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Superhuman Base Save Game Challenge


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#1 SaintD

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Posted 19 August 2007 - 01:20 PM

In my Super Human game a strike base in Australia has been invaded by sectiods. I have 14 rookies and one tank/rocket launcher and one tank/cannon defending the base. Each rookie has
  • 1 missile launcher
  • 3 missiles
  • 2 prox grenades
I saved the game on turn one. The base layout is attached.


(!) There is an invisible cyberdisc trapped in the wall on the first floor of the living quarters. Be carefull coming down the stairs or opening that door till you deal with it.

There are cyberdiscs and mind controlling sectiods. I have tried 4 times and haven't won, but I think it's possible.

The challenges
  • Fight to the last man and post the highest positive score.
  • Save the base.
Post screenshots of your summary screens here.

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  • Base_defense_challenge.JPG

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#2 Zombie

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Posted 19 August 2007 - 02:25 PM

You mean the General Stores, not Living Quarters has a stuck Cyberdisc, correct?

Anyhow, that particular spawn point in the General Stores is particularly buggy since it allows any type of alien to show up there. Technically, if the programmers meant to allow this, they should have moved the spawn point one square to the north so that the large aliens don't get stuck in the dirt. I don't think stuck aliens are invisible though, you just have to make it down the steps alive or open the big door from the outside by other soldiers to see it.

To prevent aliens from spawning there in the first place, build more Hangars. They have plenty of high-priority alien spawn points and basically force the larger aliens to show up there before they go to the shared spawn point in the General Stores. This is especially true in the higher skill levels as more aliens tend to show up. :)

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#3 SaintD

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Posted 19 August 2007 - 10:14 PM

It took a lot of save-reload cheating, but I beat the mission. 306 points.

A testament to NKF's advice about loving rocket launchers. Although to win I needed to get some plasma weapons from dead aliens since I was out of rockets.

You mean the General Stores, not Living Quarters has a stuck Cyberdisc, correct?

Anyhow, that particular spawn point in the General Stores is particularly buggy since it allows any type of alien to show up there. Technically, if the programmers meant to allow this, they should have moved the spawn point one square to the north so that the large aliens don't get stuck in the dirt. I don't think stuck aliens are invisible though, you just have to make it down the steps alive or open the big door from the outside by other soldiers to see it.

To prevent aliens from spawning there in the first place, build more Hangars. They have plenty of high-priority alien spawn points and basically force the larger aliens to show up there before they go to the shared spawn point in the General Stores. This is especially true in the higher skill levels as more aliens tend to show up. :)

- Zombie


Your right about the location (of course) but wrong about the invisible. You can only see it if someone with a plasma weapon or blaster bomb makes a hole in the wall. Otherwise you get the icon when someone spots it, but you won't see it on the screen.

Money was an issue so I didn't create more hangars for the bases just to draw invaders. It would have been cheaper than losing this base.

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#4 NKF

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Posted 19 August 2007 - 11:43 PM

Reminds me of my classic sectoid base attack (ironman game) where I was able to wipe out all the sectoids bar one panicking sectoid commander. Commander! Psi and the last half of the end-game research! It was about the second mission into the entire game. A real "whoopie" moment turned sour when I ran out of ALL of my ammo and was left with just two smoke grenades. I was still waiting for the heavy artillary to arrive, so all I had to defend the base were rifles, pistols and barely enough small rockets and heavy cannon rounds to deal with the cyberdiscs.

Had to scrap that game since there was no way of winning it. We were at an impasse. The sectoid couldn't be stunned by the smoke or be shot at, and it appears that my remaining soldiers were too powerful to be mind controlled and the commander was out of grenades.

Times like this I really wish they'd left the good old rifle butt melee attack in.

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#5 Robo Dojo 58

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Posted 21 August 2007 - 06:45 AM

What do you mean, about NKF loving rocket launchers? :(

#6 Zombie

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Posted 21 August 2007 - 10:04 AM

Your right about the location (of course) but wrong about the invisible. You can only see it if someone with a plasma weapon or blaster bomb makes a hole in the wall. Otherwise you get the icon when someone spots it, but you won't see it on the screen.

Money was an issue so I didn't create more hangars for the bases just to draw invaders. It would have been cheaper than losing this base.

Well, I beat the mission too with a little more than 400 points. It wasn't perfect, as I had one casuality. Took a screenshot but forgot where I put it, sorry. Will upload it when I find it or try the mission over again.

My lifesaver was the proximity grenades. Once I positioned my men along the sides of the radar choke point, I had them toss a proxy along the far wall where the Cyberdiscs and Sectoids would congregate and move back. The man inside the lower radar room would then move which would set off the proxy, kill the Sectoids and hurt the Cyberdiscs. Rinse and repeat until Cyberdiscs are gone. Then it was just a matter of bringing some reinforcements forward with a fresh supply of proxies. They blanketed the Access lift with proxies and the mission was over when the final Sectoid stragglers came to investigate (Commander and Leader I presume since some of my men were getting panicked every round).

To kill the invisible Cyberdisc in the General Stores, I had my men upstairs just shoot down a bunch of large rockets. It fell after about 3-4 indirect hits. HE packs would have been better, but oh well, it got the job done. In my unaltered CE version of the game, large aliens which spawn partially in dirt are visible. I'd assume you have a different version of the game or are using XcomUtil or perhaps it is a glitch. ^_^

- Zombie

Edited by Zombie, 21 August 2007 - 10:08 AM.

