Hard times


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#21 sp1ke

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Posted 11 June 2016 - 09:52 PM

Aargh!!! Xarquids!!!!
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#22 Tsathoggua

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Posted 11 June 2016 - 11:25 PM

Could be a harvester?

The one that looks like it has a second or third story on sonar but each one narrower than the one below,  quite wide, three levels, medium-high threat level. Barracuda armed with twin sonics should be able to down it solo, but expect it to put up a good fight. Two interceptors will take it down if reasonably armed (DUP heads or twinlinked sonics, or one of each.

X-com alpha facility just caught a cruiser sneaking around whilst on patrol, base sonar detected it near the limit of its range I think, but luckily there had been barracuda on patrol, and it managed to engage and take down the enemy USO, cutting it off on the return journey back to X-com base.

Plenty of survivors at the crash site, randomized layout of the interior to give a greater challenge, plus properly souped up dye grenades that  actually WORK....X-mas come early, so to speak :D

Rapid response tactical strike team deployed, ten men plus a coelacanth/GC to play the role of scout and occasionally, support gun, the heavy cannon it mounts has been a great force multiplier whilst facing these strange creatures that appear to be aquatic cousins of our old enemy the sectoids. Taken on a few rookies that need training experience and ready for their first live mission, one each packing a gas cannon and torpedo launcher, two heavy support troopers in training for the hydrojet cannon, carrying a great many magazines of high explosive rounds, plus a couple of incendiary clips, likewise the gas cannon, but in reverse, a mag of HE shells but primarily phosphorus incendiary slugs to flush those green bastards out of their hiding spots to escape the flames, only to run into both the heavy cannon support troopers and get themselves pulverized by a rain of explosive shells fired on full auto.

The men all pumped up on combat narcs, and ready to unleash hell on earth.. One trooper hit by an alien heavy sonic, the other a rookie fumbled with a frag grenade and blew himself up. The sonic casualty was moderately injured and had to be stabilized back at base, since our old sectoid war issue medkits do not function under water, but thankfully the USO was recovered, its crew neutralized. Oh well, at least I don't need to pay the grenade dropper anymore. Idiot. I said 'pull the pin and throw'. NO!, you Throw the GRENADE and drop the PIN, stupid twunt........

Cretin-shaped pink splodge notwithstanding, a nice serving of cream of aquatoid soup, freshly made and steaming hot for the boys back home at base.

#23 sp1ke

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Posted 12 June 2016 - 03:49 AM

It was a Battleship and it was a hard fight. First of all we landed surrounded by 8 Zarquids in a ring, backed up by Gillmen, some of whom had Sonic Cannon. An initial frenzy of GC-HE got us out of the bottled-up position in the boat. We then methodically cleared the field, the only casualty was an own-goal from an errant HE round. However, assaulting the battleship was a different kettle of fishoids. The GC and tazer combo is not great for close assaults. HE is too dangerous at close quarters, AP just doesn't have the assault power. GC-AP is beautiful at middle and long distances but nail biting at close range. As NKF said, close range is where a gauss pistol or even jet harpoon really comes in handy.

I also screwed up because I had basically convinced myself the Battleship was empty. I didn't assault it as much as wander in to it. When I realised it was populated all my guys n gals were spread over the map hunting what I thought was the "last" alien. Including my one HJC which is far and away my best close assault weapon. (Maybe I should change my mix slightly and carry 2 or even 3 of those rather than all GC except for one HJC).

So I got creamed. I was down to 4 aquanauts (out of 10) by the time I had cleared the battleship, the entry was carnage. And then the actual last alien, another Xarquid as it turned out, killed two of the remaining 4, and my tank, mainly just because I was too tired and impatient and (thus) careless.

Still, I downed a Battleship in January and successfully assaulted it, all on Superhuman, so I shouldn't complain. And I came away with loads of loot and score. And I'm sure the aliens won't mind one bit that I've sunk one of their Battleships, oh no!

27 Jan 2040.
Oh goody, a Small USO contact. Hopefully a mission to train up / weed out my almost entirely rookie, tank-free squad, before the month end terror mission / base assault arrives.
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#24 Tsathoggua

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Posted 12 June 2016 - 06:21 AM

i've just yesterday started a new game due to testing xcomutil.

