Oh, on the forum site above, click on the X-COM picture to really bring up the page. It was down awhile, and now it is back up.
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Help: X-Com3: Apocalypse
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Ends at 58UFO in my game, and still one can run the agents around the Police Station with a Stun Gun to get some weapons, and raid Marsec to get maybe perhaps, mind shields that are suppose to increase PSI defense, although I did not find any there at the time I tried that.
Raiding the Police Station's is fun, as long as you only Stun Them, and other places that are friendly, but the Cult of Sirius you must be in Armor and have weapons along.
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Well, looking at the UFO: Aftermath gives me some hope. I'd really missed good squad-based games recently. That one looks like it's coming along nicely. Too bad it won't be until summer... I guess that just means I'll be playing a lot of Civ and Simcity4 in the meantime...
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Originally posted by Sandman
It took a while before I realised that long range sniping is useless, and getting close to the enemy with a machine gun, and later the poison dart guns is by far the best way to kill them.(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
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Yes, that and the way-point missile launchers were the best weapons in that game.
In Apoc, the best weapons would be a toxigun with C toxin, the stun grapple or perhaps mini-launchers with toxic missiles. Once your soldiers are skilled enough though, you can hit an enemy quite far with a toxigun, although not quite as well as with a blaster rifle as in the original.I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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Originally posted by Skanky Burns
In Apoc, the best weapon would be a toxigun with C toxin. Once your soldiers are skilled enough though, you can hit an enemy quite far with a toxigun, although not quite as well as with a blaster rifle as in the original.
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Nah, just different strengths. Toxin A was the weakest, B in the middle and C the strongest. And they don't hurt humans much either, only aliens.
I found this out when an alien (probably those pesky microbes) took over one of my soldiers minds. He emptied an entire clip into another soldier who was unimpressed, but also mostly uninjured.
This became a problem however when one of the gangs decided to invade my base...
* Sir, no effect whatsoever!
Thankfully I had stun grapples, and soon after that some captured weaponry.I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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speaking of which, I can't finish com:terror from the deep (second in series). I've been playing from the original CD but can't reach the alien boss and research some new technologies and I've been playing for weeks now. Still, the annoying alien colonies just keep popping up.Is there some kind of fix to the game or is something wrong with my CD
?
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TFTD also suffered from a badly-though-out research tree. You needed to capture certain types of aliens (say, a snake engineer or whatever) before you could research other hardware. No explanation why.
There was also a very bad bug that in 2-level missions, all items from the first round were lost unless you carried them with you. This was particularly annoying considering certain alien-types were only found in level 1 of 2-level missions, and no matter how many you stunned or killed in that mission, this bug would mean you could never capture them.
Besides cheating, the only way to get all alien types researched was to capture alien medics. Like a needle in a haystack.I'm building a wagon! On some other part of the internets, obviously (but not that other site).
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