https://www.ufopaedia.org/api.php?action=feedcontributions&user=4th+Cuirassier&feedformat=atomUFOpaedia - User contributions [en]2024-03-29T08:04:08ZUser contributionsMediaWiki 1.35.4https://www.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&diff=42543Disruptor Pulse Launcher2012-12-13T15:14:52Z<p>4th Cuirassier: /* Tactical use of the launcher */</p>
<hr />
<div>==General Information==<br />
{{Infobox open}}<br />
{{Infobox module/itemcommon<br />
| item =Disruptor Pulse Launcher<br />
| height =3<br />
| width = 2<br />
| weight = 12<br />
| damagethreshold = <br />
| image = [[Image:Dplaunch.gif|100 px]]<br />
| saleprice = 144000<br />
| research = <br />
}}<br />
{{Infobox module/action<br />
| action = Action<br />
| cost = TU<br />
| effect = Accuracy<br />
}}<br />
{{Infobox module/action<br />
| action = Launch<br />
| cost = 75%<sup>1</sup><br />
| effect = 120%<sup>1</sup><br />
}}<br />
{{Infobox module/action<br />
| action = Waypoint<br />
| cost = 66%<br />
| effect = 50%?<br />
}}<br />
{{Infobox module/onecellnote|<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.}}<br />
{{Infobox module/manufacture|90000|1200|5 |1 Aqua Plastic }}<br />
{{Infobox module/itemcommon<br />
| item =Disruptor Ammo<br />
| height =2<br />
| width = 1<br />
| weight = 4<br />
| damagethreshold = <br />
| image = [[Image:Dptorp.gif|40px]]<br />
| saleprice = <br />
| research = <br />
}}<br />
{{Infobox module/ammo2<br />
| damage = 210 High Explosive<br />
| capacity = 1<br />
}}<br />
{{Infobox module/manufacture|8000|220|3 | 3 Zrbite }}<br />
{{Infobox close}}<br />
<br />
<br />
The Disruptor Pulse Launcher which can be carried with one hand is perhaps the worst thing since the [[Blaster Launcher]] from the [[First Alien War]]. Though it depends on whose fingers are on the trigger: human or alien.<br />
<br />
In many ways, the under-water restriction is a hidden blessing for X-COM. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one [[Gillman]], and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies go off in the engine room?<br />
<br />
The main blessing of the Disruptor Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stay behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn't learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.<br />
<br />
Commanders with troops well-trained in [[Molecular Control|MC]] can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level. However, due to the inventory lockout for MC'd aliens, you will only be able to fire it once if it is loaded.<br />
<br />
From September onward, the aliens will replace all of their sonic weapons with this in their colonies. Every alien from then on will either carry this or a [[Thermal Shok Launcher]] on an Alien Colony Assault.<br />
<br />
This weapon appears in ''[[TFTD|Terror from the Deep]]''. For the ''[[X-COM|UFO: Enemy Unknown]]'' equivalent, refer to the [[Blaster Launcher]].<br />
<br />
==Tactical use of the launcher==<br />
<br />
When fired, the operator sets up to 8 waypoints through which the torpedo will fly en route its final impact point. Here, it generates the largest explosion of any weapon used in the game, hence it has in effect a minimum range inside which its use is dangerous or fatal to the firer. This is the weapon's only real drawback. A DPL round will penetrate any alien ship or underwater structure that it strikes, destroying the point of impact and usually several squares adjacent to it. A DPL hit on the outside of a Alien Sub will inflict casualties on anyone, human or alien, standing inside the sub near that point. Like all TFTD explosive weapons, the blast occurs in one plane.<br />
<br />
The waypoints can be at different levels, so the weapon can be used as a mortar. It can also fire around corners. Even if it misses a waypoint, the DPL round will still steer towards the next one. In effect, if it makes an error ''en route'', it will try to recover the error, and usually succeeds. This means it usually lands on or near its intended target. <br />
<br />
If it misses its final waypoint, the round may fly off the map without exploding. A solution to this that ensures the weapon always explodes on the map is to set the penultimate waypoint above ground level, and the final waypoint at ground level close by. This will ensure that the round noses over at the end of its flight, so even if it misses the final waypoint, will still hit the ground and explode close to the original target.<br />
<br />
In general gradual course changes work better than violent ones, so if you want to send a DPL missile around a corner, it is better to use up several waypoints making a series of shallow turns than one sharp turn. Depending on the complexity of the path to the target, this is not always possible. <br />
<br />
As it has a guided projectile, DPL-equipped aquanauts can be positioned anywhere, and can provide fire support from any part of the map to any other (provided any obstacles en route can be negotiated using the eight course changes available). When attacking alien ships and structures, one DPL round can make a hole and subsequent rounds can pass through the hole and detonate inside. Once the player becomes familiar with the layout of alien ships and bases, and with where inside them senior aliens can usually be found, DPL bombardment can be used to attack these areas and decapitate the defence early on. Killing alien commanders in this way reduces MC attacks by killing those who usually make them, and also demoralises and panics other aliens, making them easier to defeat. <br />
<br />
DPL operators do not need any more than aqua-plastic armour, as they usually see an enemy only rarely. In confined spaces such as the lower levels of alien colonies, where firing the DPL is sometimes impractical because the range is too short, a sonic pistol is advisable equipment for DPL crewmen, for emergency or close-range personal defence. <br />
<br />
The aliens are not particularly skilful in their use of the DPL. It is rare to see them use more than one waypoint, and most DPL fire from aliens is simply direct by line of sight.<br />
<br />
An XCom soldier can carry up to seven DPL rounds - one loaded, one in the other hand, three in the backpack and two on the belt. In practice, a soldier thus burdened may not have enough TUs to fire and reload every move. One workaround is to have the soldier exit the landing craft and then drop the ammunition, reloading by picking up rounds from the ground. Another is simply to equip the soldier with fewer rounds and have him retrieve further ammunition from the battlefield as required.<br />
<br />
==Comparison to UFO: EUs Blaster Launcher==<br />
Nearly identical to the Blaster Launcher with a few minor improvements. Weight for the weapon is decreased by 4 points and the damage increased by 10. However, when carried in the usual loadout of 4 bombs, the effective weight remains the same since the ammo weight is increased by 1. The biggest drawback is the inability to use this on land (though nothing stops you from loading a ship with it) or during base assaults. Than again, the aliens can't use it either under these conditions, so this limitation is also an advantage.<br />
<br />
The most noticeable tactical difference between the DPL and the Blaster Launcher is that the latter weapon usually takes down any alien with a single direct or nearby hit. In TFTD, this is ''not'' always the case. Lobstermen usually survive the first hit, and may even survive two. Xarquids and Tasoths may survive a nearby DPL explosion, though neither will withstand a direct hit. All other aliens are killed if caught in the blast radius. <br />
<br />
The main practical "improvement" is that in the endgame, many aliens will be equipped with the DPL, allowing you to deploy it as a standard weapon.<br />
