Armor is not random. Damage is <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
Max damage to unit= (weapon strength x resistance modifier)-armor rating.
Example: You shoot someone with a 110 point strong LASER rifle. Your target has 40 front armor and receives 150% damage from laser type weapons.
So thats: 110*1.5-40=125 maximum damage.
Your shots will do 0-125 damage in this example. Yeah thats right, damage is random. Hence you sometimes see jumpsuits survive 3 heavy plasma shots <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
As for locational damage. There is no such thing as random headshots If you hit a target, then you hit it. Depending on the angle you hit the target from, the corresponding a armor rating will be applied in the formula above. "Lower armor" is used, when the target is standing on top of a grenade for example. Damage is calculated per tile. Or in other words: the 2x2 tile terror units (cyberdiscs for example) will take 4 times the damage from explosive weapons, because you can hit all their tiles at once.
It is also possible to mind control 1/4th of a sectopod and then have the other 3/4th kill the controled 1/4 with reaction fire, thus destroying the whole unit!
<!--quoteo(post=1614324:date=Mar 14 2007, 08:25 PM:name=Surge)--><div class='quotetop'>QUOTE(Surge @ Mar 14 2007, 08:25 PM) [snapback]1614324[/snapback]</div><div class='quotemain'><!--quotec--> - If you have laser weapons, avoid using aimed shots. Just use rapid fire. Three shots with a 30% chance each is far superior to one shot with a 60-70% chance, in my opinion. You can also do this with other weapons if you don't mind the consumption of ammo. <!--QuoteEnd--></div><!--QuoteEEnd--> But the more you use Aimed shots, the more the accuracy of the soldier improves.
<!--quoteo(post=1614376:date=Mar 14 2007, 10:15 PM:name=BonesX)--><div class='quotetop'>QUOTE(BonesX @ Mar 14 2007, 10:15 PM) [snapback]1614376[/snapback]</div><div class='quotemain'><!--quotec--> Oh and avoid the remakes (UFO:aftershock and aftermath). they work ok I guess but had MAJOR bugs and balance issues including whole missing sections of the research tree. It was so bad the game designers decided to stop working on another patch and simple start over on another game. Now they are not even supporting the first 2 games at all and are instead working on UFO:twilight instead. <!--QuoteEnd--></div><!--QuoteEEnd--> UFO:Aftermath (the first of the three) oozes style, and is simple enough to be managable. Aftershock is uglier and gives me headaches. Afterlight I don't know about, I've only tried the demo and it ends just as it starts getting anywhere.
<!--quoteo(post=1614914:date=Mar 16 2007, 04:00 PM:name=Surge)--><div class='quotetop'>QUOTE(Surge @ Mar 16 2007, 04:00 PM) [snapback]1614914[/snapback]</div><div class='quotemain'><!--quotec--> Wow, UFO Afterlight is already out? It makes me question the quality of it... <!--QuoteEnd--></div><!--QuoteEEnd--> Well, the demo has been out for a while, so...
PulseTo create, to create and escape.Join Date: 2002-08-29Member: 1248Members, Constellation
edited March 2007
If you are an extremely lame person like lolfighter who won't play the game for some reason, you have cause to rejoice: Now you can experience an entire game of <a href="http://xcomtales.atspace.com/SyntheticOrange/index.htm" target="_blank">X-Com</a> or <a href="http://xcomtales.atspace.com/QuietlyConfident/QCindex.htm" target="_blank">Terror from the Deep</a> without actually playing them. Isn't technology great?
<!--quoteo(post=1614919:date=Mar 16 2007, 02:15 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Mar 16 2007, 02:15 PM) [snapback]1614919[/snapback]</div><div class='quotemain'><!--quotec-->But the more you use Aimed shots, the more the accuracy of the soldier improves.<!--QuoteEnd--></div><!--QuoteEEnd--> Oh, I never knew that. Thanks! Still, if I'm only worried about survivability, I usually auto shot. Plus, auto shot is usually less TU's.
EDIT: Haha! That TFTD thing is hilarious. "Tank? Taaank? TAAAAAAAAANK!?"
<!--quoteo(post=1614993:date=Mar 16 2007, 07:02 PM:name=Pulse)--><div class='quotetop'>QUOTE(Pulse @ Mar 16 2007, 07:02 PM) [snapback]1614993[/snapback]</div><div class='quotemain'><!--quotec--> If you are an extremely lame person like lolfighter who won't play the game for some reason, you have cause to rejoice: Now you can play an entire game of <a href="http://xcomtales.atspace.com/SyntheticOrange/index.htm" target="_blank">X-Com</a> and <a href="http://xcomtales.atspace.com/QuietlyConfident/QCindex.htm" target="_blank">Terror from the Deep</a> without actually playing them. Isn't technology great? <!--QuoteEnd--></div><!--QuoteEEnd-->
"To put it simply, you're a psychic black hole, the lowest point which draws in all psionic potential..."
"But sir!"
"...which is why you'll be a valuable part of the XCOM team. Congratulations soldier!"
"Bu...wah?"
"It's your job, whenever we're up against psionic aliens, to accompany the Skyranger, be strapped down for the entire mission and suck in all the psionic attacks which would otherwise wreak havoc on our fighting troops. You, soldier, are the perfect psionic decoy!"
