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CaptBeefheart

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Everything posted by CaptBeefheart

  1. One thing to know is that you can get an alien down to less than 20 h.p. or so from frag grenades and kinetic shots, then hit it once with a stun baton and it goes unconscious. I usually give my shotgun toters a stun baton. I've never had an alien wake up before the mission is over. Also, I tend to set up snipers a ways out from the UFO front door, then have a close in soldier open the door from the side. The snipers get off a few shots and the aliens usually miss the snipers since they are far enough away. Then if I don't feel good about entering the UFO, I'll have a soldier on the side toss a smoke grenade in front of the door and then everyone waits for the next turn. An alien may pop out through the door and the smoke during the alien turn, in which case there should be a few overwatchers on the side demonstrating how that's a fatal mistake. Rinse and repeat until you are comfortable entering the ship. One thing to know is the LMG carriers are dangerous at this point since they can easily spray your own people near the door (best case they'll rob them of TUs instead of HPs). I usually put a pistol in their hand and put the LMG in the rucksack for the UFO entry phase. I suppose once this is officially released some of the intrepid gamers will come out with user guides. Guidance on when to establish a second base, where to put bases, what to research, etc., will be useful for those who don't want to play too many iterations before getting the hang of it. Cheers, CB
  2. I got this, too. I figured it was a feature, but you're probably correct in that it's a bug. Cheers, CB
  3. I researched Fusion Blaster to replace the Gauss Blasters on my fighters. Then I built two of them and they went into the ether (i.e. not in storage nor otherwise showing up to put on a wing hardpoint). Torpedoes and missiles all seemed to be fine. On second-level difficulty I made it all the way and won the game. CTDs were very minimal and unrepeatable. I had no problems moving around all the different enemy vessels and I didn't see any aliens from belowdecks, so it appears quite a bit of bug fixing has happened from my last game. I also had no problems regarding disappearing crash sites or anything like that. The Colossal armored suit doesn't seem useful since you can only fire machine guns from them. Possibly as a bullet magnet they help. I like how when you move a soldier in the suit it slides to its position. Keep up the good work. Other than some missing artwork I'd say you're almost there. Cheers, CB
  4. I just fired this up after a two-month hiatus. I'm pretty sure its v26.3. I was thinking that selling your items isn't as good a deal as it used to be, as the more you sell, the lower the price. So, how about a modification to reflect how you are doing? If much of the world is panicking, perhaps there would be more demand for corpses, alien alloys, et al. as other nations attempt to deal with the alien menace on their own. In other words, it you are doing poorly, the market offers a better price, while if you sell a lot and are also doing well, the prices will stay down. Anyway, something to think about. "Dynamic" or "Fixed" market prices could also be a setting. Cheers, CB
  5. Good comments that I agree with in general. To me, the air game is much more important in this iteration. On my second playthrough of v25.3 I focused more on air techs and builds and I seem to be keeping panic somewhat in control (at the default difficulty). A few points on the air game: 1. Yes, manual control, even though I pretty much don't know what I'm doing, is better than autoresolve. 2. Air weapon upgrades are expensive. Maybe make them cheaper, at least the less capable ones. 3. I researched lasers as far as possible (I think), but couldn't get an aircraft laser cannon option. 4. Aircraft repair takes a while. Maybe the engineers at the base can assist?
  6. Here's a save from the beginning of the turn. Move a soldier upstairs and then play around until there's a crash. Cheers, CB auto_groundcombat_turn_18_start-381.json
  7. I can't seem to get past this last hurdle. After killing two bad guys and a hovering drone, with one bad guy left, the next action, no matter which action, crashes to desktop. I cleared a base a few weeks of game time before, so not sure what the difference is. If it matters, RAM is 32GB. Cheers, CB user_day_139_alien_base_manual_save4-26.json
  8. Did you get multiple chain-reaction explosions from busses, pickup trucks, etc.? I've had a CTD when too many things blowed up real good. Cheers, CB
  9. I see the same thing happened to Sorbicol below. This pretty much puts a stop to the game. Cheers, CB
  10. I'm going to have to go ahead and disagree with you there. For all of the other infinite items like grenades, once you build the more advanced item (e.g. fusion grenade), it's available at both bases. Also, there's no option to build an advanced medikit at the second base. There's also no way to transfer advance medikits from one base to the other since they don't show up in the storeroom. Cheers, CB
  11. I built the advanced medikit at the main base's workshop and sure enough, advanced medikits are available for soldiers at the main base. At the only other base I have, however, soldiers can only pick the original medikit. Cheers, CB auto_strategy_before_combat-250.json
  12. That's on the right track. I always thought a bit of a range boost for each better weapon might not be bad, either. Cheers, CB
  13. Great game and good to see progress. I fired it up a couple of weeks ago and I am getting close to the end of the game. At least I hope so. Two bugs (second one could be a WAD): 1. I recently built the third dropship (don't have the designation, but it's the one that carries 16 troops). I sent the dropship to a crash site and the troops in the seat row were stuck (second row I believe). I couldn't move them. I reloaded and rearranged the troop positions to avoid the seat row on the aircraft page and no problem. 2. Twice I took down a very large ship that had four floors. My guys started on the first floor, beamed to the second, then beamed to the fourth floor, skipping the third. The third floor was inaccessible as far as I could tell. I tried some C4 on the fourth floor and that didn't make any holes. Aliens would also show up on the third floor at the edge but my guys would always get a "100% block" indication. They'd be there, but we couldn't fire at each other. Anyway, I'd clear what I could and eventually it would give me the ship after a four-turn countdown. EDIT: Title. Cheers, CaptBeefheart
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