fodev.net
Other => FOnline:2238 Forum => Archives => Off-topic discussions => Topic started by: Brujah on October 22, 2012, 03:16:43 am
-
I'm playing on hardest difficulty as usual but there's a problem... The game is impossible compared to UFO defense.
There's millions of alien bases all over the globe and a terror site almost everytime I skip-foward.
If you have the game and beated it on highest difficulty please tell me wtf I have to do to keep all those aliens colonies at an acceptable amount.
I expected the game to be much harder than UFO or enemy unknown but damn...
-
pew pew pew laser, can you stream it?
-
pew pew pew laser, can you stream it?
Maybe once I stop sucking at it.
It's the exact same game as UFO and at the same time it's not.
-
Yes done it several times including ironman mode.
It has some issues making it seemingly harder than it is (for example you can just straight ignore gauss weapons as you will salvage at least sonic pistol on first successful mission against gillmen or aquanoids, which do not require gauss things at all. Liner missions can be just aborted at the start, it's not huge penalty to recover from, and the game is far easier if you don't sit down doing nothing) and some research bugs prevents you from completing it.
If you start using grenades and scout/snipers stuff becomes far easier. You cannot deal with things 100% safe, especially tentaculats, but hey you hardly run into a problem that you cannot recover from and if you really have to, reloading is option as well.
I remember some videos on youtube doing fast run on superhuman and also giving out some very nice tips, you can have a look http://www.youtube.com/watch?v=2qdL0cysiBU&list=PL49B325C3F2B472EA
OT: I really hope the EU reboot is going to be followed with TFTD sequel or DLC/Xpac. There is painful lack of good lovecraftian games, especially those set underwater.
-
I prefer gauss because it works underwater and on the surface, I don't like keeping huge stacks of items here and there just for different situations.
I keep an underwater tank or two but only because aliens are much more sneaky with all that coral for them to hide into.
-
With gauss you will still not oneshot harder opponents, and it seems to be quite overkill on easy ones. The advantage of sonic weapons (particularly pistol and pulser) is much better power and accuracy allowing you to take tasoths and even lobstermen more safely (though later are best to be killed with a drill or stunned). In either case you will be equipping your soldiers with about 1-3 extra clips depending on mission. Extra clip size on gauss weapons is going to be depleted fast with automatic fire :d.
There is nothing wrong with tank. As always it makes the best available scout saving your dudes for merely cash and engineering costs. The hardest thing with your dudes to get over is the fact that slowpoke weakling can actually be 100 PSI guy that can control nearly any alien you will ever face, so I never like to lose soldiers, even if they have nearly useless stats.
-
With gauss you will still not oneshot harder opponents, and it seems to be quite overkill on easy ones. The advantage of sonic weapons (particularly pistol and pulser) is much better power and accuracy allowing you to take tasoths and even lobstermen more safely (though later are best to be killed with a drill or stunned). In either case you will be equipping your soldiers with about 1-3 extra clips depending on mission. Extra clip size on gauss weapons is going to be depleted fast with automatic fire :d.
There is nothing wrong with tank. As always it makes the best available scout saving your dudes for merely cash and engineering costs. The hardest thing with your dudes to get over is the fact that slowpoke weakling can actually be 100 PSI guy that can control nearly any alien you will ever face, so I never like to lose soldiers, even if they have nearly useless stats.
Ye gauss is innacurate as hell.
But no other gun works in the surface as far as I know.
-
after watching youtube videos of this game I really want to play it. :D .
-
TftD was much harder because of the damn corals and alien bases were a nightmare. While the Heavy weapons crew doesn't work quite as well (as in enemy unknown), as corals don't blow up quite as well as buildings for LoS/LoF purposes.
The scout/sniper team works quite effective still in TFtD- snipers take up position (near troop carrier), and kneel and stay in position until a better position is needed to cover the scouts. The scouts sweep the map, if alien discovered the kneeling sniper takes him out. Scouts also end turn in kneeling position (try not to get your scouts killed- once you get to +60 reaction stats and good Time units you'l be doing just as much damage during alien turns with reaction fire). If you use one scout paired with a sniper only move scout about 2 squares each turn then end turn kneeling (this improves reaction fire as reaction fire= time units X reaction stat). Better system is to pair two Scouts together with one sniper covering (one is resting scout and they alternate each turn). In this case you can move the first scout 6 squares forward and then 3 squares backward (if alien not discovered), just make sure you end up next to the resting scout after moving backwards 3 squares; the resting scout will still have all his time units. This way the alien will have to move atleast 3 squares to get to your scouts- this means the resting scout will get a chance to react fire.