<!--quoteo(post=1615014:date=Mar 16 2007, 08:51 PM:name=Omegaman)--><div class='quotetop'>QUOTE(Omegaman @ Mar 16 2007, 08:51 PM) [snapback]1615014[/snapback]</div><div class='quotemain'><!--quotec--> "To put it simply, you're a psychic black hole, the lowest point which draws in all psionic potential..."
"But sir!"
"...which is why you'll be a valuable part of the XCOM team. Congratulations soldier!"
"Bu...wah?"
"It's your job, whenever we're up against psionic aliens, to accompany the Skyranger, be strapped down for the entire mission and suck in all the psionic attacks which would otherwise wreak havoc on our fighting troops. You, soldier, are the perfect psionic decoy!"
See after reading that I'm tempted to start a new game, naming all my soldiers after NS forumites. I'd report back occasionally with screenshots of various people dying horrible plasma-related deaths. It'd be fun!
Unfortunately I'm sure i'd lose interest in such a "project", much like my thing with the sims a while back... damn A.D.D...
Gonna give that a go when released in a month or so. Said to be a complete remake of Xcom, with some new features added. And with all the crashing of the old Xcom that might be a good substitute.
<!--quoteo(post=1615098:date=Mar 17 2007, 09:42 AM:name=Nil_IQ)--><div class='quotetop'>QUOTE(Nil_IQ @ Mar 17 2007, 09:42 AM) [snapback]1615098[/snapback]</div><div class='quotemain'><!--quotec--> See after reading that I'm tempted to start a new game, naming all my soldiers after NS forumites. I'd report back occasionally with screenshots of various people dying horrible plasma-related deaths. It'd be fun!
Unfortunately I'm sure i'd lose interest in such a "project", much like my thing with the sims a while back... damn A.D.D... <!--QuoteEnd--></div><!--QuoteEEnd-->
I can see it now...
"Unfortunately, Pulse had his back to the doorway, which wouldn't have been a terribly bad idea had there not been a Chryssalid standing right outside it."
It reminds me of when I played Final Fantasy games and named the characters after my friends, based on who they were similar to. But I like the forumite thing...
Pulse, you got an alternate download link to the patch in that thread? The link is broken. >:|
I came back to this game that had frustrated me in the past, because of how everyone's saying how much it rocks.
when do I start having fun? <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
First off, I call BS on anyone who claims to be able to do anything on the hardest difficulty setting. without save scumming, it's pretty much impossible to keep a squad alive even on the next-to-easiest difficulty, which is what I've been playing on.
I play every turn 'smart'. I never leave my dudes with too few action points to retaliate, I point them toward the most likely location of bad guys, I crouch when possible, etc. but the aliens never miss, and we always miss. we never retaliate/interrupt, and the aliens always retaliate/interrupt. I just got out of my favorite round of combat so far. I had three guys shoot at a sectoid and miss, and each time the alien shot back, 1-shotting the guy who just attacked. yeah, 1 alien kills 3 of my guys, and it's not even the aliens' turn.
I much prefer the Jagged Alliance system, which is what I'm used to. If you leave your dudes with enough AP and facing the right direction in that game, they will almost always kick the crap out of anything that comes into view when you end your turn, and it was possible to kill people without relying on blind luck. though I have to admit it was possible for your guy with 97% accuracy to get 1-shotted in a freak accident even in that game...
I just lost my full squad of 14 guys, all with laser rifles and autocannons, which I thought was a pretty good loadout for February of the starting year. They died in about 5 rounds. I can see how the game *wants* to be fun, it's just not pulling it off very well <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
<!--quoteo(post=1615192:date=Mar 17 2007, 07:33 PM:name=DiscoZombie)--><div class='quotetop'>QUOTE(DiscoZombie @ Mar 17 2007, 07:33 PM) [snapback]1615192[/snapback]</div><div class='quotemain'><!--quotec--> I came back to this game that had frustrated me in the past, because of how everyone's saying how much it rocks.
when do I start having fun? <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
First off, I call BS on anyone who claims to be able to do anything on the hardest difficulty setting. without save scumming, it's pretty much impossible to keep a squad alive even on the next-to-easiest difficulty, which is what I've been playing on.
I play every turn 'smart'. I never leave my dudes with too few action points to retaliate, I point them toward the most likely location of bad guys, I crouch when possible, etc. but the aliens never miss, and we always miss. we never retaliate/interrupt, and the aliens always retaliate/interrupt. I just got out of my favorite round of combat so far. I had three guys shoot at a sectoid and miss, and each time the alien shot back, 1-shotting the guy who just attacked. yeah, 1 alien kills 3 of my guys, and it's not even the aliens' turn. <!--QuoteEnd--></div><!--QuoteEEnd-->
First of all, let me agree that the game is quite frustrating. I booted it up for nostalgia's sake, and loaded an in-combat save where I'm fighting ethereals and sectopods on a downed terror ship. Yeah, very frustrating.
It has been said multiple times that a bug automatically resets the difficulty to the easiest setting. So, you are in fact getting your rear handed to you on beginner difficulty, which, don't get me wrong, is pretty darn common <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
Me advice to you: use grenades. Lots o' grenades. Even if an alien opportunity-fires your thrower to hell, the blast should kill your opponent. It works well against sectoids and floaters, at least, and hopefully by the time you run into more difficult critters you'll have some armour and plasma weaponry.
