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Bansheedragon

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Everything posted by Bansheedragon

  1. I use what is called Kingsoft Office, its basically the same as Microsoft Office, but you can get it free. Use the Excel program in that office package to modify the game files. Its very easy to do, just open the Items.xml file, find the name of items you want to sell, then find the sell price and change it so its higher than the production price. Then save the file and next time you play you can sell items you chose for profit.
  2. Its not an issue of lag, its an issue of time. More aliens on the map means it takes longer for the aliens to finish their turn.
  3. In late game it dont just take a few seconds, an alien turn can take up to a couple minutes to complete. It may seem like a trivial issue to you, but thats not reason to be condescending towards the OP, not everyone thinks the same as you do.
  4. I do not agree that shields have 100% block ratio. The times when the shot passes through, could simply be a lucky or well aimed shot that passes through the small opening at the top of the shield.
  5. If you are struggling now at laser/plasma weapons and wolf armor, you will have an even harder time when you get to sentinel and above armor and mag weapons. I'm running with 4 workshops and 60 engineers, and it still takes around 20 days to produce enough sentinel armors and mag weapons for a single team of 12 troops. If you can afford it I would suggest getting at least a 3rd workshop to help with the production.
  6. I'm not sure i understand why you think this is a problem. Scientists seem to be able to research items regardless of where those items are located, while engineers need the materials they use to be in the location they build the items. So by moving my research to a second base I keep my workshops producing items in the base where I have the materials to manufacture those items and where my soldiers are so I dont need to waste time transferring them.
  7. To answer your assumption about my 1st lab, you assume wrong. Before I moved my research to the second base, I had 2 labs and 2 workshops in my main base. It was when I found that the time it took to produce equipment for my soldiers took too long(40+ days for 10 items) with only 30 engineers. So I demolished the 2 labs in my main base, replaced them with 2 workshops, and build 2 labs in the secondary base. Since you cant transfer scientists/engineers, I fired the scientists in my main base and hired new ones in the second.
  8. I tried doing that once, but the framework of the building was still standing after the building was gone. So the game treated the building as still standing and I had an alien standing on top of that building, even after it was demolished, that I could not hit due to lack of jetpacks and a line of fire. I was able to get the alien down eventually by throwing stun grenades onto the roof
  9. I have seen quite a few posts lately from people having trouble with funding, which is something that has me rather puzzled. I'm currently running a game on Normal, and I got 3 bases. Base 1(Main Base): 3 radars, 2 corsairs, 2 Foxtrots, Valkyrie, 20+ ground troops + 3 vehicles(hunter, tank, hover tank), 4 workshops with 60 engineers. Base 2: 3 radars, 2 corsairs, 2 foxtrots, 2 labs with 30 Scientists, 4x base defense turrets Base 3: 3 radars, 2 corsairs, 2 foxtrots, 4x base defense turrets. I plan to replace all current fighters with Marauders at some point. With this setup I'm getting over $2 million each month from all funding nations after expenses and I'm currently sitting on almost $15 million total, and I'm able to shoot down almost every single UFO that comes into range. I'm in late game (carriers and battleships) and have yet to lose a single funding nation, most of them are actually increasing funding, with one or two reducing a little bit once in a while, but always increasing again later. Most of the time I just run airstrikes on downed UFOs, and only occasionally do I run ground missions. I must be doing something right to be doing this good, but I really have no idea what it might be.
  10. I recently started using Sentinel armor for my soldiers, as its the best available next to the Heavy armor(forget the name). One thing I noticed that really ticks me off is that my soldiers cannot shoot targets on the ground if they are flying. On rare occasions I can shoot with one soldier, but most of the time I have to land the soldier before they can shoot at a target. I'm not talking about hitting them, but about not begin able to fire a weapon at all. This happens regardless of LOS, my soldiers can have a direct LOS with no obstacles and I just cannot shoot. I have no problem shooting at targets in the air from the ground, but for some reason I cannot shoot at targets on the ground from the air. I find this very odd, completely illogical, and it frustrates me to no end. So I was wondering if there might be a bug thats preventing this, or is it intentional?
  11. I have some issues with this system. If I try to sell a soldier to move to a location that its beyond what they can reach, and the efficient way to get there would be flying either all or part of the way, the soldier will not move, period. If the soldiers move along the ground this is not a problem, they just move to their max range, its only an issue if they are flying at least part of the way. My soldiers currently use the sentinel armor as its the best armor next to the heavy armor(forget the name), and this is something I find very annoying, as I have to find the location the soldier can move to instead of just having them move as far as they can with the TU's available if I choose a location thats beyond the range of their TU's. I dont mind the way the flying/no flying system works as long as they will just move.
