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Started by Detonate
Wed, 16 Sep 1998 00:00
XCOM - TFTD questions....
Author: Detonate
Date: Wed, 16 Sep 1998 00:00
Date: Wed, 16 Sep 1998 00:00
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Okay first up, what I would like to know is this;
Medi kits can apply multiple shots of stimulant to revive an aquanaut,
but no mention is made of if this is applicable to either the pain killer or
heal. So would multiple 'shots' of heal or pain killer increase wounds or
morale over a single shot. I've been using the multiple application theory
in the past, but never found out if this is true. Anyone care to offer
their theory?
Secondly, Bio-Drones. When shot and killed, they explode on impact.
What is the blast radius from the Drone and also what is the damage capacity
of the explosion?
Thanks for your assistance
Detonate
Re: XCOM - TFTD questions....
Author: Evil Q
Date: Wed, 16 Sep 1998 00:00
Date: Wed, 16 Sep 1998 00:00
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Detonate wrote in message <905973562.9891.0...@news.demon.co.uk>... >Okay first up, what I would like to know is this; > > Medi kits can apply multiple shots of stimulant to revive an aquanaut, >but no mention is made of if this is applicable to either the pain killer or >heal. So would multiple 'shots' of heal or pain killer increase wounds or >morale over a single shot. I've been using the multiple application theory >in the past, but never found out if this is true. Anyone care to offer >their theory? The in-game help is adequate on this one (I think). heal - heals 1 wound (so multiple shots are necessary for multiple wounds) painkiller - increases morale some, but *only* if the aquanaut was wounded (one shot) > > Secondly, Bio-Drones. When shot and killed, they explode on impact. >What is the blast radius from the Drone and also what is the damage capacity >of the explosion? Don't know, but B-D are sure a buttpain to fight. OTOH, blasting them can kill their alien buddies in vicinity. Q
Re: XCOM - TFTD questions....
Author: dtr... James Gassaway
Date: Thu, 17 Sep 1998 00:00
Date: Thu, 17 Sep 1998 00:00
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"Evil Q" <zor...@hermes.removethis.si> writes: >Detonate wrote in message ><905973562.9891.0...@news.demon.co.uk>... >> Secondly, Bio-Drones. When shot and killed, they explode on impact. >>What is the blast radius from the Drone and also what is the damage >capacity >>of the explosion? >Don't know, but B-D are sure a buttpain to fight. OTOH, blasting them can >kill their alien buddies in vicinity. It's been a while since I played it but I seem to remember that Bio-Drones don't explode if killed with one of the vibro-blade type weapons. I could be wrong though. -- Dimensional Traveler Commander, WarForce Omega (the Star Killers), Multiversal Mercenaries. You name it, we kill it, any time, any reality.
Re: XCOM - TFTD questions....
Author: Anssi Saari
Date: Thu, 17 Sep 1998 00:00
Date: Thu, 17 Sep 1998 00:00
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>>>>> "Evil" == Evil Q <zor...@hermes.removethis.si> writes:
Evil> Don't know, but B-D are sure a buttpain to fight. OTOH,
Evil> blasting them can kill their alien buddies in vicinity.
But the buddies are usually lobstermen, who are almost immune to blast
damage?
--
Anssi Saari - a...@cs.tut.fi
Re: XCOM - TFTD questions....
Author: Kasey Chang
Date: Thu, 17 Sep 1998 00:00
Date: Thu, 17 Sep 1998 00:00
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Medikits are limited in the number of shots they can administer as each shot takes TU's (exact number I forgot). So if you have 60 TU's, and you whip out your medikit at beginning of turn, you get 6 shots max. As you can heal only ONE critical wound per heal shot, you don't really need more than one shot of heal unless you HAVE that many critical wounds. And if you do, you belong in a hospital, not a battlefield. :-) Pain killer only works on soldiers whose morale have DROPPED since their initial morale, at about 10 pts per shot. Bio-drone xplodes with the strength of an alien grenade. Hint: if you STUN it, it won't blow up, but you can't use stun bombs... -- Kuo-Sheng "Kasey" Chang / MIS Developer / DisCopyLabs / Fremont, CA K S Y @ I C P . O Address coded A E C D S O Y C M to foil spam Detonate wrote in message <905973562.9891.0...@news.demon.co.uk>... >Okay first up, what I would like to know is this; > > Medi kits can apply multiple shots of stimulant to revive an aquanaut, >but no mention is made of if this is applicable to either the pain killer or >heal. So would multiple 'shots' of heal or pain killer increase wounds or >morale over a single shot. I've been using the multiple application theory >in the past, but never found out if this is true. Anyone care to offer >their theory? > > Secondly, Bio-Drones. When shot and killed, they explode on impact. >What is the blast radius from the Drone and also what is the damage capacity >of the explosion? > >Thanks for your assistance > >Detonate > >
Re: XCOM - TFTD questions....
