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Transport problems in Apocalypse

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Varn

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Mar 20, 1999, 3:00:00 AM3/20/99
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Hi,

I'm playing Apocalypse and I have a major problemo. For no apparent reason
(except maybe because I'm playing at Superhuman level) the Transtellar corp.
has turned hostile to X-Com. This has had a couple of serious ramifications
that I have discovered thus far:

1. I can't transfer parts between bases - getting message 'hostile corp
Transtellar refuse to transfer the goods'.

Frankly, this is ridiculous. I have so many spaceships and vehicles that I
don't know where to put them, yet I can't transfer the alien weapon I just
salvaged (using my own ship to fly it back to base) to the other base 2
blocks away where my research lab is. There should be some way of me doing
this without having to rely on Transtellar.

2. Staff I hire (and pay for) don't arrive because Transtellar won't let
them get in the Taxi!! Again this is a totally unrealistic handicap. I can
send any number of hoverbikes/cars/ships to the building where the new staff
member is located, but because it's a scientist of some sort I can't get her
into the vehicle to fly her back to base. It should be possible to do this
stuff with the transportation I have - am I missing something?

Thanks in advance for any help,

Varn

PS Transteller want 97,000 quid to change their relations to unfriendly -
what a rip.....

PPS Yes, I did raid a spaceport, but that was after they were already
hostile.

Andrew R. Gillett

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Mar 20, 1999, 3:00:00 AM3/20/99
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In alt.games.x-com, Varn wrote:
> 1. I can't transfer parts between bases - getting message 'hostile corp
> Transtellar refuse to transfer the goods'.
>
> Frankly, this is ridiculous. I have so many spaceships and vehicles that I
> don't know where to put them, yet I can't transfer the alien weapon I just
> salvaged (using my own ship to fly it back to base) to the other base 2
> blocks away where my research lab is. There should be some way of me doing
> this without having to rely on Transtellar.

Use the buy/sell screens. If you want to transfer some disruptor guns
from Base 1 to Base 2, go to Base 1 and sell the disruptor. Then switch
to Base 2 and buy it there. It'll arrive instantly and cost nothing.

--
Andrew Gillett http://argnet.fatal-design.com/ ICQ: See homepage
"Aaaaaaaaaaaaaaaahh." - Richard Herring

Andrew R. Gillett

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Mar 20, 1999, 3:00:00 AM3/20/99
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In alt.games.x-com, Varn wrote:
> PS Transteller want 97,000 quid to change their relations to unfriendly -
> what a rip.....

Next time you'll know to take special care of them...


> PPS Yes, I did raid a spaceport, but that was after they were already
> hostile.

It probably pushed that price up a bit.

Varn

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Mar 20, 1999, 3:00:00 AM3/20/99
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Andrew R. Gillett wrote in message ...

>Use the buy/sell screens. If you want to transfer some disruptor guns
>from Base 1 to Base 2, go to Base 1 and sell the disruptor. Then switch
>to Base 2 and buy it there. It'll arrive instantly and cost nothing.

Does this really work for alien artifacts I haven't researched yet?

Varn


Andrew R. Gillett

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Mar 20, 1999, 3:00:00 AM3/20/99
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Yes - however, it you can't do this for alien life forms.

--
Andrew Gillett http://argnet.fatal-design.com/ ICQ: See homepage

"Aaaaaaah. My poor lamb. But do you not understand?" - Richard Herring

FFairfax

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Mar 22, 1999, 3:00:00 AM3/22/99
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Varn, Andrew is right -- don't raid an organization if you hope to improve bad
relations. As for Transtellar more specifically, there are times when you
can't prevent them from going sour. Since they react to general damage to the
city, expect problems when you intercept ufos. One bright spot is that
Transtellar seems to become better disposed when it is the aliens who do more
of the damage than XCOM does.

BTW, I don't know a quicker way around the problem of transferring scientists
when Transtellar will not do it.

