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Post by contributor on Sept 7, 2016 15:39:25 GMT -5
Title pretty much says it all. When I try to filter for dead soldiers in the Vets screen I get immediate FC every time. Again this is on Mac v. 2.4.11 purchased through Steam on a 2010 Macbook Air running El Cap.
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Post by contributor on Sept 7, 2016 14:17:29 GMT -5
Uhhmmm, I have to respectfully disagree. Just because the pirate repaints the ship and puts new sails on it, doesn't make it any less pirated.
I do like the idea of modding though and hope that the TBs will be able to implement something in the future that will allow legitimate ways for their players to mod their games.
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Post by contributor on Sept 7, 2016 13:49:49 GMT -5
RIP Rames.
The next level is going to be a bear without him. It's one of the hardest in the early game. I would definitely recommend getting Dalan up to Rallying Cry 4 for the extra MP for everyone.
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Post by contributor on Sept 7, 2016 11:05:35 GMT -5
I just beat this on NMI today again. It's a challenge, but doable. I actually pulled in a Berserk as my 6th soldier because this team is all about going melee. It was an extra challenge but careful management won the day.
My strategy for this level is all about turrets. I actually used the turret perimeter resupply twice and placed 6 turrets. After clearing and capturing the TP I start setting up 4 turrets around it. I put all my Engi's talents into turrets for this one and placed the turrets on +accuracy/range squares where possible. I actually killed the Lich twice with only a turret firing on him and making him walk through their OW twice.
The only split on my team is that I keep enough templars to hold the center and then I send one away team. I always take the east tower first because I don't like those narrow corridors to get too choked up with xeno. This time I sent Cappy, Nyra, Scout and Dalan, while Engi and Berserk held the center. The center got dicy fast because the extra credits for the Berserk slowed down getting 4 turrets set up and strong surges from the North and SW sent my Berserk running all over the place. On the east I used Dalan to hold the hallway and Cappy and scout to take down the tower. Eventually Nyra charged in to help them when the Lich respawned there.
Once the east tower was down they booked it back to the center, which was now mostly stabilized. Nyra was so hot that she tried to cool down while Cappy, Dalan and Scout headed west. The engineer was actually able to back them up and heavy Goliath spawns made it a big challenge. There were three Goliath's including one UberGoli. My Captain is all set up for melee so he leads, attacking when possible and being the shield wall for those behind him. His block and parry are way high so he can hold pretty well even against Goliaths. The scout cripples when necessary and then uses headshot when I think he can get a kill. We advance, kill those who are close, cripple the scary ones and then set up OW so that every one has to advance through it to get to Cappy. With luck, those that make it are weak and get counter-attacked and killed. Then we advance again.
After the west tower, heat was a major issue and spawns for the north and west were still high. Dalan staged a rear-guard OW, trying to cool down, while everyone made it back to the center. Nyra was cooling down and focusing on healing everyone to get them ready for the final assault to the North. I got Nyra resupplied with healing, a minor med-kit for my scout and another turret perimeter resupply because I had a plan. Once the assault was ready the Berserk lead the way because he was healthy and cool. The Lich came down and I hit him with the Berserk's -ap attack and then parked the Berserk next to him counting on his defense and counter-attack. The rest of the group slid by and marched on the tower. At the same time, the xenos breached the TP perimeter and destroyed two turrets, which was actually in my favor, because now the Engi could set up two more turrets in our new basecamp by the North tower. Nyra overheated from healing and buffing and Dalan and the scout were one turn away, but they had enough to destroy the tower along with the turrets. Once that was done the Berserk was able to finish off the weakened Lich and we finished in 22 turns to just beat the turn cap by 2.
So turrets, healing, ordinance and keeping heat just at the edge won the day. Dalan's Rallying Cry 4 helped early on and -1AP shots helped keep the damage manageable. The Captain actually made the round trip to all 3 towers, I'm not sure why heat wasn't a major issue for him. The Thunder Shield +15 heat certainly helped and I minimized using his buffs. I don't think using a Berserk is ideal, but it was manageable.
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Post by contributor on Sept 6, 2016 17:28:44 GMT -5
Time to blow the Terrox back to primordial dust! We put a bomb in their ship's mouth. It's a little known fact that the final scene of the Battle of Cirm led to the adoption of a popular game in the quadrant known as Core-Hole.... It's all fun and games until spiced-up spacers forgo the water balloons or soda bombs and actually start playing with frag grenades. Great series btw.
