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Faskalia

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Everything posted by Faskalia

  1. Why does everyone hate lobsterman? Biodrones are worse with their stupid >100% reaction fire and their explosive death The easiest way to handle lobbies is to get the transmission resolver asap and avoid them. If you however should feel like fighting get thermal tazers for every aquanout and throw explosives at their feet until you get the drills or thermic lances.
  2. Well you can reach the tile directly under it. I did only bring pulsers on the mission, and PWTs haven't been researched yet. But it might be possible, to set PWTs to researched and then simply grab one from a corpse. Shock launchers might work as well. But I did not manage to throw a grenade up through the "roof". And yes, it might really explain why many people, including myself spent hours after hours on a colony without finding that last alien. On my next conlony/artifact site/activity site. I wont even bother finding every single alien. I will just grab the loot, destroy the device and get out.
  3. Long story short: I started playing tftd again and I am currently doing pretty well (mainly because I imported part of my PSI squad ). Anyway the first alien activity site popped up and I sent a hammerhead. After rushing to the lift I entered the 2nd mission part. While clearing the hallways and surrounding the lift that leads to the synonym device. Because i wanted the loot,I swept through the whole level 2-3 times but no luck, I did not found the last alien After alittle struggle and some frustration i simply used xcomutil, to reveal the whole battlefield and behold: The last alien is a tantaculute, STUCK IN A WALL . I tried shooting myself through the wall, but no luck. So i am currently stuck, with an enemy i cannot reach/kill. Thats just great. Anyway: Has anyone experience with killing battlescape units through hexing or even better changing their current position? Any help will be appreciated. http://files-upload.com/131500/GAME_7.rar.html edit: download buttom is on the lower left of the site. you have to wait 10 secs
  4. *scratches head* Maybe LPC finally made me go made?! But well yeah, you are right (my apologize). I always like to confuse the base of a system with exponential functions. :mad: Anyway just to prove, that i am working on not doing stupid errors that often: 11110 year war ended 11001110000.
  5. oO 512 might be nice, but isnt practicle, cause you also have to count the 0. So this would make the actual limit 511 Or the limit might be an actual 255, because they might include negatives. (For what ever reason) The same reason, why 16^16 is 265, but FF is 255. Ah, the numbers! :mad:
  6. Personally i just name them XCom1 through XCom8 btw: I really like the avanger on the second pick. Looks sexy
  7. I am guessing, that running affect the aliens reaction fire, as well as the agents spotting abilitys. But as i said, its a guess.
  8. Running lets you cover more tiles per tu.
  9. As an alternative you can always destroy enemy buildings and crafts. This will prevent them from starting raids on your base Btw: Base defense is rather useless, because you need free unit slots for them to work properly. better put a 6-man android dual devestator squad in every base. Works like a charm
  10. I once spend about 30 minutes looking for the last alien in Apoc. Turned out, that it was an anthropod who had fallen into a hole in the ground
  11. Power armor requires alien alloys and elirium-115 to be researched. Mabye it also requires personal armor to be researched. THough i am not shure on the last one I should have a closer look Hyperwave decoder needs a psi-alien, if i recall correctly. Edit: Forgot the last one: Everything, that has a strength >= 200 cann breach a ufo hull.
  12. Well doing a superhuman without reloads makes you nuts. Maybe try only geoscape saves first. This way you can at least retry a mission. But for breaking UFOs on superhuman: I always send a rookie with a primed grenade. The grenade wont blow up the engine, but it will get rid of the sectoids inside (you can even throw the nade, before your rookie suddenly turns into a pile of dust). A save bet on superhuman is the blaster launcher: Research as soon as possible and then rely on advanced blaster launcher tactics. Abusing the proxy-nade glitch to get remote detonated blaster bombs is also worth a try, if you dont have the launcher researched yet, but need something to breach an ufo. *sigh* I really need to beat TFTD without saves sometime, just to feel complete. :mad:
  13. Dreadnought is from TFTD. The UFO counterpart is the Battleship. (4 legs 1 central lift(big lift; 4x4 tiles))
  14. I am pretty shure, that the scout would fit nicely in a CTF (HL2CTF is rather popular atm) map. 2 scouts placed in a farmland area will shurely reasamble X-com feeling, while maintaining an interesting and playable map.
  15. Faskalia