<br />
==Weapon Statistics==<br />
<br />
*Size: 3 high x 2 wide<br />
*Weight: 12<br />
*TUs: <br />
**Launch: 75% (Accuracy 120%)<sup>1</sup><br />
*[[Manufacturing]]: $90,000 for parts, 1,200 Technician Hours, 1 Aqua Plastic, 5 Workshop space<br />
*Sell Price: $144,000<br />
<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.<br />
<br />
===Ammo Statistics===<br />
[[Image:Dptorp.gif|right|40px]]<br />
<br />
*Power: 210 High Explosive<br />
*Ammo: 1<br />
*Size: 2 high x 1 wide<br />
*Weight: 4<br />
*Manufacturing: $8,000 for parts, 220 Technician Hours, 3 Zrbite, 3 Workshop space<br />
<br />
==See Also==<br />
* [[Disruptor Ammo]]<br />
* [[Weapons (TFTD)|Weapons]]<br />
<br />
<br />
{{Equipment (TFTD) Navbar}}<br />
<br />
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&diff=42542Disruptor Pulse Launcher2012-12-13T15:05:52Z<p>4th Cuirassier: /* Tactical use of the launcher */</p>
<hr />
<div>==General Information==<br />
{{Infobox open}}<br />
{{Infobox module/itemcommon<br />
| item =Disruptor Pulse Launcher<br />
| height =3<br />
| width = 2<br />
| weight = 12<br />
| damagethreshold = <br />
| image = [[Image:Dplaunch.gif|100 px]]<br />
| saleprice = 144000<br />
| research = <br />
}}<br />
{{Infobox module/action<br />
| action = Action<br />
| cost = TU<br />
| effect = Accuracy<br />
}}<br />
{{Infobox module/action<br />
| action = Launch<br />
| cost = 75%<sup>1</sup><br />
| effect = 120%<sup>1</sup><br />
}}<br />
{{Infobox module/action<br />
| action = Waypoint<br />
| cost = 66%<br />
| effect = 50%?<br />
}}<br />
{{Infobox module/onecellnote|<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.}}<br />
{{Infobox module/manufacture|90000|1200|5 |1 Aqua Plastic }}<br />
{{Infobox module/itemcommon<br />
| item =Disruptor Ammo<br />
| height =2<br />
| width = 1<br />
| weight = 4<br />
| damagethreshold = <br />
| image = [[Image:Dptorp.gif|40px]]<br />
| saleprice = <br />
| research = <br />
}}<br />
{{Infobox module/ammo2<br />
| damage = 210 High Explosive<br />
| capacity = 1<br />
}}<br />
{{Infobox module/manufacture|8000|220|3 | 3 Zrbite }}<br />
{{Infobox close}}<br />
<br />
<br />
The Disruptor Pulse Launcher which can be carried with one hand is perhaps the worst thing since the [[Blaster Launcher]] from the [[First Alien War]]. Though it depends on whose fingers are on the trigger: human or alien.<br />
<br />
In many ways, the under-water restriction is a hidden blessing for X-COM. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one [[Gillman]], and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies go off in the engine room?<br />
<br />
The main blessing of the Disruptor Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stay behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn't learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.<br />
<br />
Commanders with troops well-trained in [[Molecular Control|MC]] can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level. However, due to the inventory lockout for MC'd aliens, you will only be able to fire it once if it is loaded.<br />
<br />
From September onward, the aliens will replace all of their sonic weapons with this in their colonies. Every alien from then on will either carry this or a [[Thermal Shok Launcher]] on an Alien Colony Assault.<br />
<br />
This weapon appears in ''[[TFTD|Terror from the Deep]]''. For the ''[[X-COM|UFO: Enemy Unknown]]'' equivalent, refer to the [[Blaster Launcher]].<br />
<br />
==Tactical use of the launcher==<br />
<br />
When fired, the operator sets up to 8 waypoints through which the torpedo will fly en route its final impact point. Here, it generates the largest explosion of any weapon used in the game, hence it has in effect a minimum range inside which its use is dangerous or fatal to the firer. This is the weapon's only real drawback. A DPL round will penetrate any alien ship or underwater structure that it strikes, destroying the point of impact and usually several squares adjacent to it. A DPL hit on the outside of a Alien Sub will inflict casualties on anyone, human or alien, standing inside the sub near that point. Like all TFTD explosive weapons, the blast occurs in one plane.<br />
<br />
The waypoints can be at different levels, so the weapon can be used as a mortar. It can also fire around corners. Even if it misses a waypoint, the DPL round will still steer towards the next one. In effect, if it makes an error ''en route'', it will try to recover the error, and usually succeeds. This means it usually lands on or near its intended target. <br />
<br />
If it misses its final waypoint, the round may fly off the map without exploding. A solution to this is to set the penultimate waypoint above ground level, and the final waypoint at ground level close by. This will ensure that the round noses over, and even if it misses the final waypoint, will still hit the ground and explode close to the original target.<br />
<br />
As it has a guided projectile, DPL-equipped aquanauts can be positioned anywhere, and can provide fire support to any part of the map. This includes the inside of alien ships and structures, where one DPL round can make a hole and subsequent rounds can pass through the hole and detonate inside. Once the player becomes familiar with the layout of alien ships and bases, and with where inside them senior aliens can usually be found, DPL bombardment can be used to attack these areas and decapitate the defence early on. Killing alien commanders in this way reduces MC attacks by killing those who usually make them, and also demoralises and panics other aliens, making them easier to defeat. <br />
<br />
DPL operators do not need any more than aqua-plastic armour, as they usually see an enemy only rarely. In confined spaces such as the lower levels of alien colonies, where firing the DPL is sometimes impractical because the range is too short, a sonic pistol is advisable equipment for DPL crewmen, for emergency or close-range personal defence. <br />
<br />
The aliens are not particularly skilful in their use of the DPL. It is rare to see them use more than one waypoint, and most DPL fire from aliens is simply direct by line of sight.<br />
<br />
An XCom soldier can carry up to seven DPL rounds - one loaded, one in the other hand, three in the backpack and two on the belt. In practice, a soldier thus burdened may not have enough TUs to fire and reload every move. One workaround is to have the soldier exit the landing craft and then drop the ammunition, reloading by picking up rounds from the ground. Another is simply to equip the soldier with fewer rounds and have him retrieve further ammunition from the battlefield as required.<br />
<br />
==Comparison to UFO: EUs Blaster Launcher==<br />
Nearly identical to the Blaster Launcher with a few minor improvements. Weight for the weapon is decreased by 4 points and the damage increased by 10. However, when carried in the usual loadout of 4 bombs, the effective weight remains the same since the ammo weight is increased by 1. The biggest drawback is the inability to use this on land (though nothing stops you from loading a ship with it) or during base assaults. Than again, the aliens can't use it either under these conditions, so this limitation is also an advantage.<br />
<br />
The most noticeable tactical difference between the DPL and the Blaster Launcher is that the latter weapon usually takes down any alien with a single direct or nearby hit. In TFTD, this is ''not'' always the case. Lobstermen usually survive the first hit, and may even survive two. Xarquids and Tasoths may survive a nearby DPL explosion, though neither will withstand a direct hit. All other aliens are killed if caught in the blast radius. <br />
