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a23s4a

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Everything posted by a23s4a

  1. Hello. I like the current soundtracks in X2 very much. Where can I find them as music files?
  2. What are the best practices to shoot down infiltrators? They seem to be very tough and have ultimate antimissile protection.
  3. If Wraiths are in the room and they shoot that means you did it completely wrong at the previous turn(s). If there are six of them it is a game over. How you should begin: If there is one door in the starting room you are lucky. If there are two it is a bit worse. You must of course make sure your soldiers have weapons adequate to the phase you are at. You must not wait too long when the base first appears on the map. Placement phase: Try to block one door with the tank so that its front faces the door. Place your assault soldiers with shotguns (you MUST have some) close (not too close) to the second door. Place others soldiers in the corners of the starting room so that they look at the second door as well (especially a sniper). End of turn. Your first actual turn: DO NOTHING. Or: If you have some poisonous or stunning or fire grenades, you can open the second door and throw one or two to block the entrance. End of first turn. Aliens first turn: Your soldiers kill with reaction fire anybody who tries to enter the room at the second door. The tank should keep anybody to enter through the first door. Your second turn: Let some soldier LOOK AROUND to make sure there are not any Wraiths hiding after aliens first turn. Wraiths cannot teleport and shoot both at one turn. They teleport somewhere where your soldiers are not looking at the moment. After that they stay and pray that you don't turn around during your next turn :-) If there are some Wraiths in the room try to kill them with heavy weapon soldiers. If they are tough let the others shoot at the Wraiths as well but try not to use assaults and soldiers with good reaction. They can help with the aliens next turn. Don't forget about your tank! It can do 1-2 shots with good result as well. Making some smoke in the room at the end of the turn is also not a bad idea. Again if you have some poisonous or stunning or fire grenades, you can open the second door and throw one or two to block the entrance. End of the second turn. The aliens second turn: Some more Wraiths may teleport Ceasans may open the first door and shoot at your tank. If they destroy it its wreckage will block the first entrance. Make sure that it doesn't happen with the single door of the room. Move your tank a little back if necessary. It may be more attractive for enemies than your soldiers if it stays at the front. Ceasans and ugly animals may try to enter the room through the second door. Your reaction fire should stop some of them. Try to continue in such a way. DON'T RUSH for 5 turns minimum. Make sure the most impatient enemies have come to die. Don't forget to look around.
  4. You can use pure shotgun fire to stun sebillians and ceasans (ceasans have shields so try to shoot them at the back). In such a way they are stunned earlier then they die.
  5. 1) The Warder Armor has several advantages compared with the AlphaWolf but it raises TU cost for any action. With this armor my sniper cannot do a precise shot. He has not enough TUs. Is it correct? I thought an armor with flying capabilities is at first good for a sniper... 2) At Phase 4 there are white (silver?) terror robodogs. They don't seem to be vulnerable to any damage. I failed to hit them with the Antimatter Rifle MK3 and with the Electron Rifle. What's the best remedy against them? EMP Rockets? AP cannons on tanks? 3) While attacking the Mothership UFO its remaining health is barely visible. Could it be moved slighly higher (above the UFO silhouette)?
  6. Dedicated fighters with two cannon hardpoints are very good against alien fighters and small-middle sized UFOs (Scouts, Corvettes, Cruisers). They are very good in clearing the escort of very large UFOs and quickly leaving the fight. Three human fighters with powerful short range weapon on both slots (focus blast) can take out fighters, heavy fighters and hunters in seconds just head on losing only about 10% HP. Fighters with one cannon and one light hardpoint are more effective against larger UFOs where their missiles do much damage at a safe distance (e.g. low sonic missiles) and larger UFOs cannot evade missile attacks very easily. With an anti missile device on the light hardpoint they can divert attention of terror Dreadnought and make its homing missile fire useless. I used this tactics to make a carousel with the Terror dreadnought (its escort was already history) while heavy torpedo carriers fired their whole loadout at it and leave the fight without taking any damage to attack it with next triple.
  7. Hello everybody, I'm playing the very latest version of the mod installed from scratch and I've got some problems: 1) I have a soldier (not very experienced, 3 kills, 3 ground combats) that cannot reload his weapon. I tried it with the laser shotgun mk3, rocket launcher, and now he carries a plasma cannon mk3 and the reaper armor and he is not overloaded so he has enough TUs. After he is out of the ammo, I have to let him drop his weapon and have it reloaded by another soldier. 2) The plasma cannon mk3 (I didn't try previous versions) has VARIBLE amount of ammo. Sometimes I see 6 ammo, sometimes 4. 3) Smart weapons of aliens (e.g. smart rifles) don't seem to deal any damage to soldiers. And to aliens as well when I let my soldiers take and use it.
  8. I did the ground mission during Phase 4 where I had to capture a downed Bomber UFO. There were more than 80 enemies on the map: Androns, Robodogs, Roboreapers. Isn't it too much?