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Post by contributor on Sept 5, 2016 18:00:05 GMT -5
All of this makes me think though... If you were a smuggler running illicit alien artifacts it would be in your best interest to have a ship that doesn't accommodate the Leviathan warmech pattern.
I suppose the answer is that the Leviathans just cling to the outside of the ship firing fragmentary shells and grenades into the ship until the motion tracker stops returning any signatures.
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Post by contributor on Sept 5, 2016 10:58:36 GMT -5
fallen, really, I hadn't noticed those towers in all my trips through the game. Sorry, I guess I didn't explain the difference very well. The difference is that egg sacks would be a one-off thing. Once the egg hatches it's done. So you might walk into a room that's 30% covered in eggs. You'ld have no idea when which ones would hatch. Maybe they would all hatch in one spectacular burst! So you have to decide to start killing them as you walk through, or just ignore them hoping for the best later on... The idea came to me in the Kaldun Hive missions. It would be a cool dynamic, with the feeling that you're coming into their nest and exterminating. The scene of a room absolutely full of eggs would be fun. Again Hydra's would rule here, extermination by fire as the eggs slowly cook to death before hatching.
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Post by contributor on Sept 4, 2016 18:41:27 GMT -5
This might be for Templar 3, but it was just a random thought. As an alternative to spawn holes, it would be fun to include some chrysalis or eggsacks. Basic mechanic would be that they appear as a unit on the screen but have no moves and do no damage. You can destroy them now, but they have much more hp than an enemy so you would spend more time doing it. Either at a given time, or by randomized chance the Chrysalis/Egg would hatch, spawning an enemy. Maybe scittering or hunter for an egg sack and Goliath/Brood Mother/Carapace for a chrysalis. It would make for an interesting dynamic-take time and destroy now or blitz by knowing that later there will be a swarm. They could be combined with traditional spawn points as well. Might be ideal for Hydra, who could lay down fire that would deal damage over time and take out a lot of the unborn xennies.
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Post by contributor on Aug 21, 2016 11:05:11 GMT -5
As someone with a real fondness for Steel Song myself, I appreciate this thread. But please, let's for forget about the torps and leave those for Chowdar who haven't yet figured out that the reason they hate the Song so much is that torpedoes are the worst weapon in ST and their reliance on them is probably the reason they die so much. Yes in all the old hatreds of the Song, the constant refrain was always "I hate the Song because I lost so many of captains to Song pirates. Boo-hoo-hoo!"
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Post by contributor on Jul 13, 2016 21:51:01 GMT -5
contributor - looking forward to it! Working with everyone has been a real joy for Heroes, can't wait til that phase starts for ST2! I am sooo much better looking than him.
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Post by contributor on Apr 28, 2016 15:10:19 GMT -5
Well, shucks, I messed up installing a root app on my phone and had to reinstall the ROM. I had backups but they were old, so my team is now back in the Muddy Caves before starting the shaman quest, instead of almost to the end of the Torrent Watershed. Not sure what I'm going to do now. I don't have the steam at the moment to go back through the levels.
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Post by contributor on Apr 28, 2016 12:33:44 GMT -5
Grammar is never a sheep's forté. Between ≠ through
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Post by contributor on Apr 28, 2016 12:29:04 GMT -5
Once I get thinking of ideas they just keep coming. This might be for ST4X or it might be for another game down the road, but there are some ways to add "plot" to these maps that could set ST4X apart from other similar games and also create unique challenges for the player. Most of them would be facilitated through different victory conditions. A few ideas are:
Colonize planet X, or keep the Xeno from colonizing planet X. I'm sure that a suitable reason could be found for why this particular planet is so important.
Defeat the map in X number of turns. Technically we could already compete at this, but having it baked in would be more fun.
Explore anomaly X. It would have to be put in a suitably difficult spot.
Survive against far superior Xeno opponents for x number of years, when the main fleet arrives with numerous hives and powerful ships to turn the tide.
I think I had some other ideas, but I got called away while I was typing this. They should come back soon...
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Post by contributor on Apr 28, 2016 9:45:15 GMT -5
Since AP always dings MP, using AP reduces MP which reduces the amount you will cool. So using AP both creates heat and, as long as you have MP remaining before using AP, it also diminishes the amount of heat you will lose.
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Post by contributor on Apr 28, 2016 9:36:34 GMT -5
Just sort of lore question, but it's bugging me. Hypersonic (assume that means they travel faster than the speed of sound?) torpedoes can travel 3 squares in a turn. That's much further than the distance between many stars in ST4X. Can this be explained, or is just one of those real-life-physics-don't-apply-here things?
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