i left it on sci fi mode because that was the default, i figured i might get lasers or something.
They're fine, really. Also, folks, there's people who haven't played JA2 in this thread who are playing it right now. Let's be a little less ... trigger happy? ... on the spoilers, mmkay?
After a few in-game weeks of this, Chitzena's tiny mine finally gives up the ghost, and by then I'm fit and ready to hire on a real squad and move on to Drassen, and I won't have to worry about a better mine closing, and I can properly defend against the mine counter-attack.
Does this mean only one mine can close? If yes i'm going to do this
Canada_jezus on
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Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
I don't mind the Crepitus, myself. Just get some hollowpoint ammo and go to town. They go down like chumps with the stuff, and even easier in 1.13 with 9mm, 10mm, or .45 weapons using the... uh... uber-HP ammo whose name I forget.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
The only thing that I wish this game had is enemy medics. I love wounding a guy and seeing him drop but still be alive. It would be so perfect if the enemies had guys that could stop him from bleeding out.
El Mucho on
BNet: ElMucho#1392
Origin: theRealElMucho
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DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
The only thing that I wish this game had is enemy medics. I love wounding a guy and seeing him drop but still be alive. It would be so perfect if the enemies had guys that could stop him from bleeding out.
It would be fun to ambush the medics as they go to their wounded mans.
What determines the amount of APs a character has? Both by default and inbetween turns. The last thing is more related to AP regeneration I suppose.
Also, is stealth calculated by distance from the enemy, lighting, what? I had Ivan try to sneak behind a dude who was about 80 meters away and all of a sudden he turned around and started shooting. In plain daylight, yes, but I was behind him, far away, and in stealth mode!
so apparently i have to delete the temp files in the JA2 folder to allow me to load, just FYI for anyone else with the same problem
anyways, after taking Drassen, what's a good set of options
obviously i want more income, so i should grab another city's mine, perhaps.
Evil Multifarious on
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DietarySupplementStill not approved by the FDADublin, OHRegistered Userregular
edited January 2010
It's been forever since I played JA2, but someone help me out here: if your merc(s) get captured, they're taken to the prison... and wasn't there some "trick" to not having the mustard gas released?
Also: breaklights. Pepper spray is nice addition and all, but they took out the breaklights in SWAT 4. When you think you've finished a map but the game is telling you, "Um, no, you missed a hostage, go back and find her," breaklights make it so much easier to figure out which rooms you searched and which ones you forgot. Just drop a breaklight by the doorway as you're leaving and move on.
The lights return in the expansion. No one bought it, of course.
Also: breaklights. Pepper spray is nice addition and all, but they took out the breaklights in SWAT 4. When you think you've finished a map but the game is telling you, "Um, no, you missed a hostage, go back and find her," breaklights make it so much easier to figure out which rooms you searched and which ones you forgot. Just drop a breaklight by the doorway as you're leaving and move on.
The lights return in the expansion. No one bought it, of course.
Says who? I know I did. Heck, it was the first game I specifically got a headset for.
What determines the amount of APs a character has? Both by default and inbetween turns. The last thing is more related to AP regeneration I suppose.
Also, is stealth calculated by distance from the enemy, lighting, what? I had Ivan try to sneak behind a dude who was about 80 meters away and all of a sudden he turned around and started shooting. In plain daylight, yes, but I was behind him, far away, and in stealth mode!
It's been a while, but I think agility dictates how many action points you get. Dexterity determines how many action points it takes to do certain actions like firing (also the weapon type factors into this).
As for Stealth, first you need to put the character into Stealth mode (there's an icon for it, our you press alt-z). This increases the amount of AP needed for movements (and actions?). How stealthy a character is depends on their agility (and subsequently, using stealth a lot when moving (even if you're already detected) helps to increase agility faster, although this is only during battles). Some characters also have a stealthy trait which gives them a bonus to stealth.