Frank

Michael Cooper

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Mar 23, 1999, 3:00:00 AM3/23/99
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>PS Transteller want 97,000 quid to change their relations to unfriendly -
>what a rip.....
>
>PPS Yes, I did raid a spaceport, but that was after they were already
>hostile.


Isn't it obvious?
Raid transtellar until you have gained $97000
Use that to pay them off.
That will teach them...


Varn

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Mar 23, 1999, 3:00:00 AM3/23/99
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My thanks to Andrew and Frank for the useful replies. I am now selling my
Hawk Air Warrior in order to raise the money to buy off Transtellar. I was
only using it to shuttle my troops to the hot spots anyway, so I'll just by
a van instead.

Regards,

Varn


FFairfax wrote in message <19990322175449...@ng-fx1.aol.com>...


>Varn, Andrew is right -- don't raid an organization if you hope to improve
bad
>relations. As for Transtellar more specifically, there are times when you
>can't prevent them from going sour. Since they react to general damage to
the
>city, expect problems when you intercept ufos. One bright spot is that
>Transtellar seems to become better disposed when it is the aliens who do
more
>of the damage than XCOM does.
>
>BTW, I don't know a quicker way around the problem of transferring
scientists
>when Transtellar will not do it.
>
>Frank
>
>>In alt.games.x-com, Varn wrote:

>>> PS Transteller want 97,000 quid to change their relations to
unfriendly -
>>> what a rip.....
>>

>>Next time you'll know to take special care of them...
>

>>> PPS Yes, I did raid a spaceport, but that was after they were already
>>> hostile.
>>

Robert Bohnenberger DMD

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Mar 23, 1999, 3:00:00 AM3/23/99
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Varn wrote:
>
> My thanks to Andrew and Frank for the useful replies. I am now selling my
> Hawk Air Warrior in order to raise the money to buy off Transtellar. I was
> only using it to shuttle my troops to the hot spots anyway, so I'll just by
> a van instead.

The hawk is only really useful as a platform that can carry alien
weapons prior to the availability of alien tech based ships. When you
get the disruptor rifles, you'll be able to sell off the excess for a
tidy profit. Same with the shields and cloaks. I usually only raid the
cult of sirius because there's really no repercussions.

Cameron

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Mar 24, 1999, 3:00:00 AM3/24/99
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Michael Cooper wrote in message <7d7uf3$s14$1...@news.eisa.net.au>...

>>PS Transteller want 97,000 quid to change their relations to unfriendly -
>>what a rip.....
>>
>>PPS Yes, I did raid a spaceport, but that was after they were already
>>hostile.
>
>
>Isn't it obvious?
>Raid transtellar until you have gained $97000
>Use that to pay them off.
>That will teach them...
>
>
>
If you keep attacking them then they will reach a state where they can't be
paid off any longer. Shortly after that they will start attacking you,
possibly sign an agreement with the aliens and without elerium (which hey
ship to Earth) you have little chance of successfully completing the game.

Cameron

Michael Cooper

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Mar 24, 1999, 3:00:00 AM3/24/99
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Elerium is for wussies!
Who needs Plasma Guns when you have Disrupters?
My favorite way to get money is to raid the Cult....
I have started a new game.... It is still about 5:00pm on the first day and
I own all the bases and tonnes of ships.


Cameron wrote in message <6UNJ2.39785$Hn5....@newsfeeds.bigpond.com>...

Varn

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Mar 24, 1999, 3:00:00 AM3/24/99
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Michael Cooper wrote in message <7da9mf$t6f$1...@news.eisa.net.au>...

>Elerium is for wussies!
>Who needs Plasma Guns when you have Disrupters?
>My favorite way to get money is to raid the Cult....
>I have started a new game.... It is still about 5:00pm on the first day and
>I own all the bases and tonnes of ships.