Just working on taking out a USO, medium sized, aquaturds, damn bastards cheat at research! sonic cannon from the second mission, straight from pistol to cannon!
Still, bagged one of their medics, bashed senseless but still alive, just about, after taking a walloping from the torpedo specialist's carefully aimed bullseye straight in the back from a gas cannon HE shell, direct hit, but for some reason didn't die. Parked the coelacanth on top of his head just for the hell of it.

Sent a trooper armed with a tazer and harpoon rifle to drag the sod back to the transport, to be watched by a trooper armed only with a tazer. Just as well, as while setting demo charges at  the base of the USO,  well near the entire squad throwing magna blast packs at the base of the USO. These fish fingers come with added frostbite.

charges set, 6-7 timed to go off in T -003

Damn aquatoid, one of two, the other being a soldier, suddenly gets up and legs it out of the triton for dear life, tazer guy has tons of TU due to the ultralight loadout, just a pair of grenades, two frag and a dye grenade, manages to catch the slipperly little shitbag and zap him with the new thermal tazers, much preferred to the old style electrical variety among the team for land based assaults. and fucking houdini calamari here ends up in a crumpled heap on the seabed is frisked, and found to be carrying nothing. Two agents team up to drag and drop the aquatoid medic, now put into a virtual coma by the combined incendiary torpedo, GC-HE bolt that was meant to finish him for good, and being hit by the thermal tazer.

#25 Tsathoggua

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Posted 12 June 2016 - 06:34 PM

Another USO spotted close to the base, barracuda sent to intercept.

Closing to weapons range, pilot-''target acquired, clear to engage'

''Gunner, target lock, all weapons free, your clear to engage, within DUP head range, tormedo loosed, closing to within Ajax seconday weapons system range. Hold your fire until shes righht in close then give 'er hell lads''

Pilot 'I can't get a lock on, shit, this target is nippy''   USO attempts to escape''

Pilot-''Gunner, target the drive system with the long range torpedoes, see if you cannae' cripple the USO before it can flee out of intercept range, we are getting low on fuel, radio X-com alpha facility and have her send out Barracuda no.1''

Roger that, out. Alpha base we need backup, USO badly damaged but we cannot hope to follow her for long, our DUP head loadout is spent, down to ajax short range torpedoes, and not enough of those'

X-com alpha base: ''Recieved and confirmed, target approaching base in attempt to flee.' Sending you secondary interceptor''

Barracuda alpha,, 'recieved, copy that, over'

Alpha crew to base: ''backup warbird sighted and closing, alpha crew returning to base. Barracuda 2, Engage, all weapons free we HAVE to bring her down quickly, propulsion system of USO damaged,  you might be able to close and take this bitch down for good'



Warbird 2 confirmed, closing.
Second interceptor closes and flies in close.

USO comes within weapons range and narrowly misses our sub.
'What the fuck was that' *shockwave rips though the water, fuck me,  I felt that right through me'-crew member watching sonar readout'
Pilot, Gunner-'no idea, some sort of weapons system on the enemy bird'

Evasive action, MOVE MOVE!
*two more shockwaves buffet the barracuda, third hitting and doing some damage;
'Damage minor, continue with pursuit; take the damn thing down fast, or were gonna have to make a run for it.
*pilot flies in with a manically aggressive attack, weaving and dodging'

''gunner report?''

''Within range of autocannon, request clearance to fire''

Fire at will! let these filthy bugs have it.

'Roger, opening fire'

*craft gas cannon looses off more than 100 rounds, strafing the wounded enemy bird with scores of holes, punched by the heavy caliber armor-piercing shells , THUMPTHUMPTHUMPTHUMP' Looses off an ajax, misses, peppering the USO with many many more gas cannon slugs'

Gunner to pilot-were going to need a little more firepower here, the cannon is hitting but doing relatively minor damage per hit.

'Ajax launched, missile away and on target'
Direct hit, right in the ass. USO downed with a crash.