    Morale

    Sounds pretty interesting. But what if: Squad A: 3 Squaddies 1 Sargent 1 Captain 1 Commander Lets say the captain dies. Does this affect all other soldiers in the same way? (assuming that they have all the same bravery)
  16. I have a strange save game from tftd. The first USO to appear lands on jamaica and when i send my triton over the game crashes If anyone wants it, just pm me. (I am curretnly too lazy to get some net hosting )
  17. The second base is for engi/scis transfer at the end of a month, to save sallery as well as for the infinite fuel bug, which i used to scan for alien bases with my scyranger. During my test run i did only 4 mission (including cydoni) but i will cut it down to 3 on the next run. Getting the battleship might cut the missions down to two, but with my method of intercepting a scout during the first month i can research alloys/engine/navigation/construction/firestorm/ligthning/avenger right away. Score balancing was really tricky. I reloaded april several times, until i got a score higher than -500. p.s. I even managed to finish cydonia part1 with my test crew p.p.s A nother thing i am thinking about is building a second workshop, just because 13 engis take quite a while to finish the avenger. This might speed things up abit.
  18. Idea taken from: http://speeddemosarchive.com/yabb/YaBB.pl?...;num=1127187265 Simple question how fast can a human beeing beat UFO? Some rules: -Only the actual playing time counts. E.g. if you play for 5 minues and save. Then play another 10 minutes, load your save at 5 minutes and continue from there your clock gets reset to 5 minutes again. -You must use an unmodified version of the game -Glitches of any kind may be used As discribed in the link i made a small test run, which took me 3:53 to get to cydonia. (I havent been able to finish cydonia yet, cause of my soldiers lousy spy strength ) Based on this run i have made an improved route, which requires you to only play 3 missions. -build a 2nd base with one quarter and one hanger -build another quarter at your starting base as well as an alien containment -buy a few stun rods -stock up on scientists -research laser weapons up to rifle -shoot down a ufo (exept for the small scout) -run the mission, until you get an intact ufo -research all the ufo parts -manufacture a 2nd engine -start building an avenger -catch a battleship, while landed (I got really lucky on this one during my run, cause i was patroling for alien bases, when a snake man battleship appeared right next to my skyranger during month 2 ) -capture a commander,leader and another alien of any kind -research the rest -head for cydonia and try to win :mad: ----------- some notes: Because building the avenger usually takes longer than researching the cydonia part of the tech tree there might be enough time to research the blaster launcher, allowing to complete cydonia part 2 in only 3 rounds (if you get a lucky layout) -If you really want to try this some suggestions on how not to get mad: --When starting a new game save and check if your soldiers psy strength is high enough, if it isnt start over or you wont be able to complete cydonia. --sell your interceptores ( it saves you 1.200.000$ per month) --catching the terror ship during the first month might be worth a try, to retain funds --make shure you have always something to research --transfer scis/engis to svae money --use the manufacture glitch to save money --for the mission use xcomutil to reveal the layout and decide wether you want to roll the dice again or not --Do not hesitate to reload and save often (I reloaded about 200 times during my test run) I would really appreciate if a few of you would also try to complete ufo as fast as possible, so i can judge if my time is good. (please make shure that you count a seperate time for reaching cydonia )
  19. try moslo, should work fine: Moslo Webpage
  20. Hmmm seems to be a rather harsh discussion..... But one thing really concerns me: NFK's second reply to this thread. Is it really possible to force Crissalids to aid you, or was it just a missunderstandig? Quoting: Look at the X-Com Chryssalid. A mind controlled Zombie will have its allegience set to X-com and the flag that tells the game that the unit is under mind control will be set. If this zombie is killed, its allegience will default to alien after the chryssalid hatches. But the flag that tells the game that the unit is under mind control will still be set. So, at the end of the turn, well, you get the idea. Ending Quote. Sounds for me as if Crissis born from an mindcontrolled zombie will join XCOM. I need try it out *away for several experiments on mindcontrol* p.s. does it work for tftd
  21. Hmm sounds quite familiar: I once met an Deep-One under Water. (I am not speaking of the Lteth ones). It just seems that the game sometimes misses a digit, thus spawning the wrong alien. But this shouldnt screw up your whole game. At least it didnt screw up mine. Did you perform any cheats, hexing on/at/with your savegame. If not it can be considered a rare bug. The not moving uso: Well are you above number 255. I think, that several overflows are able to screw up your game but am not quite shure concerning this point. It might be a good idea, to tell a bit more about your game: Version, Date, Current Uso-number, current base-number etc.. If you can asshure that no overflow has happened its really strange. p.s. did you ever had a score overflow? If yes you know what it can do to your savegame. If you want one. Then just build up 2 bases with heavy defense and let the aliens dicover them. You will shoot down lots of battleships thus overflowing your score, making nearly all nations angry.
  22. Totally agreed. And the only reasen to build a lightning: Its fast enough, to take you to a mission, during daytime
  23. Once they finish it no dog will ever dare to s... on my lawn. Or maybe Ill freeze myself till 2200. They should have finished the blaster launcher round that date.
  24. ImO early in the game pistols are much better, than any other weapons. Just give everyone a nade and a pistol and I am doing fine for the first 4 missions. The best thing about pistols is, that you usually dont run out of TU and throwing nades is cheap as well (usually not more than 18 TU). Even their reaction fire can be pretty usefull. Especially when firering more than 5 times. Pistols are pretty usefull and loveable. Though I am running around with Heavy Plasma for everyone, as soon as it is available. Overall it's a draw. HP just has the greatest punch and pistols I just love them.
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