XCOM: Enemy Unknown - Strategy Game - Developed by Firaxis

fine a save file somewhere that is just before the win on impossible. Easiest way I can think of.

For some reason I cannot keep Support soldiers alive in my current game. They rarely last more than one or two missions. Sooo frustrating. I guess I could leave them in the rear, but then they won't advance. Blargh!

Tamren wrote:

But that's just it. I WANT options to make the game harder without having to set the game to a higher difficulty. Doing that just gives the aliens a numerical handycap and doesn't actually make the gameplay mechanics harder. Losing soldier equipment on death, elerium decay, these are INTERESTING changes to the default campaign. But since I have only beaten classic pretty much all of the options are just extra randomization. Randomized rookie stats, (extra) randomized damage numbers, lowered chance of psi soldiers (so that you have to screen more people for that random chance) etc etc. SNORE.

I don't think I can work up the enthusiasm to slog though Impossible just so that I can unlock these options. The game should just give them all to you after your first win.

I can't remember if it was the RPS interview but I'd be surprised from the way the lead designer talks about the options/game if this was the last iteration on the theme of "easy modding".

Tamren wrote:

But that's just it. I WANT options to make the game harder without having to set the game to a higher difficulty.

Hm.. I didn't think about it that way. Makes sense.

To everyone, especially Tamren. This might make you happy.

http://xcom.nexusmods.com/mods/18/

This mod (takes a bit to make it work but i have it running on version 1.62 right now)

Changes up quite a bit of the game and makes it more enjoyable and increases the difficulty without just giving the Aliens bigger numbers on their to hit rolls. (Which i agree with Tamren i ABSOLUTELY despise, they should become smarter, more brutal, but not better cheaters)

Warspace Extension really has made the game more fun for me i'll be starting a new game with Classic Ironman and have fun with that.

Oh just for the record which second wave options are disabled till you beat impossible? I may just run through an "impossible" game with Cheat Engine turned on to give me tons of cash and super soldiers or something so i can clear it and get the second wave goodies to play a "real" game.

The XCOM ToolBoks mod got updated yesterday finally to work with the newest patch.

Cayne wrote:

This mod (takes a bit to make it work but i have it running on version 1.62 right now)

You do? Anything specific you can think of to make this work? I struggled with this for ages before finally giving up. I tried a new install, running offline after updates all to no success.

RE: Psi ops and solider class
Well, out of frustration and learning that it really is a numbers game from tykl, I recruited my max number of soldiers. weeded out the heavies, supports and snipers since I have plenty of them for the main temple assault, and started running all of the assaults thru the psi test. I dismiss the scrubs and keep the psi operatives. Now just to level them up. I also became painfully aware of the low Will on some of my original soldiers.

RE: Will
What are your acceptable levels of Will in your troops? I had some as low as mid-30's and some that are above 100.

RE: ToolBoks
Great mod for the second time thru. Helps with some of the more annoying delays that you really want to get thru to speed up the turns.

I'm not entirely sure how will works. In the default game without Second Wave modifiers the accuracy of a soldier is 60 at rookie level and increases based on the soldiers rank and class. Snipers top out at 105, supports 90, assaults 89 and heavies at 75. But will is a different matter. I *think* it starts at 40, but I checked some of my savegames and the exact amount varies a lot. I know you lose will when soldiers are incapacitated. There is also a project in the OCS that increases will based on rank (which may not be retroactive).

I am on a third play through and am trying to shortcut my way through some of it. I have decided, for instance, to completely bypass beam weapons and research plasma despite the very slow research path. I managed to capture a muton fairly early though, so I will get the research credit as soon as I put the thumbscrews to him.

I captured an outsider shard as well, but I don't have the research project that allows me to interrogate it yet. I did notice that the Interrogate Muton research project jumped up to top priority though. Does that mean I have to interrogate a different alien before I get the chance to interrogate the Outsider? Vexing.

All of Asia and Europe are near complete panic while the rest of the globe is in the blue. I am 27 days away from Council meeting and I am sure there will be abductions coming, so I am banking on the Alien Base mission to give me the breathing room to get my satellite constellation up.

So far, I have not lost a single soldier and have a heavy trained up to major level. I have doubles of every class except sniper, so I will need to keep an eye out for one of them once I purchase the OCS improvements. Right now, however, I am concentrating on base improvements.

Paleocon wrote:

I am on a third play through and am trying to shortcut my way through some of it. I have decided, for instance, to completely bypass beam weapons and research plasma despite the very slow research path. I managed to capture a muton fairly early though, so I will get the research credit as soon as I put the thumbscrews to him.

I captured an outsider shard as well, but I don't have the research project that allows me to interrogate it yet. I did notice that the Interrogate Muton research project jumped up to top priority though. Does that mean I have to interrogate a different alien before I get the chance to interrogate the Outsider? Vexing.

All of Asia and Europe are near complete panic while the rest of the globe is in the blue. I am 27 days away from Council meeting and I am sure there will be abductions coming, so I am banking on the Alien Base mission to give me the breathing room to get my satellite constellation up.