<br />
The main practical "improvement" is that in the endgame, many aliens will be equipped with the DPL, allowing you to deploy it as a standard weapon.<br />
<br />
==Weapon Statistics==<br />
<br />
*Size: 3 high x 2 wide<br />
*Weight: 12<br />
*TUs: <br />
**Launch: 75% (Accuracy 120%)<sup>1</sup><br />
*[[Manufacturing]]: $90,000 for parts, 1,200 Technician Hours, 1 Aqua Plastic, 5 Workshop space<br />
*Sell Price: $144,000<br />
<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.<br />
<br />
===Ammo Statistics===<br />
[[Image:Dptorp.gif|right|40px]]<br />
<br />
*Power: 210 High Explosive<br />
*Ammo: 1<br />
*Size: 2 high x 1 wide<br />
*Weight: 4<br />
*Manufacturing: $8,000 for parts, 220 Technician Hours, 3 Zrbite, 3 Workshop space<br />
<br />
==See Also==<br />
* [[Disruptor Ammo]]<br />
* [[Weapons (TFTD)|Weapons]]<br />
<br />
<br />
{{Equipment (TFTD) Navbar}}<br />
<br />
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&diff=42541Talk:Alien Colony Attack Mission2012-12-13T15:04:10Z<p>4th Cuirassier: /* Low Tech Colony Destruction */</p>
<hr />
<div>== Evil or Awesome? ==<br />
<br />
===Evil!===<br />
<br />
Alien Colony Assault? Evil!<br />
<br />
Don't get hurt, don't get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don't hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!<br />
<br />
*If you don't have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen's line of sight, and whack them from behind with the Thermal Tazers if you can. Also, '''Ion Armour'''. Bare minimum protection, Ion Armour.<br />
: Depending on the Difficulty level, it is do-able at reasonable Difficulty levels with only Plastic Aqua Armour, no offensive MC, no drills, no DPLs and no Thermal Shok launchers. It is possible (though hard) to do this on Superhuman. However extreme caution must always be taken with troops who are not already proven as M.C.-resistant. But the Colony seabed raids themselves offer a great opportunity to screen troops for M.C.-resistance. (Yes, it is a lot less hassle if you have M.C. Labs). See below... [[User:Spike|Spike]] 07:42, 24 October 2012 (EDT)<br />
<br />
=== Awesome! ===<br />
<br />
Alien Colony Assault? Awesome!<br />
<br />
The presence of an Alien Colony can be a great boon to a Commander with the determination and nerve to exploit the situation. No longer is X-COM at the mercy of the aliens schedule, or X-COM's detection ability, base coverage, craft interception capabilities, and strike team reaction time. The Commander can generate a Colony raid mission whenever it is required. As soon as a strike team has recovered from the previous mission you can launch a new one. Multiple strike teams can easily engage in back to back missions. Strategically, this offers X-COM an unending source of (real, hazardous) experience training, loot to use or sell for cash, in-field testing of M.C. resistance, and improved standing with the funding nations (i.e. extra score). A few successful or even semi-successful raids per month will easily compensate for the negative score the Colony generates: 5 points per day to the aliens, plus 50 to them for founding the Colony, plus the alien score for running its supply missions - call it a few hundred a month, which you can easily achieve in a single raid. Colony raids can even supply a fair proportion of the specimens and items you will need for research. But for as long as the Colony continues to exist, X-COM are assured of a tactical mission every few days, or as often as daily if there are no casualties, for every strike team. In fact, if you can perform the mission with low or no casualties, it is financially viable to hire a second transport simply to decrease mission turnover time and increase the rate of missions per month. It is definitely advisable to move your primary strike team to the base closest to the Colony, and it may be appropriate to build a new forward strike base close to the Colony, depending on how long you plan on keeping the Colony around. When you finally decide to destroy the Colony (probably due to pressure from higher up the X-COM chain of command), it may be a bittersweet moment. [[User:Spike|Spike]] 07:42, 24 October 2012 (EDT)<br />
<br />
== Low Tech Colony Raiding ==<br />
<br />
OK, so I am replaying the game on Veteran with no battlescape game-saving. I've lost 10 killed so far on about 6 missions. It's March and my only alien technology is the Sonic Pulser. <br />
<br />
I've detected Alien Colony 1 in the Barents Sea. If I want to attack this colony, I will for the first time in this campaign be going up against Tasoths, Flying Cauliflowers, and Lobstermen. My guys will be armed only with gas cannon and sonic pulsers. I have no armour. <br />
<br />
It is probably impossible to load / carry enough GC ammunition to destroy all the aliens I'll encounter. My options appear to be: <br />
<br />
1/ attack the top level, loot it, and retire. Repeat when short of money. <br />
2/ attack the top level, access the lower level, ignore everything except the Synomium Device, destroy it and retire.<br />
3/ don't attempt this mission yet. <br />
<br />
Tactically I think all I can do is try to get into one or other of the access tunnels that leads into the exit area. This would mean the one to the north, south, or east. Once in there, any oncoming melee attackers will face four shooters, two kneeling two standing. Any attacking from behind will have to cross the minefield of PD grenades they will drop behind themselves. Of course, the risk of MC attack is there all the way through, and very dangerous in a confined space. <br />
<br />
Once on the exit grid, I then go to the second level. I would need to send 2 or 3 guys to find the Synomium Device and to destroy it. The other soldiers would provide a moving defensive perimeter, secured with reaction fire and PD grenades. Once the SD is destroyed the whole force would then need to retreat the same way they came. <br />
<br />
What does the panel suggest? [[User:4th Cuirassier|4th Cuirassier]] 09:05, 29 March 2011 (EDT)<br />
<br />
: I've been in the same situation and it's a rough ride. I would suggest option 1, loot 'n assault the top level, withdraw 'n repeat until you've built up the extra capability to assault the lower base. But, if you go for it, attacking the Synomium level with just Gas Cannon, Sonic Pulsers, and wetsuits - then I salute you, Sir! [[User:Spike|Spike]] 16:23, 29 March 2011 (EDT)<br />
<br />
----<br />
<br />
I am retrying this in early March with a Colony founded at the end of Feb. So the only advances I have on starting equipment are Plastic Aqua Armour, Gauss Rifles (not much use here) and Sonic Pulsers. <br />
<br />
The key tactical differences this early in the game, versus the suggestions on the main page, are what to do when you lack offensive MC and DPLs. These are the two biggest tactical equalisers with the aliens (tactical advantages over the aliens, really). My mix and tactics look something like this:<br />
<br />
*Loadout: GC-HE, Tazers for everyone, 2 HJC and a lot of HJC-P (6 reloads?) for illumination, some GC-AP. Don't bother with Gauss Rifles, they are not the best way to kill anything you need to worry about down here. Sonic Pulsers are your main kill mechanism, bring plenty. GC-HE is also good vs Tentaculats/Hallucinoids/Aquatoids.<br />
*Initially disarm everyone and stay in the transport holding only tazers. Peek out to expose to MC attacks, as this is the first encounter with any major MC. If there are aliens outside the transport doors to be dispatched, firers must return to the transport after firing and drop any lethal weapons on the transport floor. Anyone who succumbs to an MC attack is stunned, dragged back inside if necessary, and left on the transport floor. They will be labelled psi-weak in their name, and sacked or relegated after the mission. Be sure to make an immediate note of the full name of anyone who succumbed, and what effect they succumbed to (Mind Control, Berserk, Panic). <br />
