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Full Version: Wish there is a mod that can allow us to eliminate cultists at late stage of the game.....
ALTAR games official forum > UFO: Aftershock > UFO:AS Modding
Set
since they are quite annoying......

would like to kill them all after the encounter of the starghost.....
because at that moment starghost got my hand full, and I didnot need to loot anymore equiments since i can produce them all.......


and by the way it seems that at somepoint one of your bases will be definetly occupied by starghosts......
is there a way to prevent that from happening?.....
Avenger
I don't think it's possible to mod being able to eliminate all cultists since that feature was implemented to avoid a game breaking bug. Keep them pinned to a base so you can successfully do the Temple mission, then let them expand to take a province that only gives low tech resources. Then take the base and leave them with the one worthless region.

As for starghosts taking a base I don't think its something that will always happen, but in the end stages of the game, while waiting for the final research to complete I tend to fast forward time, as a week is a bit too long to do defence missions smile.gif
Set
it seems that when the production manager comes up with the comment about how starghost take over terriotories a base will be occupied......


and it seems that you have to leave one base for cultists.....cause if all their bases are taken over new ones will be generated over bases that i already have.......(that's why i wish to eliminate them at end stage of the game.....)
shadowkeeper
if you leave them one teritory (of any type) they shouldn't automaticaly take over new bases, that's triggered by the cultists losing the last remaining teritory under their control (well, that's how it should work anyway smile.gif )
Set
actually what happened to me is that i left a base for cultist in africa at south side of the deserts..........and they took the near two provinces with the base.....

but after a period of time the base was automatically destroyed by mutants(!?).......and then four of the random bases are taken over around the globe........they still kept that two provinces though.....
Mashermat
I think they wanted it to be realistic - the commonwealth outlawed cultist religion - its religion so they will still try to keep getting back on top of the command - However i find it strange that the cultists aren't hassled by the star ghosts - but if you leave them 2 territories they try to attack but no bases or territories are taken by religious beliefs......

so i take that mainly propaganda is from cultist bases, but in the later game they seem to come back when i slaughtered them all sad.gif frigging zombies....

Their "realistic approach" failed i think....
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