Difference between revisions of "Talk:Strategies for Troops (Apocalypse)"

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: Also, is it possible to change the order that your troop roster are placed in or assign them to permanent squads?  I'm looking for a way to avoid having to reassign my sniper squad every time a new battle starts.  I have a feeling I'll have to resort to something difficult like editing game files, but maybe this can be avoided. -[[User:Captain Foo|Captain Foo]] 22:54, 28 August 2008 (PDT)
 
: Also, is it possible to change the order that your troop roster are placed in or assign them to permanent squads?  I'm looking for a way to avoid having to reassign my sniper squad every time a new battle starts.  I have a feeling I'll have to resort to something difficult like editing game files, but maybe this can be avoided. -[[User:Captain Foo|Captain Foo]] 22:54, 28 August 2008 (PDT)
  
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:: Editing the game files is particularly nasty, as simple swapping breaks the indexes from the soldiers into the inventory array.  Naive cut-and-paste also breaks the indexes from the inventory to the soldiers array.  I've been thinking of writing a swapper, but I'm not positive I've mapped everything yet.  Something like this is needed to manage squad assignment with 36 Agents.  [Besides "more is better", the larger maps that come at agent count 24+ when raiding Cult of Sirius make for more point-efficient income boosting; I'm wondering if there's another map-generation cutpoint at 36.]
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:: The game appears to be calibrated for 30 non-Agents -- there are 180 Agent slots, but only 150 Inventory entries.  -[[User:Zaimoni|Zaimoni]] 8:27, 29 August 2008 (PCT)
  
 
A two handed weapon will get an accuracy reduction every time the off-hand has something in it. But you can always increase the accuracy mode - or just get closer (or rather, get behind cover and let them get closer).  
 
A two handed weapon will get an accuracy reduction every time the off-hand has something in it. But you can always increase the accuracy mode - or just get closer (or rather, get behind cover and let them get closer).  
  
 
As for squad assignment - none really. Perhaps work with smaller groups (aka just one squad worth). Alternately, force your agents into roles depending on their order in the equip screen. Don't mind their stats too much - they upgrade quickly, just mind them for a bit and they'll shape into the role you want them to become. Unlike UFO/TFTD, new Apocalypse agents are very flexible even if they have almost no accuracy to speak of. - [[User:NKF|NKF]] 23:56, 28 August 2008 (PDT)
 
As for squad assignment - none really. Perhaps work with smaller groups (aka just one squad worth). Alternately, force your agents into roles depending on their order in the equip screen. Don't mind their stats too much - they upgrade quickly, just mind them for a bit and they'll shape into the role you want them to become. Unlike UFO/TFTD, new Apocalypse agents are very flexible even if they have almost no accuracy to speak of. - [[User:NKF|NKF]] 23:56, 28 August 2008 (PDT)

Revision as of 13:33, 29 August 2008

  • How early in the game would you assemble that stun squad? It seems that you cannot get many androids early on. Captain Foo 22:54, 28 August 2008 (PDT)
  • Does anyone know which weapons can be dual-wielded without a penalty? Captain Foo 22:54, 28 August 2008 (PDT)
Stun Squad: As early as you want. It doesn't have to be androids right away, but once you've acquired a one or two, then you're set.
Pistol type weapons don't incur a penalty loss. Law Pistol, Plasma Gun and Toxigun. Any weapon that suffers an accuracy penalty if both hands are used will be counted as a two-handed weapon.
Technically, although two handed this also includes all the launchers as well, since missiles are guided they don't make use of the unit's accuracy. Same goes for the power sword too due to its proximity requirements.
P. S: You can sign your posts by entering four tildes ~~~~ where you want to insert your signature (or just use the second-to-last button on the toolbar)
-NKF 22:30, 28 August 2008 (PDT)




Thanks for the tip on signatures by the way. :) By the way, is it okay to keep a grenade or motion sensor in your unit's offhand while wielding a two-handed weapon, or will this incure a penalty as well?
Also, is it possible to change the order that your troop roster are placed in or assign them to permanent squads? I'm looking for a way to avoid having to reassign my sniper squad every time a new battle starts. I have a feeling I'll have to resort to something difficult like editing game files, but maybe this can be avoided. -Captain Foo 22:54, 28 August 2008 (PDT)
Editing the game files is particularly nasty, as simple swapping breaks the indexes from the soldiers into the inventory array. Naive cut-and-paste also breaks the indexes from the inventory to the soldiers array. I've been thinking of writing a swapper, but I'm not positive I've mapped everything yet. Something like this is needed to manage squad assignment with 36 Agents. [Besides "more is better", the larger maps that come at agent count 24+ when raiding Cult of Sirius make for more point-efficient income boosting; I'm wondering if there's another map-generation cutpoint at 36.]
The game appears to be calibrated for 30 non-Agents -- there are 180 Agent slots, but only 150 Inventory entries. -Zaimoni 8:27, 29 August 2008 (PCT)

A two handed weapon will get an accuracy reduction every time the off-hand has something in it. But you can always increase the accuracy mode - or just get closer (or rather, get behind cover and let them get closer).

As for squad assignment - none really. Perhaps work with smaller groups (aka just one squad worth). Alternately, force your agents into roles depending on their order in the equip screen. Don't mind their stats too much - they upgrade quickly, just mind them for a bit and they'll shape into the role you want them to become. Unlike UFO/TFTD, new Apocalypse agents are very flexible even if they have almost no accuracy to speak of. - NKF 23:56, 28 August 2008 (PDT)