i had to start over again, as well. This time easiest setting (the game is frigging hard, isnt it?). Following the same approach pretty much though - i just need to get up more bases quicker. Last try, by June my sponsoring plummeted - both Japan and China being out of it and the rest greatly reducing their share. It´s now end of February, and Plasma pistols are ready for deployment, rifles being researched at the moment (did only find a pistol after the first encounter - otherwise i would have skipped it). Medi-packs get produced for sale mainly (30 engineers, another 5 on the way). Other than that, i havent researched anything yet. Here is a couple of questions:
a) Ammo: When my soldiers have finished a fight with their guns half loaded/empty, what happens with the ammo? Are half-way used magazines magically refilled, do their disappear, or are they recombined to full ones? If the later, what happens with the rest? I guess i am playing to superficially to actually figure that one out myself, but if you happen to know...
b) Research on alien technology: Does it matter how many samples i have of an alien artifact/body? For example, if i want to research ´sectoid corpse´, does it make a difference if i have one of them or a dozen? Upto know, i keep all corpses until i have researched them and after that keep three samples (independence day, anyone?).
c) Radar: In the manual, it says that even the large one only covers 900 (? - i think it was) nautic miles, yet in my experience, my base in Rome equipped even with only a small one detects UFOs from scotland to the middle east. More info on radar would be appreciated.
d) Stunning rods: I used one in my first game on a ´borked´ crew-member (you know - she/he got touched by one of those death-clawy things). The menu says 100% accuracy and i think i hit it, but i would think, if it works, the alien drops to the ground, right? I havent used it often so far and will probably switch to stunning grenades soon (next research, after plasma rifles and PR-ammo), but some basic (!) info about the stunning rod would still be appreciated.
e) I tried to buy a tank with a gun, yet there seems to be a bug. Rockets for tanks are offered twice in the according menu (once for $200 and once for $3000), but no gun-ammo. I thought i had figured it would be a typo and bought the one for $200 for the gun-tank, but when trying to equip the skyranger with it, it says there is not sufficient ammo aviable for the tank. So this is a bug, right? I will have to do without the gun-tank, uh? And now of course the question is: Can i use the $200-rockets on a rocket-tank, instead of the $3000 ones? I didnt try that yet, and wonder if, if it works, will there be a difference?
(Please dont point me to a strategy guide or something in order to answer these questions, since i fear to learn more from it than i wanted to from it)
And a little advice from my side: Make sure to buy some light-beacons (dont know the name in english - flares?) and equip your skyranger with them for your night missions. They only cost 60 (i think), equiping and throwing them is fast (in means of movement points) and being able to see that alien that shoots your soldiers from out of the shadows is priceless.
And finally a none-technical question: How much emphasis do you guys put in crew-development? Honestly, the deepest i have gone so far with that, is to give the heavy weapons to the guy with the most strength, since everyone else is using the same equipment anyways mostly. I might hold back my highest ranked member in a fight as well, in order to avoid him/her getting killed and the morale loss incured by it. But that´s pretty much it. I could give more grenades to someone with a lot of throwing-skill, but when you are in my team, you get a grenade - one for each. Cause it wont help me, if you have all the grenades, when you are standing a mile away from the target, while your teammate looking straight into the aliens face has none...
a) Ammo: When my soldiers have finished a fight with their guns half loaded/empty, what happens with the ammo? Are half-way used magazines magically refilled, do their disappear, or are they recombined to full ones? If the later, what happens with the rest? I guess i am playing to superficially to actually figure that one out myself, but if you happen to know...
b) Research on alien technology: Does it matter how many samples i have of an alien artifact/body? For example, if i want to research ´sectoid corpse´, does it make a difference if i have one of them or a dozen? Upto know, i keep all corpses until i have researched them and after that keep three samples (independence day, anyone?).
c) Radar: In the manual, it says that even the large one only covers 900 (? - i think it was) nautic miles, yet in my experience, my base in Rome equipped even with only a small one detects UFOs from scotland to the middle east. More info on radar would be appreciated.
d) Stunning rods: I used one in my first game on a ´borked´ crew-member (you know - she/he got touched by one of those death-clawy things). The menu says 100% accuracy and i think i hit it, but i would think, if it works, the alien drops to the ground, right? I havent used it often so far and will probably switch to stunning grenades soon (next research, after plasma rifles and PR-ammo), but some basic (!) info about the stunning rod would still be appreciated.
e) I tried to buy a tank with a gun, yet there seems to be a bug. Rockets for tanks are offered twice in the according menu (once for $200 and once for $3000), but no gun-ammo. I thought i had figured it would be a typo and bought the one for $200 for the gun-tank, but when trying to equip the skyranger with it, it says there is not sufficient ammo aviable for the tank. So this is a bug, right? I will have to do without the gun-tank, uh? And now of course the question is: Can i use the $200-rockets on a rocket-tank, instead of the $3000 ones? I didnt try that yet, and wonder if, if it works, will there be a difference?
(Please dont point me to a strategy guide or something in order to answer these questions, since i fear to learn more from it than i wanted to from it)
And a little advice from my side: Make sure to buy some light-beacons (dont know the name in english - flares?) and equip your skyranger with them for your night missions. They only cost 60 (i think), equiping and throwing them is fast (in means of movement points) and being able to see that alien that shoots your soldiers from out of the shadows is priceless.
And finally a none-technical question: How much emphasis do you guys put in crew-development? Honestly, the deepest i have gone so far with that, is to give the heavy weapons to the guy with the most strength, since everyone else is using the same equipment anyways mostly. I might hold back my highest ranked member in a fight as well, in order to avoid him/her getting killed and the morale loss incured by it. But that´s pretty much it. I could give more grenades to someone with a lot of throwing-skill, but when you are in my team, you get a grenade - one for each. Cause it wont help me, if you have all the grenades, when you are standing a mile away from the target, while your teammate looking straight into the aliens face has none...
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