<!--quoteo(post=1615202:date=Mar 17 2007, 07:19 PM:name=DiscoZombie)--><div class='quotetop'>QUOTE(DiscoZombie @ Mar 17 2007, 07:19 PM) [snapback]1615202[/snapback]</div><div class='quotemain'><!--quotec--> yeah, I'll probably give it another shot - and I always forget to use my grenades =d
I'm mostly just complaining cuz I'm frustrated. hopefully I'll claw my way to the endgame eventually... <!--QuoteEnd--></div><!--QuoteEEnd--> I know your the frustration you're feeling. I've also lost 3 dudes to one retaliating enemy.
I admit that I've been savescumming a little... *cough* . I always save when there's a high propability of many (experienced) soldiers kicking the bucket. Of course I don't try to make a suicide charge, and load it until I complete it without losses. Most of the time I exercise extreme caution, but usually it's just doesn't effect the outcome.
I have some more questions <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /> .
I've captured two UFO 'leaders'. I had my highest ranking soldier stay in the skyranger and Mind probe the aliens my combat crew encountered. So far I've captured a "Floater leader" (on a terror mission) and a "Snakeman leader" (from a landed supply craft. Large or very large). I had my scientists "research" them both, but the results just gave the description of both of the alien types. I've understood that I can interrogate the leaders, and in fact I have to. <b>Do I just need another type of leader, is interrogating a passive action or am I doing something wrong?</b>
The second question(s) is about experience. In my previous games, my cunning plan of turning hordes of newbies into an army of battlehardened veterans seemed to be utterly flawed. As soon as a soldier got promoted to sergeant or higher, I moved him/her to reserve, and replaced him with another newbie. Not only were losses high, but it seemed that the soldiers harldy even went from Rookies to Squaddies. Now that I always keep one officer (stays back at the Skyranger to Mind probe stuff) and a few sergeants with the newbs, the missions go smoother, and they also seem to get more promotions <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> . <b>Does veterans' presence increase the effectiveness (morale, or otherwise) of the lower ranking soldiers? Does it increase the amount of promotions, or experience, they get?</b>
Yeah, sometimes it's worth interrogating a couple of the same species of alien if they're different roles. Like, researching Medics will sometimes get you another alien's autopsy, researching navigators will tell you about certain UFO's (this is the only way to learn UFO stats and such, actually), Scientists will get you miscellaneous stuff (I think), etc. It's kind of neat, actually.
Also, in TFTD, make SURE you get a live Deep One. You need a dead one AND a live one to get Ion Armor. They appear in very early Terror missions, but eventually you don't see them that much, so make sure you get one VERY early on, otherwise you'll be in a world of hurt later when you still have Plastic Armor and you're up against Lobstermen and such. You'll dig yourself into a hole if you don't get a living Deep One.
Also, it's probably been mentioned, but don't research the Tasoth Commander unless you feel like starting over.
<!--quoteo(post=1615222:date=Mar 18 2007, 02:29 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Mar 18 2007, 02:29 AM) [snapback]1615222[/snapback]</div><div class='quotemain'><!--quotec--> I believe you need a sectoid or an ethereal leader (probably sectoid). This is from memory though so I could be wrong. You interrogate by researching. <!--QuoteEnd--></div><!--QuoteEEnd--> This boy be right. Sectoid leader is what starts of the psi research and the alien origin stuff (I assume Ethereal leader does as well, but you'll likely capture a Sectoid leader well before an Ethereal one).
<!--quoteo(post=1615212:date=Mar 18 2007, 02:25 AM:name=Retales)--><div class='quotetop'>QUOTE(Retales @ Mar 18 2007, 02:25 AM) [snapback]1615212[/snapback]</div><div class='quotemain'><!--quotec--> I know your the frustration you're feeling. I've also lost 3 dudes to one retaliating enemy.
I admit that I've been savescumming a little... *cough* . I always save when there's a high propability of many (experienced) soldiers kicking the bucket. Of course I don't try to make a suicide charge, and load it until I complete it without losses. Most of the time I exercise extreme caution, but usually it's just doesn't effect the outcome.
I have some more questions <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /> .
I've captured two UFO 'leaders'. I had my highest ranking soldier stay in the skyranger and Mind probe the aliens my combat crew encountered. So far I've captured a "Floater leader" (on a terror mission) and a "Snakeman leader" (from a landed supply craft. Large or very large). I had my scientists "research" them both, but the results just gave the description of both of the alien types. I've understood that I can interrogate the leaders, and in fact I have to. <b>Do I just need another type of leader, is interrogating a passive action or am I doing something wrong?</b>
The second question(s) is about experience. In my previous games, my cunning plan of turning hordes of newbies into an army of battlehardened veterans seemed to be utterly flawed. As soon as a soldier got promoted to sergeant or higher, I moved him/her to reserve, and replaced him with another newbie. Not only were losses high, but it seemed that the soldiers harldy even went from Rookies to Squaddies. Now that I always keep one officer (stays back at the Skyranger to Mind probe stuff) and a few sergeants with the newbs, the missions go smoother, and they also seem to get more promotions <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> . <b>Does veterans' presence increase the effectiveness (morale, or otherwise) of the lower ranking soldiers? Does it increase the amount of promotions, or experience, they get?</b> <!--QuoteEnd--></div><!--QuoteEEnd-->
Research: The first living alien will give you alien origins as research project.
If you have alien origins researched, a living leader or commander will give you "The ultimate threat" (or something along those lines.
