CapnKill Posted August 1, 2007 Share Posted August 1, 2007 Sup guys, I just started a game after a long long time of not playing. I miss it so much fun! Anyway, I don't have an MC Lab yet (I'm building one as we speak) but the first Alien Colony has shown up I have two bases, 1 new base with 10 recruits that have never fired a shot in their lives, so they will just stay home, and my original base with 10 recruits that are pretty good. Before going to bed I fired up the mission just for kicks and it got ugly quick .. yes I was careless and naturaly got MCed to death.... I read somewhere that you shouldn't bother w/ Alien Colony missions if you don't have any PSI skills... is that really true? Am I supposed to just let that Alien Colony sit there while the giant ships just roam around uncontested for 3 months or so? I don't think I like that... Link to comment Share on other sites More sharing options...
NKF Posted August 1, 2007 Share Posted August 1, 2007 Well, you do have the option of waiting for the supply ships and swooping in to grab them while they're landed. Any points you get from one of these will counteract whatever negative effects the colony will have for the entire month. A colony assault can be tackled at any time during the game, but it's easier with MC. Resistence to MC is a minimum requirement. PWT torpedos are also handy for instantly taking out the mob of PWT torpedo toting tasoth on the first level. The second level consists of lobstermen and tentaculats, so fending off MC isn't as important here. - NKF Link to comment Share on other sites More sharing options...
CapnKill Posted August 1, 2007 Author Share Posted August 1, 2007 Well, you do have the option of waiting for the supply ships and swooping in to grab them while they're landed. Any points you get from one of these will counteract whatever negative effects the colony will have for the entire month. A colony assault can be tackled at any time during the game, but it's easier with MC. Resistence to MC is a minimum requirement. PWT torpedos are also handy for instantly taking out the mob of PWT torpedo toting tasoth on the first level. The second level consists of lobstermen and tentaculats, so fending off MC isn't as important here. - NKF Hmmm.... so if I just take care of the supply ships that land then I can leave the base along and it wont cost me much? I can give that a whirl. Link to comment Share on other sites More sharing options...
Zombie Posted August 2, 2007 Share Posted August 2, 2007 IIRC, for each day an alien colony remains on Earth, there is a 5 point penalty. That penalty is easily negated by a single successful supply ship raid though, and for this reason most people tend to hold off on attacking a colony - especially since Tasoth Leaders have MC powers on the first parter. I don't know why, but I tend to assault the alien colonies in TFTD faster than an alien base in EU. My soldiers aren't any more prepared nor do they have the best of equipment or pre-screened for MC abilities. I think the trick is to kill the Tasoths fast before they get into their MC routine. Once you get past this level then it's all downhill, that is if you consider Lobstermen easy. At least they don't have psi-powers, but their damage modifiers more than make up for this fact. - Zombie Link to comment Share on other sites More sharing options...
CapnKill Posted August 2, 2007 Author Share Posted August 2, 2007 I have some thermal launchers for the Lobster men... but might not be enough, unless I can find more ammo along the way. But I'm perfectly fine keeping the base around until I'm better prepared as long as I wont be losing support cause of it. So basically just h over around with the Triton until a supply ship actually lands? Link to comment Share on other sites More sharing options...
Bomb Bloke Posted August 3, 2007 Share Posted August 3, 2007 Keep in mind that the alien bases you see on the map don't represent the sum total of the alien presence. Bases will, on occasion, be reported to you, but you can actively find others by hovering your craft around suspect areas (check you graphs for alien activity). You get the penalty for a given base regardless as to whether you know it's there. Link to comment Share on other sites More sharing options...
CapnKill Posted August 3, 2007 Author Share Posted August 3, 2007 Keep in mind that the alien bases you see on the map don't represent the sum total of the alien presence. Bases will, on occasion, be reported to you, but you can actively find others by hovering your craft around suspect areas (check you graphs for alien activity). You get the penalty for a given base regardless as to whether you know it's there. True, its pretty early in the game and huge ships started flying around the middle of the atlantic so I went there to patrol and obvoiusloy it showed up. I'll have to check the charts as well, have not done that yet. Link to comment Share on other sites More sharing options...
Zombie Posted August 3, 2007 Share Posted August 3, 2007 So basically just hover around with the Triton until a supply ship actually lands?You could do that. Or you could hope that the supply ship enters your bases detection range and then tail it (albeit slowly) to its destination. Once you arrive at the approximate area (you can get this info from the graphs if you keep a very close eye on the numbers) have your ship partol and the USO might be detected. If you really want to exploit the supply ships, build a base of your own near the alien base along with some minor detection capabilities, a transport ship and a garrison of troops. Then, everytime a supply ship enters into your range you stand a better chance of detecting it and don't waste fuel patrolling for hours and hours on end. - Zombie Link to comment Share on other sites More sharing options...
