Hireing and Firing

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Rogilam
Posts: 1
Joined: Sun Jun 10, 2007 10:38 pm

Hireing and Firing

Post by Rogilam »

is there anyway to hire more soldiers? and scienist also for that matter.
GalacticOrigins
Posts: 220
Joined: Thu Mar 22, 2007 2:46 am
Location: Wolf 359

RE: Hireing and Firing

Post by GalacticOrigins »

Only with a mod can you hire/fire soldiers. Otherwise, you will get 1 soldier per month, on average.
 
For lab techs and scientists you have to build more workshops (techs) and labs (scientists). This can only be down at the main base.
iamgwd
Posts: 5
Joined: Tue May 08, 2007 3:16 pm

RE: Hireing and Firing

Post by iamgwd »

If you abandon a mission and some soldiers are not on the troopship when it lifts off they are 'lost'. So to fire someone without any mods required simply launch a mission to 'non' critical site (scout that has been shot down for example). Don't give your soldier any weapons (ensure they have the minimum armour) and walk them down the plank onto the mission site and then lift off while their out there. It would be nice if you could dress them in the red security suits of the original star trek series (a sure sign you weren't coming back with the rest of the landing party.[:o] ). Net result is it will cost you 30000 to replace the armour and the next time a recruit comes along you have raplaced him. I tend to bring the weaker soldiers along and use them in scouts to draw enemy fire while my better equipped soldiers stay back and pick off the aliens. The weaker soldiers over time can be improved over time to become useful as fighting units.
iamgwd
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jimwinsor
Posts: 1077
Joined: Mon Nov 21, 2005 6:53 pm
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RE: Hireing and Firing

Post by jimwinsor »

LOL!  "Hey guys, come baaaaack, you forgot meeeee!!!"
Streaming as "Grognerd" at https://www.twitch.tv/grognerd
todd77
Posts: 36
Joined: Fri Jan 05, 2007 12:07 am

RE: Hireing and Firing

Post by todd77 »

Hmm, I have the Frankenmod and I cant seem to hire soldiers anywhere
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