IF you have The ultimate threat researched a living commander will give you cydonia or bust (which you need to "complete the game"
Note: They ONLY give you the research option on those projects. You still need to research them. --------------------------------------------- Officers: Officers prevent moral loss, when a friendly soldier (or alien under mind control) dies, but if the officer dies moral loss will be higher. A few posts above I already explained this. Moral loss depends on "Soldiers rank" "dieing Soldiers rank" and "Highest living field officers rank". The higher the rank difference, the greater to moral loss but also the greater the moral protection.
Is there a limit to how many officers of rank X you can have at one time? Despite one of my snipers having like 20 kills he still wont go above sergeant.
<!--quoteo(post=1615289:date=Mar 18 2007, 05:24 AM:name=Align)--><div class='quotetop'>QUOTE(Align @ Mar 18 2007, 05:24 AM) [snapback]1615289[/snapback]</div><div class='quotemain'><!--quotec--> Is there a limit to how many officers of rank X you can have at one time? Despite one of my snipers having like 20 kills he still wont go above sergeant. <!--QuoteEnd--></div><!--QuoteEEnd--> It would really seem to be so. I believe the amount of officers/squadleaders there are depend on the amount of bases. Don't know for sure, though <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Hooray, breakthrough! I attacked a UFO base and grabbed a sectoid <b>commander!</b> Interrogating him gave the Psi-Lab and The Martian Solution researches. Hopefully I didn't waste any potential progress by "researching" a sectoid commander before a sectoid leader.
<!--quoteo(post=1615289:date=Mar 18 2007, 11:24 AM:name=Align)--><div class='quotetop'>QUOTE(Align @ Mar 18 2007, 11:24 AM) [snapback]1615289[/snapback]</div><div class='quotemain'><!--quotec--> Is there a limit to how many officers of rank X you can have at one time? Despite one of my snipers having like 20 kills he still wont go above sergeant. <!--QuoteEnd--></div><!--QuoteEEnd-->
It depends on the TOTAL amount of soldiers.
I would also suggest anyone who wants spoilers or an in depth view to read www.ufopaedia.org
Which is why it's good to have tons of rookies defend your bases with a commander, because then you can have more officers. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--quoteo(post=1615192:date=Mar 17 2007, 06:33 PM:name=DiscoZombie)--><div class='quotetop'>QUOTE(DiscoZombie @ Mar 17 2007, 06:33 PM) [snapback]1615192[/snapback]</div><div class='quotemain'><!--quotec--> I came back to this game that had frustrated me in the past, because of how everyone's saying how much it rocks.
when do I start having fun? <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
First off, I call BS on anyone who claims to be able to do anything on the hardest difficulty setting. without save scumming, it's pretty much impossible to keep a squad alive even on the next-to-easiest difficulty, which is what I've been playing on.
I play every turn 'smart'. I never leave my dudes with too few action points to retaliate, I point them toward the most likely location of bad guys, I crouch when possible, etc. but the aliens never miss, and we always miss. we never retaliate/interrupt, and the aliens always retaliate/interrupt. I just got out of my favorite round of combat so far. I had three guys shoot at a sectoid and miss, and each time the alien shot back, 1-shotting the guy who just attacked. yeah, 1 alien kills 3 of my guys, and it's not even the aliens' turn.
I much prefer the Jagged Alliance system, which is what I'm used to. If you leave your dudes with enough AP and facing the right direction in that game, they will almost always kick the crap out of anything that comes into view when you end your turn, and it was possible to kill people without relying on blind luck. though I have to admit it was possible for your guy with 97% accuracy to get 1-shotted in a freak accident even in that game...
I just lost my full squad of 14 guys, all with laser rifles and autocannons, which I thought was a pretty good loadout for February of the starting year. They died in about 5 rounds. I can see how the game *wants* to be fun, it's just not pulling it off very well <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->
Righty, a few tips might be in order.
For starters, you might want to catagorise your soldiers. Soldiers with accuracy around 70 I assign to sniper duty. These are the first to get the fancy new toys, seeing as they can make best use of them. I also try to leave them towards the back of any battle, somewhere they will have a good shot if someone spots an alien for them (the top of a building or the ramp of the skyranger can work well). If you're using xcomutils and the improved weapons, they can be pretty awesome with a heavy laser. I put an (S) after their names so that I can easily recognise them.
Soldiers with strength in the high 30's AND accuracy AND reactions above 50 I assign to heavy duty. They get the heavier equipment, as you might expect. You really want to avoid giving a non-heavy a heavy weapon, as it'll slow them down considerably. I denote these with a (H) after their names.
Soldiers with both accuracy and reactions below 50 should be candidates for meatshield duty, unless they make up with it with exceptional stats in other areas (health, bravery, psi). These guys should be the first out of the skyranger, the first through any doors you're expecting to find aliens behind, and should be the last ones equipped with any decent weapons. I personally denote suicide squad members with an (SS) after their names. I tell them it stands for "special squad".
You might also want to think about using tanks. They make good scouts due to their speed and ability to take a few plasma shots without asploding, but are on the expensive side ($400,000). I try to make sure they run back to the skyranger if they get too damaged. Also note that the "improved" tanks from xcomutils are basically cheating due to their insane amount of armour.