CapnKill Posted August 3, 2007 Author Share Posted August 3, 2007 You could do that. Or you could hope that the supply ship enters your bases detection range and then tail it (albeit slowly) to its destination. Once you arrive at the approximate area (you can get this info from the graphs if you keep a very close eye on the numbers) have your ship partol and the USO might be detected. If you really want to exploit the supply ships, build a base of your own near the alien base along with some minor detection capabilities, a transport ship and a garrison of troops. Then, everytime a supply ship enters into your range you stand a better chance of detecting it and don't waste fuel patrolling for hours and hours on end. - Zombie THis particular base is within my base's range which is the only reason I know about it I'll take down some supply ships until my MC labs are up and running. Link to comment Share on other sites More sharing options...
CapnKill Posted August 6, 2007 Author Share Posted August 6, 2007 Hmmmm... it seems that I lost the US to the bastard Aliens... oh well, its not like Gov income is really that important but I'm not sure how it happened... I had a base within range but didn't see much activity... I think the mid Atlantic base must've screwed me. Anywho, I tried to assault it, and was able to clear up the top side, but had to retread from the bottom. Everyone was beat up pretty bad. I lost one person, and 2 people were worthless (constantly panikcing or geting MCed). I did manage to shove those two in the ship before aborting, so they are safe for now. I'll probably just give them meelee weapons and let them run around... if they die... they die A second base popped up. I remember hwen I played this the first time I would always take a base down the second it came up.... its weird to play and coexist with these alien bases as if nothing is wrong Link to comment Share on other sites More sharing options...
Zombie Posted August 10, 2007 Share Posted August 10, 2007 You think that's wierd? Try playing with about 20-21 alien bases on the map! There's always something going on around the world with this many bases present. Usually it's just the constant resupply missions with the occasional small ship thrown in to the mix. Still, with this much alien activity I really had to keep an eye on my points as they went down fast. The only way around this is to get some points yourself: either by shooting stuff down or visiting the landing sites. - Zombie Link to comment Share on other sites More sharing options...
CapnKill Posted August 13, 2007 Author Share Posted August 13, 2007 You think that's wierd? Try playing with about 20-21 alien bases on the map! There's always something going on around the world with this many bases present. Usually it's just the constant resupply missions with the occasional small ship thrown in to the mix. Still, with this much alien activity I really had to keep an eye on my points as they went down fast. The only way around this is to get some points yourself: either by shooting stuff down or visiting the landing sites. - Zombie I think I'm close to the end... I need to grab a lobster man commander so I can research teh Leviathan. Link to comment Share on other sites More sharing options...
NKF Posted August 13, 2007 Share Posted August 13, 2007 This might be a spoiler, so read on at your discretion. Tip: You'll need a Lobsterman commander to unlock T'Leth. So rather than going through all the trouble to capture yet another Commander later on, use the one to get both the Leviathan and the T'Leth launch button in one. Before you research the Commander for the Leviathan, be sure to have researched The Ultimate Threat beforehand. To get this, you need: any live alien -> alien origins -> Lobsterman Navigator or Lobsterman Commander -> The Ultimate Threat Hmm, it looks like you need two after all, unless you've got a spare navigator. - NKF Link to comment Share on other sites More sharing options...
CapnKill Posted August 13, 2007 Author Share Posted August 13, 2007 This might be a spoiler, so read on at your discretion. Tip: You'll need a Lobsterman commander to unlock T'Leth. So rather than going through all the trouble to capture yet another Commander later on, use the one to get both the Leviathan and the T'Leth launch button in one. Before you research the Commander for the Leviathan, be sure to have researched The Ultimate Threat beforehand. To get this, you need: any live alien -> alien origins -> Lobsterman Navigator or Lobsterman Commander -> The Ultimate Threat Hmm, it looks like you need two after all, unless you've got a spare navigator. - NKF I've researched the ultimate threat already. I'm not sure if I used a commander or a navigator for that one. All I have left is some corpses... I'm not geting any of the meelee weapons as research options which is weird. I'm pretty sure I researched the correct corpses for that. Link to comment Share on other sites More sharing options...
NKF Posted August 14, 2007 Share Posted August 14, 2007 That should be a Calcinite corpse, then after the Thermic Lance you want a live Gillman for the Heavy Thermic Lance. Calcinites are the rusted diving suits with green goop inside of them. - NKF Link to comment Share on other sites More sharing options...
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