iggy Posted October 19, 2002 Share Posted October 19, 2002 So, I got TFTD, started a new game and put it on superhuman :devil:, because I'm only going to play this game once and retire it(along with every other xcom game, until alliance comes out[aka until I make it]). So, xcomutil, do i need it to keep the superhuman difficulty?If so, how do I use xcomutil? Usually I just double click the shortcut then play the game. Yay, my first mission is a ground mission. so far, 6 aliens dead, 3 xcommers dead, mouse froze (not from game)(has happened before). could tell the difficulty because WHEN they shot, it was one shot kill, AND they use grenades like . . . they were trying to take over Earth! Link to comment Share on other sites More sharing options...
iggy Posted October 19, 2002 Author Share Posted October 19, 2002 I'll also post my progress. Not too many people will care, but it might spark some talking, re-living old memories, or maybe even inspire some of you to dust of your cd/disk and play it Link to comment Share on other sites More sharing options...
Asmodai Posted October 19, 2002 Share Posted October 19, 2002 Playing games more than once is coooo. I been playing Apoc 3 times now, each time playing it a different way. Link to comment Share on other sites More sharing options...
iggy Posted October 19, 2002 Author Share Posted October 19, 2002 Well, I got my another ground mission, could've had a live sectoid*edit*aquatoid*edit* but it wasn't the 18th yet. Now it's the 31st of January, researching sonic blasta rifle, and I got a port town attack by neo japan. These are only one-parters, right? Well, I guess I'll have to find out. Link to comment Share on other sites More sharing options...
iggy Posted October 19, 2002 Author Share Posted October 19, 2002 Terror site done, 3 civilians (out of 10) dead. 2 live gill men out of it. Link to comment Share on other sites More sharing options...
iggy Posted October 19, 2002 Author Share Posted October 19, 2002 got a live deep one also out of the last one. Well, another month down, the only activity being my research and another gillmen island terror site. Only 1 civilian dead(on first alien turn). One of mine died while waiting for the other guys to find the last alien. The maps are very annoying; they're so BIG. Link to comment Share on other sites More sharing options...
iggy Posted October 19, 2002 Author Share Posted October 19, 2002 March, a lot of activity near Italy, aka Alien Colony. Next time I get on I'll play the horrendous two parter. Link to comment Share on other sites More sharing options...
iggy Posted October 19, 2002 Author Share Posted October 19, 2002 So I was playing my first colony, FOR A LONG TIME, and I actually made it to the second stage, with 4 out of 14 guys. Anyways, one is stunned, the other dead, and two guys on the bottom floor. I've done a pretty good job of running from the lobsterman (and tentaculates) so far. BUt, it won't last for much longer. To the question: What the hell am I looking for down there? What's the room look like, what am I suppose to destroy? Thanks in advance. Link to comment Share on other sites More sharing options...
iggy Posted October 20, 2002 Author Share Posted October 20, 2002 After a couple MOre hours of playing I finally found it. I was trying to get to there before but couldn't find the way, until I saw the two dours that were plain as day. So, I destroyed the base, got a live lobster commander, and got two guys out of there, total of 19 aliens killed, which isn't a lot, compared to what it could've been. There was a spot where I killed like 4 lobsterman thinking that that's where I was suppose to go, but it wasn't and I actually ended up leaving a live lobster nav. Anyway, this question probably won't get answered, like all my others, but if I reseaarch the commander and then mag. nav. then sub cons. so on until hammerhead will the commander already count as being researched, so I can go straight to the leviathan? Link to comment Share on other sites More sharing options...
The Veteran Posted October 20, 2002 Share Posted October 20, 2002 I'll answer it... I don't know. Now a question for you! Do you really hate colony missions that much? Coz if you do you're going to really despithe the cruise liners! Next time you get either of these missions send them to me and I'll do them for you. I like 'em! Link to comment Share on other sites More sharing options...
NKF Posted October 21, 2002 Share Posted October 21, 2002 Whoo, what a coincidence, I'd only recently performed an experiment™ in a brand new TFTD campaign with a 200 strong research team and all the necessary equipment to win the game. Spotted a few things worth noting[1]. First off, yes, it's okay to research the lobsterman commander early. But you'll still need to research one after the hammerhead. Make sure you do 'Alien Origins' before you start work on the commander so it'll give you "The Ultimate Threat". After you got that and the leviathan, you'll need to research another commander to get "T'Leth the Alien's city". It saves a lot of bother if you perform research in the right order. i.e: you'll need at the very least, two commanders. - NKF [1] For the benefit of those who do not know, here are some of my observations: - For research purposes, Ion Armour does not need Zrbite, period! Zrbite is a prerequisite for sub construction, it's also needed for researching disrupter pulse launchers. - Be absolutely sure you've got one or more 'sub construction' items in your stores before completing the transmission resolver and zrbite, or else you'll not get sub construction, which can be very inconvenient. You can find it on some intact subs. I don't think you can get it on the two smallest ships, but the others should have one. - Oh, and the usual Ion Beam Accelerators before Live-Deep One deal. Be absolutely sure that Plastic Aqua Armour is done before completing the IBA and live deep-one, or you'll have more trouble. Link to comment Share on other sites More sharing options...
umbriel Posted October 21, 2002 Share Posted October 21, 2002 Hello Uggy, Sorry by have not answer to your messages... I spend few days in a no-man-land without a Internet connection... I pleased to see u finally find the game.... Great news... I finished it this WE in lvl 4... I dont want to start again... The missions are too long, i prefer to play to UFO... Umbriel the small veteran Link to comment Share on other sites More sharing options...
