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Grossbeer

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While it's true that attacking the colony would be a bad idea at the moment (the whole thing would be a massive waste if we don't bring the shok launchers, which, if I'm keeping track correctly, aren't researched yet), I've been considering a smash'n'grab for the purposes of collecting a Tasoth. Run in, stun one, throw it over some trooper's shoulder and run out again.
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There's no guarantee that you'll be able to find every alien in the second part. With the possibility of some aliens starting in solid rock, trying to track every one down would be quite a difficult task.

 

Definitely clear the top-side, that way even if the second part is a partial success or is aborted, you'll still have a reasonable haul to take home.

 

- NKF

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Way back then I only searched top floor for zerbite, went with shock luncher to control, stuned commander there, destroyed synonium device and high-tailed to exit.

 

Although 'securing' second part yelds with plenty of stuff.

 

 

Nothing serious on my watch - just some lobster escort small sub.

 

A few cycles later we would have thermal lunchers, I have manufactured 2 additional DPLs to have 4 so we could just blast the top level command center.

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I was thinking of building some launcher tanks later on. I we lose the T'Leth mission we lose the game, so we might as well bring out the big guns for it.

 

NKF, in what circumstances will an alien spawn inside a wall during a base mission? I've got a memory of some guy who was unable to find an alien which turned out to be sitting on an obviously glitched route node during an artefact mission (wish I could find the post, the node was no where near the map module it was supposed to belong to, which shouldn't really be possible), but wasn't aware of it happening during base offence too? Is it a bung RMP file or the same glitch?

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Just recalling what a couple of others went through and my own experiences trying to do a clean sweep of the second half of a colony/artefact site. I think a while back Zombie mentioned finding some nodes that were causing aliens to spawn in the solid rock in level 1 of some modules.

 

Of course, two things to rule out here:

 

1. V1?

2. XComutil?

 

These tend to throw spanners in the works. When I get a chance, I might have a putter around and see how vanilla v2 fares with a copy of our mission save and that colony. What's a quick way to reveal the map and everything on it without using XComutil? Hmm. Might fire up the C++ compiler when I get some spare time.

 

---

 

On to another topic I've been wondering about:

 

Who's going to lead the T'Leth mission?

 

I know it's probably a while yet, but our progress is going a lot faster than I'd anticipated when we started this AAR. It's only a matter of time before we hit the end-game.

 

- NKF

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I always go for clean sweeps on colonies but I've only ever played on the easiest difficulty until now! I remember a number of occasions when the remaining aliens have been hidingin the small corner rooms of some of the 10x10 modules. They have 1-square closet-like structures and for some reason aliens seem to hide from me in there quite a lot...

 

Personally I don't see much point ever doing the T'Leth mission... As this is a co-op game and it's impossible for more than one person to do any one mission legitimately it seems we'll have to make a concession to end the game.

 

Why not just keep playing through the cycle even after we reach the T'Leth option? It'll give us a chacne to really kick arse, have lots of bases, troops, piles of cash, loads of good craft and a pretty decent life-expectancy for our troops. There are 13 alien artefact missions aren't there? Well we can at least keep going till those are taken care of :laugh:

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There's no real limit to the artefact missions, but if we keep going the players and readers could lose interest. Best to end it decisively. Perhaps Grossbeer should do the honours? I guess we've still got some time to decide. In the meantime we'll continue to raise a team of tough nuts and gather up plenty of heavy armament first!

 

I was actually mulling over starting one for UFO after this is over - with my own brand of limited weapon wackiness (yes, if you think you know what I'm thinking, then you're probably right! ). Not to overshadow Fullauto's epic AAR, mind. More for multi-player fun and just seeing how we can take it. Just a thought.

 

- NKF

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There's no harm in having more than one such topic for each game I don't think. So why not do UFO next? It'll be a walk in the park after beating TFTD lol I still think we shouldn't rush towards T'Leth, the game is moving waaaay too quick as it is. We're doing amazingly well and I don't see much point in finishing as soon as possible if we can play another few rounds and still have it be fun. When all the missions are getting too easy, the enemies are the same and the challenge has left the game then you're right, it'll be too boring to continue but I still reckon there's a nice medium in there somewhere :laugh:
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I agree that we shouldn't launch for T'Leth until we're armed appropriately - odds are we'll clean out all the "practical" research branches before we even start on Alien Origins - but we ARE very nearly armed to the teeth at this stage. By the time we get around to unlocking that final mission the battles WILL be "too easy", or, at least, as easy as they're gonna get.
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sorry guys, i was occupied for some time. my turn comes shortly

 

as for playing "all" 13 artifact sites.. im against it. id say if we have researched everything we should go tleth.

