Jonaleth Irenicus Posted March 30, 2004 Report Share Posted March 30, 2004 Quantum physics is usually whatever you get but Biophysics is usually clogged up with new species (especially when you get your first bio-transport). I follow the alien life cycle in terms of research; multiworm egg, multiworm, hyperworm and cryhsalis. After that I do brainsuckers and then whatever alien life form I have found. The thing is, if you can do the above order with live first dead after, you get large biochemistry lab and biological warfare WAAAY too fast. With quantum physics, research knowledge of crafts (alien propulsion system and energy source and stuff) and UFO when you want large quantum physics lab and workshop (A.S.A.P. is a good idea). If you can get biological warfare fast enough, you can bypass disruptor guns and devastator cannons (depending on difficulty). Link to comment Share on other sites More sharing options...
Robo Dojo 58 Posted March 30, 2004 Report Share Posted March 30, 2004 Even though there are alot of aliens, they research suprisingly fast. The Quantum research, on the other hand, is very slow. I don't have any problem with getting biowarfare early. It takes 8 days to build the large lab, and a few more to research Toxin A. By then, you can have all the other starting aliens researched, so you can go straight to Toxin B. If you don't skip any aliens, that is. I've had Toxin B for weeks, before I could get the aliens I needed for Toxin C. I build 1 quantum lab, and 1 bio lab at the start of the game. You can't go wrong with double the research speed. Through my whole beginner game, I found 20 Quantum physicists to be very good. They can research all the alien tech just as fast as you get it. You can have craft researched before the alien bombers, which means you have a reason to build explorers. (you need bombers to get the retaliator) I find that one large lab, and two small labs works great. On superhuman, I'd recommend 25 QPs, in 2 large and 1 small lab. I've only needed 15 Biochemists, because they have very fast research. I had 1 large and 1 small lab for them. On superhuman, you can still get by on 15, but if you want to build another small lab, do it. Link to comment Share on other sites More sharing options...
[NKF] Posted March 31, 2004 Report Share Posted March 31, 2004 (edited) Hold up, just a clarification there: You do not need the bomber for the retaliator. The bomber (just to be more precise, that green flying mushroom that shreds hoverbikes to easily portable chunky bits), the escort and mothership (I think) aren't particularly necessary for advanced interdimensional aircraft research. So, I think the general list of UFOs that you need are: Transport Ship (the quintessential 'live Deep-One' of X-Com Apocalypse ) (Dim Probe then Biotrans) Fast Attack Ship (With the Bio Trans, you get the Explorer) Assault Ship (short stubby carrot with everyone's most loved disrupter weapon) (With the Explorer you get the Retaliator) Battleship (With the Retaliator, you'll get the Annihilator) It was quite a while back when I worked this out, so I've probably got the assault and fast attack ship out of order there. When I get some free time, I'd best double check this. Blast! Now I HAVE to go and find out. Here I was hoping to finish all those Bioware CRPGs and addons I've purchased... - NKF Edited March 31, 2004 by NKF Link to comment Share on other sites More sharing options...
j'ordos Posted March 31, 2004 Report Share Posted March 31, 2004 here's what the strategy guide thinks of it Annihilator - Retaliator & UFO Type 9Bio Transport - Dimension Probe & UFO Type 3Dimension Probe - Energy Source & Control System & Propulsion SystemExplorer - Biotrans & UFO Type 5Retaliator - Explorer & UFO Type 6 Link to comment Share on other sites More sharing options...
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