<!--quoteo(post=1615293:date=Mar 18 2007, 05:42 AM:name=Retales)--><div class='quotetop'>QUOTE(Retales @ Mar 18 2007, 05:42 AM) [snapback]1615293[/snapback]</div><div class='quotemain'><!--quotec--> It would really seem to be so. I believe the amount of officers/squadleaders there are depend on the amount of bases. Don't know for sure, though <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Hooray, breakthrough! I attacked a UFO base and grabbed a sectoid <b>commander!</b> Interrogating him gave the Psi-Lab and The Martian Solution researches. Hopefully I didn't waste any potential progress by "researching" a sectoid commander before a sectoid leader.
[edit] omg leran to spel! <!--QuoteEnd--></div><!--QuoteEEnd-->
Unfortunately, you did waste progress. As Faskalia tried to tell you, it goes like this: --Research any living alien to enable "Alien Origins" research --Then Research "Alien Origins" --Then research any alien Leader (or better) to enable "The Martian Solution" research. If you havent finished Alien Origins yet, the Leader will be wasted. --Research "The Martian Solution" --Then research any alien Commander to enable "Cydonia or Bust" research. If you havent finished Martian Solution yet, the Commander will be wasted. --Research "Cydonia or Bust". --Win.
In short, you will need a second Commander. That said, having Psi Labs is important enough that it wasnt a total waste. Psi Labs are enabled by researching specifically Sectoid leaders, or any Ethereals. Other aliens dont have Psi powers.
Edit: So I was trying to figure out where to download a new copy of the game when I suddenly realized I've still got my original CD sitting in a plastic case on my nightstand. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Now just to figure out how many dozen patches I need to get it to work correctly. Oh, and here's hoping the disc still reads correctly after this many years.
<!--quoteo(post=1615353:date=Mar 18 2007, 03:50 PM:name=Nil_IQ)--><div class='quotetop'>QUOTE(Nil_IQ @ Mar 18 2007, 03:50 PM) [snapback]1615353[/snapback]</div><div class='quotemain'><!--quotec--> Also note that the "improved" tanks from xcomutils are basically cheating due to their insane amount of armour.<!--QuoteEnd--></div><!--QuoteEEnd-->
It just makes them die in three hits instead of two. I don't see what the big deal is. Why can't you spend several hundred thousand dollars on something so it can do a little more than spot things and not fit anywhere useful? And if I remember correctly, even with the fix, power suits still have more armor.
Btw, Faskalia, thanks for the file.
Also, if you get tired of vanilla XCom, there are a couple mods on the XComUtil site.
Comments
Max damage to unit= (weapon strength x resistance modifier)-armor rating.
Example: You shoot someone with a 110 point strong LASER rifle. Your target has 40 front armor and receives 150% damage from laser type weapons.
So thats: 110*1.5-40=125 maximum damage.
Your shots will do 0-125 damage in this example. Yeah thats right, damage is random. Hence you sometimes see jumpsuits survive 3 heavy plasma shots <img src="style_emoticons/<#EMO_DIR#>/wink-fix.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink-fix.gif" />
As for locational damage. There is no such thing as random headshots If you hit a target, then you hit it. Depending on the angle you hit the target from, the corresponding a armor rating will be applied in the formula above. "Lower armor" is used, when the target is standing on top of a grenade for example. Damage is calculated per tile. Or in other words: the 2x2 tile terror units (cyberdiscs for example) will take 4 times the damage from explosive weapons, because you can hit all their tiles at once.
It is also possible to mind control 1/4th of a sectopod and then have the other 3/4th kill the controled 1/4 with reaction fire, thus destroying the whole unit!
- If you have laser weapons, avoid using aimed shots. Just use rapid fire. Three shots with a 30% chance each is far superior to one shot with a 60-70% chance, in my opinion. You can also do this with other weapons if you don't mind the consumption of ammo.
<!--QuoteEnd--></div><!--QuoteEEnd-->
But the more you use Aimed shots, the more the accuracy of the soldier improves.
<!--quoteo(post=1614376:date=Mar 14 2007, 10:15 PM:name=BonesX)--><div class='quotetop'>QUOTE(BonesX @ Mar 14 2007, 10:15 PM) [snapback]1614376[/snapback]</div><div class='quotemain'><!--quotec-->
Oh and avoid the remakes (UFO:aftershock and aftermath). they work ok I guess but had MAJOR bugs and balance issues including whole missing sections of the research tree. It was so bad the game designers decided to stop working on another patch and simple start over on another game. Now they are not even supporting the first 2 games at all and are instead working on UFO:twilight instead.
<!--QuoteEnd--></div><!--QuoteEEnd-->
UFO:Aftermath (the first of the three) oozes style, and is simple enough to be managable.
Aftershock is uglier and gives me headaches.
Afterlight I don't know about, I've only tried the demo and it ends just as it starts getting anywhere.
<!--quoteo(post=1614914:date=Mar 16 2007, 04:00 PM:name=Surge)--><div class='quotetop'>QUOTE(Surge @ Mar 16 2007, 04:00 PM) [snapback]1614914[/snapback]</div><div class='quotemain'><!--quotec-->
Wow, UFO Afterlight is already out? It makes me question the quality of it...
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well, the demo has been out for a while, so...
Oh, I never knew that. Thanks! Still, if I'm only worried about survivability, I usually auto shot. Plus, auto shot is usually less TU's.
EDIT: Haha! That TFTD thing is hilarious. "Tank? Taaank? TAAAAAAAAANK!?"
If you are an extremely lame person like lolfighter who won't play the game for some reason, you have cause to rejoice: Now you can play an entire game of <a href="http://xcomtales.atspace.com/SyntheticOrange/index.htm" target="_blank">X-Com</a> and <a href="http://xcomtales.atspace.com/QuietlyConfident/QCindex.htm" target="_blank">Terror from the Deep</a> without actually playing them. Isn't technology great?