Warbird two to alpha base, target eliminated, but it was a close call. Initiate recovery by tactical squadron based in triton one.
''combat team armed and dispatched on target, looks like its going to get messy lads, suit up, check weapons'

''Point team-weapons locked and loaded, gas cannon loadout, commander? One apiece, incendiary and high explosive, if they  take cover, burn 'em out and blow anything that pops its head out or flees straight to tartarus' If the jet harpoon rifles prove as good as they seem in training then these bastards don't stand a chance''

Hydrojet operator, load up, high explosives only, the heavies with with the squad gas cannons can provide the necessary persuasion to force the enemy out of their holes then you two fire on full auto, these high explosive mini-torpedoes will make a hell of a mess, just remember minimum effective range and kill zone of the rounds.

''Roger, standard cover procedures sir?''
Commander-'Confirmed, dye grenades primed for impact, three , on my mark, left, right and a far distance dead ahead.

''Grenade!'

*dye packs explode, the new improved model dye grenades seem to be working much better sir!'

commander-''X-com alpha facility, coelacanth driver, take point, scout the area round the transport, take a sniper with you, and the torpedo system here, thats a dedicated weapon, the only weapon he has to protect himself up close is a dart pistol, and frankly guys, they are crap. So he'll need a gunner to cover him and to load the launcher., so take our big bruiser here with the new torpedo launcher with you.

*heavy weapons specialist assisted to load the torpedo launcher with a heavy, high explosive rocket, carrying several more reloads in his backpack, plus a couple more smaller rockets with an incendiary warhead, plus a second harpoon rifle and spare mag for if/when the rockets are all spent.*

*heavy weapons guy hefts the heavy torpedo launcher onto his shoulder and kneels down in cover, coelacanth takes point, drives a short distance before spotting a target*

''Over by the oil rig, right there, by the corner, a few meters away. Looks to be a green humanoid, tall, reptilian looking, carrying some sort of squat little pistol.

Harpoon gunner from the torpedo/tank fireteam: ''thats not one of our green sectoid 'friends', but target carrying similar looking weapon as we have seen before, don't let them get a shot off, you won't get a second chance, their weapons are devastating, some kind of  pulse rifle, seems to work by means of a focused ultrasonic shockwave, according to the eggheads back at base. The lightest of those guns is capable of reducing bone and tissue to a pink and white slurry, even a glancing hit will probably snap your bones like dry sticks if that fucker hits you. We've lost several men to those pistols, and they fire fast, so do NOT let that green thing see you coming.

(too late for that, torpedo loosed, aimed right past the green humanoid, into the oil installation its standing next to, hitting and going off with a series of resounding concussive thumps, felt by the entire heavy fireteam, backup teams taking position down by the triton and taking careful aim with their harpoon rifles and a gas cannon, hydrojet operators complaining about the weight, so take some time to arrive, won't be here until that creature is either dead or has time to react and take out our men.)

*massive cloud of silt and oil bleeds into the ocean depths around the green alien, cue another one carrying a rifle of some kind, automatically locked in on and fired at twice by the coelacanth, first round missing, second one on target,dropping the screeching alien to the seabed, with a hole the size of a rugby ball punched straight through its sternum and out the other side, leaking organs and bodily fluids into the sea.

Rookie-''Gross'
Commander-'keep it down, do you WANT to give away our fucking position'

*Heavy weapons specialist, carrying a dye grenade, three frag grenades and a heavy demolition timed charge, ,gas cannon round loosed around the area that the first target was last seen.

*shrieking crack whips through the water leaving a trail of cavitating bubbles in its wake, showing a glowing greenish trail*

Commander-;Target one has spotted us, all weapons clear, go go go, take cover, suppressing fire, hydrojet operators, cut loose with all you got!!'

*HJC gunner too exhausted to fire for long, lets loose a three round burst, resulting in another pained squeal, after the bug cxomes running towards beta team loosing off bursts of shrieking pistol shots*

HJC crew ''-target down sir, taking cover'
Commander-''what the hell are those weapons? I felt those green pulse rifle things discharge right through me, made my teeth ring like a struck bell '

Point fireteam-''don't know sir, but damn am I glad none hit me,hurt enough just passing nea.INCOMING, WE GOT CONTACT, take cover, take cover!!'