The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#7 SaintD

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Posted 21 August 2007 - 11:48 AM

What do you mean, about NKF loving rocket launchers? :(


This:

A wond'rous thing the humble rocket launcher. It's hard to use, but it never fails to please when it's used right.

- NKF

...The rocket launcher is ... the cheapest long-range big-bang weapon you can use [throughout the game].




#8 SaintD

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Posted 21 August 2007 - 12:26 PM

Well, I beat the mission too with a little more than 400 points. It wasn't perfect, as I had one casuality. Took a screenshot but forgot where I put it, sorry. Will upload it when I find it or try the mission over again.


Well done!


My lifesaver was the proximity grenades. Once I positioned my men along the sides of the radar choke point, I had them toss a proxy along the far wall where the Cyberdiscs and Sectoids would congregate and move back. The man inside the lower radar room would then move which would set off the proxy, kill the Sectoids and hurt the Cyberdiscs. Rinse and repeat until Cyberdiscs are gone.


How did you kill the cyberdisk to the right of the lower radar? I had a hard time getting anyone in a place where they could throw a granade or launch a missile that could hurt that cyberdisk. It's reaction fire was cutting everything down. It doesn't seem to move and it's in a spot where it can fire on you before you have a line of fire back.

Killing it was the key to winning for me. I had to sacrifice the tank/cannon to it's reaction fire and rush the tank/rocket into position on the same turn.

Then it was just a matter of bringing some reinforcements forward with a fresh supply of proxies. They blanketed the Access lift with proxies and the mission was over when the final Sectoid stragglers came to investigate (Commander and Leader I presume since some of my men were getting panicked every round).


Just panicked? I had two or three people pretty much constantly mind controlled. If I don't drop all the launchers on turn one half the people blow themselves up in a panick.

To kill the invisible Cyberdisc in the General Stores, I had my men upstairs just shoot down a bunch of large rockets. It fell after about 3-4 indirect hits. HE packs would have been better, but oh well, it got the job done. In my unaltered CE version of the game, large aliens which spawn partially in dirt are visible. I'd assume you have a different version of the game or are using XcomUtil or perhaps it is a glitch. ^_^


You can hit one of the squares it's in from the top floor if you kneel. Though, I had bad luck with even with kneeling-aimed-shots. Some stray missiles killed some of the people firing them by exploding on the top floor. In one try I used 10 missiles and still it didn't die.

I am using the DOS version and XCOMUTIL so that you are correct about that.

#9 NKF

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Posted 21 August 2007 - 11:54 PM

Geez - four pages of mentioning the rocket launcher since 2003. Amazing. I only do it because of the Cyberdiscs. Honest! :D

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#10 Zombie

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Posted 22 August 2007 - 10:46 AM

How did you kill the cyberdisk to the right of the lower radar? I had a hard time getting anyone in a place where they could throw a granade or launch a missile that could hurt that cyberdisk. It's reaction fire was cutting everything down. It doesn't seem to move and it's in a spot where it can fire on you before you have a line of fire back.

Killing it was the key to winning for me. I had to sacrifice the tank/cannon to it's reaction fire and rush the tank/rocket into position on the same turn.

I took the soldier which was in the north west room of the General Stores and fired a rocket into the area where the Cyberdisc was located (I saw it move on a previous round so I knew it was still there). Rinse and repeat, though he did need a few reloads and ended up dying from wounds when he couldn't shoot straight. If you move the soldier out through the south part of the double-wide door he will not get mowed down by reaction fire as there isn't a direct line of sight to the cyberdisc. You could also toss some proximity grenades near where the cyberdisc is and intentionally set it off with the soldier in the radar room, though it isn't as effective. :)

Just panicked? I had two or three people pretty much constantly mind controlled. If I don't drop all the launchers on turn one half the people blow themselves up in a panick.

Of course not, most of them were mind controlled at some point. However, I hid most of my men in rooms so if they did get MC'd they would have to blow TU to open the door, locate a normal soldier and fire on it. I was fortunate that after killing a few aliens, they decided to focus on panicking instead of MC'ing and by then most of the psi-weak had dropped their rocket launchers. ;)

You can hit one of the squares it's in from the top floor if you kneel. Though, I had bad luck with even with kneeling-aimed-shots. Some stray missiles killed some of the people firing them by exploding on the top floor. In one try I used 10 missiles and still it didn't die.

I couldn't target any of the squares where the cyberdisc was located so I just forced my man to kneel at the top of the steps and fire down a large rocket every round. Since he wasn't trying to target the cyberdisc directly (an improbable shot even with a vet having 125 FA) the rocket never connected with the floor upstairs. 3-4 shots was probably some lucky rolls for the damage so I wouldn't doubt sometimes it could take 10+ indirect hits. :P

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!


#11 Morken

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Posted 15 October 2008 - 11:22 AM

You guys can all take screenshots?!

I use windows XP, and when I press "printscreen" and then paste onto a paint document, it comes up extremely dark and offputting.

How do you do it?

#12 Zombie

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Posted 15 October 2008 - 03:12 PM

Printscreen doesn't quite work the way it's supposed to in X-COM. Press F12 and that will create a .tga screenshot in your main game directory. ;)

- Zombie
The Mr. Grognard of X-COM

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!