Use a grenadier- prime grenades in early part of mission and then throw them to your buddies to pick up and use on the front (aka grenade relay). Also allocate one 'squadie' to be 'Ammo mule'- he carries all the rockets/extra grenades etc.
When choosing roles- any one with reaction stat of >50 should be scout; firing accuracy of >60 should be sniper; heavy weapons need >60 and strength >40; grenadier aim reaction stat >50 (if you want to use him in front lines; otherwise not needed as he can stay at rear and use grenade relay), and reasonable strength stat >40, Ammo mule strength >40.
Another tip is to use smoke grenade or what ever they are called in TFtD ( I preferred ufo enemy unknown), prior to deploying from the troop carrier (Triton from memory I think it was called :P). You then deploy on turn 2 under smoke cover. Saves your guys from getting hit in the head after taking one step outside troop carrier. This is because during first turn the Aliens (who haven't moved yet), will have max time units so expect high reaction fire.
Also everyone should act as medic (equip every team member with a medical kit).
Also don't reload after taking casualties. The games is more exiting this way. ;D
after watching youtube videos of this game I really want to play it. :D .
Play UFO enemy unknown- it is much better than TftD. Works well in Dos Box 0.74. Just patch it to version 1.4. Also get "xcom utils" it adds quite a numbers of things and improves several weapons. For example the heavy laser is not shit anymore. And 'High explosives' can now breach UFO walls- this opens up a whole new tactical aspect to the game as you don't need to take the doors which are usually camped by Aliens ready to react fire etc...
-
I agree enemy unknown was a lot more fun.
Also, if you have a hacked PSP, you can play it on that :D
I went searching for some nostalgic UFO vids, when I came across https://www.youtube.com/watch?v=WRZsye4n684. They made a new version! Looks shitty and far less scary than the old version, but still; might be fun.
-
IIRC only Torpedo and Hydro-Jet are underwater only, everything else is perfectly fine everywhere(you know the aliens are shooting at you with their guns as well :d), not sure about DPL, but by the time it appears, you will not see much of those open missions.
Bad thing about smoke grenade is the stun damage it does if you don't have power armor, and TFTD version is pitifully nerfed. Better way to avoid getting shot immediately is just to end turn and let aliens spend their TUs :d. You got those doors there so you are pretty much safe during their moves.
Play UFO enemy unknown- it is much better than TftD. Works well in Dos Box 0.74. Just patch it to version 1.4. Also get "xcom utils" it adds quite a numbers of things and improves several weapons. For example the heavy laser is not shit anymore. And 'High explosives' can now breach UFO walls- this opens up a whole new tactical aspect to the game as you don't need to take the doors which are usually camped by Aliens ready to react fire etc...
I disagree, both games are equally awesome. And xcomutil is kinda old, Xcom extender is the shit now.
(http://ufopaedia.org/index.php?title=User:Seb76), but I like more xcomutil version of Heavy Laser (basically heavy plasma without auto, but a very bit more damage, making it also the ultimate weapon against sectopods)
-
Thanx Johnnybravo,
I set up UFO Enemy Unknown CE edition with the extender.
The HQ4x makes game look better than DOS version + there is option for widescreen monitor (which is nicer overall look).
The extended is like modding tool- I already modded the heavy laser to be like xcom utils so no lost there.
I also like the ability the extender brings to arrange troop position on Skyranger and the extra info in equipment screen.
Only gripe I have is with music. The original XCOM music was much better; have to play around with is to see if I can get it back.
I think I am going to have to have another play through...
Thanx again mate :)
-
Well if anything fails, there are guys working on open xcom as well, which is new engine for old data. It's already kinda viable, but can't tell at the moment if it will ever reach state of remakes like Open TTD (Transport Tycoon Deluxe).
It's just kinda sad that it does not allow to mess up with armors ( I believe the game will assign armor stats automatically from equipped armor, without any external table lookup ). I'd love to try original XCom with TFTD style fights (More resilient soldiers, less fire rate, but also tougher and more dangerous foes).
EDIT: Now I remember kinda important thing. Not sure if only mine problem, but the game was a bit more prone to crash at the start of mission. Saving before sending skyranger made everything OK. Might be just music thing or some corruption, but better keep it in mind if it appears.