 

i would be up for another story but we should makle some aterations on the weapons and armors for it to be interesting longer.

 

greez

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thinking about it i remembered some post here from some guy who did BIG changes on immunities of aliens and Armors. so that for example gauss tech wasnt obsolete, or ion Armor was in some cases too more usful than Mag Ion armor. Somthing like that woudl be fun.

 

I would too chage DPL to only shoot rockets like a torpedo launcher. After finishing that story i may start a new one with extreme alterations.

 

Back to the Game: I advise teh construction of a 3rd base, we have money, our soldiers are good and armoured, soon we can weed out the MC loosers (for MC missions, id say keep them if they got good Reactions or Accuracy).

We might be able to get the colony soon even.

 

greez

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Yeah I must agree actually, based on how long it would actually take for all 13 missions to occur (seeing as we're yet to have one and we're almost at the end of the hardware tech tree!)

 

And anyway what the hell is going on with these missions!!!

Base defense, Island Attack, and Shipping Route and now two small USOs in a row! What's the betting that it turns back to nasty missions in time for me Photon and Silencer to have another shot!

 

Great mission again btw Grossbeer. There may not have been much of an enemy presence but any mission with no X-Com losses is an astounding victory in my books :laugh:

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So alien activity now then, that's not a straightforward mission then is it :oh:

 

Thanks for the DPL BB and thanks for the high MC score random stat generator!!! I can rack up a nice lot of kills with that configuration, just keep me alive pleeeeeeease!!!!

 

And see if you can take out the command centre with me eh :laugh: I don't want to come down from the entry lift until there's no chance of being Tentaculat'd though :s

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You Bomb Bloke seem to know lots of stuff where those high ranking aliens are. i always thought they are scattered randomly all over the place. what is the main control area in lvl2? do u mean where the syn device is? I hardly ever find alienes tehre. or do u mean the big room around the lift, where they stand in those high corners?

 

Too bad bout tracy she was a vet, but otherwise really good job. i thought MC would kick more ass than 1 loss :-)

 

greez

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The spawn points around the map are weighted to let the game decide where the various 'random' aliens of certain ranks are most likely to appear. You can often make an educated guess where ranks of some types will appear on a sub for example. TFTD also has a few maps where it forcibly places a few high ranks in specific places like the 2nd level of a colony always gets some lobsterman commanders and a navigator in the synonium device room.

 

The black chamber around the lift to the artefact site synonium device room is rather an unpleasant place to walk into with all those tentaculat hiding spots. The lift sometimes holds a surprise too. However I recently discovered that there's an easier way to clear this room - use a DPL or some other ranged explosive and fire right up at the ceiling where the synonium device is located. Can't believe I never thought of this trick even though I use it all the time with the Gas Cannon in situations where there are no stairs leading to upper-levels of some buildings. I think I discovered this trick while reading the Totally Unauthorised TFTD guide that was published back in '97. (had an interesting concept of stringing bases as a defensive measure - which I'm inclined to favour after my experience in the base!)

 

BB, unless you find you've got the upper hand, I say hit the synonium device and make a break for it. There's enough loot from the first part to compensate for missing out what could be gathered in the second.

 

- NKF

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However I recently discovered that there's an easier way to clear this room - use a DPL or some other ranged explosive and fire right up at the ceiling where the synonium device is located.

After I got the blaster launcher in EU or disruptor pulse launcher in TFTD base cleaning was usually reduced to finding the central command, than a blaster bomb through the window to destroy the inner wall and another one through the elevator to the upper level... Preferably two, one to each side. Everybody panics, clean the leftovers.

 

By that time I was usually bored enough with the lengthy missions not to care about any special set of rules.

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I would say we can manage the whole mission with the technology we have now but that's only against the normal aliens. The tents are going to be the biggest problem and unfortunately there's no guaranteed way to beat them without annihilating the whole base. I don't think it needs saying that torps are pretty valuable inventory stock too lol

 

And the Tracey taht died wasn't the vet was she? Tracey Moreland is the commander and it was some other chick that bit the big one judging by the images. So tragic loss though it is, rather her than me :laugh:

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