, 04:37:56 pm »
Bugfix releases are compatible with the main version but you should understand that as the development going we need to save additional data, change the some saved data which means incompatibility. So most probably 2.4 will be incompatible with 2.3.x saves.

-geever

You made me very sad. I hope you people will give us some developer codes then, or at least some supplementary cheats to speed up the older parts.

This is one time you can use cheating for good use.

7
Tactics / Re: Base invasion
« on: December 25, 2010, 04:16:32 am »
Even without automatic defenses it would be nice to have at least some detection, like IR-sensors, so soldiers wouldn't have to peek at every corner.

Yes. Why no cameras? I'm also upset at seeing surface posts. The entire base should be underground, tightly sealed with one entrance ridden with chainguns.

8
Discussion / Re: how do u make money in this game
« on: December 23, 2010, 04:56:58 am »
Yeah I remember the build-for-profit in old X-com

For the sake of realism it should have had a major setback (if ever allowed, not in this case): If you sell powerful weapons not aviable for the rest of the world you may face humans using those same weapons if they turn against you.

In XCOM apocalypse, ths was balanced by cheapening weapons every week you sell, and increasing prices in the ones you buy. However, after raiding the alien homeworld the game goes anticlimax.

Since there are 9-10 alien structure missions, and completion of each would make the aliens lose severe advantages and force them on pure defensive (especially after icing the alien queen).

Also, The FIRST Alien lair would yield enough artifacts for gazillions of dollars, eliminating ANY need for money.

If you could completely purify Mega-Primus, it became a matter of shooting down produced ufos every monday, and grinding towards the final building.

9
Tactics / Re: Base invasion
« on: December 22, 2010, 09:17:40 pm »
XCOM Apocalypse had a very different flavor in this. You could install automated in base cannons, and so, the defenders would be at an advantage. They really did it good that time since the aliens would target the non unit cannons in an attempt to damage them. Also, late game base raids, if possible, would be humongous in the game, with hundreds of rocket and disruptor armed aliens swarming, making base automated cannons a must.

In 2080's, it shouldn't be hard to add a few automated miniguns in base doors.

10
Discussion / Re: How do i finish the game?
« on: December 22, 2010, 09:13:41 pm »
A way to learn the game plot is to click the search button in forum. You know, its easier than posting.

The game so far ends in an alien base level.

11
Discussion / Re: end of the game
« on: December 21, 2010, 11:14:02 pm »
Don't shoot the alien-scouts down, let them land and build a base(in this case, the aliens must have enough interest before they want to build a base and the building scout disappears after landing). Then let all the alien-supplies travel without interception. Some weeks later, the nation where the alien base built will tell you the alien base location if its XVI is in a safe level, or if you don't have such patience, just send an interceptor to there oftenly. The alien base will then be shown on the geoscape and you will have an alien base research. Go on whatever you want then. Overkill the ufos will just send you into a dead loop.

I'm sad now. In original xcom they always set up bases secretly. XCOM 2? 2 new Alien Colonies jumping up every week.

12
Design / Re: Police and military
« on: December 20, 2010, 06:42:10 pm »
I dont think the Islamic States would sit like ducks. African Union, maybe, but I can already imagine pissed off Iranian Fighter jets napalm cleansing entire blocks or sending human waves of martyrs when running out of patience.

On the subject of friendly police and military units on the battlescape:

No.

That is all.

Regards,
Winter

You know, no one is fazed by the hostile and overly authoritative note of yours.

13
Design / Re: CURRENT STORYLINE -- SPOILERS!
« on: December 20, 2010, 06:21:42 pm »
Uuh... Was that sarcasm or is my detector too sensitive?
Anyway, while even a single huge system would make a good budding empire, I don't think they could find that many species in just that area.

It still can use 1-2 systems for population raiding, with us being just another harvesting operation.

14
Design / Re: CURRENT STORYLINE -- SPOILERS!
« on: December 20, 2010, 04:05:30 pm »
The "galactic power can't crush Earth" thing can be solved by reducing the size of the alien empire.
It doesn't have to engulf whole galaxies to be a threat to Earth.

Furthermore, by spreading the aliens out more, or messing with their mode of travel, communications and such, you can make the invasion buildup far more believable.


All the issues with the storyline can be fixed, given some time and creativity.
But will they?

Yeah. It can be made originating in Alpha Centauri. It would be a fine twist. This time they come to us, as a whole mined-out system wide nomadic alien trailer ship.


15
Discussion / Re: how do u make money in this game
« on: December 09, 2010, 09:31:53 am »
XCOM had the produce-for-profit feature in case of laser cannons for the first game, and railgun equivalent in the sequel. They were very profitable. I even built a whole base just as a war factory for the profit :)

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