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Can't build much in the way of a new base.
Posted: Sat May 19, 2007 7:49 am
by chappai
* I have abou ten hours of game play invested here. UFOs are flying fast and furious all over the planet. To combat the increased activity, I built a new base... wait... attempted to build a new base. Started construction with the rooms that appeared on a list. Only four rooms were available: hanger, power, defense and one other room. Can't build a command center no matter I do. No crew quarters, no workshops or labs. Nothing. Moving the base elsewhere does nothing. All possible research has been done. Nothing I do reveals more room options for additional bases. Its good if all I want are interceptor bases.
Additionally, no matter how a soldiers stats are improved, they are all horrible shots at any range.
The medikit also always reports that it cannot heal a soldier who is down. I can see that happening with a stim pack, but the medikit should be able to return a soldier to consciousness to least get them back to the ship.
Was excited about the game. Excitement is quickly fading.
RE: Can't build much in the way of a new base.
Posted: Sat May 19, 2007 10:11 am
by Walloc
Secondary bases are for maintaing control over states and bases for interceptors only, by design.
As i see it. The design decision was made to balance the game. If u could as in X-com build all on all bases u would progress to fast.
Limiting it to 1 base has made it about priovetizing in what u want in ur 1 base, and tho artificially limits the oppertunity the player has to make 10 research center on every base, there by creating an unbalance in gameplay.
I've finnished the game now and as i see it. It works, not that every1 will like it, but in the way that it does what it was designed to do. Keeping game balance through out the game.
Other bases are importand to keep control of other states and keep up the monthly income from them.
I agree that initially ur soldiers is poor quality. 1 way to gain xp and over come this early for me was to use nades. U dont need much xp to advance early on. By the time ur soldiers are corporals they are capable and by time they are sgts they are gods.
Yeah 3 shot burst at 99% at max range kinda thing. Notice kneeling will increase ur accuracy by wonders.
The medikit again was a design decision as i see it. If unconcious u just have to win the battle and the soldiers are hospitalized. I know lots of ppl hate the fact that soldiers cant die a have made mods to rectifie that.
IMO considering the advantages the Aliens have. Like longer sight range in effect reducing in open terrain ur reaction fire oppertunities to at times 0. They fact through out the game u experience phases where it seems Aliens are 1 shoot wonders killing ur soldiers in 1 shot with out u even seing them cuz of above, i find the fact that they dont die a good thing.
So if u win in effect ur soldiers are taken back to teh ship if unconcious.
In order to do get more research options the trick is Spoileralert:
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Capture alien commanders. Green vipers as oppose to usual brown ones.
There are a thread on the UFO board on how to recogniese all the different commander that i had to look at in order to find out which was which.
Hope it helps,
Rasmus
RE: Can't build much in the way of a new base.
Posted: Sat May 19, 2007 12:44 pm
by chappai
Thanks for the info...
I just have to ask if it would have hurt to put this info about base construction in the manual?
RE: Can't build much in the way of a new base.
Posted: Sat May 19, 2007 1:19 pm
by Walloc
No and i very much agree with u that the manual is pretty useless.
Forums apparently the way of choice to get info/learn for this game.
Kind regards,
Rasmus
RE: Can't build much in the way of a new base.
Posted: Sat May 19, 2007 9:34 pm
by GalacticOrigins
Key is to use healing in a battle to keep health up and the soldier on their feet. Even if wounded they go to the hospital, but heal all the points of damage before finishing the mission. On harder difficulty settings soldiers go to sickbay mush longer (45 days max).
Try and keep control over the main continent since the hangars their can have interceptors later on, and all the fighters can jump on an enemy. Don't waste fuel chasing targets way over the water. Scout missions, on the ground, are casualty-mongers and fighters give more trooper kills (experience) and have more stuff (about 140k worth once research and you start selling artefacts back).
There are some helpful hints on the other threads, check the War Room area.
Welcome aboard and happy hunting! [:)][8D][;)] [:D]