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XCOMUFO & Xenocide

Yet Another Research Topic


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Okay, I apologize for creating "another" topic but this is a little frustrating for me. I haven't found, or am not understanding the answer to the question.

 

Right. I have a copy of the game which came in a bundle-pack with Master of Orion, Masters of Magic, X-Com, and X-Com: TFTD. I ran the updater for v2, and it seemed to work . . . but the research is still being a little finicky. To note: "Magnetic Navigation" is not appearing on the list despite having one in storage. Was there a prerequisite even including the patch? Is there is not supposed to be one, as though I used the "Geoscape v2.1" semi-patch?

 

[ Either way, I know I'll need to find a Lobsterman Navigator somewhere (*shudder* I hate dealing with them) if it isn't patched. ]

 

Now, part 2 : I cannot find said "Geoscape semi-patch" anywhere; Microprose no longer seems to have the FTP running and Google failed me. Does anyone have such a link or a download of it?

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Are you playing from a brand new game or loading from a game saved while the game was still v1.0?

 

- NKF

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If you're not getting the magnetic navigation, then the patch might not have installed itself properly. Try rerunning it.

 

Alternately try using the 2.1 patch that Bladefirelight made that provides the v2.0 and a bugfix for the M.C. Reader bug that prevents it from ever appearing if you don't have one in storage when completing research on the M.C.-lab.

 

- NKF

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Nevermind, I just rocked apart a Colony and got my Navigator . . . you know, it's interesting. The outside area is entirely hardened with M.C. - Tasoths and Aquatoids run around and there are a large number of Readers in use. But the inside? Not a single danger from M.C. - Lobstermen and Tentacluts only.

 

Granted, I'm still playing it on Difficulty 2

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I'd say just having lobstermen and tentaculats is the danger itself in such a closed space. The toughest alien in the game (regardless of difficulty level) and a variant of the dreaded Chryssalid with vertical movement. At least, this is so until you get the MC Disrupter, then they're pants. ;) Actually everything gets too easy with the MC Disrupter.

 

- NKF

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Actually? Colonies and Artefact sites are proving to be free points and lots of money. Why? I have four squad members in Ion Armor with a Firing Accuracy over 80 and Sonic Cannons. Lock and load, kneel, take aim . . . dead Tentacluts. Lobstermen take some extra work but their melee isn't hurting my team anymore so I get in their face and they lose all sense. Unless they got a Shok Launcher, then they remember "Hey! I have a gun! *foomp*"

 

Now, the colonies WERE difficult before I got the research done and was stuck with Sonic Pistols and Aqua Plastic Armor. But I had to clear two colonies out of US waters. And they STILL pulled funding. Along with Europe and Egypt thanks to a colony setting up there. Oh well, everyone else is pleased with me knocking over terror sites almost anywhere in the world and cleaning house rapidly. And I'm overcoming a few soldiers with bad MC strength by plowing under enemies fast enough to destroy alien morale. Strange thing, all the Disruptor Launchers seem to be carried by Squad Leaders; no danger of them getting dropped on my team thank goodness.

 

Maybe I'll beat the game finally and move up to a harder difficulty. Then I can begin getting my butt whooped until I adapt again. :)

 

Heck, maybe I'll just post a full topic about my experiences rather than blather on here ;)

 

. . . and no, I've never gotten TO M.C. Disruptor. Usually I lost the game before getting anything good researched or built.

Edited by Kereminde
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