*If you have enough MC-strong survivors, continue. If not, return to base, hire some more Aquanauts, and come back.<br />
*Once you have a stable group of survivors who can resist MC at this range, cautiously move out. Don't move out too far too fast as you will be getting closer to the MC aliens and so becoming more susceptible. At this stage you do need to carry lethal weapons but be sure everyone is also carrying tazers, so if one aquanaut freaks out his buddies can stun him asap. Auto weapons are not a good idea. It might be smart not to use GC-HE yet either. <br />
*First of all try to clear the area in front of the transport doors, and just post high-reaction guards at the front and back of the transport, hiding behind it. They will need GC-HE but you will also need to be firing HJC-P as well to provide illumination. The terrain never burns for more than a couple of turns, so you will need quite a bit of ammunition. Some fires on the ground will also help you see Hallucinoids or Tentaculats above you. Work your way carefully back from the transport doors with small movements and lots of covering fire. Use illumination rounds to reveal aliens and then engage them with Sonic Pulsers or GC-HE. Your firepower is weak, so hold most of it in reserve, using only a few expendable scouts and everyone else ready to fire. Don't bunch up!<br />
*Now clear the other side(s) of the transport in the same fashion. <br />
*If you are just attempting a raid, carefully retrieve loot, just one or two strong and expendable gophers, with everyone else covering. Just do one sector at a time, don't risk becoming engaged on more than one front. <br />
*Approach any cover deliberately and carefully. Use Sonic Pulsers into any concealed areas before you move up. Use a lot of cover and stay down, concealed as much as possible. <br />
*If anyone else succumbs to MC, stun them, pull back, get the stunned body in the transport, re-evaluate whether you are strong enough to continue, or should abort to go and get more troops. <br />
*Sweep the outer areas of the map so you are sure of your escape routes if you need to fall back to the transport. <br />
*You are now ready to assault the Colony buildings, IF you still have sufficient troops and ammunition. If not, abort, and come back next time. Eventually you will have a full complement of MC-resistant troops to tackle this mission. Until you are strong enough to enter the lower levels of the Colony and destroy it, the score from a steady series of successful raids will hopefully offset the score penalty for leaving an Alien Colony active. <br />
*I'm not sure how it's going to work out, assaulting the Colony buildings on the sea bed, so I will let you know if and when I've done it. ;)<br />
*Any other suggestions?<br />
[[User:Spike|Spike]] 10:13, 25 September 2012 (EDT)<br />
<br />
----<br />
<br />
With an MC-resistant squad proven on the first raid, since I have Plastic Aqua Armour all round I'm going to go for HJC-HE as the standard weapon for assaulting into the seabed buildings, especially given that HE is a good choice for pretty much all the enemies on the Seabed level of a colony. Safe firing distance against my own front armour is 2-3 squares with HJC-HE. With GC-HE I need 5 squares of safe distance, which is slightly trickier to achieve inside the alien structures. Of course, I still stick to the policy of no HE weapons, much less HE auto weapons, for aquanauts who have not previously been shown to be resistant to MC. Newbies carry Tazers, period.<br />
<br />
In practice this worked pretty well. I was able to test the MC resistance of the newbies while sweeping outside the alien structures. The alien structures were entered by the stronger newbies carrying HJC-HE and Tazers. More experienced troops remained outside, sniping through the openings in the T-shaped structures, and the doors. Rookies then entered to retrieve loot. Overall I lost 3 rookies but captured valuable research material such as a live Aquatoid Squad Leader (and assorted new Corpse types) and about a million dollars of other loot. And by the end of it I had a confirmed strong squad of 11 MC resistant Aquanauts. The HJC-HE was very effective inside the structures, while the GC-HE was more effective outside the structures and for sniping into the structures. Sonic Pulsers in the hands of strong aquanauts with good throwing accuracy were the best way of dealing with aliens detected in the terrain outside the structures. Most Pulsers had to remain on the transport due to the danger of having them in the hands of MC'd aquanauts, so the rear commander also had the function of starting off the sonic pulser relays. <br />
<br />
HJC-HE was not so helpful with Zombies / Tentaculats, so I may experiment with some kind of Phosphor weapon in the mix. Having said that, HJC-HE was fine for ''killing'' them, it just didn't prevent Temtaculats from spawning from Zombies. Maybe it's better to have a weapon that will definitely kill the spawned Tentaculat, rather than a weapon that ''might'' prevent one from spawning?<br />
<br />
[[User:Spike|Spike]] 09:57, 30 September 2012 (EDT)<br />
----<br />
<br />
Repeatable and safe Colony Raiding of the Seabed level with low-tech weapons is definitely feasible. Aqua Armour works very well with a mix of HJC-HE for general use and GC-HE for harder targets (Tasoths). Sonic Pulsers are really only necessary for tricky situations. Lacking Aqua Armour, a lot more care would be needed, but the offensive firepower is still sufficient. Also, it's not necessary to field DPLs to be able to create new entry points into the seabed buildings, as for some reason they are much weaker than USO hulls. Sonic Pulsers or Sonic Cannon are certainly sufficient to create breaches in the outer building walls, and probably lesser weapons such as Magna-packs or even Large Torpedos (to be tested). After a number of raids I have a very psi-hardened squad and can complete a full sweep of the Seabed level with only one or two Rookie casualties, netting a million dollars in loot and several hundred points of positive score per raid. As an existent Colony only costs 150 per month in negative score, this is a winning proposition. In fact, while I would not relish it, and a considerable amount of painstaking caution would be required, I believe that effective Colony raiding on the Seabed level could be conducted using only starting weapons & equipment - meaning no Aqua Armour and no Sonic Pulsers. <br />
[[User:Spike|Spike]] 20:27, 13 October 2012 (EDT)<br />
----<br />
The diagonal wall sections of the main Seabed building that face ''southwest'' (i.e. facing bottom left in map view) can be destroyed reliably by Large Torpedo, 90 HE (and therefore also by Magna-pack Explosive, 100 HE). This then gives direct access to the interior double doors of the main grav lift area, which can also be destroyed easily by Large Torpedo / Magna-pack Explosive. Most of the other exterior wall tiles seem immune to starting weapons (but not Sonic Pulsers). <br />
<br />
Most of the towers have openings at L1 above the seabed, through which rounds can be fired (i.e. HE) or grenades etc thrown. There are similar openings on L1 of the T-shaped secondary part of the main Seabed building, allowing rounds / grenades to be directed at aliens waiting above that T-shaped area's grav lift. Grenades etc can also be thrown up into the L1 gallery above the central grav lift in the main building, without entering line of sight of that gallery, by approaching within the building from the southeast. [[User:Spike|Spike]] 22:16, 13 October 2012 (EDT)<br />