*alien thrown grenade lands next to the tank, and goes off with an enormous, hugely brisant concussive explosion, knocking several men off their feet, although without injury, grenade landing many meters away'

Commander- 'Coelacanth operator, damage report, what's your status?'

Coelacanth driver-badly damaged sir but not critical, the armor held, but several systems impaired, accuracy lowered, still mobile, can continue if desired?'

Commander sneaks off behind some coral encrusted rocks to take a sneaky hit of the painkillers from the up and coming new submersible medkit prototype, feels eyelids relax and sag slightly, his pupils contract to pinpoints...takes second shot of ..analgesic....and would breathe a huge sigh of relief but for breathing inert, liquid oxygenated perfluorocarbon at great depths for combat diving...feels the sudden flood of analgesic hit like a truck. The medics back at base are always too tight fisted with the oxy/morphine combination to treat his decades old knee injury and subsequent hip pain...so bribed a lab tech and technician to get hold of some more directly
so to speak;)

#26 sp1ke

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Posted 12 June 2016 - 10:26 PM

So you buffed the dye grenades with XComUtil? Did you buff anything else?

Sadly, stunned aliens who get up are always unarmed and so very rarely any kind of threat. It's another the bugs that mean that those scary-feeling situations are in reality no danger. Which is a great shame.
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#27 sp1ke

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Posted 12 June 2016 - 10:38 PM

You know that the aliens don't do Research right? :-)  They invented everything they have, millions of years ago. What they are doing when they bring bigger guns is just responding to the escalating threat from the pesky surface-oids.

So on this mission I had a Gill Man about 2 tiles from a Sonic Pulser ground zero, survives, THEN takes a GC-HE in the face (direct hit), still survives, returns fire and kills one of my top officers, before finally having the decency to die in a GC-AP crossfire. If Gill Men are the easiest race, heaven help me when I get to the hard ones!
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#28 Tsathoggua

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Posted 13 June 2016 - 02:04 AM

Not as such. Main thing I did was to use the feature to alter the layout of USOs, because it was all same old shit, different day, different heads to splatter.

the randomized layout thing, and actually realistic features like a navigator at the helm (aquatoid, last but one mission, trooper with a jet harpoon sneaked up behind it, didn't have enough TU to reload enough for a full burst, so pulled his sidearm and doubletapped the hapless aquatoid in the side of the head, three round burst from the dart pistol, point blank range. Last shot was superfluous, aquatoid dropped dead in its tracks, and never saw it coming, just as well, because it was packing some serious heat, by way of a sonic cannon.

Most of the changes made via xcomutil, have been of the style and realism type changes, other than buffing the dye grenades, because lets face it, they were shite as they started.

Did mess around with the gauss weapons, and the sonic pistol, seems sane enough that a pistol would be designed for autofire, rapid response is just whats needed in a sidearm. And it only gives as much advantage as it does make things harder when the bugs gain an autofire capacity that they had not otherwise. Unless you count rapidity of bio drone responses, those buggers really can let off a burst in the blink of an eye.

Buggered about mainly with the heavy gauss, otherwise I'd not get the research done for craft gauss and coelacanth/gauss because the heavy gauss was at best a bit of an improvement on gas cannon AP rounds. That and gauss rifle clip size, although still need ammo. Gauss weapons aren't LIKE lasers, so they shouldn't automatically gain the infinite clip size of the laser gain medium, which just needs power, assuming it isn't a chemical laser like a COIL or other excimer lasers, or those that need constant gas feed like copper vapor lasers, etc.

#29 magic9mushroom

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Posted 13 June 2016 - 02:23 AM

View Postsp1ke, on 11 June 2016 - 01:21 PM, said:

Uh oh! Should I be afraid, or very afraid?

You dodged the bullet.

Retaliation chance per shootdown increases with difficulty level, and before you get Large Radar/Wide Array Sonar up it's nearly impossible to stop the aliens from finding your base. My first attempt at TFTD Superhuman died a horrible screaming death that way when I got a Base Defence in mid-January before I'd managed to rearrange it into something defensible and while most of my Aquanauts were out on a mission.

