aenemic Posted July 14, 2003 Report Share Posted July 14, 2003 I know this is a common problem. but I don't know what to do now. I'm all out of things to research, and I still haven't got the Ion Armor. therefore, no Manta or Hammerhead. or Leviathan. and I'm too far in the game to capture a Deep One I believe. plus, I've already researched a live Deep One Terrorist. is there anything at all I can do about this or have I met a dead end? Link to comment Share on other sites More sharing options...
Mustang Posted July 14, 2003 Report Share Posted July 14, 2003 (edited) You might consider this cheating but to get a live or dead deep one save your game when a terror site is about to come and keep reloading back to the geoscape if there aren't any deep ones just keep reloading till you get the aliens you want. as for the armor and things this is what you need to research in the exact order:Deep one corpseAqua PlasticsPlastic Aqua armorLive Deep OneIon Beam AcceleratorsIon ArmorMagnetic NavigationMagnetic Ion armorLive Lobster Man NavigatorTransmission ResolverAlien Sub onstructionZrbiteMantaHammerheadLive Lobsterman CommanderLeviathanThis is what the strategy guide says, hope this helps Edited July 14, 2003 by Mustang Link to comment Share on other sites More sharing options...
aenemic Posted July 14, 2003 Author Report Share Posted July 14, 2003 thing is I barely get any terror sites anymore. get a few ship attacks every now and then, that's all. but I'll try that. but if I have to research in that exact order, there's no point in trying anyways. since I've already researched all those things. and not in that order. Link to comment Share on other sites More sharing options...
Mustang Posted July 14, 2003 Report Share Posted July 14, 2003 I am just saying the exact order because... The research tree is majorly bugged and if you research one before another your research might dead end Link to comment Share on other sites More sharing options...
aenemic Posted July 14, 2003 Author Report Share Posted July 14, 2003 well, I started from scratch and this time I'm following that list you made exactly. thanks for the help. hopefully it'll work this time. Link to comment Share on other sites More sharing options...
j'ordos Posted July 14, 2003 Report Share Posted July 14, 2003 Well, it doesn't need to be that exact order, but whatever you do: don't allways save over the same slot (I found that out the hard way, just like you). That way you can allways go back if needed. Something I do sometimes is just fast forward everything: set time for 1 day, skip all UFO's and terror sites, and see if the order I would research in works. If it does, reload and proceed as planned (only this time down UFO's and such :wink: ) Link to comment Share on other sites More sharing options...
Mustang Posted July 14, 2003 Report Share Posted July 14, 2003 I don't think you need to research the live lobster man navigator though... Link to comment Share on other sites More sharing options...
j'ordos Posted July 14, 2003 Report Share Posted July 14, 2003 Uhhhmm, yeah, that's what i meant to say too, I think any navigator is OK (but if you play on superhuman by the time you need one a lobsterman might be the most commonly encountered...) Link to comment Share on other sites More sharing options...
miceless Posted July 15, 2003 Report Share Posted July 15, 2003 The thought of capturing a lobsterman alive sends shivers down my spine. As far as I am concerned the damn things wont die. So the order you research it really does matter? I was researching a live deep one, and I did not get any more research. Ive been trying to research other things, but I thought i had done all the IBA and MagNav. Does that mean i need another live deep one? Link to comment Share on other sites More sharing options...
j'ordos Posted July 15, 2003 Report Share Posted July 15, 2003 Once your research is screwed, there's nothing you can do to get it back to working order :whatwhat: And capturing lobsters isn't THAT hard, they mostly fall down wounded anyway, and stunbombs work great on them too. Link to comment Share on other sites More sharing options...
hippyjon Posted July 16, 2003 Report Share Posted July 16, 2003 (edited) indeed the research tree is sucky, the main thing to remember is you have to research the live deep one after you have plastic aqua armour Edited July 16, 2003 by hippyjon Link to comment Share on other sites More sharing options...
miceless Posted July 16, 2003 Report Share Posted July 16, 2003 I had plastic aqua armor, and then researched the live deep one, but no ion armor? Im frantically researching everything now, and trying to get another live deep one, but I think its messed up. Anyway, i play Apoc more than TftD now anyway. Link to comment Share on other sites More sharing options...
j'ordos Posted July 16, 2003 Report Share Posted July 16, 2003 (edited) Well, does the geoscape.exe on scott's webpage do any good? It says it makes further changes to the tech tree... Edited July 16, 2003 by j'ordos Link to comment Share on other sites More sharing options...