The enemy needs to spot or hear you when stealthed. The likilihood of this depends on:
- Base stealth stat (which is made up of agility and whether you've got the stealth trait)
- Stance (prone is harder to spot)
- Facing (if they're looking at you they're naturally more likely to see you)
- Camouflage (you can apply camo to help be more stealthy. Shadow has a permanent camo trait)
- Day / Night time (Easier to spot during the day).
- Distance (the closer you get, the more likely they'll see / hear you)
Really good stealth characters can often crouch-walk very close to enemies (if not right up to them) without them noticing (assuming they don't turn around at an inopportune time). Combine this with something like a silenced automatic weapon and you can take down guards quietly without attracting attention. Stealth is also useful for scouting around in general. Just remember to turn it off if you've been discovered and need to move fast.
subedii on
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SteevLWhat can I do for you?Registered Userregular
edited January 2010
Damnit! I just installed Silent Storm on my shiny newish PC and it gave me an error that said my video card is not supported.
edit: Found a possible fix, apparently it's related to 64-bit systems and having 4 GB of memory.
Damnit! I just installed Silent Storm on my shiny newish PC and it gave me an error that said my video card is not supported.
edit: Found a possible fix, apparently it's related to 64-bit systems and having 4 GB of memory.
Yup, had the same thing - Just temporarily lower memory and it plays like a charm.
I'm actually continueing an old save of Silent Storm: Sentinels. I quit around the time the you-know-whats showed up, because I didn't bring the proper equipment for taking em on.
Carm the sniper rocks. She receives a mortal wound and all she thinks about is not being able to find a new husband. Ah, those Italians...
I was having so much trouble in the first mission with 5 mediocre mercs, then I tried it with 4 specialists (2 stealth, one marksmanship/explosive, and one medic) and it is going so much better.
How feasible is a hand-to-hand or melee guy? I have tried sneaking up on people with Shadow just as an experiment, and I haven't even been able to get close to folks unless I run at them. And is there a guide that deciphers the personality quiz and what traits you can get?
So, say I have the x-com pack, but I haven't played any of them yet. Hypothetically, which would be the easiest to get used to the mechanics with?
Your Steam signature says you're playing UFO Defense but yeah, start with the first one and then play the second one. Lastly play the third one. I know it sounds really weird but that's the way it works.
So, say I have the x-com pack, but I haven't played any of them yet. Hypothetically, which would be the easiest to get used to the mechanics with?
I think it actually depends a lot on your gaming background.
X-com if you played a lot of FF Tactics as a kid, Apocalypse if you played a lot of Baldur's Gate or whatever.
TFTD is mostly for those who enjoy a serious challenge.
edit; also, as this is your first time with X-com, be aware that the first game has what is known as "the difficulty bug".
no matter what difficulty you select, you will be playing on the easiest difficulty. which is where you probably belong and will have the most fun as a beginner - just don't get too cocky.
So, say I have the x-com pack, but I haven't played any of them yet. Hypothetically, which would be the easiest to get used to the mechanics with?
Your Steam signature says you're playing UFO Defense but yeah, start with the first one and then play the second one. Lastly play the third one. I know it sounds really weird but that's the way it works.
That's what Akilae said to do, but I was asking cause it took 3 of my people dieing before I finally figured out how to fire. Still haven't figured out how to actually hit things though.
It's so beautiful learning the mechanics of X-com. And then grabbing the aliens that used to rape you and shove their faces in the mud. With a laser gun.
And then the Chryssalids come
Oh, and naming a rookie "Pussyface" and end up with him being the best in your team.
It's so beautiful learning the mechanics of X-com. And then grabbing the aliens that used to rape you and shove their faces in the mud. With a laser gun.
And then the Chryssalids come
Oh, and naming a rookie "Pussyface" and end up with him being the best in your team.
Don't worry he'll have a 1 in psychic strength.
lowlylowlycook on
(Please do not gift. My game bank is already full.)
So, say I have the x-com pack, but I haven't played any of them yet. Hypothetically, which would be the easiest to get used to the mechanics with?
