Workshops and Labs

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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Chris Bisson
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Workshops and Labs

Post by Chris Bisson »

Does it do any good to build more workshops and Labs in this game? How about more detection systems? Seems money is very tight and building more of things that don't help is a waste.
What's with the negative waves?
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Hard Sarge
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RE: Workshops and Labs

Post by Hard Sarge »

you get 10 for each type built (later verison add more but are bigger)
 
which of course, you then spend more to use them, but you need them
 
 
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GalacticOrigins
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RE: Workshops and Labs

Post by GalacticOrigins »

Be careful building too many since when you assign the scientists/engineers it will drive up the costs, and I mean up. Later, you can add them.
 
Basically, on the normal difficulty I did not add any until I had advanced lab, when I also replaced the old lab with another workshop. I now have advanced lab and 3 workshops. There were many months when I had nothing to research, so be careful adding too many labs.
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Chris Bisson
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RE: Workshops and Labs

Post by Chris Bisson »

Thanks for the help guys. I was playing last night and built a second workshop and Lab. Well, they're builing at the moment and money is very tight since I have been trying to keep the bases being built so I can field more interceptors. I think the first thing I do when I start it up is to "un-build" them ;)

So you say to wait until the advanced lab is available before making more of them? I am having a hard time building enough ammo and making anything else at all. I seem to be reverting back to using all rifles for the troops instead of lasers and I only used 2 laser rifles at the most. Trying to get those psionic helmets made is hard as they take so long and cost so much. I always start to run low on ammo as a result. Although I am happy to see the troops with those helmets are not affected by the attacks, well at least so far they aren't. It seems I will never get that heavy laser into operation, have one built, but I can't make time for ammo for it.
What's with the negative waves?
GalacticOrigins
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RE: Workshops and Labs

Post by GalacticOrigins »

Yes, the ammo is a concern. For the early game (until mid-second year) you will have to conserve the laser ammo. This is actually a cool tactical issue. I always save up for a base assault or key ship crash site.
 
I only had 3 mind shields mid-way through the second year. All the mind attacks so far have created paralysis. I do not know if mind attacks take over the soldiers as in the original game, I am thinking not (or at least not until a long time, since the mind shields are very hard to make). Basically, I only have a few and even when a soldier is messed up in the head they only lose their AP for that turn. This is a lot less of a problem than the original game, where a soldier would attack your own squad, forcing you to kill him.
 
Mind shields are a long-term project and are low priority in my book. I may need them in the late game, dunno.
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Hard Sarge
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RE: Workshops and Labs

Post by Hard Sarge »

in my game, I have 30 workers, I sent them up, so one guys is working on one of the ammo types (you going to need a few types) and then I have around 20 or so left over for the major items, if no major item is up, then spead those two around to the ammo, until a new major comes up
 
(you gonna needs new shields, rocket launchers, guns, armor, ships and so on, those are the majors)
 
pretty soon, it will seem like the Ammo is always getting made
 
but I think we need a mod for build times and for refueling ?????
 
 
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dbt1949_slith
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RE: Workshops and Labs

Post by dbt1949_slith »

I'm in mid game now and the only ammo I have to make is the specialty ammo. My other workers are building aircraft shields, upper end aircraft cannons and ships.
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GalacticOrigins
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RE: Workshops and Labs

Post by GalacticOrigins »

Yah, once mid-game arrives the ammo problem dissipates nicely.
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Hard Sarge
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RE: Workshops and Labs

Post by Hard Sarge »

well, it does if you can reseach the next leader, I am in the 2nd year and still have not seen one I can capture
 
 
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dbt1949_slith
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RE: Workshops and Labs

Post by dbt1949_slith »

Carry plenty of stun rockets/grenades and stun every Vipon you come across. The leaders are green and the rank and file are orange. Leaders only appear in cruisers and above and at terror sites. Not sure about alien bases tho.
I'm at the end of the first year and have only captured two so far. I usually lose a guy or two in the process.
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Hard Sarge
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RE: Workshops and Labs

Post by Hard Sarge »

oh, I am loaded for bear, I just don't run into Vipons, I have only seen one Commander, and after I captured him, the gang killed him, as I had sold off the inter room !!!!
 
odd though, yesterday, I was running into a lot of the greys and Larvas, so maybe
 
 
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Hard Sarge
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RE: Workshops and Labs

Post by Hard Sarge »

all I am seeing are Greys and Mechs (that is a good combo)
 
maybe it is winter time and the snakes don't like to come out to play
 
 
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dbt1949_slith
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RE: Workshops and Labs

Post by dbt1949_slith »

I just came across an all mech cruiser. Holy crap! I'm in trouble now. Maybe researching will show some kind of weakness.[X(]
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Hard Sarge
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RE: Workshops and Labs

Post by Hard Sarge »

Fire or massed firepower
 
(I only got Lazer)
 
Heavy Lazer can if lucky drop them with one round, but most times, it takes more
 
dead on Flamethrower or chemweapon, works most times, but got to hit, not be a area attack
 
 
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dbt1949_slith
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RE: Workshops and Labs

Post by dbt1949_slith »

I've got a flamethrower but didn't have it on this mission. Wasn't expecting this. I've got a plasma A/C whose cannon works fairly decent and plasma grenades are okay. Plasma rifles almost bounce off. Heavy lasers are good tho.
Looks like I need to make a chem gun too.
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dbt1949_slith
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RE: Workshops and Labs

Post by dbt1949_slith »

I've decided to add a fifth workshop. I just cannot keep up with my production! Luckily money isn't too much of a problem yet.
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Hard Sarge
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RE: Workshops and Labs

Post by Hard Sarge »

ahhhh
 
got about 5 or 6 Grey and Mech missions, then shot down a Destoryer when it was time to call it a day, I normally let the transport land, and then save, so I know what I was trying to do when I start up again
 
and what do I see ? a Vipon right outside the Transport
 
maybe the Gods of War have smiled upon me and here is my chance to take a Commander
 
well, long story short, NOPE, I got 4 troopers put into the hosp, as I had to make sure of the color of each target before firing
 
(poor Mr Z, he got hit 4 different times, and needed lots of in the field healing, he is my nader and scout)
 
Erik, Walloc and Jack Danials are also spending time in the sickbay now
 
 
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dbt1949_slith
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RE: Workshops and Labs

Post by dbt1949_slith »

I've gotten to the Preachers. ARRRRGGHHHHH!!!!
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The Gnome
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RE: Workshops and Labs

Post by The Gnome »

The frustrating thing about those mechs is when you are pelting them with shots and they just turn and one shot kill a team member.

Sometimes I have the perfect ambush setup: I'm defilade, all my troopers have sufficient AP and LOS, the mech walks in and takes numerous hits and he just turns and one shots someone dead. Sigh.
dbt1949_slith
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RE: Workshops and Labs

Post by dbt1949_slith »

At least I found out the weakness of the Preachers. Unfortunately I had let my supply drop really low.
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