Yep but you still need engineers and quantum physicists. Transtellar are one
of the important ones whichever way you slice it. As an update to my
original post, I bought off Transtellar (only had to downgrade my Hawk to a
Valkyrie because I had plenty of spare Toxiguns to sell) but have since had
to buy them off another five times over the next 2 weeks of game time - the
keep going back to hostile. Fortunately, subsequent buyoffs are only 27,000
quid each because I didn't raid them again :)

I've just got to the point of sucessfully raiding the food chamber.
Government funding of X-Com has completely stopped, not due to alien
inflitration, but due to 'poor financial situation of the Government'.

Regards,

Varn

Shaun Green

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Mar 24, 1999, 3:00:00 AM3/24/99
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Who needs Disruptors when you have Devastators? <g>

--

Shaun Green/Greenish9

"Deep in the human unconsciousness is a pervasive need for a logical
universe that makes sense. But the real universe is always one step beyond
logic."
Frank Herbert's Dune

FFairfax

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Mar 30, 1999, 3:00:00 AM3/30/99
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Hello Robert,

>The hawk is only really useful as a platform >that can carry alien
>weapons prior to the availability of alien tech >based ships.

Are you sure? Note that the Hawk can carry more troops than the Valkyrie,
since the Hawk has space for an extra troop module, without sacrificing a bio
or cargo module. This comes in handy especially for ufo crash sites, where you
can't take than one transport.

On a minor note, the Hawk also can take one of those (Terran) anti-missile
weapons -- plasma something-or-other -- which I guess can be helpful in
air-air combat against ufos. The Valkyrie can't hold this weapon. I have to
admit it has been hard for me to determine exactly how useful they are in
protecting XCOM interceptors, and buildings on the ground, from alien missiles.
It seems that they do work. Does anyone have a good idea about how well these
weapons work?

>I usually only raid the
>cult of sirius because there's really no >repercussions.

You've got a point, there. I say, only raid an organization that is hopeless
to become friendly again. A hostile organization that *is not* taken over by
aliens can be made friendly later, but if you attack them, chances of this are
worse. If an organization is hostile, and aliens "download" into their
building, XCOM has a heck of a fight coming at that building, against a
combined force of aliens and hostile humans.

Frank

Robert Bohnenberger DMD

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Mar 30, 1999, 3:00:00 AM3/30/99
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FFairfax wrote:
>
> Hello Robert,

Hello Frank,:)



> >The hawk is only really useful as a platform >that can carry alien
> >weapons prior to the availability of alien tech >based ships.
>
> Are you sure? Note that the Hawk can carry more troops than the Valkyrie,
> since the Hawk has space for an extra troop module, without sacrificing a bio
> or cargo module. This comes in handy especially for ufo crash sites, where you
> can't take than one transport.
>
> On a minor note, the Hawk also can take one of those (Terran) anti-missile
> weapons -- plasma something-or-other -- which I guess can be helpful in
> air-air combat against ufos. The Valkyrie can't hold this weapon. I have to
> admit it has been hard for me to determine exactly how useful they are in
> protecting XCOM interceptors, and buildings on the ground, from alien missiles.
> It seems that they do work. Does anyone have a good idea about how well these
> weapons work?

I'd have to revise my previous statement because in the game I'm playing
now, I have at least six Hawks for home defense as well as clouds of
hoverbikes, since they're available and I had scads of cash to blow.
They're tough enough to last in fights with alien battleships if you
bail them out of the battle before they get destroyed. In the early
game they're way too expensive, hence the disposable hoverbikes. I use
four teams of three troopers and you can carry twelve in a Hawk with
only one passenger module. BTW I've never used the plasma
something-or-other so I can't render an opinion.

> >I usually only raid the
> >cult of sirius because there's really no >repercussions.
>
> You've got a point, there. I say, only raid an organization that is hopeless
> to become friendly again. A hostile organization that *is not* taken over by
> aliens can be made friendly later, but if you attack them, chances of this are
> worse. If an organization is hostile, and aliens "download" into their
> building, XCOM has a heck of a fight coming at that building, against a
> combined force of aliens and hostile humans.