<br />
== Low Tech Colony Destruction ==<br />
<br />
There comes a time when you have to bite the bullet and stop raiding the Alien Colony, and actually destroy it. This is bittersweet, since by the time you are able to contemplate destroying the Colony you will have become adept at 'milking' it for artefacts, experience, and score. But sometimes you gotta do what you gotta do. <br />
<br />
To tangle with the lower level, the Alien Base proper, is a tough challenge if using only low tech equipment. While the HE weapons that you used on the seabed level work fine against the Tentaculats, they are almost completely ineffective against the Lobstermen. The best starting weapons against Lobstermen are Thermal Tazers, and the next best starting weapon is possibly a Large Torpedo. Both of these weapons have significant tactical challenges to their use. You are looking at 4 to 5 direct hits from a Large Torpedo to bring down an ordinary Lobsterman soldier. That's an exhausting logistical requirement if nothing else - it would require having around 50 Large Torpedoes left, ''after'' completing the Seabed level. Thermal Tazers are far superior as they don't use ammunition, and should take down a Lobsterman or Tentaculat in two hits. But of course the tactical challenges in getting into melee range with either of these two aliens are considerable. Nonetheless, the Tazer is the best weapon to use against the Lobstermen, you don't really have time to kill them with any form of HE unless you're just encountering a single alien with a large squad. <br />
<br />
Out of the low-tech non-starting weapons, Sonic Pulsers will make the fight against the Lobstermen easier, though it can still take 2-3 direct hits for a kill, with or without 'finishing' fire from direct fire HE weapons. The Thermal Shok Launcher of course is the weapon of choice - taking an Alien Base armed with Thermal Shok Launchers does not qualify as a "low tech" option, it's practically the preferred option (much less property damage and collateral damage than DPLs). Some Medi-Kits are very useful on this level because of the use of Thermal Shok Launchers by the aliens, and the need to awaken stunned Aquanauts. This can also be caused by friendly fire or aiming errors with XCOM Thermal Shok Launchers of course. If you don't have Sonic Pulsers, you should bring some Magna-Pack Explosives, though not that many. You will not be using them for combat - use Tazers and direct fire HE weapons for that - but they will be very helpful as breaching charges. <br />
<br />
Prior to transitioning to the Alien Base level from the Entry (Seabed), load up fully with all the equipment you need and don't worry too much about Encumbrance. You can dump and cache excess equipment once you have transitioned to the lower level. You need to have three weapons ready - Thermal Tazer, Sonic Pulser (or Magna-pack if you lack Pulsers), and an HE direct fire weapon. Sadly you only have two hands. It may be best to hold an HE direct fire weapon in one hand (for Tentaculats or Zombies at a distance) and have the other hand free, ready to pull a Thermal Tazer against short range opponents, or a Sonic Pulser against Lobstermen at a distance.<br />
<br />
Tactically your first move must be to regroup. More powerful assault forces can afford to be more adventurous, but the low-tech assault really needs to be cautious. First bring all your forces onto the same level. Use the map to identify those who are on a lower level. They will be near to an ascending grav lift (with bubbles rising over it) - head up to the same level as the rest of your forces. Establish a defensive area in one or both of the main grav lifts. This is your ticket home, your staging area for loot, casualties and excess equipment / supplies. Bring the outlying aquanauts into the defensive area, expanding your defensive perimeter cautiously in the direction of the outliers to help bring them in. Then once you are all grouped together, dump excess supplies, get properly kitted for mobile combat, then move out. Outliers can dump all but minimum supplies on the first term to help them stay mobile and make it back to the group. Dropped supplies can be recovered later. <br />
<br />
Make your way as directly as possible straight down to Level 0, the lowest level. You want to avoid a fight as much as possible and just get to the Synomium Device chamber. Make a note of your route and in particular which grav lifts you use, as you may be heading out in a hurry, pursued by angry Lobstermen! <br />
<br />
The Synomium Device, which looks like 2 loops rotating above a dais, is located under a sort of altar enclosed within what amounts to a ditch on the lowest level, L0. On the map you are looking for a green rectangle, open on the north side, about 15 squares by 15 squares, shown in the map in light green. Obviously this will only become visible on the map once your aquanauts have seen parts of it, but it often helps to see the pattern on the big map. The three green lines are three galleries that overlook the chamber across the 'ditch'. From the gallery on the south side of this chamber, you can see a staircase that goes up to its roof. The staircase can be destroyed by a Large Torpedo or better. This will reveal a wall which can be destroyed by a Magna-Pack Explosive or better (Large Torpedo won't work). You can then see the Device directly, so you can direct-fire from the gallery into the Synomium Device chamber and destroy the Synomium Device as well as mildly irritating the Lobsterman guards. To accomplish the wall-breaching unharmed from the gallery you will need at least Aqua Armour - or throw multiple Magna-Packs and fall back out of blast range. As noted, it is also possible to drop a grenade in from the roof on L1, via a 2 x 2 hole directly above the chamber, but the approaches to this area on L1 can be more heavily guarded. The alternative is to storm the chamber through the various doors using Thermal Tazers, but that is likely to be carnage at close quarters with the Lobstermen guards. <br />
<br />
Once the Synomium Device is destroyed, run like the wind and get out of there. Don't bother engaging anything unless it's in your way of escape or catching up on your rear. If necessary, sacrifice a few aquanauts to allow others to escape. It's crucial at least one aquanaut makes it back to the Seabed, or all the loot from both levels will be lost. Even so, you will get a terrific score, and eliminate the Colony. Which is a shame, since you were having so much success 'milking' the Colony for cash, loot and score. <br />
<br />
[[User:Spike|Spike]] 19:09, 14 October 2012 (EDT)<br />
<br />
:: I'm replaying the game on a high level but I can't remember which one. It's October in game time, I have Sonic Blasta Rifles and Sonic Pulsers, but I have no MC, no armour and the only close range weapon I have is the Taser. I explored Gauss technology, but only to get the guns to sell. Gas cannon firing HE have almost the same attack value as Gauss Rifles, but the blast radius of the HE shell allows you to kill some aliens without the direct hit necessary with a Gauss weapon. So after one or two experimental sorties with Gauss weapons, I went back to gas cannon. <br />
<br />
:: So far, I have destroyed four alien colonies using only terrestrial weapons and alien grenades. I destroyed a fifth after getting Sonic Pistols, a sixth after getting Sonic Blastas and I'm currently assaulting the seventh. So I have Sonic Pulsers and Sonic Blastas, but that's the lot. <br />
<br />
:: The first five missions, I just bundled in as many guys as I could, went to the second level, and then blew up the Synomium device before retreating. I took a tank to scout ahead and typically lost six or seven of my ten guys, mostly to MC attack. <br />