iggy Posted January 3, 2003 Author Share Posted January 3, 2003 So, after 75,000 years of taking a break, I finally play some terror from the deep. After a little help from NKF and The Veteran, I get past part one of the cruise ship. Now for part two. I start of cornered by 2 bio drone thingies and three tasoths. This particular missions has my 7 guys start off at the tip of the bow(or stern), with some crates in the middle of the room with a set of stairs to the sides of the crates, with an elevator directly behind the crates. I start off, take a guy for a little walk, and notice 1 bio drone on the 1st floor(I start on floor #0). There is a civilian near it but hiding behind a crate. After some trial and error, I get two guys taking one shot each to blow it up without killing the civilian. The explosion reveals a tasoth behind what once was a wall. I use two more guys taking one shot each to take it down. (remember my guys have cheap guns and little time units.) I move the rest of my guys into position 3 on one side, 4 on the other. After ending my turn once, I notice there was a tasoth in a room behind the right stairway, who is unarmed. There was also a bio drone thingie by the left stairway and it shoots a civie and goes into the elevator, (some of the times, mostly it leaves the civie alone.) After trial and error I notice a tasoth is also in the elevator, and that is how i am cornered. That's all I have done so far, time for more battling. Ok, so I ended my turn, and I got one with no civilian deaths, and rudi seidler to panic from mc. The one biodrone ran away and I don't really know where it's at because it ran off into a black room. I set 3 guys up for the tasoth in the elevator, and got to see a civilian. I also ran a guy up to the unarmed tasoth. No alien activity on their turn again, except I heard a wierd noise that a biodrone would make and the tasoth in the elevator moved somewhere. On my turn I got a one shot stun on the unarmed tasoth and got charlie similie to look after the (tasoth) soldier. That's all I'm going to play for now. Let's see, I moved 4 guys to the left stairway, where there lie a dead bio drone and tasoth. I sent one girl to find the missing biodrone. While walking to the biodrone, she sees a tasoth. She shoots twice at the missing biodrone that was on the floor below thanks to a certain explosion from the previous biodrone. Anyway, the first of the other three shooters shoots at the newly discovered tasoth. Kills the tasoth. However, another biodrone was uncovered, and the girl that killed the tasoth stands there with 6 tu's. She drops down to the floor below, (that option being discovered with trial and error). Basically I walked into a trap because I was using trial and error and discovered that there were three more tasoth in other rooms that could be visible thanks to the hole in the wall. Not only that but the missing elevator Tasoth appears. After much trial and error I get to a point where it is my turn, with the biodrone next to the girl who killed the first missing biodrone, who had no tu's. I think that was the worst of it. other than that there are people away from the aliens, except for the elevator tasoth. This is a lot of work. Link to comment Share on other sites More sharing options...
iggy Posted January 4, 2003 Author Share Posted January 4, 2003 So, the guy next to the biodrone I moved downstairs. I used two guys to fire at the biodrone killing it. I then ended my turn. The usual suspects (Rudi Seidler, Ana __) panicked. Two guys by the elevator took out the elevator Tasoth, and another distant tasoth is in view for Uta Hafner to take care of. Link to comment Share on other sites More sharing options...
iggy Posted January 4, 2003 Author Share Posted January 4, 2003 Everything is a mess now. Of the original onslaught of more than 10 aliens, only 1 biodrone remains. THere is two tasoth stunned, two of them soldiers. Otto Richter, one of my main guys, will die in eleven turns due to a fatal wound. I've got one soldier dead, i think. Then there's two with low bravery but I'm going to need one to kill the biodrone. There is one guy wandering by himself alone in the 2nd and 3rd floor, where there is actually more rooms, which really pissed me off. There has only been one civilian killed which is a good thing. I'm going to have to start searching for the rest of the aliens. Link to comment Share on other sites More sharing options...
iggy Posted January 4, 2003 Author Share Posted January 4, 2003 I do have a question though. About how many aliens are there in the 2nd stage of the cruise liners? I've killed about 10 so far. I was hoping I would be able to finish the level before otto richter dies, but it looks like that is not going to happen. Link to comment Share on other sites More sharing options...
Loonie Posted January 4, 2003 Share Posted January 4, 2003 I think it could depend on the difficulty level, but otherwise I do believe there are about 15, 16 of them so you still have a while to go. The most boring part awaits you though. Checking every room on the decks for hiding aliens. Here's a tip when you get to that - search the rooms at the ship's corners. I usually found them there. Link to comment Share on other sites More sharing options...
Fox Posted January 4, 2003 Share Posted January 4, 2003 Dude, equip all your guys with the TFTD motion trackers... Particle Disturbance Tracker or something. Motion trackers kick major rear. They have saved my guys many times. In regular USO missions, I split my guys into two groups of five (the other four spaces in Triton used for a Coelacanth or Displacer) and have 1-2 with motion trackers. Once the outside has been cleared, I simply run a motion tracker dude right up to the side of the downed USO, and scan. Then as soon as you walk in, you know exactly where resistance is, or you'll know if the aliens are well placed enough to get opportunity fire. I generally try to listen for about 3 turns to make sure I've tracked all the aliens, since some think they are cool and stand still. But they all move after a while. ANYWAYS, to the point, I equip ALL my guys with trackers on TFTD terror missions and base assaults. In TFTD, there is just too many places for the aliens to hide, and it isn't worth the risk in my opinion to scrap a rookie just to use of alien's opportunity fire. There are those places on maps that aliens ALWAYS hide in, like those little winding passageways under the hills in island assault missions, just track right outside those and then pop a sonic pulser in there if you see anything. But yeah, uh, use 'em... they're good. Link to comment Share on other sites More sharing options...
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