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Author Topic: X-Com: The Two Sides [Alien Thread] >2.0<  (Read 48496 times)

Burnt Pies

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #135 on: April 14, 2012, 12:33:07 am »

As I recall, Laser Cannons were the best in Xcom, but for whatever reason they decided Xcom needed a nerf to their income and cut the selling price in TTS.

I don't recall what's best in TTS, but when my Engineers weren't making stuff for my squad, they were making Motion Detectors.
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Flying Dice

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #136 on: April 14, 2012, 12:46:08 am »

I'm not certain, but I believe Laser Cannons are still the most efficient product that doesn't use exotic materials in TTS, even with the selling price cut. Could be wrong, though.
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GlyphGryph

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #137 on: April 14, 2012, 09:46:43 am »

It may have been laser cannons, actually. One of the ship weapons. I don't think they were all that much better than motion scanners, though obviously you could switch over if you had them, but I rarely bothered researching lasers at all :P

That time could be spent getting a better ship I could fit more mooks onto!
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frostshotgg

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #138 on: April 14, 2012, 11:55:30 am »

Vanilla XCOM had Laser Cannons as the most efficient cash cow, excepting Fusion Ball Launchers due to a bug in how they were produced. In TTS, I find that it's always a decent idea to keep half of your engineers making motion detectors, as those are just as efficient, and you get them right off the bat. And I never tech heavy lasers until they start chucking mutons at me.
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Orb

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #139 on: April 14, 2012, 10:06:25 pm »

I've been meaning to do the updates, but I've gotten lazy.  :P

On another note: Burnt Pies and I have switched roles, to see if it truly has to do with balancing. I appear to be in the lead, and we are in early February. Appearances can be deceiving, though.
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Hanzoku

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #140 on: April 14, 2012, 10:32:09 pm »

We welcome our new alien overlord!

Also, you need to post the terror mission still. :)
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The Scout

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #141 on: April 15, 2012, 03:03:35 pm »

Orb, when I get to combat as the aliens, I cannot select or move my aliens. Saving and reloading doesn't help.
And this is the UFO TTS help thread.  :D
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Orb

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #142 on: April 15, 2012, 03:16:48 pm »

Orb, when I get to combat as the aliens, I cannot select or move my aliens. Saving and reloading doesn't help.
And this is the UFO TTS help thread.  :D

Ah yes, you have come to the right place for assistance. We here at the UFO TTS help thread pride ourselves in timely assistance in matters we will probably be unable to assist in.

Have you waited for your human opponent to end his turn?

Have you considered that you have encountered a repeatable bug, and will have to finds ways to not end up in the same situation again?

Have you considered clicking with the left mouse button, instead of the right?

Have you considered hitting that button that switches between people/aliens, at the bottom of your UI?


~~~~~

Also, finely working on the update.

"Edit" Change of plans. While I was able to upload the images, getting the direct links is painfully slow, since my internet is currently, you guessed it, painfully slow. I will try to do an update later today when its faster, and do the 2nd half tomorrow.
« Last Edit: April 15, 2012, 03:40:21 pm by Orb »
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Orb

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #143 on: April 16, 2012, 07:33:51 pm »

Sorry guys, the update will have to pend for a while. My AP classes are demanding more and more of my time. Perhaps tomorrow, but probably not. May have to wait until the weekend.
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GlyphGryph

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #144 on: April 16, 2012, 07:58:44 pm »

My "willing to take over people" aren't working out - one isn't willing to accept any sort of commitment with their schedule, though they were intrigued by the idea (expected) and the other, more likely candidate, has been impossible to get a hold of.

Stupid brother, never returning my phone calls...

Regardless, it sounds like you guys have sort of worked something out anyway?
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Orb

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #145 on: April 16, 2012, 08:45:55 pm »

My "willing to take over people" aren't working out - one isn't willing to accept any sort of commitment with their schedule, though they were intrigued by the idea (expected) and the other, more likely candidate, has been impossible to get a hold of.

Stupid brother, never returning my phone calls...

Regardless, it sounds like you guys have sort of worked something out anyway?

No. He just doesn't want to continue the game. He doesn't believe he can win. While I do think he can, I can see why its so grim.

The problem lies, I'm pretty sure, in his control groups. He told me my medium(abductor) ufo escaped him 4 times even though he had interceptors above it. Likely, he had one interceptor above it, and the other was refueling or some such, which prevents interception. Which is why it got so one-sided so quick. Abductors, if gone not intercepted, are very powerful.

What we ARE doing is switching sides, and just to see if it has more to do with balance, or more with skill levels. While I will admit my opponent has far more technical knowledge of the game(I've asked him quite a few questions), he seems to forget vital things that will cost him the game. Little things like grenades, proxies, HE, and how control groups work have put him behind. Mainly, it was those control groups. Without that uninterrupted research, we would likely be equal, or even myself being a little behind.

Right now your brother is the only option I know of to continue the game. No pressure, with AP exams coming up this will likely be put on hold for a few weeks. I do plan to get the updates out before I put this on hold, however.

Here's a minor update, since I have about a half hour:

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thobal

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #146 on: April 17, 2012, 03:45:51 am »

posting to watch
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Orb

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #147 on: April 17, 2012, 03:02:20 pm »

...and now for part 2!

Spoiler: Update 5.75: Shorty (click to show/hide)

Sorry for the short update, but I'm going to have to piecewise it.
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Flying Dice

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #148 on: April 17, 2012, 03:12:36 pm »

Still enjoyable to read.  :)
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Hanzoku

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Re: X-Com: The Two Sides [Alien Thread] >2.0<
« Reply #149 on: April 17, 2012, 03:53:44 pm »

I'm not certain, but I believe Laser Cannons are still the most efficient product that doesn't use exotic materials in TTS, even with the selling price cut. Could be wrong, though.

My simple profit divided by engineer hours spreadsheet says that laser tanks are slightly more profitable then laser cannons.

I'm also amused by the thought of X-Com as the world's arms dealer in laser-based weaponry. How the funding nations must hate me as I liberally sell laser tanks and plasma rifles by the truckload to every arms dealer in the world to have a real working budget.

Serves them right, those penny-pinching idiots.
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