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XCOMUFO & Xenocide

Help! 1 Yr On & No End-game Tech Yet!


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Hi everybody,

 

I've been playing tftd, now 1 yr into the game, still could not research advance submarines, armour with flight / floadting capability, alien city and end the game.

 

Attached is a save game - a battle on a cruiser. Only 3 living Gillmans all under my mind controls this turn, backed by my sonic cannon squad members :) . Once all three got nailed the cruiser mission ends.

 

A big plus - i got 3 or 4 Deep Ones stunned at the entrance area. So if I was in lack of Deep Ones in my base storage, it would no longer be so when this mission ended.

 

However, it was not the case. I tried ending the mission as planned and still I cannot research those choke-point components mentioned above. The game is not going any further for me.

 

Please help!!

 

rayforce

GAME_7.rar

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Hello rayforcehk, these are the research trees by David Ellis in the official strategy guide and should be done in order to avoid bugs

 

The research tree for T'Leth is as follows:

Any live alien ---> Alien Origins

Live Gillman or Lobsterman (navigator or commander) ----> The Ultimate Threat

Live Lobsterman Commander ----> T'Leth, The Alien's City

 

 

The research tree for Leviathan is as follows:

 

Deep One Corpse ---> Aqua Plastics

Aqua Plastics ---> Plastic Aqua-Armor

Ion Beam Accelerators (requirement)

Live Deep One (with IBA) ----> Ion Armor

Ion Armor (stands alone)

Magnetic Navigation ---> Magnetic Ion Armor (after researching Ion Armor)

Live Lobsterman Navigator ----> Transmission Resolver

Zrbite (requirement)

Alien Sub Construction

Manta

Hammerhead

Live Lobsterman Commander ----> Leviathan

 

 

However TFTD is infamous for making you start over with buggy research, if this is the case I read that you can add research to your savegame using XComUtil

I can't verify that though, as it won't run for me

Edited by Mustang
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Hi there Mustang,

 

I think im struck somewhere in the process here:

 

Ion Beam Accelerators (requirement)

Live Deep One (with IBA) ----> Ion Armor

 

I already got the following, wondering if that's how I screw my tech tree up:

 

Deep One Corpse ---> Aqua Plastics

Aqua Plastics ---> Plastic Aqua-Armor

Live Lobsterman Navigator ----> Transmission Resolver

Zrbite (requirement)

Alien Sub Construction

 

Not sure how the utility works as I've tried it once and doesnt seem working for me.

 

R

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You haven't researched the Deep-One, so you haven't cut off your research just yet. What is concerning is that you aren't getting it to appear on your research list. How full is the containment module anyway? You may need to clear it out and make some space.

 

Two ways, clear off all the ones you've got in containment. This might take a while, and you may just reach the point where the Deep Ones stop appearing for a very long while. The second is to start a new game, save it, then copy the alien.dat from the new savegame and overwrite the one in your original savegame. This should empty your containment.

 

- NKF

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fact is, NKF, I have previously researched Deep-One long before this stage. This may be the reason how I ran into the research tree bug.

 

Yes: prior to the current cruiser mission my containment reached full load. I dont know if that's why all my Deep Ones dead on arrival.

 

R

 

 

You haven't researched the Deep-One, so you haven't cut off your research just yet. What is concerning is that you aren't getting it to appear on your research list. How full is the containment module anyway? You may need to clear it out and make some space.

 

Two ways, clear off all the ones you've got in containment. This might take a while, and you may just reach the point where the Deep Ones stop appearing for a very long while. The second is to start a new game, save it, then copy the alien.dat from the new savegame and overwrite the one in your original savegame. This should empty your containment.

 

- NKF

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Ah, that's it. One of the worst bottlenecks in the game involves the Deep One. You have to have the IBA and Plastic Aqua Armour researched before interrogating the Deep One. Otherwise you'll need to capture another. Often the Deep One will never appear on the research list again, and this is where the game gets stuffed up.

 

Anyway, Bladefirelight, the new XComutil developer, has a fix for this. Check this thread over on the Strategycore forum for the fix.

 

- NKF

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I conducted an experiment: prior to the current cruiser I have another save game. I cleared out my alien containment and during the mission i captured a live Deep-One and just took off w/ my squad. Return to base and everything still the same, ie. no live / dead Deep One research option; Deep-One has been put down as corpse; no new research option; no new manufacture option.

 

I took a look at the Ufopedia in both save games, Deep One and its Autopsy already listed along with IBA and Plastic Aqua Armour.

 

I suppose Im screwed through and through.

 

When u say XCOMUtil could help, you mean using the TEC:HYBRID or TEC:ALL flag, right?

link to documentation here: http://members.aol.com/stjones/xcomutil/xcomutil.txt

 

 

R.

 

Ah, that's it. One of the worst bottlenecks in the game involves the Deep One. You have to have the IBA and Plastic Aqua Armour researched before interrogating the Deep One. Otherwise you'll need to capture another. Often the Deep One will never appear on the research list again, and this is where the game gets stuffed up.

 

Anyway, Bladefirelight, the new XComutil developer, has a fix for this. Check this thread over on the Strategycore forum for the fix.

 

- NKF

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No, I meant check the link I provided. It'll take you to a thread that might be able to help recover your savegame from the Deep One problem.

 

It's for a tool that fixes this problem that's created by Bladefirelight, who recently took over the development of XComutil.

 

- NKF

Edited by NKF
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