<!--QuoteEnd--></div><!--QuoteEEnd-->
"To put it simply, you're a psychic black hole, the lowest point which draws in all psionic potential..."
"But sir!"
"...which is why you'll be a valuable part of the XCOM team. Congratulations soldier!"
"Bu...wah?"
"It's your job, whenever we're up against psionic aliens, to accompany the Skyranger, be strapped down for the entire mission and suck in all the psionic attacks which would otherwise wreak havoc on our fighting troops. You, soldier, are the perfect psionic decoy!"
The rookie burst into tears.
<img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
"To put it simply, you're a psychic black hole, the lowest point which draws in all psionic potential..."
"But sir!"
"...which is why you'll be a valuable part of the XCOM team. Congratulations soldier!"
"Bu...wah?"
"It's your job, whenever we're up against psionic aliens, to accompany the Skyranger, be strapped down for the entire mission and suck in all the psionic attacks which would otherwise wreak havoc on our fighting troops. You, soldier, are the perfect psionic decoy!"
The rookie burst into tears.
<img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
that had me laying on the floor gasping for breath I was laughing so hard.
Unfortunately I'm sure i'd lose interest in such a "project", much like my thing with the sims a while back... damn A.D.D...
Gonna give that a go when released in a month or so. Said to be a complete remake of Xcom, with some new features added.
And with all the crashing of the old Xcom that might be a good substitute.
See after reading that I'm tempted to start a new game, naming all my soldiers after NS forumites. I'd report back occasionally with screenshots of various people dying horrible plasma-related deaths. It'd be fun!
Unfortunately I'm sure i'd lose interest in such a "project", much like my thing with the sims a while back... damn A.D.D...
<!--QuoteEnd--></div><!--QuoteEEnd-->
I can see it now...
"Unfortunately, Pulse had his back to the doorway, which wouldn't have been a terribly bad idea had there not been a Chryssalid standing right outside it."
It reminds me of when I played Final Fantasy games and named the characters after my friends, based on who they were similar to. But I like the forumite thing...
Pulse, you got an alternate download link to the patch in that thread? The link is broken. >:|
Pulse, you got an alternate download link to the patch in that thread? The link is broken. >:|
<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you using the "UFO Defense.exe" or the "xcom1fix.exe" ?
Do you have the mp3s from xcomufo.com ?
I could mail you everything except the mp3s. So just drop me a PM, if you need it.
when do I start having fun? <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
First off, I call BS on anyone who claims to be able to do anything on the hardest difficulty setting. without save scumming, it's pretty much impossible to keep a squad alive even on the next-to-easiest difficulty, which is what I've been playing on.
I play every turn 'smart'. I never leave my dudes with too few action points to retaliate, I point them toward the most likely location of bad guys, I crouch when possible, etc. but the aliens never miss, and we always miss. we never retaliate/interrupt, and the aliens always retaliate/interrupt. I just got out of my favorite round of combat so far. I had three guys shoot at a sectoid and miss, and each time the alien shot back, 1-shotting the guy who just attacked. yeah, 1 alien kills 3 of my guys, and it's not even the aliens' turn.
I much prefer the Jagged Alliance system, which is what I'm used to. If you leave your dudes with enough AP and facing the right direction in that game, they will almost always kick the crap out of anything that comes into view when you end your turn, and it was possible to kill people without relying on blind luck. though I have to admit it was possible for your guy with 97% accuracy to get 1-shotted in a freak accident even in that game...
I just lost my full squad of 14 guys, all with laser rifles and autocannons, which I thought was a pretty good loadout for February of the starting year. They died in about 5 rounds. I can see how the game *wants* to be fun, it's just not pulling it off very well <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
I came back to this game that had frustrated me in the past, because of how everyone's saying how much it rocks.
when do I start having fun? <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
First off, I call BS on anyone who claims to be able to do anything on the hardest difficulty setting. without save scumming, it's pretty much impossible to keep a squad alive even on the next-to-easiest difficulty, which is what I've been playing on.
I play every turn 'smart'. I never leave my dudes with too few action points to retaliate, I point them toward the most likely location of bad guys, I crouch when possible, etc. but the aliens never miss, and we always miss. we never retaliate/interrupt, and the aliens always retaliate/interrupt. I just got out of my favorite round of combat so far. I had three guys shoot at a sectoid and miss, and each time the alien shot back, 1-shotting the guy who just attacked. yeah, 1 alien kills 3 of my guys, and it's not even the aliens' turn.
<!--QuoteEnd--></div><!--QuoteEEnd-->
First of all, let me agree that the game is quite frustrating. I booted it up for nostalgia's sake, and loaded an in-combat save where I'm fighting ethereals and sectopods on a downed terror ship. Yeah, very frustrating.
It has been said multiple times that a bug automatically resets the difficulty to the easiest setting. So, you are in fact getting your rear handed to you on beginner difficulty, which, don't get me wrong, is pretty darn common <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" />
Me advice to you: use grenades. Lots o' grenades. Even if an alien opportunity-fires your thrower to hell, the blast should kill your opponent. It works well against sectoids and floaters, at least, and hopefully by the time you run into more difficult critters you'll have some armour and plasma weaponry.