So far, I have not lost a single soldier and have a heavy trained up to major level. I have doubles of every class except sniper, so I will need to keep an eye out for one of them once I purchase the OCS improvements. Right now, however, I am concentrating on base improvements.

What difficulty are you on?

Paleocon wrote:

I captured an outsider shard as well, but I don't have the research project that allows me to interrogate it yet. I did notice that the Interrogate Muton research project jumped up to top priority though. Does that mean I have to interrogate a different alien before I get the chance to interrogate the Outsider? Vexing.

I'm pretty sure you need to interrogate any alien before the captured outsider as it's story related.

BlackSabre wrote:
Paleocon wrote:

I captured an outsider shard as well, but I don't have the research project that allows me to interrogate it yet. I did notice that the Interrogate Muton research project jumped up to top priority though. Does that mean I have to interrogate a different alien before I get the chance to interrogate the Outsider? Vexing.

I'm pretty sure you need to interrogate any alien before the captured outsider as it's story related.

Correct.

@Moggy i went ahead and did a fresh install with the new patch to remove all traces of the old mod, then once i did that the 1.62 of the mod comes with a handy dandy installer. Ran that modified my hosts file to prevent xcom from patching and away i go.

Can you have multiple captures prior to interrogation?

Can you have multiple captures prior to interrogation?

Paleocon wrote:

Can you have multiple captures prior to interrogation?

If I'm understanding you right - you can have as many captures as you want and never interrogate the alien(s) in question.

Huh... site's acting up!

Cayne wrote:

@Moggy i went ahead and did a fresh install with the new patch to remove all traces of the old mod, then once i did that the 1.62 of the mod comes with a handy dandy installer. Ran that modified my hosts file to prevent xcom from patching and away i go.

Did you clear out anything in the My Games folder?

Cool. Interrogated the muton and everything worked out okay.

At one point, I had five different countries in panic status before I decided to go raid the alien base. Oddly enough, after the successful alien base strike, everyone went back to blue status except the US and Mexico. No explaining that one.

This time around, I have completely bypassed beam weapons and gone directly to plasma. I have been going zap happy with the Arc Thrower, so I have more light plasma rifles than I can use. Rather than build plasma rifles, I just went straight to plasma snipers and have been feeding my snipers. So far, it is working out pretty well. I have six colonels and, so far, no fatalities.

I still need to build the Foundry and I have 10 out of the 16 satellites up in my constellation. I need one more alien nav unit before I can build the Sat Nexus to bring my uplink capacity up enough to finish it. I built three workshops which, along with mission awards, gives me the 45 engineers I need. I just hope that I don't get the wrong combination of abduction events now since I don't have the base mission to save me.

I haven't bothered building any lab space since research time hasn't been a huge limitation as of yet. Mostly, I am just running into resource and funding issues. And mostly there it is weapon fragments because, until recently, I have been profligate in my use of explosives because of my desire to keep my troops alive.

I have researched armor up to Titan level, but have not built anything heavier than carapace as of yet. My fighters are all basic and I have not upgraded their weapons. That resulted in my having to abort a fighter mission over the US, but I figure I have bigger things to worry about than upgrading fighters while I have armor and weapons to upgrade first.

Still not interested in going Ironman and the teleport bug reinforced why. Twice in one mission, I had a group of mutons teleport right into the middle of my squad. The first was a trio of regular mutons that went grenade happy and took out two of my troopers. The other was a duet of mutons and a berserker that appeared literally right next to my snipers. Needless to say, I restarted the mission.

Moggy wrote:
Cayne wrote:

@Moggy i went ahead and did a fresh install with the new patch to remove all traces of the old mod, then once i did that the 1.62 of the mod comes with a handy dandy installer. Ran that modified my hosts file to prevent xcom from patching and away i go.

Did you clear out anything in the My Games folder?

Nope, still not working. I wonder if I should buy and install the slingshot DLC? Maybe that's why it won't work.

the 1.62 mod has the option to install with slingshot support and without, so that shouldn't be the problem, if your having trouble running the mod go to the Tech support thread that the creator of the mod has put together, it should be able to help you out.

On my most recent alien terror mission, I equipped my snipers with archangel suits and everyone else with ghost armor. I figured that the first four turns were the most critical so I ghosted on turn one and ran to cover as much of the map as possible. I managed to save 6 civilians and spot 9 aliens without being detected.

The next turn, I opened up with my flying snipers and took out four bugs between them. My heavy, using bullet swarm, took out the other two. My support managed to damage a berserker, who in turn ran right at him and across the path of one of my assaults who clipped him for 10 damage. I thought I could I thought I could get cute, though, and figured I could zap the badly injured berserker with my arc thrower. Unfortunately, it didn't work. 90% my ass. With my only remaining soldier (another colonel level assault, I ran up to one of the two regular mutons and blew him away at pointblank with his alloy cannon.

