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XCOMUFO & Xenocide

My game progress.


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well, my situation is still unbalanced. sometimes it goes high, sometimes it goes low <_>

a month has passed and 2 of my funders went bye-bye due to the colonies near their territory (which leaves my balance (income-maintainance) to 1 million dollars). money is seriously needed so i can build more workshops for the MANTA production since only 12 technicians can work on it because of the MANTA's size -_- (maybe i should sell some of my 900 zrbite).

i also missed a terror site due to a nasty bug: "if a terror site shows up and a research is completed next (because of the 1Day time speed) you end up with no terror site since the time doesn't slow down in time" :wacko: and them USOs are getting smarter - they either blow up my Barracudas (reason for Load :P ) or run away from them.

which means, i have to get my score back by going after those colonies. now that i'm equipped with Displacers and my men have some M.C. training things it shouldn't be so hard.

i have researched The Ultimate Threat (thx to a Lobsterman Navigator) and HAMMERHEAD (which will also come in production as soon as i have the money and workshop space. after all, Mantas and Hammerheads don't have rental costs :D )

i also can't wait for my Manta to be completed since it will be equipped with a Sonic Oscillator and a P.W.T. Cannon. USOs beware :devillaugh:

score.png

Edited by SupSuper
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about time i updated this ;)

 

You should try and snag a lobster commander. That way, you will get leviathians, which kick donkey, manta donkey that is.

how do i know which lobsters are commanders? with an m.c. reader?

 

anyways, i managed to solve my score problem with one simple, easy solution. i loaded up a Trition only with Displacer / Sonics and used it to destroy all the known colonies. with displacers i had no M.C. or zombifying problems, and aliens didn't even attack them except with melee attacks (useless), and it was a real quick and easy job. now my funders should gimme more money and my score should raise highly :D

Edited by SupSuper
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You know lobsters by 3 ways:

 

1. M.C. Reader

2. Mind Control him, then you see what he is.

3. Stun him and hope for the best.

3.5: Near the synomin device should be a couple.

hmmm... can a Vibro Blade stun lobstermans? it's the only thing i have for such a purpose since i still haven't researched the Thermal Shok Launcher -_-

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Vibro blades kill lobsters effectively.

 

There are technically 3 stun weapons in this game.

 

1. Thermal tazer (like xcom 1's stun rod. It is a red and yellow thing that you stun lobsters with, works like vibroblade, except that it stuns.)

2. Thermal Shok Launcher (best method)

3. Dye grenade/smoke can stun an alien after a long time. (worst option)

 

If you use vibroblades, thermic lances, or heavy thermic lances, you will get instant cooked lobster, not a live commander. :D

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Vibro blades kill lobsters effectively.

 

There are technically 3 stun weapons in this game.

 

1. Thermal tazer (like xcom 1's stun rod. It is a red and yellow thing that you stun lobsters with, works like vibroblade, except that it stuns.)

2. Thermal Shok Launcher (best method)

3. Dye grenade/smoke can stun an alien after a long time. (worst option)

 

If you use vibroblades, thermic lances, or heavy thermic lances, you will get instant cooked lobster, not a live commander. :D

ah, that explains it :P

well, there are still plenty of colonies for me to destroy so either i purchase some Thermal Tazers or wait for the Thermal Shok Launcher research to be complete.

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  • 3 weeks later...
You don't seem to have a lot of soldiers there, I usually have around 30 on standby. I send rookies out, and if they survive and make squaddie, that's good. If they get killed, too bad, cuts my expenses (cruel, I know).
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