I'm mostly just complaining cuz I'm frustrated. hopefully I'll claw my way to the endgame eventually...
yeah, I'll probably give it another shot - and I always forget to use my grenades =d
I'm mostly just complaining cuz I'm frustrated. hopefully I'll claw my way to the endgame eventually...
<!--QuoteEnd--></div><!--QuoteEEnd-->
I know your the frustration you're feeling. I've also lost 3 dudes to one retaliating enemy.
I admit that I've been savescumming a little... *cough* . I always save when there's a high propability of many (experienced) soldiers kicking the bucket. Of course I don't try to make a suicide charge, and load it until I complete it without losses. Most of the time I exercise extreme caution, but usually it's just doesn't effect the outcome.
I have some more questions <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /> .
I've captured two UFO 'leaders'. I had my highest ranking soldier stay in the skyranger and Mind probe the aliens my combat crew encountered. So far I've captured a "Floater leader" (on a terror mission) and a "Snakeman leader" (from a landed supply craft. Large or very large). I had my scientists "research" them both, but the results just gave the description of both of the alien types. I've understood that I can interrogate the leaders, and in fact I have to. <b>Do I just need another type of leader, is interrogating a passive action or am I doing something wrong?</b>
The second question(s) is about experience. In my previous games, my cunning plan of turning hordes of newbies into an army of battlehardened veterans seemed to be utterly flawed. As soon as a soldier got promoted to sergeant or higher, I moved him/her to reserve, and replaced him with another newbie. Not only were losses high, but it seemed that the soldiers harldy even went from Rookies to Squaddies. Now that I always keep one officer (stays back at the Skyranger to Mind probe stuff) and a few sergeants with the newbs, the missions go smoother, and they also seem to get more promotions <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> . <b>Does veterans' presence increase the effectiveness (morale, or otherwise) of the lower ranking soldiers? Does it increase the amount of promotions, or experience, they get?</b>
Also, in TFTD, make SURE you get a live Deep One. You need a dead one AND a live one to get Ion Armor. They appear in very early Terror missions, but eventually you don't see them that much, so make sure you get one VERY early on, otherwise you'll be in a world of hurt later when you still have Plastic Armor and you're up against Lobstermen and such. You'll dig yourself into a hole if you don't get a living Deep One.
Also, it's probably been mentioned, but don't research the Tasoth Commander unless you feel like starting over.
I believe you need a sectoid or an ethereal leader (probably sectoid). This is from memory though so I could be wrong. You interrogate by researching.
<!--QuoteEnd--></div><!--QuoteEEnd-->
This boy be right. Sectoid leader is what starts of the psi research and the alien origin stuff (I assume Ethereal leader does as well, but you'll likely capture a Sectoid leader well before an Ethereal one).
I know your the frustration you're feeling. I've also lost 3 dudes to one retaliating enemy.
I admit that I've been savescumming a little... *cough* . I always save when there's a high propability of many (experienced) soldiers kicking the bucket. Of course I don't try to make a suicide charge, and load it until I complete it without losses. Most of the time I exercise extreme caution, but usually it's just doesn't effect the outcome.
I have some more questions <img src="style_emoticons/<#EMO_DIR#>/nerd-fix.gif" style="vertical-align:middle" emoid="::nerdy::" border="0" alt="nerd-fix.gif" /> .
I've captured two UFO 'leaders'. I had my highest ranking soldier stay in the skyranger and Mind probe the aliens my combat crew encountered. So far I've captured a "Floater leader" (on a terror mission) and a "Snakeman leader" (from a landed supply craft. Large or very large). I had my scientists "research" them both, but the results just gave the description of both of the alien types. I've understood that I can interrogate the leaders, and in fact I have to. <b>Do I just need another type of leader, is interrogating a passive action or am I doing something wrong?</b>
The second question(s) is about experience. In my previous games, my cunning plan of turning hordes of newbies into an army of battlehardened veterans seemed to be utterly flawed. As soon as a soldier got promoted to sergeant or higher, I moved him/her to reserve, and replaced him with another newbie. Not only were losses high, but it seemed that the soldiers harldy even went from Rookies to Squaddies. Now that I always keep one officer (stays back at the Skyranger to Mind probe stuff) and a few sergeants with the newbs, the missions go smoother, and they also seem to get more promotions <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" /> . <b>Does veterans' presence increase the effectiveness (morale, or otherwise) of the lower ranking soldiers? Does it increase the amount of promotions, or experience, they get?</b>
<!--QuoteEnd--></div><!--QuoteEEnd-->
Research:
The first living alien will give you alien origins as research project.
If you have alien origins researched, a living leader or commander will give you "The ultimate threat" (or something along those lines.
IF you have The ultimate threat researched a living commander will give you cydonia or bust (which you need to "complete the game"
Note: They ONLY give you the research option on those projects. You still need to research them.
---------------------------------------------
Officers:
Officers prevent moral loss, when a friendly soldier (or alien under mind control) dies, but if the officer dies moral loss will be higher. A few posts above I already explained this. Moral loss depends on "Soldiers rank" "dieing Soldiers rank" and "Highest living field officers rank". The higher the rank difference, the greater to moral loss but also the greater the moral protection.
Is there a limit to how many officers of rank X you can have at one time? Despite one of my snipers having like 20 kills he still wont go above sergeant.