-
Started a new playthrough, this time on veteran difficulty so I don't get mauled and eatten alive again.
Skipped gauss technology, went straight to blasto sonic rifle, working very nice so far.
Still gotta research gauss so I can manufacture gauss cannons though.
-
https://www.youtube.com/watch?v=ZAyzVA8Z9xI
Found this fairly close to original geoscape track:
modded it in and it works fine :)
that's more like it; the track really gets going at 5:08 min mark; very similar to original with a touch of neo :)
edit: no crashes yet, albeit the extender got a recent update just few weeks ago it seems- so that could've fixed the bugs :P
-
So now I have a really big problem...
I'm doing an Alien base and basically I don't know where to "find" the last aliens.
This is the first base ever built in geoscape "Alien Base 01", outside had aquatoids and taloth (aren't these supposed to appear only mid-game?) and inside had those lobsterman and their chrysalid-like brains.
I explored the entire map and killed "all" lobsterman, yet the remaining ones don't show up anymore (turn 130 right now).
They simply pop out of nowhere whenever my characters move to an specific place, they're basically SD sneaking my soldiers and they don't seem to stop coming (killed around 32 so far in both base maps).
And I'm pretty sure they are just randomly spawning in front of my soldiers, some of them just appeared right in front of them right at the direction they were facing in the first place.
-
Destroy the synomyum device in the command room.
Then make you way back to the exit grid and abort once all xcom operatives on exit squares. The mission will be a success and alien base eliminated.
The only disadvantage with this option is that you only salvage the stuff you are carrying.
-
I see no device.
I explored the entire map, something tells me these lobsterman appearing out of nowhere are bugged as well and that mission can't be completed.
-
TftD was full of bugs in fact it was unfinishable at the time of release due to game destroying bugs. But I remember being able to do base missions.
I mainly destroyed synomyum device in the command room; unlike UFO EU, in TftD the alien bases were huge and the base set up was a tactical nightmare. From memory the control room was found in the middle of the base and it also had an upper level; this is where the device is; and the device might take a few hits to destroy. Once you destroy the device you still have to make your way to exit grid, if you abort right away you will loose the mission and your team.
Maybe also try searching for any bug fixing patches before playing, the stand alone game was broken and unfinishable.
edit: found some pics to help out...
(http://i197.photobucket.com/albums/aa122/m8myday/TFTD_command.jpg)
look for this (command room), and take elevator (blue circles), to go upper level.
(http://i197.photobucket.com/albums/aa122/m8myday/Synomdev.jpg)
upper level looks like above pic. the Syn device is the circular thing (upper left on screen)... Destroy it.
-
Hmm I can't download UFO extender... The mod file is just a patch and not the mod itself: http://www.ufopaedia.org/index.php?title=Image:UFOLoader.zip
Where can I find the actual mod?
-
To my knowledge UFO extender is only for the collectors edition/gold edition of UFO Enemy Unknown/Base Defense.
-
There is TFTD extender as well, last time I tried it was not all that bad (though OBDATA mods worked only in ufopedia and not in battlescape :d).
By the way that screenshot is artifact site, base missions are even more horrible. It's basically 3 store mess of small rooms. On the bottom floor there is command room but it's hard to see it. It should be in the center of map roughly.
-
I got the collector's edition and downloaded the UFO extender thing.
However, whenever I try to run UFOloader.exe it stops working, and even if I do manage to launch the game the screen is extremely shrinked to a point where it's completely unplayable.
Can anyone with this mod help me?
-
I got the collector's edition and downloaded the UFO extender thing.
However, whenever I try to run UFOloader.exe it stops working, and even if I do manage to launch the game the screen is extremely shrinked to a point where it's completely unplayable.
Can anyone with this mod help me?
I only have ufo enemy unknown\Base defense installed so I am assuming you are running UFO Enemy Unknown/Base defense, I doubt this will work for TFTD.
The latest extender is version 1.28.3.
However, you must first apply 1.28, 1.28.2 and then finally apply 1.28.3 (at least that's how I got it working).
There should then be an exe called "dos.exe" in your directory (you can rename it to whatever you want, *note: its not dos version at all), run dos exe to run the game after applying the extender. Now use the "extender.ini" to able/disable options/fixes/mods/video options etc. you can even add you own lines to change things.
-
I got the collector's edition and downloaded the UFO extender thing.
...
Can anyone with this mod help me?
http://www.ufopaedia.org/index.php?title=TFTDextender this is for TFTD
Edit: And beware there is huge creepy cthulu picture on that page :d.
