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Making Early Base Defense Facilities Useful


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#51 Guest_Jim69_*

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Posted 12 August 2003 - 06:14 PM

I never really played TFTD, does killing civies count really badly against ur score? If not I wouldn't ave just blown the whole level up :devillaugh:

#52 Cpl. Facehugger

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Posted 12 August 2003 - 06:51 PM

well, killing civs doesn't take too much score, but in tftd, i'm usually half a step away from getting fired, so score is very important to me.

Also, iirc killing civs actually takes more points than letting the bugs kill them.
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#53 miceless

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Posted 12 August 2003 - 11:46 PM

If you take down a civ then you lose more points than if the aliens do, correct. That was true in Xcom1 too.

The designers of those ships really did not consider the possibility for alien attacks at all. Those small rooms really were a pain indeed. I liked the two part missions, but the top bit was a pain. IMO the bottom half of the ships was easier.
"If it moves - kill it. If it doesn't move - kill it anyway, it might move later."

#54 warhamster

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Posted 14 August 2003 - 02:09 AM

I can imagine why the aliens hate xcom so much. Wouldn't you just hate it if someone threatened to harpoon you while your doing the most sacred activity in the world... hehe. taking a sh1t.

I do agree, I like the idea of multi phased missions. Like phase 1 is to take control of the lower area of the base. Then clean up the upper areas. What think?

#55 miceless

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Posted 14 August 2003 - 02:19 AM

They must have some serious bowel trouble, the amount of time they spend in the WCs on some missions... :P

Yeah, thats the idea. But we should design the levels carefully and/or make sure the AI does not include the line:
If(Aliens.Number = 1) Then AI.Run(Hide_In_Bog)
"If it moves - kill it. If it doesn't move - kill it anyway, it might move later."