<br />
:: The sixth assault was the first colony where I won by killing all the aliens downstairs. I have yet to win by clearing both levels. <br />
<br />
:: What works best, if all you have is alien grenades, is to plaster the area around the Triton with these immediately on disembarkation, and then rush the nearest exit. The best place to land is the north-west or south-west corner, because you then have a short walk into the main building. I reserve 4 TUs for kneeling, but in fact normally use them to have the aquanaut turn around and face outwards or behind, so the squad advances in a gaggle behind the tank and relies on reaction fire and all-round defence.<br />
<br />
:: Once underground, the tank can be useful to bottle up aliens in one-square-wide corridors, and also for picking off Flying Cauliflowers. The main tactic underground though is simply to wreck the Device, then retreat. So it can be done, but basically, having poor weapons and no MC guarantees casualties; you just have to be prepared to accept these. [[User:4th Cuirassier|4th Cuirassier]] 09:56, 3 December 2012 (EST)<br />
<br />
== Loot and tactics ==<br />
<br />
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. <br />
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). <br />
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.<br />
<br />
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.<br />
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. <br />
<br />
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I'm not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)<br />
<br />
Can you dismantle the base without destroying the Synomium Device? Sure, you just kill all the aliens, although I don't recall ever recovering a Synomium Device as loot. <br />
<br />
The challenging aspect of bases is that you can discover them before you have done any MC research (in fact I have won the campaign before now without MC research ever reaching the top of the priority table). This means the top level is very tough, and the survivors then face the Lobsters and Flying Cauliflowers. If you are short of firepower at this stage, the best bet is to send a handful of guys to find and destroy the Synomium Device and then bug out. [[User:4th Cuirassier|4th Cuirassier]] 09:10, 29 March 2011 (EDT)<br />
<br />
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<br />
I thought this note from silencer_pl on StrategyCore was worth copying here for inclusion into the eventually to be revised main page:<br />
<br />
''don't forget to scout top floor for 100 Zrbite. You must find engine room. 2 of the engines has this yellow thing on the right corner - destroy the engine and pick 100 Zrbite (50 each). If you pick it up, the After Action Report will not mention that you had taken it, but it will be added to the stores''<br />
<br />
[[User:Spike|Spike]] 20:08, 22 October 2012 (EDT)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&diff=42540Talk:Alien Colony Attack Mission2012-12-13T15:02:52Z<p>4th Cuirassier: /* Low Tech Colony Destruction */</p>
<hr />
<div>== Evil or Awesome? ==<br />
<br />
===Evil!===<br />
<br />
Alien Colony Assault? Evil!<br />
<br />
Don't get hurt, don't get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don't hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!<br />
<br />
*If you don't have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen's line of sight, and whack them from behind with the Thermal Tazers if you can. Also, '''Ion Armour'''. Bare minimum protection, Ion Armour.<br />
: Depending on the Difficulty level, it is do-able at reasonable Difficulty levels with only Plastic Aqua Armour, no offensive MC, no drills, no DPLs and no Thermal Shok launchers. It is possible (though hard) to do this on Superhuman. However extreme caution must always be taken with troops who are not already proven as M.C.-resistant. But the Colony seabed raids themselves offer a great opportunity to screen troops for M.C.-resistance. (Yes, it is a lot less hassle if you have M.C. Labs). See below... [[User:Spike|Spike]] 07:42, 24 October 2012 (EDT)<br />
<br />
=== Awesome! ===<br />
<br />
Alien Colony Assault? Awesome!<br />
<br />
The presence of an Alien Colony can be a great boon to a Commander with the determination and nerve to exploit the situation. No longer is X-COM at the mercy of the aliens schedule, or X-COM's detection ability, base coverage, craft interception capabilities, and strike team reaction time. The Commander can generate a Colony raid mission whenever it is required. As soon as a strike team has recovered from the previous mission you can launch a new one. Multiple strike teams can easily engage in back to back missions. Strategically, this offers X-COM an unending source of (real, hazardous) experience training, loot to use or sell for cash, in-field testing of M.C. resistance, and improved standing with the funding nations (i.e. extra score). A few successful or even semi-successful raids per month will easily compensate for the negative score the Colony generates: 5 points per day to the aliens, plus 50 to them for founding the Colony, plus the alien score for running its supply missions - call it a few hundred a month, which you can easily achieve in a single raid. Colony raids can even supply a fair proportion of the specimens and items you will need for research. But for as long as the Colony continues to exist, X-COM are assured of a tactical mission every few days, or as often as daily if there are no casualties, for every strike team. In fact, if you can perform the mission with low or no casualties, it is financially viable to hire a second transport simply to decrease mission turnover time and increase the rate of missions per month. It is definitely advisable to move your primary strike team to the base closest to the Colony, and it may be appropriate to build a new forward strike base close to the Colony, depending on how long you plan on keeping the Colony around. When you finally decide to destroy the Colony (probably due to pressure from higher up the X-COM chain of command), it may be a bittersweet moment. [[User:Spike|Spike]] 07:42, 24 October 2012 (EDT)<br />
<br />
== Low Tech Colony Raiding ==<br />
<br />
OK, so I am replaying the game on Veteran with no battlescape game-saving. I've lost 10 killed so far on about 6 missions. It's March and my only alien technology is the Sonic Pulser. <br />
<br />
I've detected Alien Colony 1 in the Barents Sea. If I want to attack this colony, I will for the first time in this campaign be going up against Tasoths, Flying Cauliflowers, and Lobstermen. My guys will be armed only with gas cannon and sonic pulsers. I have no armour. <br />
<br />
It is probably impossible to load / carry enough GC ammunition to destroy all the aliens I'll encounter. My options appear to be: <br />
<br />
1/ attack the top level, loot it, and retire. Repeat when short of money. <br />
2/ attack the top level, access the lower level, ignore everything except the Synomium Device, destroy it and retire.<br />
3/ don't attempt this mission yet. <br />
<br />
Tactically I think all I can do is try to get into one or other of the access tunnels that leads into the exit area. This would mean the one to the north, south, or east. Once in there, any oncoming melee attackers will face four shooters, two kneeling two standing. Any attacking from behind will have to cross the minefield of PD grenades they will drop behind themselves. Of course, the risk of MC attack is there all the way through, and very dangerous in a confined space. <br />
<br />
