
Aknazer
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The gas is nice, but imo not that needed. 1-2 pistols with C ammo is more than enough to handle most enemies, especially if you have teleporters. Just have to be sure not to port during a psi attack =/ Eventually I want to try a 1man cydonia run w/o using psionics on superhuman. I just need to research a few more things (used the option for alien research assist, so its taking awhile) but that's for a different thread. What happens if you teleport while under PSI attack? Holy crap it's been awhile... Anyways, if you tele while under a PSI attack the attack continues until the enemy dies or the attack succeeds. Which means that if you tele while they are trying to stun you eventually your character will be stunned and in a 1man mission that means game over.
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It was going to be a great FPS which combined strategy of the old games with some first person action, you would kill the aliens and take their technology and research it as you do in the X-Com games (except enforcer... which is X-Com by name only). According to the X-Com storyline, when Earth was looking for more Elerium after all was depleted (or near depleted), they sent a Patton-class cruiser to cydonia, the cruiser disappeared never to be heard of. You'd play as the crew of the patton cruiser, which went through a dimensional portal or a wormhole, don't remember, and went to another dimension where the Alien races from X-Com: UFO Defense and other species which were called the Ascidians. IIRC you were supposed to be allied with the Ascidians in the battle against the Sectoids, Mutons, etc. Damn... I want to play that game I saw a pic of it in one of my other XCOM game manuals and always wondered what happened to it, and now I know. So sad, that looked like an actual decent game.
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The gas is nice, but imo not that needed. 1-2 pistols with C ammo is more than enough to handle most enemies, especially if you have teleporters. Just have to be sure not to port during a psi attack =/ Eventually I want to try a 1man cydonia run w/o using psionics on superhuman. I just need to research a few more things (used the option for alien research assist, so its taking awhile) but that's for a different thread.
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I figured I would post this to let people know this useful trick (also someone could edit the wiki under relations with it). What you do is you have one base sell the item, then have the base you want the item at buy it. When you move the bar for the item to "sell" at one base you will instantly see that many of the item available for purchase. So then you have the gaining base "buy" the items. Once you are done moving everything to where you want it you hit the "OK" button to confirm it (I don't know what happens if you were to try and sell an item, hit OK, then try to buy it at the other base). Two notes, first is on a few rare occasions I've had some of the XCOM armor not show up to buy when I went to sell it, but this was fairly rare. In those occasions I just flew the soldier over to the proper base to grab their pieces of XCOM armor. The other note is that this only works for XCOM gear that transteller won't transport. So if someone like Marsec is hostile you can't try selling something of their equipment at one base and buying it at another.
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Wow I missed this thread. I was able to offer it to them, but the option went away later. I don't ever remember having this happen before, but then again normally when an org gets to where they don't take bribes I don't try to randomly offer them money.
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I don't think the intended goal is for it to crash. Personally I've had no issues with APOC on my x64 vista since getting it, but on my 32bit XP system my APOC game (non steam) randomly crashes when going into battlescape and doesn't have sound. So the steam version is an upgrade in quality compared to if you were to get the original disc (or at least it was for me). One final note, if you don't have a U.S. IP address you will have issues buying the game on steam.
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Is It Possible To Limit A Weapon's Range?
Aknazer replied to Empyrean's topic in Xcom Game-File Editing
More of what I was talking about was turning some other weapon (say auto cannon) into the celatid attack. Since in the Wiki it says the celatid attack is arched (like a grenade throw) and thus has a limited range. If there was a way to change the damage from acid to HE and then assigne that style of attack to a weapon I was thinking that might allow him to make the grenade launcher. So it would be an Auto Cannon that shoots like a celatid but does HE damage instead of acid. Though I don't know thats possible, it was merely a suggestion as to a possible way to make a grenade launcher -
Is It Possible To Limit A Weapon's Range?
Aknazer replied to Empyrean's topic in Xcom Game-File Editing
Could you use the Celatid's attack but attached to a weapon? Per the wiki it arcs, which limits it's range. Not quite the same, but it is a place to start at assuming you can somehow attach the alien attack to useable weapons. -
Well I finally managed to get the xcom games off of steam (U.S. citizen not currently living in the states, so was a bit tricky) and when I went to install XCOMUTIL it gave me an error stating that there is a compatibility issue with 64 bit windows (sounds like it would effect ANY 64 bit OS, not just vista) and to ask the software vendor if there was a 64 bit version available. So my question is, does anyone know how to fix this?
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I don't know if this was a glitch, but when the aliens dropped off an overspawn and it started destroying the slums I was suddenly able to bribe transteller for 127k (but I didn't because I have made due w/o them). But now they have gone back to considering the aliens their friends.