Specifically you need both loader and patcher:
http://www.ufopaedia.org/images/archive/9/9c/20120924101714%21TFTDextender.zip
http://www.ufopaedia.org/images/9/9c/TFTDextender.zip
-
http://www.ufopaedia.org/index.php?title=TFTDextender this is for TFTD
Edit: And beware there is huge creepy cthulu picture on that page :d.
Specifically you need both loader and patcher:
http://www.ufopaedia.org/images/archive/9/9c/20120924101714%21TFTDextender.zip
http://www.ufopaedia.org/images/9/9c/TFTDextender.zip
Nah I meant extender for UFO defense, TFTD maps are way too huge, it would take forever to finish that game.
It's pretty cool now, the heavy laser is still a bit useless because the shots suck up energy but at least it's useable now.
-
I think the landscape is better in defense. In TFTD all you get is corals (which makes for a very boring landscape IMO + most of the maps from memory looked identical).
Also I suggest when you do your map sweep don't sweep buildings room by room, instead use your heavy gunners (rocket launchers to flatten any buildings); much safer method.
Use 3 man teams (i.e x2 scouts working together covered by x1 sniper). I prefer 14 men crew (6 scouts, 3 snipers, x2 heavy weapons, x1 grenadier, x1 ammo mule, x1 officer)
Each 3 man team uses x2 scouts to leap frog each other with one being resting scout while both are covered by the third man- a sniper. Basically when sweeping the map you want to move(the resting scout), only 1-2 squares (you'll be able to do more as TU's improve), forward then kneel (this will leave most of time units free for reaction fire); the 2nd scout might move 8 squares forward (if an alien is not discovered), then move 8 squares back and kneel (so he ends up next to resting scout). This way any alien not discovered will in most cases need to move at least 8 squares to get line of sight on the scouts which means the resting scout will usually react fire( particularly as TU's approach 80 and reaction stats approach 60+; you will always react fire). This system dramatically reduces casualties. I am currently at month of April and most of my scouts have reaction stat over 70 now (i think my weakest scout has about 62), and the aliens pretty much cannot get near us due to reaction fire.
If you apply the mod in the .ini -Heavy explosives can also now breach ufo walls so take advantage of this. They are also good to clear buildings. They can be thrown like grenades but are much better. So make use of your Grenadier. HEs are much heavier than grenades so make sure your grenadier has a good starting strength (+40) stat- so he can actually throw the damn thing. as his strength improves he will become very valuable.
*NOTE: if you want you can improve damage of heavy laser by typing following command into extender .ini under OBDATA (I set my value to 120 but you can use lower value because I am finding 120 is a bit OP)
Heavy Laser Damage=120
Remember that with heavy laser you can target up to x3 aliens at once if you use burst mode; so make use of this method. It will take up most of your TU's but since snipers spend most of time stationary in kneeling once a good position (whereby the sniper can cover his scouts as they sweep the map), is found it doesn't matter much.
TIPS:
1. Use smoke grenade and deploy it on ground in front of Skyranger latch door. You actually move out of Skyranger on turn 2 under smoke protection; this method prevents aliens from throwing grenades as your first guy leaves the Skyranger or gets shot right in the head by an unseen alien just outside Skyranger. Albeit keep it mind any aliens detected/seen while you're still in the Skyranger (before having a chance to deploy),should be shot immediately.
2. The two guys at the back of the Skyranger can actually look through pilots cockpit windows if you turn them around; this way you can see whats behind the skyranger prior to deploying your guys.
-
Xcomutil sets Heavy Laser to 120, gives it Heavy Plasma accuracy and makes aimed mode somewhat more reasonable fast.
Machinegun thing is a mod you can toggle off, and I've found it best for environment destruction.
To be honest I'm not sure what mod is better. One makes it unique thing, but not really comfortable to use and perhaps too random compared to explosives. Other one makes it great weapon for experienced soldiers.
Oh and those corals are relevant only to recovery missions, artifact sites, bases or terror missions have none of them. I think that port terror mission is the best map in both games.
If you apply the mod in the .ini -Heavy explosives can also now breach ufo walls so take advantage of this.
I wouldn't do this. Unlike Heavy Laser, those explosives are already very useful. No need to make them THAT powerful.
-
I just find it adds more options/tactics being able to breach ufo walls with heavy explosives. This means you can storm the UFOs from multiple sides at once- often surprising the aliens since they like to camp the doors :P