Secondary base development

UFO: Extraterrestrials is a futuristic real-time/turn-based strategy blend set on the fictional planet of Esperanza in 2025. Having made a bloody first contact with a strange form of life from another planet, the player is thrust into the tough position of leading the defense of this isolated planet against the never-ending assault of these hostile invaders
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rjnharvey
Posts: 5
Joined: Sat Jul 09, 2005 12:29 am

Secondary base development

Post by rjnharvey »


I seem to be very limited in what I can build at my secondary bases. I am limited to only a handful of structures. Is this the way it should be? Am I missing something? :)

Thanks!
Wiz33
Posts: 148
Joined: Wed May 16, 2007 8:00 pm

RE: Secondary base development

Post by Wiz33 »

  That's the way it is till someone finds a way to mod it (not yet).
Traveler
Posts: 115
Joined: Wed Mar 30, 2005 11:47 pm

RE: Secondary base development

Post by Traveler »

Is there any point in building defences at these bases?  I built them at the two where I keep my fighters.
dbt1949_slith
Posts: 193
Joined: Fri Jun 15, 2001 8:00 am
Location: hogeye,ar

RE: Secondary base development

Post by dbt1949_slith »

I just let the aliens take the secondary base and then go and reclaim it. It's cheaper than building defenses in numbers that make them effective.
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jimwinsor
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RE: Secondary base development

Post by jimwinsor »

I notice Bman's mod includes a beefed up defenses option...are they worth it then?
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Wiz33
Posts: 148
Joined: Wed May 16, 2007 8:00 pm

RE: Secondary base development

Post by Wiz33 »

  Even with Bman's mod, you'll need 3-4 current generation defense to have a good chance of stopping a partially damaged (say by interceptors) Battlescruiser or above. So I would just say let them take it and then go capture it back.
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