Once on the exit grid, I then go to the second level. I would need to send 2 or 3 guys to find the Synomium Device and to destroy it. The other soldiers would provide a moving defensive perimeter, secured with reaction fire and PD grenades. Once the SD is destroyed the whole force would then need to retreat the same way they came. <br />
<br />
What does the panel suggest? [[User:4th Cuirassier|4th Cuirassier]] 09:05, 29 March 2011 (EDT)<br />
<br />
: I've been in the same situation and it's a rough ride. I would suggest option 1, loot 'n assault the top level, withdraw 'n repeat until you've built up the extra capability to assault the lower base. But, if you go for it, attacking the Synomium level with just Gas Cannon, Sonic Pulsers, and wetsuits - then I salute you, Sir! [[User:Spike|Spike]] 16:23, 29 March 2011 (EDT)<br />
<br />
----<br />
<br />
I am retrying this in early March with a Colony founded at the end of Feb. So the only advances I have on starting equipment are Plastic Aqua Armour, Gauss Rifles (not much use here) and Sonic Pulsers. <br />
<br />
The key tactical differences this early in the game, versus the suggestions on the main page, are what to do when you lack offensive MC and DPLs. These are the two biggest tactical equalisers with the aliens (tactical advantages over the aliens, really). My mix and tactics look something like this:<br />
<br />
*Loadout: GC-HE, Tazers for everyone, 2 HJC and a lot of HJC-P (6 reloads?) for illumination, some GC-AP. Don't bother with Gauss Rifles, they are not the best way to kill anything you need to worry about down here. Sonic Pulsers are your main kill mechanism, bring plenty. GC-HE is also good vs Tentaculats/Hallucinoids/Aquatoids.<br />
*Initially disarm everyone and stay in the transport holding only tazers. Peek out to expose to MC attacks, as this is the first encounter with any major MC. If there are aliens outside the transport doors to be dispatched, firers must return to the transport after firing and drop any lethal weapons on the transport floor. Anyone who succumbs to an MC attack is stunned, dragged back inside if necessary, and left on the transport floor. They will be labelled psi-weak in their name, and sacked or relegated after the mission. Be sure to make an immediate note of the full name of anyone who succumbed, and what effect they succumbed to (Mind Control, Berserk, Panic). <br />
*If you have enough MC-strong survivors, continue. If not, return to base, hire some more Aquanauts, and come back.<br />
*Once you have a stable group of survivors who can resist MC at this range, cautiously move out. Don't move out too far too fast as you will be getting closer to the MC aliens and so becoming more susceptible. At this stage you do need to carry lethal weapons but be sure everyone is also carrying tazers, so if one aquanaut freaks out his buddies can stun him asap. Auto weapons are not a good idea. It might be smart not to use GC-HE yet either. <br />
*First of all try to clear the area in front of the transport doors, and just post high-reaction guards at the front and back of the transport, hiding behind it. They will need GC-HE but you will also need to be firing HJC-P as well to provide illumination. The terrain never burns for more than a couple of turns, so you will need quite a bit of ammunition. Some fires on the ground will also help you see Hallucinoids or Tentaculats above you. Work your way carefully back from the transport doors with small movements and lots of covering fire. Use illumination rounds to reveal aliens and then engage them with Sonic Pulsers or GC-HE. Your firepower is weak, so hold most of it in reserve, using only a few expendable scouts and everyone else ready to fire. Don't bunch up!<br />
*Now clear the other side(s) of the transport in the same fashion. <br />
*If you are just attempting a raid, carefully retrieve loot, just one or two strong and expendable gophers, with everyone else covering. Just do one sector at a time, don't risk becoming engaged on more than one front. <br />
*Approach any cover deliberately and carefully. Use Sonic Pulsers into any concealed areas before you move up. Use a lot of cover and stay down, concealed as much as possible. <br />
*If anyone else succumbs to MC, stun them, pull back, get the stunned body in the transport, re-evaluate whether you are strong enough to continue, or should abort to go and get more troops. <br />
*Sweep the outer areas of the map so you are sure of your escape routes if you need to fall back to the transport. <br />
*You are now ready to assault the Colony buildings, IF you still have sufficient troops and ammunition. If not, abort, and come back next time. Eventually you will have a full complement of MC-resistant troops to tackle this mission. Until you are strong enough to enter the lower levels of the Colony and destroy it, the score from a steady series of successful raids will hopefully offset the score penalty for leaving an Alien Colony active. <br />
*I'm not sure how it's going to work out, assaulting the Colony buildings on the sea bed, so I will let you know if and when I've done it. ;)<br />
*Any other suggestions?<br />
[[User:Spike|Spike]] 10:13, 25 September 2012 (EDT)<br />
<br />
----<br />
<br />
With an MC-resistant squad proven on the first raid, since I have Plastic Aqua Armour all round I'm going to go for HJC-HE as the standard weapon for assaulting into the seabed buildings, especially given that HE is a good choice for pretty much all the enemies on the Seabed level of a colony. Safe firing distance against my own front armour is 2-3 squares with HJC-HE. With GC-HE I need 5 squares of safe distance, which is slightly trickier to achieve inside the alien structures. Of course, I still stick to the policy of no HE weapons, much less HE auto weapons, for aquanauts who have not previously been shown to be resistant to MC. Newbies carry Tazers, period.<br />
<br />
In practice this worked pretty well. I was able to test the MC resistance of the newbies while sweeping outside the alien structures. The alien structures were entered by the stronger newbies carrying HJC-HE and Tazers. More experienced troops remained outside, sniping through the openings in the T-shaped structures, and the doors. Rookies then entered to retrieve loot. Overall I lost 3 rookies but captured valuable research material such as a live Aquatoid Squad Leader (and assorted new Corpse types) and about a million dollars of other loot. And by the end of it I had a confirmed strong squad of 11 MC resistant Aquanauts. The HJC-HE was very effective inside the structures, while the GC-HE was more effective outside the structures and for sniping into the structures. Sonic Pulsers in the hands of strong aquanauts with good throwing accuracy were the best way of dealing with aliens detected in the terrain outside the structures. Most Pulsers had to remain on the transport due to the danger of having them in the hands of MC'd aquanauts, so the rear commander also had the function of starting off the sonic pulser relays. <br />
<br />
HJC-HE was not so helpful with Zombies / Tentaculats, so I may experiment with some kind of Phosphor weapon in the mix. Having said that, HJC-HE was fine for ''killing'' them, it just didn't prevent Temtaculats from spawning from Zombies. Maybe it's better to have a weapon that will definitely kill the spawned Tentaculat, rather than a weapon that ''might'' prevent one from spawning?<br />
<br />
[[User:Spike|Spike]] 09:57, 30 September 2012 (EDT)<br />
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<br />