This turned out to be a bad idea though, since doing so revealed three more bugs, three heavy floaters, and a sectopod. The floaters all took turns shooting at the colonel, but missed badly. The sectopod advanced and took a shot at the assault that shot the berserker, but missed with its cannon. It then planted and fired off its cluster bombs. After that, all three remaining bugs, two drones, an uninjured berserker, and the badly injured one closed in on my poor assault. He only managed to get off one reaction shot, which injured the pristine berserker. The injured one got off a claw shot that hit him for 12 damage. The others, luckily, ran out of movement before they could attack.

The next turn, I went ghost again, and ran my poor, injured assault away to rescue another civilian. My heavy went into ghost as well so as to position herself for a double shot on the sectopod the next turn. The snipers took out two of the floaters while the support used a truck to hide from the sectopod while scoring a critical hit on a heavy floater to take him out.

What happened next was one of those WTHF moments.

Remember when I said that the sectopod fired off a stick of cluster munitions? Well it did. And it fell precisely on top of my injured assault's last known position before he went into ghost mode. It just happened that there were two injured berserkers, three bugs, and two drones in that general area.

Yeah.

It happened.

Friendly fire on a massive scale. Not only did it take out all three bugs, both drones and both berserkers, the barrage also managed to kill off a civilian and blow up two cars which took out two more civvies.

This left the sectopod alone on the hill exposed to two colonel level snipers, two colonel level assaults, and a colonel level heavy with bullet swarm and a heavy plasma. Poetically enough, after the shot that took it down, it fell backward off the edge of the highway overpass.

Paleocon wrote:

Remember when I said that the sectopod fired off a stick of cluster munitions? Well it did. And it fell precisely on top of my injured assault's last known position before he went into ghost mode. It just happened that there were two injured berserkers, three bugs, and two drones in that general area.

Yeah.

It happened.

Friendly fire on a massive scale. Not only did it take out all three bugs, both drones and both berserkers, the barrage also managed to kill off a civilian and blow up two cars which took out two more civvies.

It's awesome when Murphy's Law works in your favor.

Gremlin wrote:
Paleocon wrote:

Remember when I said that the sectopod fired off a stick of cluster munitions? Well it did. And it fell precisely on top of my injured assault's last known position before he went into ghost mode. It just happened that there were two injured berserkers, three bugs, and two drones in that general area.

Yeah.

It happened.

Friendly fire on a massive scale. Not only did it take out all three bugs, both drones and both berserkers, the barrage also managed to kill off a civilian and blow up two cars which took out two more civvies.

It's awesome when Murphy's Law works in your favor.

I ended the mission having saved 15 of the 18 civilians on the map for an Excellent rating (and no crew casualties). Even the injured assault trooper was only in the infirmary for 2 days. The combination of ghost armor and chitin plating took most of the damage. I think the best I have ever done was a 17/18.

In the next mission, I assaulted a battleship that crash landed in the middle of the Atlantic. My crew of advanced psionics took their time going through the ship section by section making sure to reload regularly, regroup to maintain good frontage, and pausing to let special abilities recover. At one point, I took control over a trio of muton elites and had them play pass the hand grenade until they blew each other apart. At another, I stumbled upon two mixed muton trios (two mutons and a berserker) and a sectopod and its two drones. I responded to them by taking command of the two berserkers and bull rushing the sectopod. They didn't manage to take it down, but they tied up a crapload of fire while the rest of my squad kicked the crap out of them.

In the final battle on the ship's bridge, I took control of the mixed muton trio guarding the sectoid commanders prior to killing off one of the commanders with a well placed alloy cannon shot to the head. The remaining one tried in vain to return the mind control favor, but my will was too high. Again, the mutons played pass the grenade next to the commander leaving only the berserker still alive. I formed a Polish firing squad around him, put them in overwatch, and waited for him to go agro again. The resultant green teepee of plasma ripped it apart.

My six core psionics are all at colonel level except for my support (major). They have all maxed out their abilities except for the support and one of the snipers. They consist of two snipers, two assaults, a support and a heavy. I continued to test though and revealed two more psionic heavies. I am continuing to test recruits in the hopes of revealing another support so I can have enough for just about every permutation of up to two classes.

I find that the council missions are the best training missions since they generally only involve thin men, which are very vulnerable to psi attacks and fairly fragile besides.

If you lose a country to panic, is there a way to get it back?

Ballotechnic wrote:

If you lose a country to panic, is there a way to get it back?

Load a save.

(nope)

Does anyone here actually use the gunslinger or in the zone abilities? I have never taken them and don't see them as particularly useful.

I always tend to take squadsight so, if I am doing it right, I won't really need the pistol. And I find that being able to double tap a berserker or sectopod is considerably more useful than being able to swat at a whole mess of thin men. That and, by the time I have colonel level snipers, I usually have other troops that are more than capable of dealing with the kind of low level threats likely to be one-shotted by a plasma sniper rifle.

I like Gunslinger. It works well with Opportunist.

Tamren wrote:

I like Gunslinger. It works well with Opportunist.

I suppose if you have the plasma pistol, all three foundry improvements on pistols, and gunslinger, a sniper might be almost as good as a rookie support with a light plasma rifle in close range, but it seems like a huge expenditure for such a minimal gain. Keep in mind that it comes at the cost of Damn Good Ground which basically makes flying snipers into orbital death rays.