Author: chule... Craig Hulett
Date: Thu, 17 Sep 1998 00:00
Date: Thu, 17 Sep 1998 00:00
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In article <905973562.9891.0...@news.demon.co.uk>, "Detonate" <deto...@detonate.demon.co.uk> wrote: >Okay first up, what I would like to know is this; > > Medi kits can apply multiple shots of stimulant to revive an aquanaut, >but no mention is made of if this is applicable to either the pain killer or >heal. So would multiple 'shots' of heal or pain killer increase wounds or >morale over a single shot. I've been using the multiple application theory >in the past, but never found out if this is true. Anyone care to offer >their theory? > > Secondly, Bio-Drones. When shot and killed, they explode on impact. >What is the blast radius from the Drone and also what is the damage capacity >of the explosion? > >Thanks for your assistance > >Detonate > > Not sure about XCOM2, but in the original XCOM each dose of medication cost 10 time units and the effects were cumulative. Each shot of healing (blue) healed one critical wound. Each stimulant (orange) had a chance of reviving the soldier and could possibly restore lost health. Each dose of pain killer (green) restored moral up to the amount of health that had been lost. (My strategy guide explains the last one by saying: "If a soldier has lost 10 points of health, each dose of painkiller increases the soldeir's morale from 1 to 10 points") I would think it works the same way in TFTD as they used the same engine. No clue on the bio-drones. Craig
Re: XCOM - TFTD questions....
Author: Alex Pot
Date: Thu, 17 Sep 1998 00:00
Date: Thu, 17 Sep 1998 00:00
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Detonate wrote: > Okay first up, what I would like to know is this; > > Medi kits can apply multiple shots of stimulant to revive an aquanaut, > but no mention is made of if this is applicable to either the pain killer or > heal. So would multiple 'shots' of heal or pain killer increase wounds or > morale over a single shot. I've been using the multiple application theory > in the past, but never found out if this is true. Anyone care to offer > their theory? > > Secondly, Bio-Drones. When shot and killed, they explode on impact. > What is the blast radius from the Drone and also what is the damage capacity > of the explosion? > > Thanks for your assistance > > Detonate On the first I dont know, because I am a cowardly player. None of my soldiers ever get hit. I resurrect them in a restore last game operation. What I do know is that on terror mission in enlclosed space. Shooting the Drone in an area with a grated roster between levels, the drone will not explode. I would say because there is no resistance where the Drone falls. The explosion will be useless without resistance to the blast, if you get my drift.
Re: XCOM - TFTD questions....
Author: Detonate
Date: Fri, 18 Sep 1998 00:00
Date: Fri, 18 Sep 1998 00:00
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Okay everyone, thanks for your replies - I guess that answers my questions Detonate
Re: XCOM - TFTD questions....
Author: PBC
Date: Fri, 18 Sep 1998 00:00
Date: Fri, 18 Sep 1998 00:00
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> On the first I dont know, because I am a cowardly player. None of my soldiers >ever get hit. I resurrect them in a restore last game operation. > For your own sake, you should try playing with a little backbone. I imposed a "no in-mission save" rule on myself and many time found situations where I would accept some losses and play on. It adds to the drama of game considerably. As long as you save before the mission starts, you never have to worry about the bad guy's locations being revealed because the missions get randomized on start up. Sure I had missions where I scrapped everything and re-loaded, but you have those times where you figure that sacrificing a few green recruits for the cause is worth it. That's when you start to really feel like you are in a combat situation. P. Conrad Remove all Xs to reply
Re: XCOM - TFTD questions....