Your Steam signature says you're playing UFO Defense but yeah, start with the first one and then play the second one. Lastly play the third one. I know it sounds really weird but that's the way it works.
That's what Akilae said to do, but I was asking cause it took 3 of my people dieing before I finally figured out how to fire. Still haven't figured out how to actually hit things though.
Hoo boy you're going to lose more than 3 men before you've figured things out. Just remember: they volunteered.
So, say I have the x-com pack, but I haven't played any of them yet. Hypothetically, which would be the easiest to get used to the mechanics with?
Your Steam signature says you're playing UFO Defense but yeah, start with the first one and then play the second one. Lastly play the third one. I know it sounds really weird but that's the way it works.
That's what Akilae said to do, but I was asking cause it took 3 of my people dieing before I finally figured out how to fire. Still haven't figured out how to actually hit things though.
I see... some pointers on X-COM then:
The game is fairly unforgiving. Early on your men can't hit the broad side of the barn from two feet away, and the enemies all have (at least) plasma weapons that pretty much one-shot kills your dudes. So to makes life easier on youself:
1) Always, ALWAYS, engage in broad daylight. Going out at night is suicide. Aliens have much better eyesight than you do at night. Use the aircraft-over-landing-site trick if you want to keep sites around till daytime.
2) Big Booms are your best friend. Load up on grenades, proxy-mines, and high-explosives early on. If you ever have to enter a room, throw a grenade in first, then throw another one in the next turn just to be sure. If there is a fence or shrubbery between you and your destination, use high-explosives. If you see the door to a UFO, toss a proxy-mine in front of it and fan your men out around the door. Wait for them to come to you. Actually, screw your starter grenades, they're weak. Just load up on high-explosives and proxy-mines.
3) Some people like to use rocket tanks for their alternate source of Big Boom. I just have a guy with a rockit lawnchair and make sure everybody around him is carrying spare rockets. Your guys could use the experience.
4) If it does come down to a shooting match, your guys can't shoot worth shit at the beginning. Only ever use auto-shot if the alien is standing right next to your man. Snap shots for 2~6 squares. Aimed shot for anything over that. Distances are a bit fuzzy cause I haven't played in a while, but if your man and the alien are on opposite ends of the screen, use aimed shot.
5) Always crouch before firing. Leave enough AP at the end of the turn to allow your men to reaction fire.
6) As soon as the game starts, research laser weapons (or medkits, depending on how you want to play). After that, make your first mission a UFO recovery, and research alien alloys > personnel armour.
7) One early-game strategy: have a designated redshirt nub. Load him up with (maybe) a rifle and a stun prod, a primed grenade (set to 0-turns) in leg, and stuff his backpack with as many sources of Big Boom as you can. If he gets close enough to kill/stun the alien, good. If he gets killed, chances are he'll be close enough that the primed grenade will explode and detonate all the other explosives on him, hopefully killing anything around him. AFAIK, grenades won't explode until they're thrown, so you can keep that primed grenade on the redshirt for as long as necessary. I might be wrong though...
To be honest, the only advice that can be given is:
1) People will die. Get used to it. You can have everything perfectly calculated, and if one thing goes wrong and someone gets shot, that person will perish. Make sure that the one that goes six feet under is a rookie. This applies a million times more on terror missions.
2) Research is your best friend and the salvation of humanity. Laser weapons and Personal Armor are the most recommendable for the start.
3) Agree on the broad daylight thing. If you absolutely MUST go at night (for example, a Terror Mission), bring an electro flare for everyone. They are cheap and might just save a lot of soldiers.
Everything else is by choice. I barely use explosives, and always use Auto-shot. I never use tanks. They go boom to fast and take my money with them. And all that is just in the beginning of the game.
2 questions, how much AP do you need to reaction shots? As much as a snap shot?
Also, I bought 2 tank/cannons and a bunch of the ammo below it, but it won't let me load the ship with them, says that there's not enough ammo? Basically, how do you get tanks?