View Postsp1ke, on 11 June 2016 - 07:04 PM, said:

20 Jan 2040. A long range picket Barracuda stationed in the Gulf of Mexico (as the graphs showed activity in the US Zone) picked up a Small USO. A pincer movement of Barracudas caught and downed the sub! My first mission with Alien Containment enabled. Tazers ho!

(Though actually there is little point capturing anything that is not either a terrorist or at least an MC user).

IIRC the aliens you need to capture are:
Deep One (Alien Origins, M.C. Lab, Ion Armour)
Tasoth (M.C. Disrupter)
Gillman Commander or Lobster Man Navigator or Lobster Man Commander (The Ultimate Threat)
Lobster Man Commander (T'leth, the Alien's City)

Don't bother trying to capture an M.C. capable Aquatoid; unlike UFO, you don't need a psionic alien for psionics (and thank goodness for that).

View Postsp1ke, on 11 June 2016 - 09:07 PM, said:

Due to the very slow reload cycle of Ajax/Stingray it's just not worth trying to intercept VS craft at all. I am toying with keeping 2 Ajax launchers and only 6 torps and trying that loadout if I see a slow moving scout. I'm even thinking maybe a permanent loudout of 1 DUP 1 Ajax will be ok for this early stage of the game, maybe even reduce the damage on size S USOs to improve loot recovery. Then with an aggressive attack so that the DUP and Ajax fire at the same time, is there a 50/50 chance of an Ajax hit and a safe splash of a small scout? What that hinges on of course is whether both torps/missiles are processed simultaneously or sequentially. A long standing mystery.

DUP has more range, so it will always fire first.

You need Ajax or Craft Gas Cannon (and nothing else) to get Survey Ships down safely, IIRC. Luckily, the Barracuda outspeeds them, so you can actually get it in range (unlike UFO's Small Scout, which is nearly impossible to crash safely because all the weapons that can do that are short-ranged and it runs within seconds of the interception starting).

View Postsp1ke, on 12 June 2016 - 10:38 PM, said:

You know that the aliens don't do Research right? :-)  They invented everything they have, millions of years ago. What they are doing when they bring bigger guns is just responding to the escalating threat from the pesky surface-oids.

So on this mission I had a Gill Man about 2 tiles from a Sonic Pulser ground zero, survives, THEN takes a GC-HE in the face (direct hit), still survives, returns fire and kills one of my top officers, before finally having the decency to die in a GC-AP crossfire. If Gill Men are the easiest race, heaven help me when I get to the hard ones!

People say Gillmen are the easiest largely because Aquatoids have more M.C. (Technician, Navigator and Commander as opposed to just Commander) and because Calcinites are generally more annoying than Deep Ones (though underwater it's reversed; Xarquid are far worse than Hallucinoids). Bog-standard Aquatoids in Cruisers and smaller are much easier than Gillmen.

As for the later ones... my advice is to get Magnetic Ion Armour in a hurry (it's about 30 points stronger than UFO's Flying Suit and actually gets some damage resistances), and to make a habit of bringing Tazers on every mission (replace with drills when you get them). Not just a couple, enough for the whole squad to use them.

#30 Tsathoggua

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Posted 13 June 2016 - 04:00 AM

Just in the cleanup phase of the first terror site of the campaign. Gill men, lots of gill men. Bagged a deep one, living and dead. Makes up for losing that 'toid medic, it got stuck in the walls of the triton when a trooper dragging it back just tossed it in a heap, that somehow transposed itself within the wall itself. and didn't appear on the recovery screen.

And the alien research aid/delay thing is applied. Interesting...very interesting mod, I like it. So far.
Tried to redo that medic mission, but it was a shitstorm of the worst kind, a writeoff, went with the buggered up aquatoid capture one, after two idiot rookies with gas cannons and some fool that obviously didn't know one end of a torpedo launcher from the other shot a large torpedo right into the squad, then some bug took the coelacanth out with a burst of sonic fire, and a pulser finished the lot off, bar one man, with a HJC and barely enough TU to walk two steps and pull a shot off, with a tazer and a couple of grenades. Called it for what it was, a monumental fuckup.