  12. You dont automatically lose the base to an alien attack if you have base defenses. Only if the aliens get past the base defenses would that be the case, However some soldiers for base defense would be a good idea just in case.
  13. I must have hit a glitch somewhere. I tried doing as you say before, but I could not fire any of them. Not matter how many times I clicked on the left button I could not fire any of my scientists/Engineers. And they were not working on a project when I tried firing them. But it seems to be working as it should now. I just wanted to shift my research to a secondary base and have more workshops in the base with my ground troops for faster production.
  14. Does anyone know how I can fire scientists or Engineers or if I can transfer them to another base? When on the Research or Workshop screens, it I have 2 options. Mange research/production or to hire/fire Engineers or Scientists. But the only thing I seem to be able to do is hire people, I dont see any options anywhere to either fire them or transfer them to another base if I want to. This means that if I want to change research or production to a different base, I have to hire more Engineers or scientists instead of just transferring them to a different base The result of this is that the ones I already have will continue to drain money as I have to pay them salaries/upkeep, when they are just sitting there doing nothing, money that could be better spent on other things.
  15. Have you checked if those changes actually take effect while the dropship is not at the base? I would think that you can make these changes, but that they are planned and dont actually take effect until after the ship has landed at the base.
  16. Correct me if I'm wrong here, but I seem to remember that in the Original X-com game you did get a message about a laded UFO. I agree it would be nice to get a message so I can send in my dropship, or as Irishguy117 said to send in an Airstrike.
  17. I dont know about getting stronger soldiers as game progresses, but I agree it would be nice to be able to get. I have been in a similar situation as yours where most my team was killed in the previous mission and I only had low rank soldiers left. Fortunately for me I was not as far in as you and managed to catch up again, but I was really struggling for a while. One thing I remember from Beta, which seems to have been taken out again, is that once you recruited soldiers you were able to train them up from private to the next rank, sergeant. Took about 10 days but could sometimes mean the difference between victory and defeat in a mission. I found it a bit odd that it was removed again but never thought much about it.
  18. The Jackal armors might be a little bit on the weak side. The wolf armors on the other hand seems quite good, in my experience they offer good resistance to enemy fire. If my soldiers has full HP and either Jackal or wolf armor I cant say I have ever had my soldiers die in a single shot. Cant say anything about the sibillans as I have not come that far yet.
  19. This would work fine is not for one critical detail I mentioned in my OP.
  20. I havent had a commander rank soldier yet. But I have lost my highest ranking soldier, a Major, to this kind of reaction fire. He was injured from enemy fire and a reaction shot from a private hit and killed him. Its a shame to hear that a function to prevent friendly fire was not working properly. It would have been very helpful to have it, but not much to do about if it cant be fixed.
  21. I dont think this can actually be classified as a bug, so I'm posting it here for some feedback. This is a problem that has been annoying the hell out of me. Why does soldiers fire reaction shots when one of their own is standing between them and their target? It makes no sense and far too many times it has resulted in them killing members of their own squad instead of hitting the alien with their shots. This gets very frustrating in the later stages of the game when I lose high ranking soldiers to things like this. I had one mission where I lost 3 soldiers to this, which made it very difficult to complete subsequent missions. I had to hire replacements, and they were of very little use until they had gained a rank or two, and resulted in me losing more soldiers again. Sometimes the reaction fire dont kick in until the alien has moved to a certain position relative to the soldier who is firing, which can cause one of my own soldiers to suddenly be in the line of fire, and as such become the victim of friendly fire, even though I have tried to place the soldiers to prevent just such an occurrence.
  22. Yes I'm sure there was none outside, because once I had cleared the ship of aliens the mission ended. I dont know how else the alien could blow up the door unless they tried to shoot through it with some heavy weaponry
  23. I just had a situation somewhat similar to this one. The alien in my situation used what looked like a plasma weapon that cause AOE damage like a grenade. What happened was that I had 2 of my soldiers lined up outside the door to a downed UFO. Now there is no way that the AI inside the ship should know I had my soldiers lined up there, yet still the alien knew exactly where my soldiers were and fired at them. If I didnt know better I wold have thought the alien had X-ray vision or something. The Alien did not open the door, he just fired right through the door and destroyed that as well and was able to hit my soldiers as well. After reading through this thread and having my own situation I cannot help but wonder if there is a problem somewhere. Maybe its not exactly a bug but something with how the AI calculates the detection of your troops as well as evasion and hit detection that causes some unintended situations like this.
  24. The mission not only starts over, but any ammo I spent in the previous cycle will not be replaced. So for each time it repeats, I will have less ammo at my disposal. And what about those 8 aliens that the mission debriefing tells me escape. I killed all aliens in the rooms with the generators, and I killed all aliens in the rooms before I got to the lone preator, so where are those 8 escaped aliens?
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