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I generally do snipe with the toxiguns because so far I have been going with 2 teleporters and 1 v-mine (though I'll probably drop the medikit for a third teleporter for the next mission). I just completed the third building and with both toxiguns going on full auto I was able to obliterate 7+ enemies from a decent range, and was even killing things that I wasn't aiming for and couldn't see (due to other aliens blocking the view is my guess). Personally I prefer to stay back a bit and save my teleporters for dealing with things like the entropy pods and dimension missles so 2 teleporters has worked just fine for the most part. As for the chest piece I have thought about it and for some of the later missions I might use it (like when I go for the queen), but so far mobility has been key, and being able to fly up to to the objectives rather than running all around has been very helpful. Also I almost never have my shields destroyed since once they hit 50% or less I either look for a new shield or let my current one recharge (assuming I'm not in combat). Given my previous experiences with entropy pods in other games I'm extremely paranoid about my shield breaking because normally not even disruptor armor can survive the duration of the pod (or when it has it has 10 or less durability left). I do look forward to fighting a megaspawn with my C rounds. The last time I fought one was with B rounds and for some reason even with 4-14 squadmembers firing on one it took forever to kill it, so hopefully the C rounds will do better (them having 301hp and a good bit of armor probably had something to do with it). Since I'm not sure exactly which saved game files I need to compress I'll just wait till I have all 10 buildings saved (one in each slot) and then compress the whole folder and upload that.
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Oddly enough I haven't seen any androids in my game since about mid march, and I'm now in mid may (and I've never been hated with SELF). This means that all of my androids have died because at the end of march I hit a rough period (devestators just hit the field and I was in marsec armor with no disruptor shield, this led to a point where I was down to 5 soldiers, noone to recruit, everyone sub 50% hp, and 4/5 sub 25% hp). As for the second Toxigun, it wasn't for the extra ammo, but the extra shots. So far in both of my missions I have only gone through about 4 clips per battle and I have had to take on 5+ anthropods/skeletoids at a time. Granted I can teleport away if needed, but there's no need if I can kill everyone (and if I'm under a psionic attack I can't teleport away until the psi mob is dead). Once I capture the queen and get gas grenades I'll probably toss some more clips for grenades or Mini Gas Launcher since I seem to run into groups of aliens pretty regularly.
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Alright I just looked at the saved game files and am a bit confused. Where I was expecting a folder for each game like in UFO and TFTD there was instead many different files stating things like "Savegame.0X" "Startgame.0X" and "Tactgame.0X" and I have no clue what I would need to actually compress in order to load up the proper files, especially since some numbers (which I'm assuming are referring to the saved game) are used in multiple filetypes. Also I just completed the second building. It's even easier than the first one so long as you make good use of the teleporter and you drop the 2 Psimorphs before they get a chance to stun you.
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I was wondering who has tried this before. Personally I just got done with taking out the first building and killing all of the aliens inside of it. I'm attempting to do it on a semi-ironman style (if I reload I reload to before I started the mission) and I hope to get my tactics down so that I don't require any reloads at all. I must say that doing this requires COMPLETELY different tactics than normal missions. I'll try to get up my saved game here in a bit, but so far here are some tactics that I have learned: 1) Mind Shield trick is your friend, though even at 200 defense (cap) you can still be panicked. 2) Don't teleport when something has done a psionic attack on you. I did this and it caused me to be permanently panicked and unable to kill the psionic mob, and in building 2 it caused the Psimorphs to stun me. So far the Micronids favor panick while the Psimorphs favor stun (and yes they can stun you even with 200 psi defense). 3) Vortex Mines are great for shutting down the alien reinforcement pods. While you will need one mine per pod generally, shutting off reinforcements can make things a LOT easier on longer missions. 4) Entropy Pods/Dimension Missles have a very high turn rate. If you try to teleport before they connect and you don't do so behind a thick wall then the chances are high it will manage to turn around and hit you (I figured the turn rate would be slow and it would hit the wall while turning, silly me). 5) Carry a second Toxigun on you. Personally I did the first mission with only one, but there were times where having a second one would have made it a LOT easier to mow down the 5+ aliens that appeared (will also help deal with megaspawn when you fight them). 6) You don't need to max out your invin with Toxigun clips. For the first mission I only used 5 clips (the one in the gun and then 4 from my belt), and while later missions will have more aliens, you can sacrifice some clips for things like grenades to make the mission easier. 7) Bring at least 2 teleporters. This will allow you to make a quick retreat if needed, or allow you to teleport in, waste several aliens (like by dropping a mine or pulling out the second gun and laying down some heavy fire), and then teleporting out if you get overwhelmed. 8) Remember that the aliens have gear too. This means you can kill one, and then use their mine/cannon to destroy objectives or reinforcement pods. Also great for replacing a worn shield or spent teleporter rather than waiting for yours to recharge (or if it gets destroyed for the shield). 9) Micromanage your targets. Psionic targets should be first due to the danger of being panicked, followed by things with entropy pods and dimension launchers, and then pretty much anything else. Brainsuckers/Poppers should be ignored until they are fairly close to you (thanks to how fast the toxigun fires you can stop a brainsucker that is only one tile away from you, or one that is jumping in the air towards you. Poppers need to be stopped a bit farther out due to the fact that the explode at 1-2 tiles out). 10) The Marsec chest is great. It greatly increases mobility (something needed with a 1man army) and allows you to save your teleporter charges for when you really need them I'll post some more tactics as I learn them and I'll try to upload a saved game of each building so that people can try out the one-man assaults.
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I got my first copy of Apoc pretty cheap on ebay. Then I got the CE which came with Apoc on ebay for $20 back in 2000 because I wanted Enemy Unknown (played the DOS version back in the day at a friend's, and he gave me the DOS TFTD game).