| bio | website | |
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| location | ||
| age | ||
| visits | member for | 7 months |
| seen | Apr 30 at 14:17 | |
| stats | profile views | 10 |
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Apr 2 |
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How to destroy AI ships without weapons? Also, from empirical evidence, some AI ships (the early ones especially) do not have auto repair. I've destroyed their weapons system and then took a good few turns to kill them and those weapons never repaired. Given this, teleporting and destroying all systems might not do enough damage to kill it. |
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Nov 28 |
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What is a good build order for the first month or two on classic difficulty? Also I should add that on classic you should really invest in things that let you capture aliens, like well trained assault and support guys, improved stunner tech, etc. This is crucial as otherwise you'll get to have plasma weaponery A LOT later if you don't capture it but build it yourself (due to severe lack of money on this difficulty) |
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Oct 29 |
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How is the number of engineers required to build facilities calculated? @jwaddell well, as you build deeper the prices and maintenance costs go up. I've not noticed a price going up for a building ONLY because you already have some instances if it, but I may be mistaken |
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Oct 29 |
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How is the number of engineers required to build facilities calculated? Are you sure the cost didn't grew due to the fact that you built your 2nd nexus on a lower level than the first? |
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Oct 26 |
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Are soldiers affected by area effects (smoke grenades, poison clouds) as they run through them? Yep, while the 2-tempo movement greatly simplifies the original game's click-spend(unknown amount of until performed)-time units approach while retaining pretty much all of its flexibility, the fact that they don't let you place way points (via shift holding or something), when you want to add more detail to a movement inside the action radius is pretty sucky. That's how I made my first TBS game and I always thought it was corner-cutting corny. |
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Oct 18 |
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Is there a way to remove all items from squad members, or exchange items between squad members? Yep, this is a blunder. The original game only let you edit your soldiers before the mission and that was quite a pain. I was happy when I first saw that the remake lets you edit them whenever you're at the base, but then I realised that not having an easy way to see what everyone's wearing so you can swap them around pretty much leaves you in the same situation as the original vis-a-vis this issue. |
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Oct 18 |
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Are there any benefits to capturing live zombies? Would have been so cool if you could. |
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Oct 18 |
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What is a good build order for the first month or two on classic difficulty? Europe (cheaper worksshops & labs) or Africa (more income) are good. |
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Oct 18 |
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What is a good build order for the first month or two on classic difficulty? Squad size, also, not that crucial inthe first month. IMHO it's more important to get the Officer's Training school first (if not on normal difficulty, when it's already there) and first get the iron will and squaddie upgrades, so that all the soldiers you get from now on will have improved will and start at squaddie level. |
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Oct 16 |
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Rules for succesfully capturing various aliens in XCOM Thanks, that clears it a lot! |
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Oct 16 |
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What is the perfect base layout? +1 for detailed answer and pointing out the removal of labs (and replacement with workshops) when no longer needed. |
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Oct 15 |
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Are the hit percentages predetermined? @MartinSojka: yes, agreed, I've given metaphoric examples which really can be interpreted both ways. And I don't wanna troll or be impolite or anything, but honestly, do you not agree that for a computer game which has something like "chance to hit, 90%" it would be sensible to assume that reloading and redoing an action that depends on that "chance to hit" can result in different outcomes. I remember reloading 10 times in Fallout and firing the same bazooka at the same Deathclaw until I'd score a critical hit, and after several non-criticals, eventually it would happen. |
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Oct 15 |
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Are the hit percentages predetermined? @MartinSojka have you flipped a coin only once in your life time and ever since used that result for any other coin flipping situations, based on the idea that "it's insane do flip the coin again and hope for a different result"? The OPs question is legitimate, without properly knowing how the thing is coded/intended to work, you can assume that reloading and redoing something will have a different output. Countless other similar game have such behavior. I don't think the question in this context (and others) can be qualified as "insane". |
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Oct 15 |
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How does cover work? It's also a somewhat strange animation choice to have a soldier who sits behind a cover actually STEP OUT of it in order to fire. It would have been, I think, a more helpful visual guide if the guy would just lean over on the side of the cover and shoot, it would have conveyed a more accurate hint as to how cover is actually treated (i.e. you can still see and can be seen even when behind it). |
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Oct 15 |
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Are the hit percentages predetermined? @MartinSojka quantum theorists, especially the Copenhagen interpretationists would disagree with that, and with the guy who stated it (which in turn disagreed with them). So would srand(time(NULL)); |
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Oct 15 |
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How to activate the Elite Soldier Pack for XCOM PC Version Thanks, I'll try this later on. |