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No Boss Alien?


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#1 7thGuest

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Posted 28 October 2005 - 02:55 PM

hi its me again

just finished the game first time of my life :)
but now im pretty disappointed :(

i thought i had to fight a giant badass mother alien or something which would awaken after i shoot these generator tube things.
but after their destruction the whole city vaporizes and the game is over.

i mean u cant save within the level and have to walk hours to get ur 9 or more solders to the last chamber. on the way u encounter just a handful of aliens and thats it? WTF

#2 NKF

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Posted 28 October 2005 - 03:25 PM

Yep, that's it. The final level is a bit of a let-down, even with it's forced no-save rule. A bit of a walk in the park compared to shipping lane terror missions or artefact sites, right?

You can actually bring in more than 9 soldiers. You just have to clear the last level of all the aliens.

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#3 testarossa

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Posted 28 October 2005 - 03:26 PM

Yup kind of a lame ending isn't it? Well the rest of the game is fun, and if you play the game on Superhuman there are a lot more aliens on that last level but its still really, really not a good ending.

It's harder than Cydonia though you have to give it that, but its defiately more drawin out, with too much walking, not enough resistance ect. Maybe the aliens thought you would be bored to death before reaching the final chamber, and that was the final defense. :D But now you know the truth, just try to enjoy the game up until that point.

#4 7thGuest

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Posted 29 October 2005 - 02:14 AM

damn i was hoping u tell me i did something terribly wrong and there is an fat badass alien :D

funny i never dared to enter t leth when i played the game in the first place years ago because i thought my solders need more training LOL .

maybe the developer were under pressure and had no time to make a serious last level.

really sad: the combination of round time, economy, rpg like elements (soldiers with xp and stats) and research made this game to one of the best of all time and then they dont have an idea of a good showdown.

i just hope there will be more games like that in the future.

#5 j'ordos

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Posted 29 October 2005 - 02:48 AM

i just hope there will be more games like that in the future.

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#6 Blood Angel

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Posted 29 October 2005 - 09:44 AM

That's definitely on the list for Xenocide: Maybe the mother brain or equivalent is in fact some kind of UBERBRAIN. That has a mechanised body. Or shoots psionic waves that fry your soldiers instantly. Or something.

#7 testarossa

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Posted 29 October 2005 - 03:21 PM

That's definitely on the list for Xenocide: Maybe the mother brain or equivalent is in fact some kind of UBERBRAIN. That has a mechanised body. Or shoots psionic waves that fry your soldiers instantly. Or something.

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I hope so because the Enemy unknown brain was eve easier than TFTD. On the old dos version, where the Blaster Coordinates aren't screwed up, you could kill it without even leaving the starting area. Likewise you could do a PSI chain and kill it in one turn. =p

By the way I'm sure this was discussed somewhere else but is Xenocide planned to be turn based, or real time, or both? I couldn't find it in the Labs...but its probably there somewhere.

#8 NKF

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Posted 29 October 2005 - 05:05 PM

The collectors edition of UFO and TFTD only have trouble when you try to fire the blaster/DPL in a vertical angle (i.e. directly up or down). Try angling the shot slightly by moving the destination or the pivot waypoint one tile away. Then they work like a charm.

---

The game doesn't really need bosses. The missions themselves can be considered the final boss of the game. The final mission could simply involve you trying to run through impossible odds (that don't involve undestroyable monster generators spewing out aliens every few seconds) to do something simple like push a big red button, and then perhaps get out again.

Of course, if we had bosses, it had better not be like X-Com Enforcer - some of the bosses there were just hidious - and what's worse, some of them required that you follow 'patterns' to defeat the boss that has semi invulnerability until you do some silly action that's often tiresome or time consuming like waiting a minute for the boss to expose one of its vulnerable spots - on purpose. That last bit perhaps did not happen in Enforcer, but it certainly happens in a number of other boss-infested games. Unfortunately lots of games do this, why break tradition? Heh.

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#9 testarossa

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Posted 29 October 2005 - 05:46 PM

The collectors edition of UFO and TFTD only have trouble when you try to fire the blaster/DPL in a vertical angle (i.e. directly up or down). Try angling the shot slightly by moving the destination or the pivot waypoint one tile away. Then they work like a charm.

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Yes we actually discussed this in another thread, But you used to be able to get the bomb to go up elevators and such. And in the final Mission on Cydonia you need the blaster to go up that last elevator and you can't without doing a vertical jump.

#10 NKF

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Posted 29 October 2005 - 10:42 PM

Hmm, I know you can move the blaster up through a 1 tile hole at an angle - this should work for the elevators in UFO too.

However, you don't need to go up the elevator at all. Just strike the location underneath the brain - that doesn't need any fancy angles.

Pity you can't deal with the great sleeper as quickly as you can deal with the cydonian brain.

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Edited by NKF, 29 October 2005 - 10:44 PM.

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#11 Negator

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Posted 01 November 2005 - 04:32 PM

I think the last level, with its no-save came as a surprise and i liked it. Big bosses at the end of the game is so -- space invaders -- and was nice to see a creative ending.

#12 Guest_Tyr Arcana_*

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Posted 28 March 2006 - 05:04 AM

I think the last level, with its no-save came as a surprise and i liked it. Big bosses at the end of the game is so -- space invaders -- and was nice to see a creative ending.

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Eh? Space invaders had an ending?!

#13 Kratos

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Posted 29 March 2006 - 06:19 PM

I think the last level, with its no-save came as a surprise and i liked it. Big bosses at the end of the game is so -- space invaders -- and was nice to see a creative ending.

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Eh? Space invaders had an ending?!

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Please try to stay on topic now. :)

#14 stewart

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Posted 29 March 2006 - 08:35 PM

The "boss" is basically Cthulhu.
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Posted 30 March 2006 - 06:45 PM

The "boss" is basically Cthulhu.

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I didn't know Cthulhu was a marine creature.

#16 stewart

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Posted 30 March 2006 - 08:57 PM

I dont think he is; he just happens to look like one.
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#17 NKF

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Posted 31 March 2006 - 12:05 AM

I think it's best to think of the Sleeper as being 'based' on the tentacle bearded elder god. Only this one's a recumbent narcoleptic on life support. (edit: and I'll bet you a dollar that this chap's a dwarf-sized aquatoid as well - no matter how big the cask looks)

Actually, what is the name of TFTD's boss alien? The Great Sleeper is one I've been using for a long time, but I don't remember if it's official.

Oh, and more second-hand (i.e. I don't know for sure) H. P. Lovecraft-ian knowledge: The Tasoth are actually based off the "Deep Ones" - no relation to the TFTD Deep-One.

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Edited by NKF, 31 March 2006 - 12:15 AM.

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#18 Zombie

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Posted 31 March 2006 - 12:13 AM

Actually, what is the name of TFTD's boss alien? The Great Sleeper is one I've been using for a long time, but I don't remember if it's official.

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From the little bit of research I put into this, the boss is simply called the "Ultimate Alien". Can't really see how it can be that "Ultimate" if it is always asleep. =b

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#19 Pherdnut

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Posted 31 March 2006 - 01:35 AM

Bosses wouldn't really work in X-Com games. Maybe if there were like 50 Tentaculats in those really long stretches, the ending would be more interesting.

#20 Gurluas2000

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Posted 31 March 2006 - 11:22 AM

i was once working on an xcom fangame where you controlled a tentaculat...
in the end you prevented the brother of the ultimate alien from taking control of it and rising...you would also take a trip to the alien homeworld