<!--QuoteEnd--></div><!--QuoteEEnd-->
It would really seem to be so. I believe the amount of officers/squadleaders there are depend on the amount of bases. Don't know for sure, though <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Hooray, breakthrough! I attacked a UFO base and grabbed a sectoid <b>commander!</b> Interrogating him gave the Psi-Lab and The Martian Solution researches. Hopefully I didn't waste any potential progress by "researching" a sectoid commander before a sectoid leader.
[edit] omg leran to spel!
Is there a limit to how many officers of rank X you can have at one time? Despite one of my snipers having like 20 kills he still wont go above sergeant.
<!--QuoteEnd--></div><!--QuoteEEnd-->
It depends on the TOTAL amount of soldiers.
I would also suggest anyone who wants spoilers or an in depth view to read www.ufopaedia.org
I came back to this game that had frustrated me in the past, because of how everyone's saying how much it rocks.
when do I start having fun? <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
First off, I call BS on anyone who claims to be able to do anything on the hardest difficulty setting. without save scumming, it's pretty much impossible to keep a squad alive even on the next-to-easiest difficulty, which is what I've been playing on.
I play every turn 'smart'. I never leave my dudes with too few action points to retaliate, I point them toward the most likely location of bad guys, I crouch when possible, etc. but the aliens never miss, and we always miss. we never retaliate/interrupt, and the aliens always retaliate/interrupt. I just got out of my favorite round of combat so far. I had three guys shoot at a sectoid and miss, and each time the alien shot back, 1-shotting the guy who just attacked. yeah, 1 alien kills 3 of my guys, and it's not even the aliens' turn.
I much prefer the Jagged Alliance system, which is what I'm used to. If you leave your dudes with enough AP and facing the right direction in that game, they will almost always kick the crap out of anything that comes into view when you end your turn, and it was possible to kill people without relying on blind luck. though I have to admit it was possible for your guy with 97% accuracy to get 1-shotted in a freak accident even in that game...
I just lost my full squad of 14 guys, all with laser rifles and autocannons, which I thought was a pretty good loadout for February of the starting year. They died in about 5 rounds. I can see how the game *wants* to be fun, it's just not pulling it off very well <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Righty, a few tips might be in order.
For starters, you might want to catagorise your soldiers.
Soldiers with accuracy around 70 I assign to sniper duty. These are the first to get the fancy new toys, seeing as they can make best use of them. I also try to leave them towards the back of any battle, somewhere they will have a good shot if someone spots an alien for them (the top of a building or the ramp of the skyranger can work well). If you're using xcomutils and the improved weapons, they can be pretty awesome with a heavy laser. I put an (S) after their names so that I can easily recognise them.
Soldiers with strength in the high 30's AND accuracy AND reactions above 50 I assign to heavy duty. They get the heavier equipment, as you might expect. You really want to avoid giving a non-heavy a heavy weapon, as it'll slow them down considerably. I denote these with a (H) after their names.
Soldiers with both accuracy and reactions below 50 should be candidates for meatshield duty, unless they make up with it with exceptional stats in other areas (health, bravery, psi). These guys should be the first out of the skyranger, the first through any doors you're expecting to find aliens behind, and should be the last ones equipped with any decent weapons. I personally denote suicide squad members with an (SS) after their names. I tell them it stands for "special squad".
You might also want to think about using tanks. They make good scouts due to their speed and ability to take a few plasma shots without asploding, but are on the expensive side ($400,000). I try to make sure they run back to the skyranger if they get too damaged. Also note that the "improved" tanks from xcomutils are basically cheating due to their insane amount of armour.
It would really seem to be so. I believe the amount of officers/squadleaders there are depend on the amount of bases. Don't know for sure, though <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
Hooray, breakthrough! I attacked a UFO base and grabbed a sectoid <b>commander!</b> Interrogating him gave the Psi-Lab and The Martian Solution researches. Hopefully I didn't waste any potential progress by "researching" a sectoid commander before a sectoid leader.
[edit] omg leran to spel!
<!--QuoteEnd--></div><!--QuoteEEnd-->
Unfortunately, you did waste progress. As Faskalia tried to tell you, it goes like this:
--Research any living alien to enable "Alien Origins" research
--Then Research "Alien Origins"
--Then research any alien Leader (or better) to enable "The Martian Solution" research. If you havent finished Alien Origins yet, the Leader will be wasted.
--Research "The Martian Solution"
--Then research any alien Commander to enable "Cydonia or Bust" research. If you havent finished Martian Solution yet, the Commander will be wasted.
--Research "Cydonia or Bust".
--Win.
In short, you will need a second Commander. That said, having Psi Labs is important enough that it wasnt a total waste. Psi Labs are enabled by researching specifically Sectoid leaders, or any Ethereals. Other aliens dont have Psi powers.
Edit: So I was trying to figure out where to download a new copy of the game when I suddenly realized I've still got my original CD sitting in a plastic case on my nightstand. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> Now just to figure out how many dozen patches I need to get it to work correctly. Oh, and here's hoping the disc still reads correctly after this many years.
Also note that the "improved" tanks from xcomutils are basically cheating due to their insane amount of armour.<!--QuoteEnd--></div><!--QuoteEEnd-->
It just makes them die in three hits instead of two. I don't see what the big deal is. Why can't you spend several hundred thousand dollars on something so it can do a little more than spot things and not fit anywhere useful? And if I remember correctly, even with the fix, power suits still have more armor.
Btw, Faskalia, thanks for the file.
Also, if you get tired of vanilla XCom, there are a couple mods on the XComUtil site.