Cpl. Facehugger Posted July 19, 2003 Report Share Posted July 19, 2003 I think that you need to research the dead aliens before the live ones in most cases. Anyway, can anyone think of a reason for vibroblades to require alien corpse research? Link to comment Share on other sites More sharing options...
j'ordos Posted July 19, 2003 Report Share Posted July 19, 2003 My guess would be: it's the calcinite attack... but if the aliens have thermic lances I wonder what the vibro blade is doing there? Link to comment Share on other sites More sharing options...
miceless Posted July 19, 2003 Report Share Posted July 19, 2003 Well, does the geoscape.exe on scott's webpage do any good? It says it makes further changes to the tech tree...What website is that exactly? Link to comment Share on other sites More sharing options...
j'ordos Posted July 20, 2003 Report Share Posted July 20, 2003 The homepage for xcomutil. You'll have to scroll down a bit.http://members.aol.com/stjones/xcomutil/ Link to comment Share on other sites More sharing options...
miceless Posted July 20, 2003 Report Share Posted July 20, 2003 Ahh, it was the name Scott that threw me. Link to comment Share on other sites More sharing options...
Chris StarShade Posted August 8, 2004 Report Share Posted August 8, 2004 The site claims that v. 2.0 of TFTD fixes "catastrophic errors in the research tree" Does this mean the CE version is safe? Link to comment Share on other sites More sharing options...
[NKF] Posted August 9, 2004 Report Share Posted August 9, 2004 From reports I've had from others, the CE has got the v2 patch. i.e. you can research magnetic navigation the moment you get it and no longer have to wait for a lobsterman navigator. However, it doesn't have the Beta Geoscape, which fixes a few geoscape matters and an improved terrain selector. I think the beta geoscape also prevents the Tasoth Commander from showing up in the research list, but I cannot confirm this as I no longer have a fresh copy of the game to test this on. - NKF Link to comment Share on other sites More sharing options...
x0563511 Posted August 9, 2004 Report Share Posted August 9, 2004 in the meantime heres a workaround. this site will generate a projects.dat file for you. just scroll down... and instructions are on the page. http://paralight.ru/xcom/ Link to comment Share on other sites More sharing options...
Chris StarShade Posted August 14, 2004 Report Share Posted August 14, 2004 (edited) Well, I still need to research a deep one corpse to do the Aqua Plastics though. Pretty weird, ay? I will never understand the Terror from the Deep research tree. I guess someone at Microprose decided "Hmm, no one bothers researching the corpses! Let's mess them up! Mwahahaha!" Could you be more specific about the bugs the "Beta Geoscape" fixes? Does it remove the purported error about inaccessible base units for "strategically designed bases" during base defense? I am somewhat confused about the whole thing. Edited August 14, 2004 by Chris StarShade Link to comment Share on other sites More sharing options...
[NKF] Posted August 14, 2004 Report Share Posted August 14, 2004 No, it doesn't remove the base disjoint bug. As far as I can tell, it has better terrain selection (this probably just means that some of the less common terrains are now more accessible - personally, I seem to find too many volcanic seabeds) and it does one or two things to the research tree - nothing terribly noticeable (I feel it removes the Tasoth commander from the research list). Wish I could tell you more - there's little documentation as it is, unless it was on the old microprose ftp site. For the base disjoint bug: The key thing to remember is to NOT build a single row of modules along the right most edge and the lower most edge of the base, unless it's a sub pen, in which case it won't be affected too badly. If you do wish to build down the right side of the base, remember to have it connected to the base with a module to its immediate left. Along the lower row, the same applies. Just have them connected with a module from the top. The lower right corner should never be used except when you're building a sub pen. This is because it's sealed off from both edges. In UFO, you could build radar modules here since no aliens get spawned in them. I doubt TFTD's sonars are as kind. You can still build your strategic layouts. Just remember that there's no restriction to the orientation of the layout, so you could tilt it 90 degrees if you're having trouble with the right and lower map edges. - NKF Link to comment Share on other sites More sharing options...
Ceberus Posted August 29, 2004 Report Share Posted August 29, 2004 funny is i downloaded the V2 Patch from tftd but need still lobby nav to get mag navigation but that helps that nasty aliens nothing i gonna still crush em Ceberus Link to comment Share on other sites More sharing options...
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