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Hi, I've just recently started replaying terror from the deep after a few years and I'm not really sure if I remember how best to play it.

 

In my current game it's march , I've found a colony in the med and every sub since sub 5 has been full of lobstermen.

 

I dont remember them appearing that quick before is that normal ?

Also how soon do you guys start building bases, have armour and so on. I don't want to attack the colony just yet as I know my guys will get creamed ( no mc yet and only plastic aqua armour )

 

Just curious what the average game timeline is........

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Having a colony appear early isn't necessarily an uncommon occurance, but lobstermen appearing that early doesn't happen that often. But then again, the game can be unpredictable from game to game.

 

Colonies are tough to deal with, so you might want to make use of that colony and build a base near it. Station a Triton in it and take on the supply ships when they land at the colony. Deal with the colony later on when you think you're ready.

 

As for a timeline, there isn't really any strict timeline to follow. See, it varies from player to player depending on how many scientists you hire and the availability of the necessary research materials. Ion armour, for example, can be obtained within the first few months of gameplay if you're very lucky, or if you missed out, might end up being obtained game-years later when the 'Mixed' crews finally show up and give you the alien you need.

 

How quickly you build up new bases and how many you build at any given time is based entirely on your funds and your ability to generate funds.

 

- NKF

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you could conduct raids on the colony...  or do you lose points if you abort a mission and haven't blown up teh synonym device thing

 

synonym=synonium

 

Heh well I'm not sure, I tried assualting it and some guys got mc'ed pretty quick and my team was decimated by the time I got to the level 1 exit. However I tried again ( leaving out the guys who got mc'ed ) and cautiously killed the aliens near the sub and grabbed a few live ones, a dpl thingy which I havent got yet and some other goodies. Hightailed it back to the sub and then aborted and got a positive score of 100 or so and some shiny new pieces of kit to research.

 

But I still lose the Egyptian Cartel at the end of the month. Heh nothing I can do though about the large plus ships floating around.....

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You only lose 500 points for aborting and not destroying an artefact site's synonium device. A colony won't do that, so yeah, you can go in, steal a few DPL samples and run off with them. The reason you lose 500 for aborting an artefact site is because the artefact site is kind of like a terror site in away. It's temporary.

 

I find the best way to begin the assault on the first level of a colony is to use the DPLs and bombard the central lift where a lot of tasoth are gathered with DPL launchers (both beacause they have DPLs and because they can MC you through the walls - it's far better if you start the mission with them panicking, eh?), and to shell the northern tower of the complex as it often houses a tentaculat or two upstairs. But that requires that you have sufficient DPL torpedoes (which you can collect from the debris of the lift room if you need to replenish your supplies, assuming you didn't go overboard with the initial shelling).

 

- NKF

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  • 2 weeks later...

It is March, these are the things that I have ready for research:

 

Live Calcinite (a few)

Live DeepOne (a few)

Thermal shock launcher

Disruptor Pulse Launcher

 

The game does indeed get strange from time to time. I have had a few instances where Lobsterman appeared pretty quick, some games where they take a long time (like 6 months or so).

 

I have seen my first Calcinite in Feb, some people have to wait a year to get him.

 

A good thing to get used to is buying thermal tazers early game and grabbing some key aliens live before they disappear (Deep One is the most obvious example here). Your first terror site is almost always Gillmen+DeepOnes, and your first sub is usually Aquatoids. After that, the game generally picks a single race and goes on with it (usually Gillmen, though sometimes you will get Lobsterman or Aquatoid only scenarios).

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Just about June getting along nicely , Transmission Resolver, better sub weapons, dpl , mag ion, first month of mc, mc disruptor, sonic weapons , themral shock. Three colonies found so far one of which is within minutes of my base so I can catch every single supply ship until I'm ready to start assaulting them.

 

Havent had a single terror site though that isnt gill men or lobster men. So i still have zero hand to hand ;(

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  • 8 months later...

I have been running a game on Genius levels and can give you a rough guide to my timeline

Jan - 3 fights, all ships

Feb 4-5 fights, can't remember much else

 

Then things started to pick up.

 

Because I got a good sensor network out early I suspect I supressed the aliens quite well, didn't see lobstermen until september and caught the first lobsterman navigator to appear on the planet in mid october (I am playing unpatched game !). I am playing the first lobsterman terrorist map in early november.

 

So I suspect you are getting a bit of a kicking, but don't worry, just find ships, shoot them down make money and build your army - you will win in the end :)

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  • 11 months later...

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