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Raportează o problemă de traducere
I would never take a 35% chance to hit in an x-com. In this game I do it a lot. The consequences of a failure aren't as painfull as getting OS by a plasma riffle because you failed to hit at point blank.
Did you notice the slider that lets you dump some of a resource into things. Varies by task but for many it's influence. I know I missed it my first couple runs.
My first turn is usually buying a third counselor, influencing a bigger target say France or the USA, and trying to grab a CP in a smaller nation next to my big target. If my third is has decent persuasion and capture action I may influence and try to capture the big guy, or grab another small one.
That only happens if you try to capture or kill an agent with the "Hard Target" trait, and fail to protect your agent. In other words, it's easily preventable, once you know about it.
But it's definitely frustrating the first time happens.
Aliens mind controlled 1 of my chinese points while china is sitting at 46.9Bn GDP, so it's the hardest country in the planet to crack down.
Used 100% unity for public support spamming, sent a decent 25 investigation guy to crack down the point, 2 "turns" later china was 100% mine again. There is nothing hard about it, if anything it needs to be harder to stop the AI.
Even now with the initiative playing a warmonger by declaring 4+ simultaneous wars with the US army every few months I could simply send all agents there and take them off the executive within 3 months if I wanted to. And I don't even have any presence in the US or it's nearby countries.
Failing dice rolls is an option. 34% chance to succeed means you'll likely succeed within 2 tries and your expected number to succeed is 3. That's okay. You'd rather have better, but sometimes you'll have to accept worse! This isn't XCOM where you frequently are in positions where failing a single roll will ruin your game. A failed roll is just one councilor turn wasted.
Don't get me wrong, you should roll with 90%+ a lot of the time, but you shouldn't be afraid to roll with less when called for.
I assure you, Servants aren't the only playable faction...and I'm pretty sure they don't work the way you're demanding either.
Chance to succeed in two tries is only 56%.
3 tries mean you still have 30% chance to fail.
Almost surely you will succeed in 8 tries (<4% failure chance).
Yes, chance to succeed in 2 tries is 5/9. Which is more likely than not. I didn't say you were 90% likely to get it in two tries.
https://media.discordapp.net/attachments/800484610378301494/1028000882769534996/unknown.png?width=1026&height=630
Information about the base is above the trade screen, I already have a base producing 6.0~ Water and 20~ Metals, but no Volatiles or Fissiles. Without giving up any orgs this is the only way these people will say yes to the trade, though I'm pretty sure they don't have a mining facility in their base yet but I figured I could make one with the resources from my other one?
That's a deep cut to your resources, and a base with generally poor production, but getting good fissile production is quite helpful.
That's not nearly enough volatiles, and you're going to badly need more water as well. How much do you need the resources you're giving up?
BTW. But yean, price is too high. I again vote for marines xD
Um... Maybe make a separate thread for that question as it has nothing what so ever to do with anything in this one?
Not that this thread didn't already get threadjacked but still, that was at least mildly tangential.
Oh sorry I thought this was the newbie questions thread, I forgot I'm subscribed to more than one. I produce an insane amount of influence/money/ops so I'm not really worried about those, I have full control of the United States and Kazakhstan with a lot of investment / industry built up. I only managed to secure one base before the moon was mostly covered in bases on the good spots, so I was wondering if this base is a good trade?