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XCOMUFO & Xenocide

dan2

Xenocide Inactive
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  1. Anywhere you'd pick a spot for your base, you'd still have a lot of Earth out of radar range. I usually pick either Carribbean or South-East Asia to cover as much ocean as possible. A very useful tool to "extend" your radar range is checking the Alien Activity Charts and find out where they really are
  2. Large (2x2) aliens are sensitive to grenades, if you use MC Reader on them you'll see their down armor is much smaller than the rest of their armor
  3. You could either get a previous version of the game or just choose not to equip your soldiers with magnetic ion armor until you recover a lobsterman navigator. Regular Ion armour in my version is obtained in ~february after researching Plastic Aqua armor and a live Deep One terrorist, so I never thought Ion armor comes too early
  4. Maybe the original CD is a multi-session one which has music tracks that are not that compatible with the iso. Can you try to make the CD into a cue/bin combo and load the cue in Dosbox with imgmount? If you don't have the CD anymore (you had it and lost it maybe) you probably can move the save files into another version of APOC that doesn't uses the CD at all
  5. When I attempted to run Openxcom, it gave an error saying I might not have the right OSX for it. I have 10.6.3, do you know what version do I need to make it work?
  6. Calcinites are found in Aquatoid Terror Missions. If you didn't get one early in January, you might get lucky in the begining of April or May, when Ship Terror Missions start to occur. On superhuman seeing aquatoid terror missions is somewhat rare though
  7. I'm glad you started another campaign, I hope it's a very succesful one Even if you don't reload much, check those alien activity graphs often, your radar is short-sighted and the chance of detection is kinda low. If you have a Triton patrol once in a while, it acts as a second radar. Aliens behave strange in TFTD, I'm not sure how to explain it, only from experience you'll learn their quirks. The terror mission at the end of January is quite important, make sure you get Deep One Terrorists (2 if possible), a dead Deep One and an MC-Reader. Having these will alow you many project advances, like Ion Armor, pretty good armor early on
  8. Or you can always start fresh for January Folders from '95 would be....uhm....15 years old?
  9. The game is doable even on superhuman, so I hope you'll give it a few more tries. I place my first base somewhere in South China Sea (so much water around that spot, yet so many countries around too) or Caribean Sea to cover both N and South America and large portions on Atlantic and even Pacific. I'm not sure if you save your game and how often. If you do, best is to save in the begining and let the subs fly for a while. Check the graphs for where Alien Activity happens and plan intercepts accordingly after reloading. I get in the first day of January a Very Small Sub and a Small Sub, which give a decent chunk of money to allow you plan even a second base. Especially if the Ion Beam Accelerators and the Zrbite survives the action. The very small sub won't touch down, so help it with an Ajax Torpedo. The small one will touch down and with some luck, you get all the good stuff out of it too. If the small sub spawns too far, you can always restart until is shows in the area. Now about other months.....a few hours before the new month the aliens decide the plan of action for the whole next month. Save a day before the month begins, let the month begin, save in another slot and then the let the time fly. If the alien activity satisfies your needs, second save is a good choice, if not, reload before the begining of the months and try again. If you don't save.....uhm......keep an eye on Alien Activity Graphs. But it's better to learn first about alien behaviour in TFTD. I hope this helps
  10. I won't contradict you there So you still play it? Please share about your current campaign if you like
  11. In the version I have, Magnetic Navigation will be researched only after I research Lobsterman Navigator. Perhaps to keep the progress on the slow side, to prevent you from getting best stuff too quickly. I am able to research MC Reader once I get one from a terror site....or maybe after I finished the live Deep-One, but for sure I always must tell myself "Don't sell the MC Reader yet, no matter how low on cash I am". Once I start the research project "MC Reader" it can be sold. MC Lab happens right after I succesfully research a live Deep-One. If I research another live Deep-One and I previously finished the Ion Beam Accelerator, I even get Ion Armor. So from the terror site I always make sure I have: 2 live Deep-One, 1 dead Deep One (for aqua plastics) and an MC Reader
  12. I can't say for sure from your question, did you run setup.exe in Dosbox? What TFTD version you run under Dosbox?
  13. A way to find out if and how much smoke affects aliens would be to MC read or control them
  14. As a timetable to obtain the MC Disruptor, you first get Alien Containment facility and first mission with an MC Reader and live Deep One is around 23-27 January for my version of TFTD. Studying them takes just a few days and building MC Labs can be finished -if anything works perfect- before 1st March. Enrolling your aquanauts on 1st March ensures you have them trained with minimal MC abilities by 1st April. Then you need a Tasoth Squad Leader, which can be frozen on first level in alien bases, you land, you freeze, you move back to the ship and off you go. By May you have the chance of having the ability to control in combat
  15. The activity in TFTD forums is rather low, so things move in very slow motion around here. But sure, if the subject is no longer hotter than other topics, I don't mind if it loses the "Pinned" status
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