Author: Evil Q
Date: Fri, 18 Sep 1998 00:00
Date: Fri, 18 Sep 1998 00:00
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PBC wrote in message <6tuirj$m...@news-central.tiac.net>... > >> On the first I dont know, because I am a cowardly player. None of my >soldiers >>ever get hit. I resurrect them in a restore last game operation. >> > >For your own sake, you should try playing with a little backbone. I imposed >a "no in-mission save" rule on myself and many time found situations where I >would accept some losses and play on. It adds to the drama of game >considerably. As long as you save before the mission starts, you never have >to worry about the bad guy's locations being revealed because the missions >get randomized on start up. Sure I had missions where I scrapped everything >and re-loaded, but you have those times where you figure that sacrificing a >few green recruits for the cause is worth it. That's when you start to >really feel like you are in a combat situation. > >P. Conrad I play the same way. No saving in tactical battle adds to the responsibility you must assume for your actions, so you don't end up just clicking away, but really use your brain. I even played (XCOM, that was easier), without ANY saving at all, except for the necessary breaks at the end of the playing sessions. Playing with harsher rules makes you THINK better, and adds to the sense of accomplishment. That's why I can't understand cheaters and custom editor users - where's the fun in walking through a game without much effort? Q > >Remove all Xs to reply > >
Re: XCOM - TFTD questions....
Author: Detonate
Date: Fri, 18 Sep 1998 00:00
Date: Fri, 18 Sep 1998 00:00
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PBC & Evil Q have what I would consider the 'purist' way of embarking on a game of XCOM [be it UFO or TFTD]. As they have said, it makes you think, you accept the mettle of your title, being supreme commander of the XCOM forces. It's tough when you _know_ some of your squad will never return, after all the missions they've been through, the way they've been nurtured and progressed, only to find that one mission is their final mission. And you find yourself without that critical pivot to your squad... It's tough, but you gotta deal with it. I like your style gentlemen, you do XCOM proud! :-) These two commanders should be an example to us all, to show us how things should be done. Anyone care to comment? Is reloading during missions a no no, or a means to an end? Detonate
Re: XCOM - TFTD questions....
Author: Jakob
Date: Sat, 19 Sep 1998 00:00
Date: Sat, 19 Sep 1998 00:00
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I play the same way, usually. For me, I have had times where I just have to reload the mission, but I never save or load from within a mission. This may sound really stupid, (in fact, I'm sure it will) but I sometimes talk out my orders, and my recruits replies, or at least imagine it this way. It almost adds a roleplaying element to the game...sometimes I even feel a sense of dramatic pride and respect for the soldier who just gave his life to let his fellow soldiers escape to safety. God, I must suck... -Jakob Detonate wrote in message <906156592.27027.0...@news.demon.co.uk>... >PBC & Evil Q have what I would consider the 'purist' way of embarking on a >game of XCOM [be it UFO or TFTD]. As they have said, it makes you think, >you accept the mettle of your title, being supreme commander of the XCOM >forces. It's tough when you _know_ some of your squad will never return, >after all the missions they've been through, the way they've been nurtured >and progressed, only to find that one mission is their final mission. And >you find yourself without that critical pivot to your squad... It's tough, >but you gotta deal with it. > >I like your style gentlemen, you do XCOM proud! :-) > >These two commanders should be an example to us all, to show us how things >should be done. > >Anyone care to comment? Is reloading during missions a no no, or a means to >an end? > >Detonate > >
Re: XCOM - TFTD questions....
Author: Raille
Date: Mon, 21 Sep 1998 00:00
Date: Mon, 21 Sep 1998 00:00
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Detonate wrote in message <906156592.27027.0...@news.demon.co.uk>... >I like your style gentlemen, you do XCOM proud! :-) > >These two commanders should be an example to us all, to show us how things >should be done. > >Anyone care to comment? Is reloading during missions a no no, or a means to >an end? > >Detonate At first, playing Xcom-Def, I would save in mid game, to cheat so to speak. After a little practice, I never save a mission just to save a soldier, or mission. You have to take some lumps to get a real feel for the Xcom tradition. Try playing on the superhuman level. ! Dave rai...@mich.com > >
Re: XCOM - TFTD questions....
Author: ram... Paul E. Goodwin III
Date: Thu, 24 Sep 1998 00:00
Date: Thu, 24 Sep 1998 00:00
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"Jakob" <imma...@pacifier.com> wrote: >I play the same way, usually. For me, I have had times where I just have to >reload the mission, but I never save or load from within a mission. >This may sound really stupid, (in fact, I'm sure it will) but I sometimes >talk out my orders, and my recruits replies, or at least imagine it this >way. It almost adds a roleplaying element to the game...sometimes I even >feel a sense of dramatic pride and respect for the soldier who just gave his >life to let his fellow soldiers escape to safety. >God, I must suck... >-Jakob Heh, and here I thought I was the only person who talked to his soldiers. Hehehe. I re-load during missions (and save during missions) because I have the unhappy habit of clicking NOT where I had intended, or accidentally ordering the WRONG aquanaut to head somewhere, thus artifically exposing them to enemy fire. Paul G.
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