Let's Play X-Com: Terror from the Deep


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#21 Space Voyager

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Posted 07 November 2014 - 05:51 AM

Oh?! Damn, I'll try to watch it at work. I have more time there than at home...

#22 silencer_pl

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Posted 07 November 2014 - 06:19 AM

You must have some easy job if they allow you to watch it there. I would be fired 10 times if I watch YT.
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#23 Space Voyager

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Posted 07 November 2014 - 07:20 AM

It is not blocked and my fingers are constantly on ALT and TAB... Posted Image

EDIT: Oh, but I can't afford to watch the whole vids, naturally. I usually take a peek at how the base is going, who's going on a mission and who made it back.

#24 Space Voyager

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Posted 07 November 2014 - 07:32 AM

We both survived! I think the game takes age into consideration, that is why I was promoted. ;)

LOL @ Dark Angel having a rough life!

#25 Nookrium

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Posted 07 November 2014 - 07:50 AM

View Postsilencer_pl, on 07 November 2014 - 06:19 AM, said:

You must have some easy job if they allow you to watch it there. I would be fired 10 times if I watch YT.

That's my kind of job!


Poor Dark Angel, he's not fond of the water

#26 Nookrium

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Posted 09 November 2014 - 12:54 AM

Episode 6 is up.  Another Night Terror Missions, this time we brought more grenades.



#27 Zombie

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Posted 09 November 2014 - 04:04 AM

Nice job Neptune! See? Sonic Pulsars are the Great Equalizerâ„¢ of TFTD. :)

Someone correct me if I'm wrong, but can you target a terror mission with a Barracuda or Triton to keep it on the map longer, like in EU? If this does work (looks in Neptune's direction), you can keep a terror site active indefinately as long as one of your craft is en route. Then you can do terror sites during the day instead of at night. Kinda a cheese tactic, but hey, exploit it. ;)

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JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#28 Nookrium

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Posted 09 November 2014 - 06:38 AM

View PostZombie, on 09 November 2014 - 04:04 AM, said:

can you target a terror mission with a Barracuda or Triton to keep it on the map longer, like in EU?

Could you use an interceptor in EU to keep it from despawning?  I thought you had to use 2 skyrangers

#29 Veki

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Posted 09 November 2014 - 10:06 AM

Zombie said:

Someone correct me if I'm wrong, but can you target a terror mission with a Barracuda or Triton to keep it on the map longer, like in EU?
Yes, you can (at least in Collectors edition of the game).

#30 Space Voyager

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Posted 09 November 2014 - 12:38 PM

Where have you BEEN, Veki? Great to e-see you again.

#31 silencer_pl

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Posted 09 November 2014 - 12:57 PM

The Queen will deal with him.
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#32 Zombie

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Posted 09 November 2014 - 07:35 PM

View PostVeki, on 09 November 2014 - 10:06 AM, said:

Yes, you can (at least in Collectors edition of the game).

Thanks Veki. Posted Image

View Postneptunesnookgames, on 09 November 2014 - 06:38 AM, said:

Could you use an interceptor in EU to keep it from despawning?  I thought you had to use 2 skyrangers

Nope, you could use interceptors too. The only issue with the fighter aircraft is their relatively fast speed. An interceptor may only give you a few extra hours to get a landing craft to the terror site (wiki claims 1/5 the airtime of a Skyranger), but sometimes that's all you need. Most times however, another Skyranger is what's needed. I used to keep a couple around even late into the game for emergency uses or where speed isn't an issue. Prolonging a terror site was just icing. Posted Image

There are a couple drawbacks though. The monthly 500k rental fee is quite brutal if you don't have a steady stream of income from either manufacturing or selling alien tech on the black market. The other issue is of course that it eats up a hangar space, which could be used for better craft.

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JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#33 silencer_pl

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Posted 09 November 2014 - 08:50 PM

Wasn't there a trick that missions time check is checked every 30 game minutes. So you send skyranger then go to patrol then wait 25 seconds then target, then after 5 seconds you send to patrol and so on?
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#34 Zombie

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Posted 10 November 2014 - 03:21 AM

View Postsilencer_pl, on 09 November 2014 - 08:50 PM, said:

Wasn't there a trick that missions time check is checked every 30 game minutes. So you send skyranger then go to patrol then wait 25 seconds (minutes) then target, then after 5 seconds (minutes) you send to patrol and so on?

