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XCOMUFO & Xenocide

Live Deep One


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I may have went a little heavy on my weapons systems and now can't get a Deep One. I can't get a terrorist site at all unless it's a ship and Deep Ones don't seem to show up there.

 

I researched like mad and outfit all my Barracuda's with Sonic Oscillators and was pretty easily dispatching the ships until I found out that I'd reached a dead end in the research tree. I'd gotten a deep one earlier and from it got Aquaplastic Armor but I haven't seen one since. Finally, frustrated by not getting one, I stopped persuing the UFOs completely, for two months, one USO after another came and landed but all I got were terror sites on ships. What do I need to do now? Is cheating my only option?

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Guest Azrael
From what I've heard, it is a dead end if you haven't gotten the Deep One on time; editing the game files to add a live Deep One to your stores shouldn't be considered cheating as it's because of a game-ruining bug.
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I'm pretty sure that if you capture another Deep One and research it you can fill in any blanks. Not positive on this though. I'd start to visit more terror sites. You are bound to run across a mixed race terror site and those sometimes have Deep Ones. ;)

 

- Zombie

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With the Deep-Ones, you'll only ever find them on above-water missions*. They only appear in Aquatoid crews and Mixed crews.

 

Aquatoids, for some reason, don't hang around that long. So if you miss them, you won't get another chance until the Mixed crews show up. Although it varies from player to player, mixed crews can sometimes show up quite late into the game.

 

Either use an editor to add one to your containment, or restart the game and do an even better job the next time around. I'd recommend the latter, but if you just want to get it over with, use an editor.

 

Edit: Tip: Do not research a live deep-one until you've completed research on the aqua plastic armour and the ion beam accelerators. Failing to do this will result in having to capture another deep-one (and depending on your game, may not show up for research twice). The corpses on the other hand are fair game and should be researched at the earliest opportunity.

 

- NKF

 

* With one exception - the final mission. Unfortunately, you can't get to the final mission as a Deep-One is key to your advanced sub research; and you need the subs to get to the final mission.

 

edit: Yes, I failed to realise my error before I could correct it. ;) Gill men 'tis.

Edited by NKF
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Umm...Deep Ones appear in Gillman terror missions, not Aquatoid. Aquatoid terror missions have calcinites...(good for those yummy HTH weapons)

 

If you have XcomUtil, you could have it prompt you for race before missions, then put in some deep ones in your next terror site...at least I think that'll work...anyone know for sure?

 

I learned a long time ago that you always pack tasers on early terror missions...and the moment a deep one is sighted, its capture becomes priority #1, superceding saving civs, or even your own guys until you've secured a specimen...its that important (and, of course, don't forget to kill one too, if you haven't researched the corpse yet ;) )

 

Grommet

Edited by grommet
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  • 3 months later...
Umm...Deep Ones appear in Gillman terror missions, not Aquatoid. Aquatoid terror missions have calcinites...(good for those yummy HTH weapons)

 

If you have XcomUtil, you could have it prompt you for race before missions, then put in some deep ones in your next terror site...at least I think that'll work...anyone know for sure?

 

I learned a long time ago that you always pack tasers on early terror missions...and the moment a deep one is sighted, its capture becomes priority #1, superceding saving civs, or even your own guys until you've secured a specimen...its that important (and, of course, don't forget to kill one too, if you haven't researched the corpse yet ;) )

 

Grommet

 

I always replace races when I desperately need something. I use Xcomutil's RPL function on a saved game at the beginning of the mission (any mission will do, wether on land or water). Using RPL you still need to capture/kill the aliens that's why I don't think it's a cheat.

Last time I replaced deep ones with calcinites for those 'juicy' HTH weapons. <_<

I think some bugs in the research tree can be avoided or reduce their impact by keeping one of each item reasearched especially corpses, alien sub construction/devices, aqua plastics and so on in your inventory.

The deep one terrorist is a very important step in the research tree (you need both alive & dead). Kasey's Chang research tree (found in his unofficial guide) is really good and it shows you the steps in the right order. B)

Edited by tzutzy
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  • 2 weeks later...
  • 1 month later...

It doesn't matter if you have defenses. As long as you've got Gill-Men targeting your base, you'll definitely get some Deep-Ones. They'll keep hammering your base with Dreadnaughts until one of them gets through. Also, any damage dealt to the Dreadnaught does not kill any of the aliens that appear in the battle. So you're all set!

 

The real magic trick is to attract a Gill-man retaliation fleet.

 

- NKF

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Uhm, find a Gillmen base, build your own base next to it (and I reall mean as close as anyhow reasonably possible), get a general store, one living quarter, one trans resolver / radar and one containment and your best soldiers with more proximity mines than you can imagine (a whole b-ship crew coming down the access lift makes it really, really, REALLY crowded) and you're set.

 

 

As for inserting a specific alien into your containment, I recommend you get the CWXCED - Clark Wehyr X-Com EDitor

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If you go with Cornuthaum's idea:

 

1) Add a hanger, and use a Barracuda to shoot down all USO's as close to your base as possible.

 

2) Add a couple more modules (general stores mostly, quickest and cheapest) so your guys don't get taken out with 1 well-placed rocket.

 

3) Consider keeping only a couple troops (MC's work wonders here) at the base and complement with lots of tanks. To quote a long-forgotten post on these forums:

 

"Flood the hangers with these mobile death stars..."

 

Amen to that.

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you can always shoot down the ufos with another bases barracuda/manta/ultimate craft whose name I forgot

 

and DPL does not work on land, and methinks XCom Bases are "dry" land, so no worries there.

 

OFC, ten Psi90+/skill50+ and lots of tanks to spot make a wonderful combination, since the "Hi there Brother Gillman, why are you aiming your Sonic Cannon (of Dooooom) at my head?" way of fighting always works.

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Well, as the whole idea is to capture a live Deep-One, shooting down the Gill-man USOs won't work. Deep-Ones are replaced with Xarquids when underwater. Goodness knows why - though they work fine in T'Leth.

 

I wonder, will shooting down enough Gill-Man supply ships attract Gill-Man retaliators if you've already passed the point where the Gill-Men stop appearing on random UFO missions?

 

---

 

Torpedoes don't work on land - thankfully! However, they can be fired on land by way of reaction-fire. Amazing, ridiculous and utterly preposterous, but true. Works with any under-water-only weapon. Torpedo coelacanths and PWT Displacers however cannot do this.

 

The closest thing to a land rocket would be the beauty that is the Gas Cannon and HE shells.

 

- NKF

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