Difference between revisions of "Talk:Tactical Combat Missions (Apocalypse)"

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(Created page with "@Ester, why are you deleting what I wrote. If X-com baits COS into a firefight, any damage done to the city by COS weapons counts as damage to the city. It doesn't have to jus...")
 
 
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@Ester, why are you deleting what I wrote. If X-com baits COS into a firefight, any damage done to the city by COS weapons counts as damage to the city. It doesn't have to just be X-com or the aliens.
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"...If too many vehicles exist, the number of defenders will be reduced. You can completely negate the defending force by either manufacturing or buying enough Xcom Craft..."
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false
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If craft are not launched, it means either two thing:
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* they have run out of their allocated quantity for the week.
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* the building damage is not sustained for a period of time for the next message to appear: "Organisation1 Building under attack by Organisation2".<br>
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The number is not reduced because of X-Coms quantity. If there seems to be alot of vehicles in play, civilian traffic (cars, rescue, roadtrans, blazers etc.) will be reduced first since they serve no purpose except as decoration to make the city feel alive.[[User:EsTeR|EsTeR]] ([[User talk:EsTeR|talk]])

Latest revision as of 12:33, 24 April 2022

"...If too many vehicles exist, the number of defenders will be reduced. You can completely negate the defending force by either manufacturing or buying enough Xcom Craft..."

false

If craft are not launched, it means either two thing:

  • they have run out of their allocated quantity for the week.
  • the building damage is not sustained for a period of time for the next message to appear: "Organisation1 Building under attack by Organisation2".

The number is not reduced because of X-Coms quantity. If there seems to be alot of vehicles in play, civilian traffic (cars, rescue, roadtrans, blazers etc.) will be reduced first since they serve no purpose except as decoration to make the city feel alive.EsTeR (talk)