Terror site one was payback though. Not a scratch on the men so far, 7 man cleanup squad arrives, plus a tank/cannon.
The gill men wanted a rematch. And they got one. Not the one they wanted though. Two men with gas cannon/IC loadout, two forward strike teams with jet harpoons and lots and lots of grenades, advancing under cover, whilst my three recently qualified scout snipers, plus two elite snipers, that between them have racked up enough kills to be the envy of the whole squad, squatting under cover, and picking off anything that showed its face, and that face be other than human. At one point a gill man tried to take them both out by means of a sonic pulser, but failed miserably to toss it from out of the high rise building window, and the first thing the squad knew about its presence at all was the squeal of mortal agony and the fact that an entire floor of said building suddenly ceased to be, amidst a huge kablooey. Scratch one gill man.

Thought there was about to be a casualty, as a deep one popped out right in front of a trooper, feet away could have toasted him good and proper, but instead, stupidly, turned and walked away. Or perhaps it somehow remembered its human origins deep down. Not enough to save it from the hail of incoming incendiary shelling from a gas cannon-wielding trooper crouching down low, up in a high-rise buildings devastated second floor. Think there is a sniper on the upper floor though, gill man, seen him move but can't get a target lock. The two elite snipers are down low, covering the window, ready to put a harpoon through the head of said gillman if he pops it out  long enough. He hasn't been firing, but again, can't pick him off from the ground, damn slimy green git knows he's being covered,  but cannot send a man upstairs to blow his brains out, because there was a sniper on the second floor that HAD to be dealt with, and quickly because he was raining down sonic fire like he was hitting a murder pinata. And handy with grenades too, bastard, although thankfully none of them scored a kill, or even came too close. But anyhow, he had to be put down with extreme prejudice, no mucking about, one guy, up the stairs part way, tossing a magna-blast demo charge right under his feet. Poor civilians are going to have to figure out a way to claim on the insurance for half an obliterated building, and a gill man torso and shoulders firmly embedded within the ceiling. I shouldn't laugh at their misfortune....but HAHAHAHAahahahaa fuck. Thats not going to be fun when the weather gets hot, and stagnant, foetid, liquified gillman internal organs start to drip down out of a rotting green sphincter implanted in the roof. And god help them when the carass starts to bloat. Because its going to burst sooner or later, and someone is likely to get a shower of the worst possible kind.

#31 Tsathoggua

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Posted 13 June 2016 - 04:27 AM

Spike-depends on the critter. No fun having to babysit a KO'ed calcinite, deep one, or, worst of all, the dreaded tentaculat. Many aliens can just be watched by a lone guard with a tazer or later, shock launcher.

But fucked if thats advisable for the nastier customers. As for tentaculats...no way, they are too dangerous, I kill them on sight, and torch the corpse with incendiary rounds for good measure. The moment one of those toxic abominations turns up, all guns blazing, nobody moves or acts otherwise, until the creature is DEAD. Not just dead, but DEAD. Very, very dead, and staying that way. IF I have to deal with a live one, then its the tank's job to watch the bastard thing, specifically, by parking on top of it. Squish!.

And KO'ed psykers are still a threat, and should be remembered as such. Tasoth are some of the worst, since they don't hesitate to start laying it on thick with the MC attacks, prolific bastards they are.

#32 NKF

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Posted 13 June 2016 - 07:38 AM

Tsathoggua, if you've started playing the game with XComutil, a quick word of caution on the two-part missions:

XComutil introduces a fix for the equipment recovery bug that causes all equipment left behind (anywhere, including the Triton), to vanish from existence when you move to the second half. This bug affects the unpatched copy of the game. It is fixed in v2.0/v2.1 but XComutil doesn't discriminate and applies the fix to all the versions.

While the fix does work, XComutil may overdo it and send the ammo being carried by your aquanauts back to the base. So you may start the next part of the mission with little to no ammo on you.