  9. I'm not sure with the current sight range. I did well dealing with ground missions most the time. This was the beginning of Phase 4. I stopped at a terror site where I landed on the open field in Valkiria's drop pods. This was a day mission. My first turn was: I take some cover and kill one sebillian. Smoke is not a problem for sebillians AFAIK so I don''t use it this time. The enemy's turn: about 5 enemies come to my sight and shoot at my soldiers, about 20(!) enemies shoot at my soldiers from far away (I don't see them). About 80% of their fire hit the targets (my soldiers). Result: One soldier is down. Two of my soldiers are heavily wounded (10% health remaining and bleeding). Four are moderately wounded and bleeding. Most the soldiers are suppressed. I didn't even try to make the second turn...
  10. Sight range of aliens (now 40, previously 60) makes the ground combat to masochism. With such sight range all aliens are able to shoot from any point on the map. They don't even need to move somewhere. And they all became snipers as I see. What is the point of preferring day missions, what is the point of my soldiers carrying the armor with increased sight range if they still cannot see the enemy for the first 5 turns till they get closer to the enemy if somebody survives by that moment? May be you should add some binoculars or glasses to the research?
  11. I don't always remember whom to capture. "Stun everybody, let the scientists sort them" :-) I prefer my team carrying a couple of rocket launchers with plenty of stun rockets during ground missions and use them widely to take out almost everybody who doesn't look friendly. Who isn't lucky will be killed or exploded.
  12. I am playing at easy level and got to phase 4 I think. The problems are: 1) I met an Infiltrator UFO (with Terror mission) escorted by two heavy interceptors, wasted about 14 aiplanes to shut it down while over land. I got heavy interceptors wreckage and... nothing more! Next time I let the infiltrator UFO fly till its target and let it start the terror. Then I sent a Valkiria to the terror site, clicked the button "engage", the mission loading progress reached about 10% and the game froze. I don't know whether to load the earlier save and ignore the mission. 2) I researched the Shrike and Valkiria dropships very late (didn't capture the right ET too long). The problem is that I cannot view these dropships in the airplanes view while on the map. The game crashes immediately. Though I am able to assign the people and tanks to it and send it to the mission. 3) The game crashes spontaneously very often (while trying to load a save while on the mission). Could someone take a fresh look at my mods view? Maybe I still miss something in the mods order?
  13. Some problems I noticed: 1) The rocket launcher and antimatter cannon mk2 get reloaded when moved to the inventory though there are no ammo for them left. 2) The electronic precision rifle doesn't have the aimed shoot mode availavle. Only snap.
  14. Thank you, I didn't noticed that. I thought the Steam version would update XCE automatically.
  15. I recently updated the mod to the last version and now the game won't start. I get a lot of error messages like this in the attachment. I don't understand, what I have done wrong.
  16. 1) The bug with praetor reaction fire remains after applying the appropriate small patch. I added my last save to this post. After I fire another shock rocket into the praetor I hear a reaction fire from somebody other (a laser rifle?) and then the game freezes. I think it is the moment the praetor is going to reaction fire. I hope I don't have to start the alien fortress assault from the very beginning? 2) Is it normal that being at phase 3 I still have only the default dropship? Thanks to the stun and shock rockets I captured many aliens alive and researched everything they gave to me but still no new dropship technology. 2.sav
  17. Some problems I noticed: 1) Shock rockets leave a bleeding mess of aliens very often. I thought that is correct because of rocket explosion power but at the end of a ground mission it turned out that I had taken many aliens alive!!! I don't have other stun weapons than shock rockets (I wasted all the materials for stun rockets production and all the stun rockets). So this bleeding mess is my captured aliens! I think this wrong animation is somehow misleading. By the way I could capture the alpha reaper alive only with a shock rocket though he and a couple of zombies near him literally disappeared (evaporated? :-)) after the rocket explosion. 2) I am at phase 3 now but the most effective and universal(!) weapons from what I had to research (rocket launchers are useful too but you don't have to research them) still seem to be antimatter rifles, antimatter pistols and antimatter miniguns. Their only weakness seems to be their damage per hit. May be I don't know how to use different weapons against different enemies but nevertheless I still can't bring the whole arsenal with my soldiers. Is there any table that shows different weapons effectiveness?
  18. I noticed that pistols of all kinds miss very often even if my soldier goes very close and shoots POINT BLANK. Currently my soldiers are using antimatter pistols (six-shooters!). They have enough TUs to shoot four times and they miss up to four times during one turn! I think this is not right.
  19. The Antimatter Sniper Rifle seems to be too heavy. This weapon was researched and built during phase 1. Phase 2 has just begun but I still cannot give the rifle to anybody in the team. My experienced sniper can only take the weapon itself and the wolf-armor. He cannot take any additional ammo pack for this weapon because he gets very overloaded. The soldier carrying the sniper rifle with only one cartridge inside without additional ammo pack is very reliable and funny for the whole team :-)
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