X-Com Apocolypse Q

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2000AD
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X-Com Apocolypse Q

Post by 2000AD »

I've started playing the game again.

I was just wondering, what does having an porganisation allied with you actuall do. I know if their hostile to you you get some disadvantages (can't buy their products, recruit their members, etc) but what does having them allied with you do?
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Post by TheDarkling »

Well if its an organistaion that represents people (S.E.L.F and Mutant Alliance (I think - the ones who represent the hybrids)) you get more people in your recruitment pool and the quality of those people also increases.

The organistaions that sell you things (Marsec,Cyberweb, Nanotech, Solmine and Megapol) give you more items you can buy (not different types of items just more in the individual catergories) and make the items cheaper by a bit.

Megapol (who I think you start off allied with) will send less ships to do battle with hostile etc if you fall out of favour with them.

Finally Transtellar allow you to do transfers without them you cannot tranfer equipment or people (well without using you craft for the transfer job) but being allies makes transfer faster and cheaper.

All of this is what I can roughly remember since I haven't played on the game in a while.
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Post by Vympel »

Make sure you only raid enemy organizations- i.e. that crazy religious cult I can't remember the name of. They WILL raid you back.
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Post by TheDarkling »

Cult of Sirius - they are a good place to get some quick cash since the aliens supply them with good weapons yet they aren't as tough or fast as the aliens (plus they don't bring popers of brain suckers).
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Post by Lord Edam »

you also get increased funding the more companies you keep friendly / allied, less chances of their security attacking you when you go to attack aliens on their ground, quicker reporting of when an alien is found on their premises, and IIRC somwhere to park your vehicles away from your base for quicker response to Cult of Sirius or Alien invasion.

Being friendly with the transport groups stops them carting aliens around which keeps the infestation down, and being friendly with the tech companies give you more scientists, engineers and the results of the companie's research quicker, so you get new armour and vehicles quicker than you would if they were unfriendly (as well as more of what they seel, as TheDarkling said)

Being on side with the gangs means they'll help more if an alien (or Cult of Sirius) goes anywhere near their buildings, and being onside with megapol means they do more to stop aliens.

As vympel said, only raid enemy organizations - Cult of Sirius gives you great weaponry, and if you aren't getting on with the criminals you can raid them for weapons and psi-clones that sell for about $1000 a piece. Don't raid the tech companies unless you really want to struggle for weapons later, but if there's an alien found next door to them pay them a visit just in case.

BTW, now would be a good time to get back into X-com games. They'll be great practice for UFO Aftermath, which has just found a new publisher and will be out in about six months

for X-Com info (including play-by-email and forums) check out these guys
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Post by Vympel »

Lord Edam wrote: BTW, now would be a good time to get back into X-com games. They'll be great practice for UFO Aftermath, which has just found a new publisher and will be out in about six months

for X-Com info (including play-by-email and forums) check out these guys
Indeed, I posted a link about it in Off-Topic- it does seem to have a different approach to the X-COM games strategy wise- base management is pretty much 'out' and the emphasis is on tactical combat.
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Post by 2000AD »

Thanks. Looks like i'll be offering loads of money to the mutant alliance and SELF. Loads of Androids and muties, better than plain old humies.
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Post by Crazy_Vasey »

Androids are rubbish. Their stats don't improve! They get their asses handed to them by the troops you have later on after some training.
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Post by 2000AD »

But they aren't affected by psionic attacks. They are pefect for dealing with those bloody psimorphs that are abundant in the alien dimension.
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Post by Crazy_Vasey »

Train you men in psi then! I used to train my main guys till they were 90+ in just about everything :D
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Post by 2000AD »

Does psi defence help you stop brain suckers? And arew androids immune to them?
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Post by Crazy_Vasey »

If you keep your men in groups they can normally shoot off brain suckers before they're a problem. Especially with the toxin gun. Toxin type C = greatness.
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Post by TheDarkling »

Androids are good in the early game when your people are green and your weapons bad however over time they start to look rather backwards.

I usually keep a few of them in my squads while I'm gaining tech in the begining but as my people improve I tend to rotate them into my backups (base defense or secondary teams).

