Kloreep Posted September 1, 2004 Share Posted September 1, 2004 (edited) I'm still trying to figure out Interceptor's base module system. Is there a list of what type of module fits in what type of slot, and how many of those slots there are on a base? I've noticed some modules do support other modules connected to them. I think I built one as an extension on a storage area. How exactly does this work? Might I have less possible modules depending on whether I build these types of modules on to my base? What is the maximum number of modules? Edit: Found a thing with info on this. http://www.gamespot.com/features/xcomi_sg/mod_con.html Edited September 1, 2004 by Kloreep Link to comment Share on other sites More sharing options...
SupSuper Posted September 1, 2004 Share Posted September 1, 2004 nice page that the general rules for modules (as i've figured them) are:- downlinks have exclusive slots on top of base (game auto zooms in that area when you try to build one) and there's only space for 3 per base.- hangars are like downlinks, but their slots are the big rectangular parts in the middle of the base.- all the other modules can be built on the non-exclusive slots all over the base.- weapon modules have additional exclusive slots where you can put them. iirc, they're over / under the hangar slots and on the edges of the base (top / bottom).- special modules such as shield generators, sensors, etc, can only be built once per base (just like for crafts).- weapon modules have a limit, probably so you don't go overkill with weapon modules i think it's 10 or something, and it applies to beam and missile modules separately. in other words, you can have up to 10 beam and missile weapon modules in the same base. if you want i can give you screenies of the specific slots for each module type Link to comment Share on other sites More sharing options...
Kloreep Posted September 4, 2004 Author Share Posted September 4, 2004 Thanks. It's okay on the screenies, I now know where the downlinks and hangars go, and I'm getting the hang of where the non-exclusive slots are too. Question: Can I put weapons (small) modules in non-weapons (medium) module slots, or are they completely seperate and cannot be mixed? Link to comment Share on other sites More sharing options...
Tuoppi Posted September 4, 2004 Share Posted September 4, 2004 They have their own slots and cannot be mixed. Link to comment Share on other sites More sharing options...
[dipstick] Posted September 4, 2004 Share Posted September 4, 2004 Just to clarify, you can have a max of 10 weapons modules occupied TOTAL, which includes both missiles AND beams. Place your weapons carefully, and protect your download, hangar and personnel modules. If they go boom, so does everything in them!!! Link to comment Share on other sites More sharing options...
LokisPaladin Posted October 25, 2004 Share Posted October 25, 2004 well... i have built 3 standard dowlinks on all my bases and have about 5 of them and i cant find out how tu destroy modules... and as long as there are 3 downlinks on the bases i cant place the better ones, so how to destroy old ones? Link to comment Share on other sites More sharing options...
Tuoppi Posted October 26, 2004 Share Posted October 26, 2004 The base image is on the left. Zoom on the top (there is a separate button for this too) and click on the modules. Link to comment Share on other sites More sharing options...
LokisPaladin Posted October 26, 2004 Share Posted October 26, 2004 that didnt work when i wrote my last post thats why i asked... but when i started a new game and tried again it worked... very mysterious Link to comment Share on other sites More sharing options...
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