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Old 14-01-2006, 04:10 PM   #10
rlbell
Game freak

 
Join Date: Nov 2005
Location: Calgary, Canada
Posts: 105
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Quote:
Originally posted by Oldblue153@Jan 13 2006, 04:59 PM
Again on why so many turns.... Inexperienced soldiers;

[much snippage]

Sure i can finish in 15 turns too just like Gregor ..without resetting too ...ARMED WITH THE WEAPONRY HE HAD AND WITH SOLDIERS WHO's SKILLS ARE MAXED
I still do not get it, but then, I admit that I am a hopeless money cheater and my style of play has different problems/solutions.

Instead of fourteen troopers, my tritons have ten troopers and ceolacanth/gas cannon. Unlike my troopers, the SWS will actually endure two or three sonic hits (depending on the source). It gets expensive to replace them, but I balance cheating on how much money I am given by only playing at the superhuman level. Tritons are lost with all hands, tritons return with only a few wounded, and bases are lost. On tactical missions, often the only indication of a nearby alien is a screaming datum, or blasted corpse(s). Terror missions, even the first one still take less than fifty turns. The nice thing about terror missions is that some of the screaming datums are not your troopers. My only real fear is getting a terror mission before the first run of purchases show up, or either a terror mission or base attack within 72 hours of a high-casualty operation.

There is one alien sub that, at the superhuman level, has four or five aliens walking around outside it with PWT launchers. Now that is a tough nut to crack.

Once I get a useful armor, I can replace the SWS with more troopers, but this is only until I get the dispacer SWS.

I am not saying that you are a bad player, just that I cannot imagine spending 400 turns on a terror mission. I spent less time on T'Leth. The final mission of TFTD has three stages, but you can only save during the first two of these three stages (I ended up switching off my monitor and leaving it for thirty hours, but you can do that with an old 486 running DOS).
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