Posted 05 September 2010 - 07:15 PM
i was kind alooking for a real challange (xcomutils always night, superhuman and ironman) when i discovered how easy it is to get a fine
Armour. i would only take one terror mission and one sub recovery and voila: ion armour.
this kinda bugs me... i want to have to get a navigator (like in vers 1.0) for ion accelerators to be researched. so my question:
is there a way to manipulate the research tree? can i somehow downgrade on 1.0? what bugs got fixed with v2.0?
Posted 09 September 2010 - 11:43 PM
your soldiers with magnetic ion armor until you recover a lobsterman navigator.
Regular Ion armour in my version is obtained in ~february after researching
Plastic Aqua armor and a live Deep One terrorist, so I never thought Ion armor
comes too early
Posted 10 September 2010 - 12:18 AM
For those of us who have played for a while and familiar with it, it probably does come a bit early. That said, it's really no different from getting the Power Suit and Flying Suit early on in UFO.
One thing I would suggest is to use a system with assigning armour to your troops. How you do it is up to you.
My method is to use Plastic Aqua Armor for the majority of my troops, with aquanauts that have done very well getting promoted to Ion Armor and a few (only 1 or 2 worldwide) very high accuracy aquanauts get the Mag Ion Armour so they can act as snipers. This is a throwback to the days when I played an ironman campaign in UFO, where I got so used to using Personal Armour as the standard outfit. This happened because of the high turnover rate and low exotic supplies making it difficult to mass produce the advanced suits.
One other alternative is to edit the costs and production time of the advanced armour to make their production rather prohibitive.
Number of members: 1
Posted 28 October 2011 - 05:07 AM
Edit: Nevermind, I found what I had to do when I ran UPDATE.COM.
Edited by Sectoid Scientist, 28 October 2011 - 07:22 AM.