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XCOMUFO & Xenocide

My Base Was Assaulted First Time


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:cussing: Evonet :cussing:

 

I lost Evonet to aliens and 30min ( game time ) after that announcement Evonet raided my base ( only one ). It went badly.

 

My base was full of wounded soldiers and four was uninjured. Only 8 soldiers were armed ( where are all my arms? ) and race to the exit started.

Evonet ballerinas tried to avoid firefights and were after scientist and engineers. And of course I managed to put one group of scientist in front of Evonet gunners. I lost 6 scientist and engineers. :hammer: I thought that I must arm my scientists next time so while running safe they can shoot back.

 

Most of the time Evonet ballerinas tried to run away when against Xcom grunts. I lost 1 grunt and few Evonets were killed. After the exit floor was cleaned rest of Evonets killed themselves. I have no idea what happened. Only heard rocket launcher noises, explosions and aargh uuhg... etc voices. It went some time and I won. All and all I had no slighest idea what was going on and I think that I was lucky to survive.

 

My base layout is so poor that I think that I scrap whole base when I have $$ to build new base.

 

After Evonet strike I decided to retaliate but got :spank: because Evonet guards had lot of rocket launhcers and used a lot of grenades. They shoot rocket and run.

 

I had to think how to deal with that but :cussing: I´ll be back.

 

TLE

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The first thing you'll want to do when you get the money is to build one or two plasma defence module next to your grav-lift and one or two next to your repair bay.

 

It may only be the plasma defence module, but the weapons in it are very hardy and can sustain a high tech assault with devestators and dimension missiles long enough to really soften up the opposition.

 

They will give you time to rush your scientists into the living quarters or some other highly defensible area.

 

I like to also stun the scientists, as the aliens tend to ignore stunned units.

 

But as for the attacks, well, the main factor involved is that you're in very bad relations with Evonet. This tends to let them send out raiders (note, though the ufopaedia may say they've got 0 or -ve funds, they can still send out attackers).

 

The events that happen in the city are random. See, the game randomly decides what's going to happen at any given time. There's nothing terribly specific. Say you save at the start of the day, and then run through to the next day, and note all the missions, attacks, etc that happened on that day. Then you reload and repeat the same day, it'll be not necessarily be the same. One day it could be a UFO incursion. Reload and it might end up being a gang attacking Megapol with two armed vehicles. Sometimes, nothing happens at all.

 

Basically, it's all up to luck.

 

- NKF

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Again, the that's the fault of the random number generator.

 

Funds wouldn't stop them from raiding you. Had Diablo raid me and attack me with flyers when they were a couple of million dollars in the red.

 

- NKF

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The first thing you'll want to do when you get the money is to build one or two plasma defence module next to your grav-lift and one or two next to your repair bay.

 

It may only be the plasma defence module, but the weapons in it are very hardy and can sustain a high tech assault with devestators and dimension missiles long enough to really soften up the opposition.

 

They will give you time to rush your scientists into the living quarters or some other highly defensible area.

 

- NKF

 

Yep! I constructed couple security stations. My funding was near zero but I sold 27 disruptor guns. I did almost all wrong when Evonet attacked, but now I am wiser...hopefully :boohoo: Fortunately their rocket launchers killed more them than my people.

 

Still my base layout is poor and thinking of scrapping the base. My first game for years and started med difficulty. I have forgotten nearly all. I raided Evonet´s recyclotron building and fortunately guards packed themselves in one point so fire + exploseives = no guards. :naughty: BUT my loot from there was practically nothing. :crying: Should I have 2 cargo module in my craft or is it some random generator what generates my "income" from raided buildings? Damage to the building was minimal.

 

TLE

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You probably actually blew most of the loot up. Most of the loot is what the guards carry, plus some other stuff lying around (found an AP loaded autocannon in a CoS temple room in one of those little rooms under the altars) and so on. Psyclones and Elerium are primary goodies. Check the agent equipment and sell them. Elerium is worth 3000 for 1 pod. :D
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No, you only ever need 1 cargo module. Ever looked at your cargo modules on ships flying home from a mission? I saw one with 1000/50 at one time after a really big fight in the alien dimension.

 

Like their ancestors in UFO, your people are excelent pack-rats! :)

 

As for your base layouts - don't scrap the base. Just decentralise some of your facilities to make the base smaller.

 

Tips:

 

1. Only 1 base in the entire city needs a repair bay. This should be the one where you send all your ships. This is the only other module besides the grav-lift where enemies can come in. So build this at the edge of the base (any) and fit a couple of defence modules next to it.

