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Old 12-05-2006, 10:46 AM   #2381
outa
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Okay I found a way ... i played the game in german. When I switch to english version, the bug doesn't occur. kinda strange :eeeeeh:

anyway, to anyone who also has problems with x-com, i can recommend you this site: http://www.xcomufo.com/x1faq.html
it lists some other bugs and how to avoid them.
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Old 19-05-2006, 03:02 AM   #2382
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180 pages!!

just joined the forums, i think i might be in trouble -> got back into X-Com after many many years the other night, ended up playing it for 3 hours at work!! o no's.. and i have lots of work to do too! but damn it's such an awesome game.

i'm hoping my soon to be purchased GP2X will be able to play it with the Dos emu, but i'm not getting my hopes too high. According to the wiki they reakon only late 80's level performance. If anyone's interested they're a sweet unit tho:

http://craig.gp2x.de/review/GP2XReview.html


now.. moving onto important things... X-Com strategy!! I've totally lost it and am getting pwned by the *dirty word* aliens :/ Maybe I'm trying to do too much in the first few months. What sort of timeline would you guys make as a "things you should have by this time" kind of thing.. as in what amount of bases, research, equipment etc.
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Old 19-05-2006, 05:12 AM   #2383
laiocfar
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Where is the problem in the geoscape tactic war or in the turn base battle? :bleh:
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Old 19-05-2006, 10:26 AM   #2384
another_guest
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Quote:
Originally posted by yanman@May 19 2006, 03:02 AM
What sort of timeline would you guys make as a "things you should have by this time" kind of thing.. as in what amount of bases, research, equipment etc.
First of all, what difficulty level are you playing at? It might be good to start with one of the easier levels, gives you more time to get "into the game" again.

As a sort of timeline (of course purely a personal preference that seems to work well for me, I guess everyone has his/her own strategy):

1) Buy better "standard" equipment (i.e. the items you can buy and don't need manufacturing) for your current troops: auto cannons, grenades, HE, proximity grenades, stun rods, an occasional rocket launcher, ...
2) Hire some more soldiers, both to defend your base in case of an attack and as spares in case you lose soldiers during missions + make sure there's enough weapons to defend your base: weapons loaded into the skyranger can't be used for base defense!
3) Hire some scientists (I seem to remember about 20 is a good number so early in the game) and research towards laser rifles asap
4) Build an additional storage space + an alien containment facility. If you've got the budget, also a large radar.
5) Always keep enough money on hand to be able to pay your monthly costs and such + buy equipment when needed. But with the money you can spare, hire more engineers (and make sure you've got enough workplace of course), then start making med kits, later laser rifles and laser cannons --> sell them for a great profit. This will allow you to boost your income hugely.

Only when I get my first base really going and cash is coming in faster than I could spend it, I expand building more bases.
Base locations have been discussed quite often, key locations to cover are: Europe, USA, Japan. Each with decent troops, interceptor(s), skyranger if you can spare the money for it. Plus an alien containment facility as soon as you can.

Once laser rifles (and cannons if you want to improve your money making engineering machine) have been researched, go for plasma weapons as soon as you can. Also useful to research are laser tanks, they serve well as a first unit to send out of the skyranger.
Stun launcher should also get priority, as capturing live aliens is essential in the game.

That's it for now, hope this helps a bit already
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Old 19-05-2006, 11:26 AM   #2385
The Fifth Horseman
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Personally, I ditch the few Engineers I start with - they aren't useful that early - and start building an extra living quaters facility to be able to use 50 scientists as soon as possible.
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Old 20-05-2006, 03:19 AM   #2386
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Quote:
Originally posted by the_fifth_horseman@May 19 2006, 11:26 AM
Personally, I ditch the few Engineers I start with - they aren't useful that early - and start building an extra living quaters facility to be able to use 50 scientists as soon as possible.
what's the score with how salaries are paid tho? if you have them at the start of the game and fire them straight away, do you save any money for that month?

someone mentioned firing and then hiring in the last hour of the month so that you start the month and they arrive. does that mean salaries are paid at the start of the month and that's all?
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Old 22-05-2006, 02:50 AM   #2387
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woohoo laser rifles what a difference they make!
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Old 23-05-2006, 01:15 PM   #2388
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Yep they make a huge difference. They are great against the feared sectopod and no alien is specialised in resisting it. Some gamers use them even on cydonia.

Laser tank and Hoover tank have the same firepower (110) but the hover can fly and has better armor on all sides.

I learned that HWP's are not futuristic at all. Did someone heard about the autonomic military robot known as the SWORD ? It can be armed with M256 MG or an six bareled 40mm grenade launcher. The thing can work 7 days in sleep mode and better power sources are in development. The manufacturing costs of 1 of the prototypes was about 260.000 dolars but the manufacturer claim that mass production will lover the price to about 160.000 $ per unit.
Looks like we will have toys to counter the aliens in the future.

Ive found sone X-COM gags in other games here they are:

Transport Tycoon - After year 2000 (only if you have disasters on) ufos land randomly near rails... and are blasted to smithereens by a black skyranger. :evil:

GTA San Andreas - In San Fierro at the street racing mod garage you get to chose betwen two parts Alien and X-FLOW.




                       
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Old 23-05-2006, 07:12 PM   #2389
ShadowXIX
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Quote:
Originally posted by Acolyte@May 23 2006, 01:15 PM
. Did someone heard about the autonomic military robot known as the SWORD ? It can be armed with M256 MG or an six bareled 40mm grenade launcher. The thing can work 7 days in sleep mode and better power sources are in development. The manufacturing costs of 1 of the prototypes was about 260.000 dolars but the manufacturer claim that mass production will lover the price to about 160.000 $ per unit.
Looks like we will have toys to counter the aliens in the future.

Ive heard of the SWORD robotic weapons platform it can also be equiped with a 4 barrel anti tank missile system or a .50 CAL sniper rifle. Its often billed as the first military robotic weapons platform but thats not really true the Pacbot clearly came first which can be equiped with machin guns or a single 40 mm grenade launcher.

That wasnt exactly the primary role of the pacbot so SWORDs would have that title as the first purpose built robotic weapons platform.

I have to ask did you mean to put a comma in "160.000 $ per unit." Its nearly impossible for them to produce such a robot for $160 dollars I build robots and even robots a fraction of that size without half those options can cost in the thousands with ease.
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Old 23-05-2006, 08:46 PM   #2390
guesst
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Quote:
Originally posted by ShadowXIX@May 23 2006, 07:12 PM
I have to ask did you mean to put a comma in "160.000 $ per unit." Its nearly impossible for them to produce such a robot for $160 dollars I build robots and even robots a fraction of that size without half those options can cost in the thousands with ease.
In (at least) America 160,000.00 would be the ONLY convention, however internationally it's understood that three zeros after a decimal point implies "thousand", two implies "cents". $160.000 is the correct way anywhere but here in the US.
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