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First time poster here.

 

I have been playing this game on and off for more than 15 years now.

I know all there is to know about this game to finish it as well as how to survive and managing well.

 

I always play the game for a while, untill I get bored whit it and then leave it for some time.

After that I sometimes get the urge to play again and I just do then.

 

Now I managed to find my old PSX and luckily enough my cppied version was still in there.

Big bummer now that it doesn't work properly, evrytime a mission start the game crashes.

 

Anyway I just bought a copy of ebay and will receive this soon.

 

Now my question.

 

I still have a savegame where I just got to the point where the new subs are being researched.

All alien weapons have been researched and the mag. ion armor is in production.

 

2 Base, 28 aquanauts in total all experienced from 16 missions

 

MC. Lab under construction and all Commanders and items needed to research T'leth.

 

To continue at this point has it's pro's and con's.

 

Pro's : Now the fun starts with al the ace shots I have + I can have some disruptor fun and MC. attacks will happen soon.

 

Con's :- I will miss out on the rookie part of the game, using gauss weapons and all. I love games where you have to build up everything from scratch. Training my rookies the hard way on missions, advancing slowly and taking aimed shots at evrything just to be sure you hit it.

 

- I will have to go through the long missions again with unexperienced men. - Which can take a long time and I feel i might grow tired again by the time I reach this stage again.

 

Any suggestions, It is very hard to choose

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Why don't you start a separate new game and play it for a bit. Use it to re-learn the ropes. Play for as long as you need, then reload your older game and resume where you left off.

 

Of course, if you feel you're doing well, you can just continue your new game. Brand new games may not offer you with all the mod-conveniences of the later savegame, but you get to start out fresh with a clean slate ahead of you. You can then attempt to redo everything in a more efficient manner.

 

I've played the game for a while now, but have only truly won the game a couple of times. Most of the time I play to a point where I can launch the final mission then redo the whole thing over again after a break playing another game.

 

With the classic X-Com games, it's the journey that counts, not the destination. At least, that's what you'll start thinking once you've beaten them a few times. :D

 

- NKF

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That's just it, this savegame is as efficient playing as I can.

 

It is only june 2040 and I have already researched so much already. 150 scientist is my top priority on games.

 

My second base is building the 5 workshops now.

 

I think I will continue because now I just started getting larger Ufos and you can have lost of fun with those.

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How about modding your game inorder to upload the game untill you reach the ctual stage of your current game?

In one hand you'll have yr team just as you left. But in the other, each time you play it again it seems that the playroll is somehow different. It might take you some time to see larger USO popping up but for shure, once several bases are assembled, the game (the aliens) automatically starts to search for outnumbered bases throughout the sea. I've tried this some years ago, and luckilly the new game became eve more agressive than the original. I had my fun. Lots of them.

:D

 

 

 

That's just it, this savegame is as efficient playing as I can.

 

It is only june 2040 and I have already researched so much already. 150 scientist is my top priority on games.

 

My second base is building the 5 workshops now.

 

I think I will continue because now I just started getting larger Ufos and you can have lost of fun with those.

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Well I can't mod a PSX savegame now can I?

 

Anyway, as I found out it is lots of fun playing now, but I do think I wil start anew.

 

Having 150 Scientist realy speeds up the game, you can finish it in 7 to 8 months.

I did 34 Usos, 6 Terror Sites, 3 Colony's and no artifact sites and I can already go to T'leth now - 18 July 2040.

Veteran Mode.

 

Too fast for my taste, I start anew and build slower so I can do more missions.

 

Just a quick question : You don't realy have to do the colony mission when they appear right, I could just leave them on the map? Or does this cost too much points?

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50 scientists last me the whole game, personally. Even then, you can get research done at a very quick rate if you know your research tree very well.

 

Anyway, colonies can be left alone. They will generate a small number of area activity points every day, and supply ships will visit the colony a few times a month. This would add a bit more alien activity for the area as well. The points generated by colonies is not very much, but it is constant.

 

 

But you can easily make up for all those losts points by just capturing a few of the supply ships each month. A single ship should just about balance your area points. Go after another if you can just to be on the safe side.

 

It's easy access to common consumable equipment like sonic cannon clips, precious zrbite and good combat experience without having to worry about enemy DPL launchers. And if the colony was built by a rare race like the Gillmen, this is a good way to get them later on in the game once other aliens have taken over. Can't do much about their associated land terror units though.

 

Artefact sites on the other hand are just like terror sites and must be dealt with ASAP. Not doing them can incur very heavy area activity point penalties.

 

- NKF

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Colonies have the same point drain as an alien base in X-COM does: -50 points for the initial construction and -5 points/day it exists on the globe. That works out to -150 points per month which is easy to negate by visiting basically any type of ship or mission.

 

Q: Artefact site = Synomium site, correct? Those are real buggers because if you ignore one of these sites it's double the penalty of a normal Terror Mission (-2000 vs -1000). Could be worse though as you don't have to worry about civilians at a Synomium Site. :D

 

- Zombie

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Ok, so I started anew yesterday.

 

Much more fun. And superhuman mode.

 

Well good thing I save before going into missions.

 

First mission - succes, no casualties.

 

2nd misson - Massacre, stepped out of the trition, BOOM sonic pulser bye bye squad.

Reloaded and tried again - 3 casualties, 2 to friendly fire - my chargers can't shoot shit and always end up gaussing each other.

 

Ok so back to reloading.

 

And indeed, superhuman is a bit harder, Aquatoid actually hitting when they shoot is quite a difference.

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  • 1 month later...
  • 2 weeks later...
Remember to wait the first turn inside your ship. Alien starts at full UT's and they WILL react to exiting troops. On turn 2 they've already wasted some UT's, so its harder to recieve reaction shots.

 

The alternative that I use is the drop 2 die grenades out the door on turn 1 but do not actualy move the units. Have yet to get toasted by reaction fire. perhaps i'm lucky.

 

-Blade FireLight

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The dye grenades have an effect? They do seem slightly more potent on land, but I've had some really miserable experiences with them - particularly now that I'm more familiar with how smoke covers you in UFO. I suppose it does work - they're just not as strong as I'd like them to be.

 

Generally, if the troop transport is placed in a convenient location on the map, you can use it as a bunker and wait a long time in it and pick off any aliens that walk by the hatch. This way you can ensure that your LZ is clear of most of the aliens. Works wonders unless the aliens exploit the collision detection gaps in the corner of the ship or they start a barrage of MC on your more susceptible troops.

 

- NKF

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I use 4 dye grenades. If I'm in one of the lower quadrants of the map then I'll throw them on the first turn, else I'll wait for the second turn to prevent reaction fire. I try to cover as much space as possible with the first two, and at that turn I still don't get any of the units out. When they go off, I get all the dye grenade people out, and throw two more grenades depending on where the Triton is positioned. If it's in the lower right corner, then one grenade will go right in front of the nose of the ship and the other a bit further. If I am in the upper quadrants then the the 3rd and 4th grenade will be thrown further down. Else 3rd goes in front of the nose and 4th somewhere near the tail of the ship. That usually works, but I should add that if possible I restrict myself to daytime missions, since the survival rate is a lot higher this way, but I am not sure how much the dye grenades increase my soldier's chance of survival. Sadly, since the ink doesn't spread very quickly, they are certainly less useful than Smoke grenades in UFO.
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Ditto with me. You know, in EU Smoke Grenades seem to help tremendously for initial deployment, but in TFTD the Dye Grenades suck. It just seems like this to me, though I should probably test it sometime to see what is happening. :)

 

- Zombie

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