 

2. Engineering workshops can be in any base in the city - so this is a great module to move to another base (or several if you use multiple large workshops).

 

3. Both the larger Bio and Quantum labs are also good modules to spread out to other bases. However, while I often advocate keeping the research facilities at the same base where you collect all your research samples, it is still possible. It just means remember to drop off the goods and aliens at the right base. Your call though.

 

4. Training facilities. If the base is staffed with androids only - don't build any of the training labs. If there are only humans, just build the combat lab. If there are hybrids, build the psi-lab for their initial psi-training. But if you

 

5. Empty corridors are actually great. Why? No scientists get created there. So separate the lift from the rest of the base with defence modules and empty corridors.

 

6. If you're willing to risk it. Only build 1 general stores. You can store much more than the stores can hold - but only if you bring the goods in manually by plane (loot - or manually dropping the equipment off from the agent/vehicle equip screen). This will prevent you from transfering to this base or buying new equipment but it means a lot less modules built. Unless, of course, you're willing to really keep this base lean and mean by keeping your inventory to the absolute minimum.

 

7. If you have multiple research bases (I highly advise against it - but it's still your call), do note that a small research facility can continue to research a project started at another base. They will even be able to research topics that can only be started in the large labs. So if you're strapped for space - go for it and use small research facilities to aid the larger facilities.

 

8. When buying new bases - don't go for the base with the biggest corridor layout. The best bases are actually the smaller ones with good defensive layouts (oh, and built underneath Warehouses - which can last more hits than any slum complex can). One great base layout example is the one with the corridors shaped like an 8, with the lift right in the centre. If you don't build a repair bay here, four defense modules of any type will seal up this base for good. Another good example, for a base specialising in manufacture or research would be the + or C shaped corridor layout. You can seal the base off very well with a cluster of defence modules and fit two large research/manufacture facilities in here as well and still have plenty of space to cram in stores, quarters and a med-bay.

 

Etcetera, etcetera.

 

- NKF

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Unfortunately no, only one lab can work on one project at any given time.

 

Can't really see the benefits, except if you want the small labs to keep researching some topics that can only be started in a large lab while the large lab work on a more important project.

 

- NKF

Edited by NKF
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  • 7 months later...
Im a new Apoc player so im just reading over old threads :)... I have a question though... What about your initial base? When you get to advanced physics or bio labs, should you destroy your old smaller ones? And should you built defenses early on? Or should i just ignore the base thing at the beginning?
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Well, I rarely got raided :) I would leave defenses till you get plasma defenses, as you are unlikely to get attacked until then. Leave a space for 1 or two plasma defenses, and you are unlikely to get a large scale attack that fully penetrates them. eg, build defenses, allocate a minimal base defense squad, and job done. :D (by minimal, I mean 6-8 men)
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Unless you've made a ton of enemies that really hate you, you should be fine in the early stages of the game.

 

But plasma defence modules are cheap and very powerful - and most importantly, twice as cheap as the disrupter defence modules, which are just as good but cost twice as much and have different gun placement (which may be better or worse depending on where you expect the enemies to be coming from). Doesn't really matter what you build - even on superhuman with all the alien tech, raiders will still have a hard time breaching your defence modules. You can suppliment the defence guns with your agents to lengthen their life span.

 

Just remember that enemies enter from the repair bay and the grav-lift only, so if you get both of these facilities to one side of the base and the rest of the facilities to the other, go for it. Otherwise, fit in a few defence modules and you'll be fine. My recommendation is to only have one base with a repair bay. This makes it easy to defend all other bases as you can surround the grav-lift with defence modules (or stick a block of modules in a convenient choke-point).

 

If you've got a lot of staff, both combat and non-combat, in the base, only about 12 guns will work (3 modules worth) - but don't fret. The disabled guns are still targets for enemies to waste ammo on (and cost nothing to replace) - I think they may even get enabled when active guns get destroyed, but have never personally seen this.

 

So yes, go ahead and build a few defense modules early on if you want... they're a great investment. However, you needn't go overboard on the until you have the luxury of having more money and perhaps a few extra bases you can spread your modules out to (like the workshops and the repair bay).

 

---

 

As for the labs - personally, I find that there's so little to research (even with my leisurely attitude towards research) that you might as well scrap the smaller labs. Most of the better technologies can only be started in the large labs in any case. But that's just me. It's just more efficient to have the large labs by themselves. The extra space needed to accomodate the large labs as well as the small labs plus the extra bed space for the scientists can eat up a lot of space - which I must admit is not too much of a problem if the base has lots of free space (some of the starting slum bases, for example).

 

But it's really up to you and how you want to approach researching the alien tech.

 

- NKF

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