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XCOMUFO & Xenocide

Zrylam

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    Melbourne, Australia
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    I like doing stuff and seeing things... you know, stuff like that...

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  1. Obviously, if I'd known four-colour pens were so versatile, I wouldn't have drawn on lined paper... this one came first (took about 2 and a half hours): And then there was this one - pretty cool if I do say so myself. I'll repost when it's finished
  2. Very thank you for that. Another interesting glitch to take advantage of Here's another one for you NKF (since you seem to love solving them so much - a good habit to get into): When I first got the game (a very long time ago - legally) I decided to create a "super-squad" - I hired hundreds of soldiers and hand-picked the top 14 (according to psy), naming them after myself and 13 friends (me being the best, of course). Their kills started reaching the hundreds and their laser rifles required 70+ TU's for Auto Shots. Then one day, the super-soldier/commander/me met catastrophe when the TU's dropped from mid-200's to 15... and stayed there. I tried as hard as I could but finally gave up when the TU's refused to improve. Realising I'd be able to play alien-hunting again I had him shot and replaced with someone who was renamed to me and we all pretended that nothing had ever happened. The puzzle for you is: what happened? And wasn't there a cap on the maximum TU's? Thanks in advance! NB: - The version of the game had a glitch where it blurred the screen in battle for ONLY the alien base missions. I'm not sure if this was a recorded glitch from an old version of the game but I hope it helps with give a hint to the solution. - I'm not sure if this scenario happened pre-computer crash (legal CD version) or post-crash (legally downloaded Gold version). I'm leaning towards the former, though. - I'm pretty sure the glitch happened after 255 TU's... a jump from FF -> 0F... - Even though I'm asking about glitches, I'm asking about stat raising glitches so it's still <slightly> relevant to this topic...
  3. Sorry to backtrack a bit but I have a small question in a big post... Recently I got a rookie to walk into a small (intact) UFO. He was faced by 6 Sectoids who strangely didn't react. Anyway, he had time to prime an alien grenade and either drop it and run, or throw it and hope to be the only survivor. I decided to test three possibilities: 1) Prime -> Drop -> Run: result was fairly good; all Sectoids killed and UFO still intact, but rookie killed while ducking out the door... 2) Prime -> Throw -> Pray: same result as above 3) Run -> Guide a Blaster Bomb from Skyranger: this was the most fun; seven-in-one death-a-thon... no artifacts remained either... After trying out the third possibility a couple of times for some fun and trying to keep the rookie alive, I decided to try the first option again when I noticed a strange phenomenon: the rookie's kill count wasn't jumping up by 6... I read the whole topic and found the answer (big thanks) but I was puzzled again when I noticed something a bit stranger: the Blaster Launcher recruit was collecting all the kills when the rookie either threw the primed grenade or dropped it (I can't remember which one it was - I'm fairly certain that the rookie dropped it). It happened when the rookie survived the run out the door. Was it a glitch from continuously loading the same game (like the temporary base glitch when loading from a more advanced game to an older game with less bases) or do the dropped grenade kills go to a default recruit? (I think the Blaster Launcher recruit was a Sergeant amongst only Squaddies and Rookies) Or am I just blind and mixing two stories together?
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