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Alien Colony Equals Unlimited Zrbite Supply?


Guest Azrael Strife

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Guest Azrael
I've just found the first alien colony, near my base, can I keep a watch on it with my barracudas and wait for the supply ships and take their zrbite? That'd mean that my zrbite problems would come to an end :D
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I believe this is the case, but you may have problems catching the supply ships. I do not know the specifics regarding speeds, so you will just have to play it by ear. You will have to be careful that the base doesn't create many more points than you are creating in successful missions or you stand to lose a lot of funding and countries. Additionally, if you find a closer base/one with a harder race in it, then destroy the one you have just found to make life easier for yourself.
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supply ships generally stay around in the 900 (knots or kilometers) per hour. They sometimes go 1660 knots per hour though, but barracudas usually can hit them before then get away
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The amount of alien activity points generated by the base is a worry, but if you consistently take out at least one or two supply ships every month, the boost to your activity points will offset the activity points easily. As long as your difference in activity points is positive, you're in thet clear.

 

As for catching them, well, if you can detect their approach, the Triton can be out there in a flash...well, a crawl. The supply ship has to dock for a few hours in any case for loading/unloading, which should give you ample time to get there. If not, well, then a Hammerhead or Leviathan would be more than adequate.

 

- NKF

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hmmm, that brings up another question.  Why don't you ever see part of the base where the ship lands?

because x-com isn't programmed to use a different map for "ufos on alien bases" :P
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Just check the supply ship crews. For example, if you see a gillman dreadnaught build a base, then the supply ship crew will be gillmen. If it were lobstermen, you'll face lobstermen crews. Etc. Otherwise, just examine the supply ship by launching a mission and then locating one of the crew members.

 

The colonies themselves have a fixed crew type. Tasoth (and the occasional aquatoid), hallucinoids and tentaculats will guard the topside portion of the colony, the next half will have lobstermen and tentaculats.

 

- NKF

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Be really careful about how close to your bases you shoot down supply ships at.

 

In my most recent game, I shot down 1 gillman supply ship, and not one day later (Feb 21), I discover my base is under attack. By lobstermen. Mind you, at this time, I only have Xcomutil heavy gauss weapons, no sonics or anything.

 

I eventually pulled it together, but only after 13 of my men had fallen and I had one left with critical wounds. :P

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Unless they're too far away, you could just leave them alone and get them when they're docked. You don't attract any retliatory attention this way.

 

- NKF

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Sorry, I did not realise there was a fixed crew for colonies - I jsut assumed it was the same as XCOM 1. I meant kill the easiest base to leave the hardest as a supply ship is never as hard as a base and two bases is NOT good news (I left about 7 bases as I thought there were only one or two :wacko: ) but as there ARE no different bases, may as well leave the easy one :D
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? Wait, when you say fixed, they always have teh tasoth and aquatoid group on top, and always have almost all lobsters down below?(too bad tentaculates don't come in the bottom level)
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?  Wait, when you say fixed, they always have teh tasoth and aquatoid group on top, and always have almost all lobsters down below?(too bad tentaculates don't come in the bottom level)

Yep, TftD'bases are fixed, LARGE and Bloody LONG. They always have the same races, wich is kinda dull compared to XCOM1...

Seriously, compare a Floater Base with an Ethereal Base for a few microseconds and tell me there's a kind of difference between the two...

:D

 

[edit]

I don't remember (been too damn long), are there Psionics in the second levels of alien bases?

Then again, we don't need those with all the Tentaculats hiding in the corners...

Bomb the whole things I say...

Edited by Paladin
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I've just found the first alien colony, near my base, can I keep a watch on it with my barracudas and wait for the supply ships and take their zrbite? That'd mean that my zrbite problems would come to an end :D

 

 

If its quite close, you can send a Triton/Leviathan to attack it when the supply ship touches down (green dot on the geoscape) on the colony.

 

Keep in mind if you shoot down the supply ship, you're very likely to lose the Zrbite supply as the engines are destroyed in the crash. If you want the zrbite, attack it only when it lands on the colony. Otherwise, just use your interceptors to down it like U-Boats sinking freighters in WW2.

 

 

Your Triton may have a problem getting to the landing site before the ship leaves since it flies slowly. With the leviathan, this problem is solved.

Edited by guster80
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Worse still, shooting down the ship attracts the aliens' attention to you and you may very well provoke a base retaliation squad to seek out your base and send an endless supply of dreadnaughts until one breaks through. Not very nice at all.

 

Landing next to a USO that's landed provokes little to no retaliatiory action.

 

- NKF

Edited by NKF
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  • 4 weeks later...

Undergoing a colony assault mission, I will tell you right now if you want a major BOOST to your score, go in with guns blazing (and preferably a ton of disruptor bombs) and wax those critters.

 

I guarantee you a score improvement by at least 1000 points (if you do it right, that is).

 

Just remember to capture the lobsterman commander!

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Of course, the "Bomb everything up" is mandatory in difficult conditions... especially considering we can't bring back the loot from the first part of the base :cussing:

But it does make an excuse to bomb everything without mercy :LOL:

 

And of course, the commander is a must :D

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Of course it will - given you've got all the prerequisite research. Which either means having an additional lobsterman commander or a lobsterman navigator.

 

- NKF

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  • 1 month later...

The lobsterman commander stands with two navigators in the cramped room right. The one you need THREE doors to open before you can launch a thermal shock launcher in.

 

I remember my first colony mission where I fired on the lobsterman, the commander passed out, I looked at him in my inventory screen, saw he was a commander, and healed him up (but didn't wake him) so I could drag his sorry donkey out of there.

 

:P

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