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Author Topic: X-Com:Apocalypse question  (Read 2279 times)

Knight of Fools

  • Bay Watcher
  • From Start to Beginning
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    • Knight of Fools
Re: X-Com:Apocalypse question
« Reply #15 on: July 17, 2011, 12:12:43 am »

I think that you can only speed them up in real-time combat, but I hate doing turn-based in general because it takes freaking forever to explore the entire map looking for that single immobile, harmless alien egg thing hidden off in some poor sap's closet.  It was difficult to suppress the desire to bomb entire buildings when that happened.

"We just had to make sure.  Sorry about the damages."
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Proud Member of the Zombie Horse Executioner Squad. "This Horse ain't quite dead yet."

I don't have a British accent, but I still did a YouTube.

Soulwynd

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Re: X-Com:Apocalypse question
« Reply #16 on: July 17, 2011, 12:16:32 am »

Yeah, every x-com has this issue.

It's probably the only reason I have droids. Some of them have great scout stats and never get tired, so they cover a huge area per turn if you keep them lightly equipped.
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breadbocks

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Re: X-Com:Apocalypse question
« Reply #17 on: July 17, 2011, 12:35:05 am »

Yeah, every x-com has this issue.
Fucking barns...
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EuchreJack

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Re: X-Com:Apocalypse question
« Reply #18 on: July 17, 2011, 05:18:28 am »

I've got another question: Has anybody played the Megapol mod?

In this mod, you take over Megapol after X-Com has fallen to the aliens.  It's incredibly hard, as the map always has hidden hostile craft, and the second or third combat map (and up) features Megaspawn!

There is also a road mod that can make roads indestructable, so tanks finally can be used.
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