Right now I just finished raiding Diablo for two reasons;

1) They give the came excuse as the Cult: "negotiations are impossible
while you oppose our alien friends". They periodically demand $5000 or
so, which I pay, but I can no longer bribe them at will. I wonder how
the AI decides when an organization will behave like this.

2) The bastards raided my science base. I had 5 troopers, but
annoyingly only two of them defended because of the large number of
scientists. The defense posts kept all ten busy until my troopers could
get into position. The two troopers then proceeded to wipe the floor
with them...and these were backup troops that only rarely saw combat!

I raided the smaller of the two Diablo buildings with my seasoned troops
& utterly destroyed them. Now getting ready to trash #2!

I'll say again- this game is ENTIRELY too long and the sheer number of
battles you have to fight gets tedious. I with you could speed things
up.

Varn

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Mar 31, 1999, 3:00:00 AM3/31/99
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FFairfax wrote in message <19990330135615...@ng-fv1.aol.com>...

>On a minor note, the Hawk also can take one of those (Terran) anti-missile
>weapons -- plasma something-or-other -- which I guess can be helpful in
>air-air combat against ufos. The Valkyrie can't hold this weapon. I have
to
>admit it has been hard for me to determine exactly how useful they are in
>protecting XCOM interceptors, and buildings on the ground, from alien
missiles.
> It seems that they do work. Does anyone have a good idea about how well
these
>weapons work?

Yes they do work quite well (Plasma defense array). I use them on my Bio
Transports when I send them on missions to the alien dimension, usually
equipped with 4 small disruption shields as well. Make sure the unit is set
to defensive, not evasive or it won't fire the defense array.


>>I usually only raid the
>>cult of sirius because there's really no >repercussions.


I find it is worth raiding some of the other organisations if they get taken
over by aliens, mainly to get loads of free elerium when you are relying
mainly on plasma weapons for your ships.

Regards,

Varn

Robert Bohnenberger DMD

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Mar 31, 1999, 3:00:00 AM3/31/99
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Varn wrote:
>
> Yes they do work quite well (Plasma defense array). I use them on my Bio
> Transports when I send them on missions to the alien dimension, usually
> equipped with 4 small disruption shields as well. Make sure the unit is set
> to defensive, not evasive or it won't fire the defense array.

Does loading multiple small sheilds on the biotrans increase it's
shielding? I din't think it worked that way. I'll have to try the
antimisssle unit. Sounds useful.

> I find it is worth raiding some of the other organisations if they get taken
> over by aliens, mainly to get loads of free elerium when you are relying
> mainly on plasma weapons for your ships.

How do you know when an org is taken over? Just by their refusal to
negotiate?

Shaun Green

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Mar 31, 1999, 3:00:00 AM3/31/99
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See below:

--

Shaun Green/Greenish9

"Deep in the human unconsciousness is a pervasive need for a logical
universe that makes sense. But the real universe is always one step beyond
logic."
Frank Herbert's Dune

Robert Bohnenberger DMD wrote in message <37022D...@erols.com>...


>Does loading multiple small sheilds on the biotrans increase it's
>shielding? I din't think it worked that way. I'll have to try the
>antimisssle unit. Sounds useful.


Sure does. Personal and ship shields work very differently. Ship shields
add to one anothers strength. The shield units are destroyed if the total
shield count is eliminated, but not until then. Personal shields, on the
other hand, work in sequence. One goes up, when it goes down, it is
destroyed, and is replaced by another (if there is one).

>How do you know when an org is taken over? Just by their refusal to
>negotiate?

A message pops up, IIRC.

Antti Salonen

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Mar 31, 1999, 3:00:00 AM3/31/99
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Robert Bohnenberger DMD <rtb...@erols.com> wrote:

> How do you know when an org is taken over? Just by their refusal to
> negotiate?

Of course, you can take a look at the alien infiltration display.
Clicking the button in the top-right corner isn't enough, though,
because it only lists the most infiltrated organizations NOT under
alien control. If an organization's infiltration has reached 100%, it
is guaranteed to be taken over. Also, you always receive a special
message display when an organizations falls under alien control.

-as

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