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Not sure, I've never tried this. But there are plenty of editors available, so I would be surprised if none of them had this ability. Playing without reload is more challenging anyway. If you lose, just start again and learn from your mistakes. ;)
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pray...
interesting to try end the game without MC, i am about to see how it goes. |
Anyone here can steadily take an alien base without MC? I mean not 1 time in 10.
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<div class='quotetop'>QUOTE(Easterner @ Sep 19 2006, 06:24 PM) [snapback]256062[/snapback]</div>
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- advanced equipment like (Magnetic) Ion Armour, DPL Launcher, Sonic Cannon, Thermic Lance, ... - experienced soldiers with enough MC strength (for defence) On Easy - Anytime The first part is quite easy because the map is always the same, and you know where to expect the aliens. Just fire some DPL bombs through the window of the building in the back. Then blast away the walls to the central room (upstairs) and drop some DPL bombs inside. You'll hear lots of screams from both, I can assure you. And most importantly, the MC-capable aliens are generally in these rooms. Then simply clean up the hallucinoids, tentaculats and tasoths outside, and what is left in the corridors of the building. The second part is far more difficult. Just remember that you don't have to kill all aliens on this level. If you think you can't handle it, try to locate the symonium device, drop a pulser from above and get the hell out of there. You won't get all the artifacts and corpses (money!), but at least the colony is gone. If you do decide to wipe all aliens, you should keep your aquanauts together in a compact formation and cover all directions, I can't remember seeing the aliens useing pulsers or DPL launchers on this level. If you have only 1 alien colony on the map, I would advice you NOT to destroy it. Instead, go for the supply ships, and you will gain more money and experience. Each active colony will drain your monthly score, but even one supply ship per month should be enough to achieve a positive balance. :ok: Note : artifact sites are an entirely different story. On superhuman, they are very hard. :hairpull: |
Horoma, then what about cruise ships with tasoths & biodrones?
You cannot use dpl (always forget how those smart torpedoes are called :angry: ), the use of snipers is very limited and those tasoths make MC attacks every turn. My squad was armed with sonic weapons and ion armour (but with no MC training) and as a result only 2 soldiers escaped from the mission (I didnt want to lose triton). |
<div class='quotetop'>QUOTE(Easterner @ Sep 20 2006, 05:58 PM) [snapback]256298[/snapback]</div>
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I would like to add that on superhuman, you shouldn't be ashamed to abort a mission when the odds are against you. If you can save the triton, by all means do so. Aborting a terror mission will give you a bad score, but not as bad as not going at all. Sometimes you have to loose a battle to win the war. :titan: |
You are the second one that i heard that abort a mission and is proud of it. The first was me ;) .
About terror missions: 1) Where in ships, if you take loses of more than 30% of the squad (counting wounded troops) abort before you move to next level. You will pay half of civilians killied by aliens. Second levels are more like semi-open areas so you will need more troops to win. 2) In Port/city or ships you can easly win a mission by carring extra firepower and using it to "clean" zones. Burn evey building before move in and use granedes and rockets to reduce to the ground any building were aliens were sppoted. This can result in huge civilians causalities, but be sure to give aliens some free turns to kill them. After that, you will have to systematic check everything avoiding to get bored and have a few sec unguarded. House to house or Room to room fighting is best served by pairs as independent units + artillery team at rear. 3) When in holiday resort, the napal tactic will not work in tunels or open areas so lets arrive at day and pray. Better to move in big groups of 6 ppl. Loses are always higher, always watch flanks and consider enemy position and weaponary. By outgunned will result in HUGE loses, once i lose near 11 troopers in 3 turns coz i tryed to overrun a building defended by a few aliens. |
I bought TFtD first. I was so impressed I went back and bought UFO, which was a dissapointment.
THe order in which you play something often colours your judgement. I think the originality and the ability for either game to draw you in was the big feature of UFO 1 and 2. SO neither is better or worse, just different, but as I played TFtD first, I enjoyed it more, prefered the aliens, liked the OLD ONE tie in etc etc. |
some one of you have graphic bug with tftd in battlescape when you scroll ??
i use dosbox with tftd but i dont have this bug with ufo 1 some one can help (sory for my english i'm from belgium and no one can help me in french -_- |
you should tell a little more about the "bug", for me its an ant.
Me too, i played TFTD before UFO defence. I miss from X-Com 1, the windowns and the better change that i found in TFTD is to open doors without moving in. Too bad that there are still lots of old bugs in research, in sppoting, in intercepting, etc. |
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