I'm not sure, but since everything else is calculated on the half-hour, I would guess it would be true. Though, you have to admit it would be a lot of micro-managing craft to assure the terror site remains up until your drop ship arrives during the day. Not sure why you would want to patrol for 25 minutes and then intercept for the final 5 minutes before every half hour though (I'm assuming this is what you meant in your post). If you are micro-managing anyway, you could probably patrol until the 29th & 59th minute and then intercept the final minute until the game runs it's check that a craft is en route. That way you would maximize air-time and minimize fuel usage. Posted Image

- Zombie

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JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!

#35 silencer_pl

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Posted 10 November 2014 - 06:31 AM

Yeah, don't know why I switched to seconds if I said minutes in the first place :/
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#36 Nookrium

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Posted 11 November 2014 - 10:29 AM

Episode 7 is now posted.  The game seems to think I enjoy terror missions...



#37 Veki

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Posted 11 November 2014 - 04:32 PM

Space Voyager said:

Where have you BEEN, Veki? Great to e-see you again.
I've been quite busy, but the project I'm working on has been completed. Hopefully I'll have more free time now. Posted Image

Zombie said:

I'm not sure, but since everything else is calculated on the half-hour, I would guess it would be true.
In CE terror missions dissapear on full hour, and not on every full hour. Sometimes it takes 2 or 3 hours for terror mission to dissapear.

neptunesnookgames said:

Episode 7 is now posted.  The game seems to think I enjoy terror missions...
Nice, Calcinites. Posted Image You'll get melee weapons. Just in time for Lobsterman. Posted Image

#38 silencer_pl

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Posted 11 November 2014 - 08:39 PM

So it's full hour then or full hour?
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#39 NKF

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Posted 12 November 2014 - 05:07 AM

Just ran a test with my dos version and managed to make a very convenient save with a terror site that consistently showed up at 0:20 hours. Had some very interesting observations.

The terror site usually disappeared on an hourly basis. On one or two occasions the time was after the 30 minute mark, though I might've been using the 30 minute elapse for that. Later slower tests with 5s and 1m seem to have it vanish at the hour mark.

Another interesting observation is that the terror sites can be "live" anywhere between 3 - 10 hours. We probably already have this information squirrelled away somewhere on the ufopaedia wiki, but that was quite interesting.

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#40 Zombie

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Posted 12 November 2014 - 05:31 AM

That is interesting NKF. Could have sworn Tycho or Seb76 (or maybe zaimoni?) mentioned the 3-9 hour terror site activity time somewhere, but my search-fu is lacking today. Still not ready to call the disappearance as hourly as you had a couple times where it disappeared on the half-hour. Maybe Tycho could do a code dig and find out for us. Posted Image

View Postneptunesnookgames, on 11 November 2014 - 10:29 AM, said:

Episode 7 is now posted. The game seems to think I enjoy terror missions...

I noticed a couple things in your video I wanted to comment on. First is the Particle Disturbance Sensor. You should really be using this at the start of each turn as it'll pick up movement of your men. It'll also pick up movement of civilians too which can be very problematic in terror missions. The second is you got lucky stunning a Calcinite with the prod (not that you need a live one, the blade tech comes from a corpse). It could have turned out far worse. The thing with TFTD is that it requires so many live aliens to research. Relying on the prod is fine for some alien types if you have decent armor, but for the vast majority of aliens the Thermal Shok Launcher is the preferred method (Tasloths and Lobsterman Commanders come to mind along with the Deep One). So at some point you'll want to research that. Posted Image

- Zombie

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JellyfishGreen said:

Zombie: Empirical data's your only man, when formulating a research plan.
A soldier's death is never in vain if it makes the formula more plain.
A few dozen make a better case for refining that third decimal place.
They call me Zombie because I don't sleep, as I slowly struggle to climb this heap,
of corpses, data points, and trials, but from the top - I'll see for miles!




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