Posts
They're fine, really. Also, folks, there's people who haven't played JA2 in this thread who are playing it right now. Let's be a little less ... trigger happy? ... on the spoilers, mmkay?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
that just makes me feel like not playing it altogether
Check the config .ini file, IIRC it's an option. Also, make sure you re-enter the "XPS564" whatver code when you revisit IMP.
The config file said 6 IMP characters, but whenever I go back to the website to create the character it says invlaid code.
Origin: theRealElMucho
XEP624.
Yeah...
Also, this game came out 11 years ago. Spoilers be damned.
Does this mean only one mine can close? If yes i'm going to do this
I love it.
- The Four Horsemen of the Apocalypse (2017, colorized)
Origin: theRealElMucho
It would be fun to ambush the medics as they go to their wounded mans.
What determines the amount of APs a character has? Both by default and inbetween turns. The last thing is more related to AP regeneration I suppose.
Also, is stealth calculated by distance from the enemy, lighting, what? I had Ivan try to sneak behind a dude who was about 80 meters away and all of a sudden he turned around and started shooting. In plain daylight, yes, but I was behind him, far away, and in stealth mode!
anyways, after taking Drassen, what's a good set of options
obviously i want more income, so i should grab another city's mine, perhaps.
The lights return in the expansion. No one bought it, of course.
Says who? I know I did. Heck, it was the first game I specifically got a headset for.
i think this is more work than it's worth
It's been a while, but I think agility dictates how many action points you get. Dexterity determines how many action points it takes to do certain actions like firing (also the weapon type factors into this).
As for Stealth, first you need to put the character into Stealth mode (there's an icon for it, our you press alt-z). This increases the amount of AP needed for movements (and actions?). How stealthy a character is depends on their agility (and subsequently, using stealth a lot when moving (even if you're already detected) helps to increase agility faster, although this is only during battles). Some characters also have a stealthy trait which gives them a bonus to stealth.
The enemy needs to spot or hear you when stealthed. The likilihood of this depends on:
- Base stealth stat (which is made up of agility and whether you've got the stealth trait)
- Stance (prone is harder to spot)
- Facing (if they're looking at you they're naturally more likely to see you)
- Camouflage (you can apply camo to help be more stealthy. Shadow has a permanent camo trait)
- Day / Night time (Easier to spot during the day).
- Distance (the closer you get, the more likely they'll see / hear you)
Really good stealth characters can often crouch-walk very close to enemies (if not right up to them) without them noticing (assuming they don't turn around at an inopportune time). Combine this with something like a silenced automatic weapon and you can take down guards quietly without attracting attention. Stealth is also useful for scouting around in general. Just remember to turn it off if you've been discovered and need to move fast.
edit: Found a possible fix, apparently it's related to 64-bit systems and having 4 GB of memory.
My Backloggery
Yup, had the same thing - Just temporarily lower memory and it plays like a charm.
I'm actually continueing an old save of Silent Storm: Sentinels. I quit around the time the you-know-whats showed up, because I didn't bring the proper equipment for taking em on.
Carm the sniper rocks. She receives a mortal wound and all she thinks about is not being able to find a new husband. Ah, those Italians...
But I'm partial to mechs.
I was having so much trouble in the first mission with 5 mediocre mercs, then I tried it with 4 specialists (2 stealth, one marksmanship/explosive, and one medic) and it is going so much better.
How feasible is a hand-to-hand or melee guy? I have tried sneaking up on people with Shadow just as an experiment, and I haven't even been able to get close to folks unless I run at them. And is there a guide that deciphers the personality quiz and what traits you can get?
X-COM, cause fuck TFTD and cruise ship rescue missions
Your Steam signature says you're playing UFO Defense but yeah, start with the first one and then play the second one. Lastly play the third one. I know it sounds really weird but that's the way it works.
I think it actually depends a lot on your gaming background.
X-com if you played a lot of FF Tactics as a kid, Apocalypse if you played a lot of Baldur's Gate or whatever.
