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Old 11-01-2006, 03:55 PM   #381
rlbell
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Quote:
Originally posted by Oldblue153@Jan 11 2006, 09:55 AM


I'm not saying I'm Superhuman LOL the first time I played UFO Enemy Unknown I overused the reset like TONS of us do or did, but with time i found it unsatisfactory I'm telling you guys who do it..try the first Terror Mission without doing it...you can still make it without losing one single man you should have semi-decent weapons* Gauss Rifles and Sonic Pulsars and of course 1 Tazer for the live Deep one are possible to have researched and manufatured.

Its an Entirely different Game without resetting and you reallly really have to plan your moves carefully some terrors have taken me upwards of 400 turns to play BUT OMG the satisfatction of hearing that last scream will have you throwing your arms in the air and yelling YEAHHHHH!!!!!
Bahh! I am reluctant to reload unless something REALLY BAD happens. Anything that gets more than half of the troopers back to the transport is not that bad. REALLY BAD is exitting the craft, only to be greeted by four Xarquids in good firing positions. REALLY BAD is taking heavy casualties to kill the first four of nine aquatoids, only to discover that the other five are still in the light cruiser, which can only be entered through the front door. REALLY BAD is losing all of your squad responding to a terror site.

If TFTD was not so much more of a challenge than Enemy Unknown, I would still only be saving once a session (when I stop). That got me into severe trouble when I forgot to equip the troops with armor on the way to Cydonia (casualties were a tad heavy, but it was Enemey Unknown, so the error was survivable).
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Old 11-01-2006, 08:35 PM   #382
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Heh Heh rbell when my boy was 2 he discovered that bolonga slices fit perfectly inna a CD Tray
                       
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Old 12-01-2006, 02:57 AM   #383
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Anothers bigs mistakes that autorize Save/load without be a cheater: normal mouse click fail or when an aquanaut is too near to a micndcontroled aquanaut and by mistake u shot the one who is fine.
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Old 12-01-2006, 08:30 AM   #384
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Quote:
Originally posted by Oldblue153@Jan 11 2006, 09:55 AM

Its an Entirely different Game without resetting and you reallly really have to plan your moves carefully some terrors have taken me upwards of 400 turns to play BUT OMG the satisfatction of hearing that last scream will have you throwing your arms in the air and yelling YEAHHHHH!!!!!

PS Ive always thought that armor shoulda been tied in with Lobstermen, the very first time I encountered one of these buggers i had a heck of a time killing him via shooting AND many gernades he dropped i grabbed him up ran back to my ship and aborted knowing ide never survive with the weaponry I had...I was Very dissappointed that the research told me what I already knew...they were thickskinned and tough to kill...gee thanks.
why so many turns? i mena all you do is reserve time units and move very slow. you can kill them all on terrosite without them killing one of your aquanout. you probably noticed but i'll say it anyway... alines always appear on more or less same places (especially terror on ships - they like to be in kitchen or elevators) so i often blast areas where they usually are at random with grenades. and behold! dead aliens without aiming. ha, ha, ha!!!!

second thing, if i am not mistaking, lobster research tells you that their lower armor is not as tough, so they should be more prone to grenades. is that true? sometimes two grenades are not enough.

Anyway i had same problem as you did only suprisingly with tasoth. when i first saw they made a colony. i didn't know back then that there is an approximate limit for number of aliens. and it was my first colony and first time i saw MC. i was shocked and stunned. then i saw tasoth (didn't see lobster yet).

i shot him with coacelanth aquajet missiles. he is still standing...
i shot him wiht gas cannon, still standing...
then i decided to bring in the heavy weapons. the guy shot him with heavy gauss (just ended research on it and was it's first try). but he was still standing.

i though this is one tough MF, i waited another turn one of aquanouts panicked which made me panic as well. cause i never seen this before. so i shoot with torpedo rauncher, it misses him and explodes next to him. still standing there... so i throw sonic pulsar at the tassoth and finnaly he dies. go pick up his body, run back to ship and reaserch. but unfortunatelly i dint' know how to play the game back then, so didnt' have enough scientists in base, didnt' know i can target terror sites... game ended by the end of april.


A tip on how to get deep one later - when you see a gillman or aquatoid large ship and you suspect they will try to make a terror site (usually at beginning of month) you let them pass, so they make it. at the terror site with these two races there is a bit bigger chance you might get the deep one pissing his black liquid on other people.
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Old 12-01-2006, 12:00 PM   #385
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Why so many turns? as i said try it without resetting ....try a nightime terrorist without resetting it once ( Gee Lucky you they NEVER land at night when you play)n see how many turns it takes you to keep your men alive.

Its not at all like the reset everytime someone dies mode you cant simply run everyone out the door all nicely spread out and then end turn and go oops ok reset and try it different...often you will run for the nearest cover...bringing out 1-2 men.

They might even see an Alien but because of poor positioning they may decide that Gee if I shoot this guy and miss he's looking right at me he'll shoot back n i'm dead meat (I know YOUR soldiers NEVER miss a shot and the Aliens ALWAYS drop when hit) so you have to find a position for another shooter to get him that could take 10-12 turns to bring another guy safely to a point where he could shoot him and so on.
then of course when he's dead the location of the Flare you threw out is really way out in the open and going to get it to throw again will leave you wide open ...so bring another guy out run him along the same safe route with his flare....throw it......

AS I said the games an ENTIRELY different game without using the reset and until you've actually tried it you will NEVER understand how different.

Walking around and playing shoot the Aliens isnt the same as playing the game at all.

