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Kordanor

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Posts posted by Kordanor

  1. While I don't think it "will bring down" TBS games, I consider this to be a problem for certain players, including me, who want a challenge, and a clear ruleset.

    Ironman is far too extreme for me, and savescumming all the time ruins the game for me. "Then just dont load" doesn't really cut it for me, though I will play with these houserules if I have to. But I think that it is an oversight if you have to make the game enjoyable for yourself by enforcing houserules, which as a let's player I can at least "somewhat enforce" also via recording everything.

    This exact question is also something I asked my audience. "If I do a lets play, should I play on Ironman or with houserules?" So far, everyone was saying Houserules. Nobody wants a "Ok, we have to stop the lets play, because a bug preventing me from proceeding on ironman" and neither do people want a Let's Play where I am just savescumming my way through as that takes away all the tension.

  2. Thanks alot for the chart!! I've seen other techtrees for Xeno, but none were clearly displayed like your one.

    Your 'triggers' are awesome.

    Minor glitch: today, on 1.st August 14' I can still see the Laser Rifle in the position which PLASMA rifle should occupy in the tree. No big deal, I know what I am after :)

    Haha, nice find! ^^

    Fixed, thanks! :)

  3. Nope, there isn't. In fact most of the investigations are straight forward. More in the spoilertag:

    Corpses always bring automatic research which is just for flavor, only exception are flying units. One of these corpses is needed to be able to build the buzzard scout armor.

    Captured units, always just bring +10% damage versus this unit. Exception: A Captured Sebillian also brings 100% better medipacs. They do not trigger anything at all. Exception: 2 races needed to research Alien Interrogation. After that an officer is needed for "Alien Leader Interrogation" and after that one praetor is needed for "praetor interrogation" which leads to "Operation endgame" which you need to start the final mission.

  4. @Anderty &the Sovereign:

    Not doing all missions may be the better overall game experience, but it's ineffective. And if you are struggling later on you will probably thing "If I just did these missions...". Especially on Ironman skipping these missions is not an option. You especially need them for XP.

    And if you are afraid of people dieingin 08/15 missions I'd not take them with me. I got two characters who reached the rank of a colonel which are benched at the moment. They will come into play again when I am on the final mission.

    But in order to do the final mission I should at least do like 5 to 10 missions to bring some other soldiers to a decent rank. I neither need money nor material...it's just for the xp.

  5. - We've fixed up the problem with the camera refusing to show the upper levels of a building if you have a soldier behind it, making upstairs aliens untargetable in some circumstances.

    Will this also fix the problem of hidden lower levels? When using flying units I encountered this problem a lot. When doing cruisers it was always bug 1: flying high, spotting enemies in the left wing, bug 2: when turn starts and I have a flying unit selected it's not possible to look into the cruiser until either the unit goes in itself (landing doesn't help) or: a different unit goes to the edge of the right wing...felt quite absurd.

  6. Recently I came across the technology "AlienHyperdrive" which takes 240 points to research and drops off the first carrier you encounter.

    But I am wondering what it's for. I did not get any immediate benefit - and there is no technology which seems to require this one.

    Does anyone know if there is a point in this technology or if it's just a dead file?

  7. Sorry, yes, the guide is based on Veteran stats. I should've written that somewhere.

    If your core point is that bravery/morale is almost irrelevant in the face of Insane psionic attacks, then yes I absolutely agree. It might help against the occasional long-distance MC attack when you're still fully equipped and scrapping outside the UFO, but not when you start closing in on the praetor. Well, I mean it will help, but even high-level guys can certainly still be controlled. The only real strategy that I know of is no weapons in your hands, door spamming, quick slot grenades, and blocking teleporters. But other people might have more effective methods.

    I don't really want to comment on the final mission. Let's just say that it can be it's own unique challenge

    Edit: P.S. If you didn't notice I asked Gauddlike, and he agreed, to sticky your A+ tech tree.

    Thanks! :)

    For the final mission: First I guess I need to raise a couple of new soldiers. Not exactly a good idea to move in with a squad of noobs. ^^ In addition with mind control in mind suddenly a hovertank seems to be a good idea again. At least if the layout of the level is the same as in metalcanyons let's play.

  8. Aye, yep. Well having played one of these missions I do know now that I should have put away my weapons after each shot as well.

    But the soldiers stat is really irrelevant. I mean it gives you a +-5% chance or so. For the initial one when you are on 100 morale it's irrelevant anyways, and after that depending on the difficulty. I guess that the numbers from the Guide are the standard ones from veteran, so for insane it would be 100/125/150 vs your morale. Which makes it a 50% chance for a maxed out (99+) morale soldier to resist a hallucination. And against preator leaders you have a 40% chance to resist if I am not mistaken.

    Also wondering if that works for the final mission as this one is timed from what I have heared.

  9. Just read it, but nothing new (though great for new players).

    I was aware that unequipping and equipping the weapon would help, but the problem is, that in most of the turns I actually needed the weapon and needed to be able to shoot. Of course with the amount of shit hitting the fan I it might have been a better choice anyways. That way I might not have been able to kill a couple of aliens instantly (and therefore get shot by them) but I guess I would have lost less men than I did with friendly fire.

    But using this tactic Bravery gets even less important.

  10. Just encountered my first mind controls combined with hallizinations->Berserking. Not sure what I could have done here. Won the mission and captured the Praetor but - 8 of my guys died, all of PSI sideeffects. As every single hit with a mag weapon, even a pistol, is an instant friendly kill, group numbers dwindle fast.

    Don't like it though. Feels completely luck-based. I have read the thread about bravery but I don't think it would have changed anything if my characters had like additional 5-10 bravery.

  11. Thanks :)

    All I had yet was the that my troops got a morale hit due to a psi attack which leads to panic/berserking/fleeing.

    In addition I encounted one single incident where one of my guys was hallucinating, which was the first mission with Wraiths. But I have no idea which impact this had.

    However I am not sure, whether a higher morale value would have changed anything.

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