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> Alien base/artifact bugs, I CAN'T FIGHT WITHOUT AMMO!
Ki-tat Chung
post 1st June 2004, 5:34am
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well. i decieded to attack an artifact site, and i managed to kill off all the tasoths/tentalulats/jellyfish without any casualties, just one guy being mced and some guys being paniced. i kill the last tasoth, but my soldiers lose all their ammo. including the ones in their belt/shoulder. they are replaced with 5 clips. so i decide to unload all the guns before killing the last alien (i saved just before i killed it). i unload all ammo, kill, then save. now guess what? i only have TWO FREAKIN CLIPS! WHAT THE HECK AM I SUPPOSED TO FREAKING DO!?!?!?!?


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Jman4117
post 1st June 2004, 6:53am
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Did the clips recombine? I'm not sure if tftd does that on it's own. Where you using xcomutil?


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cyrus
post 1st June 2004, 9:21am
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Hmmm, maybe the game reached its item limit and decided to cut the excess wink.gif


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Ki-tat Chung
post 2nd June 2004, 5:02am
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i very much doubt that....the limit's eighty. plus, why did it unload all my guns?


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NKF
post 2nd June 2004, 7:04am
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The maximum limit in the battlescape is actually higher, but I guess the clips disappear from time to time.

So, your only course of action will be:

1. Bring in some infinite charge weapons. Like tazers and drills.
2. Scavenge more ammo!

It's odd that the clips in your inventory should disappear after transitioning between levels in a multi-level mission. Only objects left on the ground and not on the Triton should vanish.

Oh well, odd things happen. Are you using the Xcomutil batch file to run the game? It attempts to recombine clips, so it might think that the battle is over before the second half even begins.

- NKF


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Hobbes
post 2nd June 2004, 2:01pm
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If you're using XComUtil check to see if you have the latest version. One of the earlier versions had a bug that removed the extra clips between two part missions on TFTD and scattered them all over the battlefield.


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Ki-tat Chung
post 3rd June 2004, 2:03pm
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it should be the newst one; i just downloaded from scotts site several weeks ago...


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Jman4117
post 3rd June 2004, 2:15pm
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Could always practice up on your vibroblade and nade tactics smile.gif


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The Veteran
post 3rd June 2004, 3:12pm
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I once had a sonic cannon loaded with an aquatoid corpse when I went on to the second part of an alien base assault...
Doesn't take a genius to find that stoppage...


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Jman4117
post 3rd June 2004, 3:17pm
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Did it fire? eh.gif


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The Veteran
post 3rd June 2004, 4:35pm
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Unsurprisingly not but I imagine it would have been one hell of a spectacular backfire if it had of done...


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Hobbes
post 3rd June 2004, 5:29pm
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QUOTE(Ki-tat Chung @ Jun 3 2004, 02:03 PM)
it should be the newst one; i just downloaded from scotts site several weeks ago...

If it's 9.42 then the bug hasn't been totally fixed on XComUtil. Drop a line to Scott and he'll get it fixed.


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Ki-tat Chung
post 3rd June 2004, 10:35pm
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::sighs (happily that is)::
the wonders of the internet. smile.gif


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ShadowBlade
post 7th June 2004, 4:04pm
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This is one of the reasons that explain why I don't use XComUtil... hmm.gif


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Hobbes
post 7th June 2004, 5:19pm
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QUOTE(ShadowBlade @ Jun 7 2004, 04:04 PM)
This is one of the reasons that explain why I don't use XComUtil... hmm.gif

When you run XCSetup you can disable the features you don't want to use.

I really like XComUtil not because of the changes it makes to the game but because it really allows you to try new stuff, like playing UFO on Atlantis TFTD terrain, or adding extra aliens to the battlefield. Keeps the challenge of the game smile.gif


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Ki-tat Chung
post 12th June 2004, 8:54am
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shadowblade: uhhh....what reasons?

well, i reinstalled TFTD, and all is back to normal. and i also wonder: i'm trying out the "beta" version of the geoscape that scott has on his webpage, and it says that it has a different reaserch tree etc. is there a way to find out the reaserch tree? isn't the orgininal, ver 2 have a different reaserch tree?


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NKF
post 12th June 2004, 11:29am
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It's just a few minor tweaks to ease things along a bit. Nothing spectacular though as the research tree tweaks will be mostly identical to the ones in the v2 update.

Like the tasoth commander should no longer show up for research even if you were able to find and capture one.

Deep Ones may show up again after you've researched them, though I wouldn't hold my breath.

Either way, they're way better than having the plain old V1.0 geoscape.exe!

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Ki-tat Chung
post 12th June 2004, 11:44am
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deepone bug? whats that? and one other ting, do deep ones even appear in water? i mean, i assume they're called deep ones cuz their found in deep water, right? too bad/lucky tentaculats don't appear on land, they could've really heated things up.


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NKF
post 12th June 2004, 11:54am
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I'm not familiar with H. P. Lovecraft's writings, but the 'The Deep-Ones' are actually a reference to the Tasoth (Well, 'Tasoth' is their name in TFTD anyway).

Regarding the bug: The Deep-One's buggy in general. Sometimes you will only be able to research it once, and only once. At other times, you'll be able to research it as long as you've got one in containment.

As for finding Deep-Ones underwater: The answer is YES. You can find them underwater. In T'Leth's second level. No where else though.

- NKF


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Ki-tat Chung
post 12th June 2004, 12:12pm
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cool. i've also realised that deepones have no reaction fire, so i use rookies to kill them when i can.


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