As you can imagine, this would make the second half of the mission very challenging indeed! Posted Image

If you find this is affecting you then the work around is to save just before moving on to the second half. Restart the game briefly without XComutil (the old way via terror.com) and get to the second half with all your ammo intact. Then relaunch the game with XComutil and continue as normal. As long as you've patched up to 2.0 or 2.1, then you'll recover everything that can be recovered.

-NKF
NKF, narrow minded fuddy duddy who refuses to let go of the past and will not accept anything newer than 1979.

#33 Kir'jaeden

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Posted 13 June 2016 - 11:43 AM

View Postmagic9mushroom, on 13 June 2016 - 02:23 AM, said:

You dodged the bullet.

Retaliation chance per shootdown increases with difficulty level, and before you get Large Radar/Wide Array Sonar up it's nearly impossible to stop the aliens from finding your base. My first attempt at TFTD Superhuman died a horrible screaming death that way when I got a Base Defence in mid-January before I'd managed to rearrange it into something defensible and while most of my Aquanauts were out on a mission.
Cunning Aquatoids have desided to end the war before it begins? Clever ploy! Posted Image They should be met by mass PDGs.
My experience shows the aliens will find your first base very quickly. I recommend dismantle the first base to bare minimum rather than rearrange it .

Quote

IIRC the aliens you need to capture are:
Deep One (Alien Origins, M.C. Lab, Ion Armour)
Tasoth (M.C. Disrupter)
Gillman Commander or Lobster Man Navigator or Lobster Man Commander (The Ultimate Threat)
Lobster Man Commander (T'leth, the Alien's City)
I recommend to avoid immediate researching of species which can give different results in research tree.  Because there are subtle bugs in research tree.
From some moment, game begins to check if a captured creature can give a new entry in UFOpaedia. If not, captured creature is killed automatically despite of mission debriefing results or Alien containment presence. Critical: game does not check  if new research can be unlocked!!! So the situation like in attached savegame could come:

XCOM needs for live Deep One to get an Ion Armor etc. Gillmen attack XCOM base. The base has alien containment. 2 Deep Ones paralysed. Bug: finish the last gillmen. Deep ones counted as live in mission debriefing, anyway, appear as dead in base store. Therefore live Deep One could be  spawned only by editor.

So It would be reasonable firstly catch a pack of them, then research them as need come.

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#34 sp1ke

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Posted 13 June 2016 - 04:09 PM

View PostKir, on 13 June 2016 - 11:43 AM, said:

I recommend dismantle the first base to bare minimum rather than rearrange it
That is such a good idea! Why didn't I think of that? It costs $500K just to move the sub pens, so, for that money, quite right, why not just start a new base somewhere else right from the beginning? Take the starting base. then immediately build a new base, and do all your extra building in that base I guess. Is that what you do?

View PostKir, on 13 June 2016 - 11:43 AM, said:

So the situation like in attached savegame could come
I'm sure you have checked this but is it possible that your alien containment file (ALIEN.DAT?) is full and that's why the game is killing your captured aliens? I think that file has a maximum number of entries.
Losing my favourite game... I am "spike" on UFOpaedia.org

#35 sp1ke

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Posted 13 June 2016 - 04:18 PM

View PostTsathoggua, on 13 June 2016 - 02:04 AM, said:

Most of the changes made via xcomutil, have been of the style and realism type changes, other than buffing the dye grenades, because lets face it, they were shite as they started.
That seems fair.
Losing my favourite game... I am "spike" on UFOpaedia.org

#36 sp1ke

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Posted 13 June 2016 - 07:04 PM

I got careless on the Cruiser mission and lost 5 guys to the first Aquatoid I saw. It threw a pulser into my bunched up squad. The mission as a whole only had 5 'toids so it was a "draw". On well.

The Council loves me even if the Aquatoids don't. They all raised my funding and to celebrate I installed TFTD Extender for a bug free, high quality of life experience in February.

This was a weird one - contact 8 was spotted touched down a few hundred nautical miles north of me exactly 2 seconds before midnight on the 31st of Jan. I'm not sure I've seen that before.