Also don't flood yuo ranks with Androids early on or your normal people won't improve much.

I never bothered with the Tox guns, they can't be used against humans and are also weak on shielded foes - very much a novelty weapon is how I always thought of them.
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Post by Keevan_Colton »

I generally kept a couple of toxigins with each of my squads, as I recall they just make the poppers drop dead rather than explode and they are useful on a lot of the harder aliens.
A really sick tactic in real time (which spoiled the game) and which would appeal to an old trek 'tactic' is when you get the personal teleporters....use a squad of 4 two teleporters each.....jump into the area where the enemy are, drop a vortex mine on 0 timer (all while paused) and then jump back to your staging area.....
The entire alien dimension is a walk over doing that.

Much more fun though is to try and storm it with just actual 'guns' ie the machine gun and autocannon and toxi-gun. All those weapons that arent energy based.
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Post by 2000AD »

1) Just how do you get toxin C? Live Megaspawn?

2) How do you capture one of those big mothers that go around destroying buildings alive?

3) Teleporters?
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Post by Vympel »

2000AD wrote:1) Just how do you get toxin C? Live Megaspawn?
IIRC, yes. Maybe not however. A good policy is to capture a live specimen of EVERYTHING. For the purpose, ensure that each member of your team is always armed with:

2 stun grenades
1 stun grapple (you'd be surprised how many time some fucking alien appears right next to you)

A psi expert is good if you wanna go all 'fancy', but I never found a pressing need for them to be honest.
2) How do you capture one of those big mothers that go around destroying buildings alive?
A stun grenade followed by some weapons fire will bring them down alive. You'll know that they're still alive because they won't scream when the collapse. A safer way is just a few stun grenades. Be careful, if you stun them by wounding/stun greande, they may die in the mission if you don't finish it quick.
3) Teleporters?
Teleporters ... don't remember them.
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Post by 2000AD »

Vympel wrote:
2000AD wrote:
2) How do you capture one of those big mothers that go around destroying buildings alive?
A stun grenade followed by some weapons fire will bring them down alive. You'll know that they're still alive because they won't scream when the collapse. A safer way is just a few stun grenades. Be careful, if you stun them by wounding/stun greande, they may die in the mission if you don't finish it quick.
Not them. I'm talking about the REALLY big mothers that are dropped off by UFO's and wander around the city in the cityscape view crushing buildings with their bear hands/claws.
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Post by Vympel »

2000AD wrote:
Not them. I'm talking about the REALLY big mothers that are dropped off by UFO's and wander around the city in the cityscape view crushing buildings with their bear hands/claws.
.... erm .... I've played the game something like six times all the way through ... erm .... WTF?!?!?!!

Are you telling me this whole time I was finished it TOO QUICK?!!?!?!?!?!
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Post by Vympel »

Vympel wrote:
2000AD wrote:
Not them. I'm talking about the REALLY big mothers that are dropped off by UFO's and wander around the city in the cityscape view crushing buildings with their bear hands/claws.
.... erm .... I've played the game something like six times all the way through ... erm .... WTF?!?!?!!

Are you telling me this whole time I was finished it TOO QUICK?!!?!?!?!?!
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Fucken .... I never ever fought that. I have half a mind to boot up Apocalypse again, and let the situation deteriorate to the point where those things show up.

Btw- Toxin C requires Toxin B and the "Real Alien Threat" advance, IIRC.
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Post by 2000AD »

Vympel wrote: Btw- Toxin C requires Toxin B and the "Real Alien Threat" advance, IIRC.
Real Alien Threat?
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Post by Artanis »

IIRC, it requires every alien except the godzilla-thingy researched, both alive and dead
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Post by 2000AD »

Do you know how to capture a live Godzillalien ?
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Post by weemadando »

2000AD wrote:Do you know how to capture a live Godzillalien ?
"We need bigger guns - much bigger guns."
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Post by Vympel »

You can't capture those things.

Real Alien Threat is just an identification of what the alien threat REALLY is. Just catch everything alive and dead, you'll see.
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