TFTD is mostly for those who enjoy a serious challenge.
edit; also, as this is your first time with X-com, be aware that the first game has what is known as "the difficulty bug".
no matter what difficulty you select, you will be playing on the easiest difficulty. which is where you probably belong and will have the most fun as a beginner - just don't get too cocky.
That's what Akilae said to do, but I was asking cause it took 3 of my people dieing before I finally figured out how to fire. Still haven't figured out how to actually hit things though.
And then the Chryssalids come
Oh, and naming a rookie "Pussyface" and end up with him being the best in your team.
Don't worry he'll have a 1 in psychic strength.
(Please do not gift. My game bank is already full.)
Hoo boy you're going to lose more than 3 men before you've figured things out. Just remember: they volunteered.
I think.
I see... some pointers on X-COM then:
The game is fairly unforgiving. Early on your men can't hit the broad side of the barn from two feet away, and the enemies all have (at least) plasma weapons that pretty much one-shot kills your dudes. So to makes life easier on youself:
1) Always, ALWAYS, engage in broad daylight. Going out at night is suicide. Aliens have much better eyesight than you do at night. Use the aircraft-over-landing-site trick if you want to keep sites around till daytime.
2) Big Booms are your best friend. Load up on grenades, proxy-mines, and high-explosives early on. If you ever have to enter a room, throw a grenade in first, then throw another one in the next turn just to be sure. If there is a fence or shrubbery between you and your destination, use high-explosives. If you see the door to a UFO, toss a proxy-mine in front of it and fan your men out around the door. Wait for them to come to you. Actually, screw your starter grenades, they're weak. Just load up on high-explosives and proxy-mines.
3) Some people like to use rocket tanks for their alternate source of Big Boom. I just have a guy with a rockit lawnchair and make sure everybody around him is carrying spare rockets. Your guys could use the experience.
4) If it does come down to a shooting match, your guys can't shoot worth shit at the beginning. Only ever use auto-shot if the alien is standing right next to your man. Snap shots for 2~6 squares. Aimed shot for anything over that. Distances are a bit fuzzy cause I haven't played in a while, but if your man and the alien are on opposite ends of the screen, use aimed shot.
5) Always crouch before firing. Leave enough AP at the end of the turn to allow your men to reaction fire.
6) As soon as the game starts, research laser weapons (or medkits, depending on how you want to play). After that, make your first mission a UFO recovery, and research alien alloys > personnel armour.
7) One early-game strategy: have a designated redshirt nub. Load him up with (maybe) a rifle and a stun prod, a primed grenade (set to 0-turns) in leg, and stuff his backpack with as many sources of Big Boom as you can. If he gets close enough to kill/stun the alien, good. If he gets killed, chances are he'll be close enough that the primed grenade will explode and detonate all the other explosives on him, hopefully killing anything around him. AFAIK, grenades won't explode until they're thrown, so you can keep that primed grenade on the redshirt for as long as necessary. I might be wrong though...
1) People will die. Get used to it. You can have everything perfectly calculated, and if one thing goes wrong and someone gets shot, that person will perish. Make sure that the one that goes six feet under is a rookie. This applies a million times more on terror missions.
2) Research is your best friend and the salvation of humanity. Laser weapons and Personal Armor are the most recommendable for the start.
3) Agree on the broad daylight thing. If you absolutely MUST go at night (for example, a Terror Mission), bring an electro flare for everyone. They are cheap and might just save a lot of soldiers.
Everything else is by choice. I barely use explosives, and always use Auto-shot. I never use tanks. They go boom to fast and take my money with them. And all that is just in the beginning of the game.
Gosh darnit I wanna play now
Smoking your disembark point WILL save many lives.
another good trick which I rarely see mentioned;
tossing a grenade on top of a UFO will usually cause the aliens inside to exit after a few turns.
Also, I bought 2 tank/cannons and a bunch of the ammo below it, but it won't let me load the ship with them, says that there's not enough ammo? Basically, how do you get tanks?
Try Apocalypse instead.
Spam incendiary grenades everywhere FOR GREAT JUSTICE