I built a third base in the Indian Ocean as the graphs show Antarctica, Africa and the Indian Ocean very hot with alien activity. I think I will do what I have done is other games which is to maintain more hangers than craft and move a mobile pool of craft and troops around the world to wherever the action is.
Losing my favourite game... I am "spike" on UFOpaedia.org

#37 sp1ke

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Posted 13 June 2016 - 09:54 PM

I did another Cruiser mission vs Aquatoids, this time only 2 losses, again to an alien with a grenade. I must avoid bunching up. Apparently 2 aquanauts next to each other counts as a 'bunch'.

I am very tempted to turn on the TFTD Tech Tree option that will allow me to research Aqua Armour direct from Aqua Plastics and Vibroblade direct from Vibroblade. Especially as I just captured a Vibroblade (1 Feb).

Oh crumbs now (3rd Feb) I have an Island Terror site and only 5 active Aquanauts. The replacements are 11 hours away but the site goes away at sunset in about 8 hours time. Woe is me!
Losing my favourite game... I am "spike" on UFOpaedia.org

#38 magic9mushroom

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Posted 14 June 2016 - 02:00 AM

View PostKir, on 13 June 2016 - 11:43 AM, said:

Cunning Aquatoids have desided to end the war before it begins? Clever ploy! Posted Image They should be met by mass PDGs.
My experience shows the aliens will find your first base very quickly. I recommend dismantle the first base to bare minimum rather than rearrange it

View Postsp1ke, on 13 June 2016 - 04:09 PM, said:

That is such a good idea! Why didn't I think of that? It costs $500K just to move the sub pens, so, for that money, quite right, why not just start a new base somewhere else right from the beginning? Take the starting base. then immediately build a new base, and do all your extra building in that base I guess. Is that what you do?

I build a second base at the beginning, but I don't make it my "main" base. I only build one new Sub Pen at the first base, and move the other Barracuda into the Sub Pen at the second base.

And no, it's not guaranteed that the aliens will find your first base quickly*. Floating Base Attacks proc off interception, not missions, so it's quite possible to avoid them if you just avoid interception (until you've got Wide Array Sonar and a defensible base).

*Unless you've triggered the bug where AKNOW.DAT isn't cleared properly at the beginning of a new game. In which case, the solution is to clear it manually, not to adjust your playstyle around it.

#39 Kir'jaeden

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Posted 14 June 2016 - 08:25 AM

View Postsp1ke, on 13 June 2016 - 04:09 PM, said:

That is such a good idea! Why didn't I think of that? It costs $500K just to move the sub pens, so, for that money, quite right, why not just start a new base somewhere else right from the beginning? Take the starting base. then immediately build a new base, and do all your extra building in that base I guess. Is that what you do?
Yes, generally it is my strategy. Though I forced to build some modules on default base like spare liv.quarters, spare stores, alien prison. Eventually, staff and equipment move to new specialized bases - soldiers move to the strike bases, scientists and engineers move to "think tank" base.

Quote

I'm sure you have checked this but is it possible that your alien containment file (ALIEN.DAT?) is full and that's why the game is killing your captured aliens? I think that file has a maximum number of entries.
How it could be possible? In posted savegame, prisons of all bases hold only 2 creatures totally. Additionaly, game kills stunned soldier and DOs, but puts in prison gillman technician. If the prison entry overflow appears, then game would kill all prisoners, right?

#40 Kir'jaeden

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Posted 14 June 2016 - 08:45 AM

View Postmagic9mushroom, on 14 June 2016 - 02:00 AM, said:

Floating Base Attacks proc off interception, not missions, so it's quite possible to avoid them if you just avoid interception (until you've got Wide Array Sonar and a defensible base).
I disagree. Since I dislike interceptions overall, I sack all Barracudas in first month and  build only Hammerheads and Leviathans. So I do not perform many interceptions for long period of game. However, aliens launch many retaliations on my head. Often it starts right after succesfull colony assault or artefact site purging. They react on XCOM rating peak, I think. And it does not matter which XCOM actions do this.

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Unless you've triggered the bug where AKNOW.DAT isn't cleared properly at the beginning of a new game. In which case, the solution is to clear it manually, not to adjust your playstyle around it.
You mean some hex editing? Then it must be done right after new game creation. I guess it is too late when a dreadnought comes?




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