And I dont care how many times you tell me you have Homework to do ..YOU RESET to keep soldiers alive and reset at every single missed shot or dead soldier

2 dead in a whole campaign hahahahahahahah yeah and you only reset when ya had stuff to do ...which coincidentally happens when you miss a shot or get killed and you forget to save after that bad shot or killed soldier ...oops oh well guess i'll have to load from the last save.

Incidentally my 400+ mission goes as follows for equptment and soldeirs
Date Jan 17 (app mebbe 18 mebbe 16 ...mid Jan)
Experience 2 missions Jan 1rst very small + small amd 1 mission jan 5 small
soldiers 14
weapons Heavy Cannons plus 1 extra clip each=42
Gernades 2 each Manga Blast Gernades =28
extra equiptment 1 Tazer 1 Magna pack Explosive 8 flares=10
total Equiptment 80\80.

Lossess ...although ide like to say none it wasnt I lost 1-2 I cant remember.

Why not better weapons or gernades...simply cause they hadnt been reasearched yet....lemme guess you save before you assign research and reset if its "unknown" rather than average or good
                       
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Old 13-01-2006, 04:16 AM   #386
laiocfar
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400 turns isn´t that much is u are playing without. I play without reset but i still do it when i make mistakes like fail with mouse, etc. Its very different, u will know what means HEAVY losses. for each Triton u will got like 20 people + refill at end of each mission. Anyway if he take 400 turns, it was a large map and terror site or colony or systonium network or maybe a hard fight in a big ship. U must know that the tactic game goes top without reseting(try it!). To fail a shot in a high level difficult will turns in a countershot and a dead guy. Also u will take option of save Tus for snap or auto shot in their tuen. U will use a lot more of grenades and other stuff. Anyway u can make many missions without losses in no reset mode, easy missions. The difficult of the mission is given by the opposition number and the class of aliens.
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Old 13-01-2006, 06:12 AM   #387
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Exactly Liao...thank you.
                       
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Old 13-01-2006, 07:07 AM   #388
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Ha! Yesterday i played without save - large ship.

11 aliens (aquatoids) using molecular control. finished it in 15 turns.

Equipment:

Heavy sonic all
Medikit 3
2 PWT launchers
sonic cannon vehicle
all had floating armour
all had sonic grenades

2 soldiers got wounded one got under MC, but i waited untill he snapped out of it, killedthe last aliens so no one went missing in action.

One spots the alien, the other one launches pwt, or throws a grenade. others move with units reserved for snapshot. except for the most accurate aquanauts who move using units reserved for aimed shot

Yes you are correct i almost never have night terror site. i simply send triton dnear it and then wait untill daylight comes to it and only then the crew get's out to have some fun...
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Crantius Colto: Fear not. You are safe here with me.
Lifts-Her-Tail: I must finish my cleaning, sir. The mistress will have my head if I do not!
Crantius Colto: Cleaning, eh? I have something for you. Here, polish my spear.
Lifts-Her-Tail: But it is huge! It could take me all night!
Crantius Colto: Plenty of time, my sweet. Plenty of time.
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Old 13-01-2006, 07:55 AM   #389
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Good for you...glad you tried it, now select new game and save in slots 8-9 (so as not to disturb your present game much) and try it with untrained unarmored underequipped soldiers, oh and on a high difficulty level like 4 Genius or 5 Superhuman (5 is very tough,if you want to see how tough advance to the first terror mission on both levels (start new game click 1 day will take a few seconds dont bother equiping buying researching etc you just wanna see something) ..dont even play it...just go to the site and end turn ...on level 4 you will hear the aliens shoot and kill a couple civilians mebbe toss a gernade even hear some missed shots, on level 5 you will hear a succesion of 4-6 shots immediatly followed by a scream of a civilian dying...they dont miss often, honestly just try that its actually quite funny to hear its like OMG!!!.... its a very good way to quickly gauge the difference between the 2 settings )
Ok you say mebbe cause of positioning then save before you land and land a couple times at each site to see....it doesnt change on level 5 they kill 4-6 immediatly with one shot each..and not bang auuugh wai waitwait..no its bang-aaaaa-bang-aaaa-bangf-aaa 6 dead with 2-3 seconds.

Yesterday I played it on an Island ( lukky landing there i like the Island ones) there was 7 civvies, I let Aliens take the first turn as it increases the chances of them usuing up thier tv's and not having opportunity fire on me when exiting my craft..result 6 of the 7 civvies dead.
I played it out losing a couple guys to a gernade but the most insulting part of the whole mission was...i couldnt find the last alien on an island....sigh i searched everywhere except 1 place....in one of the tunnels beneath the island, it was blocked by the last civilian...yup he was hiding the last alien...i tried knocking him out with the tazer but it killed him sigh....and there was the Deep One hiding behind him
                       
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Old 13-01-2006, 08:31 AM   #390
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For those players who are having problems with MC, Scotts X-Com utilities version 9.6 works somewhat with this version of TFTD I tried experimenting with it and found that the features that can be used are:

Diff Base Setup-optional
Modified Triton and Barracuda-no option
Gauss Weapons Do not require Clips- no option
Very Small and Small Alien Craft have been reversed so a very small has 1 room and the small has the three rooms- no option
Initial Tanks have improved armor-optional
NO MC- optional

PS there is a Patch Available to Reverse the Modified Gauss and Ship configurations
Only bug I found was that the Very small is not there at all when either landed or shot down just the alien but it seems a very trivial thing as you really only go to 1-2 very small missions in a game as they are usually destroyed with even the lightest of weaponry
Theres many other features that are offered but unfortunatly they are not compatable with this version....just thought it might be helpful to the people who simply cannot stand MC to the point they dont like to play the game.
                       
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