Zaimoni's Apocalypse Checklists

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Noon, Day 1

  • Decide on editor and savegame policy. Breaking this policy is game over.
  • Start game with intended difficulty and base location. Let Captain Midnight ensure a Real Base, and any ego-trip characters of use.
  • De-equip all agents
  • Go shopping for equipment and vehicles. Don't buy too many vehicles: 3 Hovercars and 6 Hoverbikes is almost overkill for Week 1.
  • Re-equip all agents with appropriate gear. (Mostly Marsec rifles and autocannons.)
  • Start research on the BioTransport Module and Dimension Gates.

The First Alien Alert

  • No BioTransport module yet, so don't bother with stunners. Take Stun gas grenades per usual loadout.
  • TB: don't let TUs go above 66 for riflemen. Add grenades as needed. Reaction autofire is particularly important for this mission.
  • If have androids and do not have plot, send in only androids.

Week 1 Mission Management

  • If you shoot down everything and have no infiltrations, plan on running out of research ~Friday.
  • There is little point in not qualifying for a better funding increase, but it's not worth dramatically increasing alien tech the next week. Interesting breakpoints are 1,600 (optimax Senate funding increase) and 2,200 (for easier alien loadout compared to lower scores).
  • Do not raid excessively. It moves UFO strikes earlier (think breakpoint is 200 pts in a raid or ground mission), and causing a 4th UFO strike in Week 1 is a really bad idea according to Apoc'd.

Captain Midnight's Editor

  • Captain Midnight automatically unassigns all scientists when editing. Reassign them.
  • Captain Midnight doesn't like Apoc'd . Think twice before using Apoc'd to actually write changes.