Kirill
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http://www.sinresacafc.tk
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Argentina, South America, the World, the Universe
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Firaxis Xcom: Enemy Unknown Remake
Kirill replied to NKF's topic in XCOM: Enemy Unknown (Firaxis/2K Games)
This. I played the original infinity times and I find this game really enjoyable! Who wants a reskinned game? -
Id only keep Alternate Gaming Mentalities and Seb76's Ufo Extender pinned.
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LouisdeFuines, I think I love you.
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? on replaying the raid of an alien base
Kirill replied to kzsoci's topic in Xcom 1: Strategy/Tactics
You brought up a point I always wanted to know, would you mind listing all the weapons that power/flying suits are immune to please? -
I remember once playing an early nightime snakeman terror with only a few rookies with laser rifles where I peeked behind smoke round 2 and 3 and threw HE around the LZ with timer 25ish. I then proceeded to sent everyone to the back of the sky ranger, ducked them and skipped every turn until the LZ went boom and killed tons of snakeman and chryssalids. AI abuse I know, but fun (and effective).
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Supply ships on supply runs always land at their destination base for a certain amount of hours, then they take off and leave earth. During that window you can strike the landed ship independently from the alien base, it will be a regular landed ufo mission.
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Oldfan did you modified any of the ranged based accuracy values? I'm trying to play a game with similar settings as you (Council Fund only, Ranged based accurracy, stunfest and no aliens freakout messages) but my soldiers ain't hitting anything. I'm using rifles with snap shots and going through ton of clips and personel as I have to be very close to hit something. Edit. Difficulty Superhuman and also the improved starting base setup, but with the standard facilities. Edit 2. I've been doing better lately using a lot of ducking and moving much faster sacrificing reaction fire. I guess bigger ufos will be very hard. Edit 3. I think I've got the early game now, NKF style: laser pistols and lotsa granades and smoke are working for sectoids, floaters and snakemen so far.
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Bugs while using Xcomutil + UfoExtender (UfoLoader)
Kirill replied to Istrebitel's topic in Xcom 1: Technical Support
1 thread is enough -
Was the soldier shot/blasted or did the wounds show up magically?
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I have a vague memory of that happening to me too once. Not a regular bug tho, never happened again.
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T_T I refuse to think I was the only one in this forum using that epic mod. Doesn't anyone here uses/used that mod? It was compatible with XcomUtil and it had a nice impact on the game. Please upload and don't let it die!
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I clearly remember an epic mod that swapped some files before battlescape to make the armors' camouflage match the landscape. I wasn't able to find it using google, search or in the files sections of xcomufo and strategycore. For what I was able to find I think MunkeyLord created it with BladeFireLight's help, but I can't be 100% sure. Can anyone help me? Thanks in advance.
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SPOILER You can research the Ethereal for Psy and grab a Leader and a Commander for Cydonia. /spoiler
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-DON'T move in the first turn, deploy smokes and/or nuke the lz (Aliens with sight of your ramp WILL shoot your deploying troops because they have full reaction) -Move slowly, i recommend in groups of 3. -Use the button that saves TUs for autoshoot (your soldiers will need TUs to fire reaction shots during the alien turn (reaction shot formula is "reaction*TUs left")) -Use cover -Spread your squads so they are not granades victims -Try to avoid nighttime missions until you master daytime ones If you want to learn how to really play this game, dont use save-reload inmortality *****************SPOILERS AHEAD******************* -Laser rifles and regular granades will kill early game aliens (laser rifles + alien granades is the perfect combination) -Dual stingray your interceptors and don't try to catch anything bigger than small UFOs -Use xcomutil improved starting base, it will speed up your starting (50 scientist, alien containment, large radar) and will create a better starting setup for base defense missions (plus fixing some game bugs) -50 scientist will do at the early stages of the game, so keep your soldier count in 20 to keep up with losses and hire engineers at will (the more the merrier, remember to build workshops for manufacturing space) -Sell every piece of alien tech except for plasma weapons clips, 20 heavy plasmas [TEH WEAPON in late game], some plasma rifles, some plasma pistols, alien alloys, elerium 115 [you will be unable to manufacture elerium, so dont waste it], power sources [keep 6, sell the rest], ufo navigation [keep 6, sell the rest], stun bombs and launchers -Sell corpses -A useful research order is: Laser weapons, Laser pistol (manufacture), laser rifle (manufacture), motion scanner (manufacture+sell), stun bombs, stun launchers, alien granades, alien alloys, personal armor, medikit. You'll be able to kill sectoids +cyberdisks , floaters+reapers and snakemen, survive far away alien granades (usually when they throw them at a group of soldiers) and cure victims, revive stunned soldiers, capture navigators (you can try stun rods, but its tricky) for hyperwave and sector leaders for psi My 2 cents
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Initial Funds - How Do You Spend Them?
Kirill replied to Bullet-Tooth Tony's topic in Xcom 2: Strategy/Tactics
Xcomutil's improved starting base: Ships: Equip Barracuda 1 with dual ajax Equip Barracuda 2 with ajax/dup Aquanauts: Add HW to guys with 30+ str (they can handle gas cannon + he clip + ap clip). Research: Gauss tech>Gauss pistol>Gauss rifle>Gauss rifle clip Recruit: 10 Techs 12 Aquanauts Sell: Craft gas cannons + rounds Dart gun + clips Hidrojet cannon + clips Torpedo launcher + torpedoes Purchase: 11 Gas cannons 22 GC-AP 39 GC-HE 20 Magna blast granade 5 Dye granades 20 Thermal tazers Build: Workshop Living quarters General stores