Repeatable and safe Colony Raiding of the Seabed level with low-tech weapons is definitely feasible. Aqua Armour works very well with a mix of HJC-HE for general use and GC-HE for harder targets (Tasoths). Sonic Pulsers are really only necessary for tricky situations. Lacking Aqua Armour, a lot more care would be needed, but the offensive firepower is still sufficient. Also, it's not necessary to field DPLs to be able to create new entry points into the seabed buildings, as for some reason they are much weaker than USO hulls. Sonic Pulsers or Sonic Cannon are certainly sufficient to create breaches in the outer building walls, and probably lesser weapons such as Magna-packs or even Large Torpedos (to be tested). After a number of raids I have a very psi-hardened squad and can complete a full sweep of the Seabed level with only one or two Rookie casualties, netting a million dollars in loot and several hundred points of positive score per raid. As an existent Colony only costs 150 per month in negative score, this is a winning proposition. In fact, while I would not relish it, and a considerable amount of painstaking caution would be required, I believe that effective Colony raiding on the Seabed level could be conducted using only starting weapons & equipment - meaning no Aqua Armour and no Sonic Pulsers. <br />
[[User:Spike|Spike]] 20:27, 13 October 2012 (EDT)<br />
----<br />
The diagonal wall sections of the main Seabed building that face ''southwest'' (i.e. facing bottom left in map view) can be destroyed reliably by Large Torpedo, 90 HE (and therefore also by Magna-pack Explosive, 100 HE). This then gives direct access to the interior double doors of the main grav lift area, which can also be destroyed easily by Large Torpedo / Magna-pack Explosive. Most of the other exterior wall tiles seem immune to starting weapons (but not Sonic Pulsers). <br />
<br />
Most of the towers have openings at L1 above the seabed, through which rounds can be fired (i.e. HE) or grenades etc thrown. There are similar openings on L1 of the T-shaped secondary part of the main Seabed building, allowing rounds / grenades to be directed at aliens waiting above that T-shaped area's grav lift. Grenades etc can also be thrown up into the L1 gallery above the central grav lift in the main building, without entering line of sight of that gallery, by approaching within the building from the southeast. [[User:Spike|Spike]] 22:16, 13 October 2012 (EDT)<br />
<br />
== Low Tech Colony Destruction ==<br />
<br />
There comes a time when you have to bite the bullet and stop raiding the Alien Colony, and actually destroy it. This is bittersweet, since by the time you are able to contemplate destroying the Colony you will have become adept at 'milking' it for artefacts, experience, and score. But sometimes you gotta do what you gotta do. <br />
<br />
To tangle with the lower level, the Alien Base proper, is a tough challenge if using only low tech equipment. While the HE weapons that you used on the seabed level work fine against the Tentaculats, they are almost completely ineffective against the Lobstermen. The best starting weapons against Lobstermen are Thermal Tazers, and the next best starting weapon is possibly a Large Torpedo. Both of these weapons have significant tactical challenges to their use. You are looking at 4 to 5 direct hits from a Large Torpedo to bring down an ordinary Lobsterman soldier. That's an exhausting logistical requirement if nothing else - it would require having around 50 Large Torpedoes left, ''after'' completing the Seabed level. Thermal Tazers are far superior as they don't use ammunition, and should take down a Lobsterman or Tentaculat in two hits. But of course the tactical challenges in getting into melee range with either of these two aliens are considerable. Nonetheless, the Tazer is the best weapon to use against the Lobstermen, you don't really have time to kill them with any form of HE unless you're just encountering a single alien with a large squad. <br />
<br />
Out of the low-tech non-starting weapons, Sonic Pulsers will make the fight against the Lobstermen easier, though it can still take 2-3 direct hits for a kill, with or without 'finishing' fire from direct fire HE weapons. The Thermal Shok Launcher of course is the weapon of choice - taking an Alien Base armed with Thermal Shok Launchers does not qualify as a "low tech" option, it's practically the preferred option (much less property damage and collateral damage than DPLs). Some Medi-Kits are very useful on this level because of the use of Thermal Shok Launchers by the aliens, and the need to awaken stunned Aquanauts. This can also be caused by friendly fire or aiming errors with XCOM Thermal Shok Launchers of course. If you don't have Sonic Pulsers, you should bring some Magna-Pack Explosives, though not that many. You will not be using them for combat - use Tazers and direct fire HE weapons for that - but they will be very helpful as breaching charges. <br />
<br />
Prior to transitioning to the Alien Base level from the Entry (Seabed), load up fully with all the equipment you need and don't worry too much about Encumbrance. You can dump and cache excess equipment once you have transitioned to the lower level. You need to have three weapons ready - Thermal Tazer, Sonic Pulser (or Magna-pack if you lack Pulsers), and an HE direct fire weapon. Sadly you only have two hands. It may be best to hold an HE direct fire weapon in one hand (for Tentaculats or Zombies at a distance) and have the other hand free, ready to pull a Thermal Tazer against short range opponents, or a Sonic Pulser against Lobstermen at a distance.<br />
<br />
Tactically your first move must be to regroup. More powerful assault forces can afford to be more adventurous, but the low-tech assault really needs to be cautious. First bring all your forces onto the same level. Use the map to identify those who are on a lower level. They will be near to an ascending grav lift (with bubbles rising over it) - head up to the same level as the rest of your forces. Establish a defensive area in one or both of the main grav lifts. This is your ticket home, your staging area for loot, casualties and excess equipment / supplies. Bring the outlying aquanauts into the defensive area, expanding your defensive perimeter cautiously in the direction of the outliers to help bring them in. Then once you are all grouped together, dump excess supplies, get properly kitted for mobile combat, then move out. Outliers can dump all but minimum supplies on the first term to help them stay mobile and make it back to the group. Dropped supplies can be recovered later. <br />
<br />
Make your way as directly as possible straight down to Level 0, the lowest level. You want to avoid a fight as much as possible and just get to the Synomium Device chamber. Make a note of your route and in particular which grav lifts you use, as you may be heading out in a hurry, pursued by angry Lobstermen! <br />
<br />
The Synomium Device, which looks like 2 loops rotating above a dais, is located under a sort of altar enclosed within what amounts to a ditch on the lowest level, L0. On the map you are looking for a green rectangle, open on the north side, about 15 squares by 15 squares, shown in the map in light green. Obviously this will only become visible on the map once your aquanauts have seen parts of it, but it often helps to see the pattern on the big map. The three green lines are three galleries that overlook the chamber across the 'ditch'. From the gallery on the south side of this chamber, you can see a staircase that goes up to its roof. The staircase can be destroyed by a Large Torpedo or better. This will reveal a wall which can be destroyed by a Magna-Pack Explosive or better (Large Torpedo won't work). You can then see the Device directly, so you can direct-fire from the gallery into the Synomium Device chamber and destroy the Synomium Device as well as mildly irritating the Lobsterman guards. To accomplish the wall-breaching unharmed from the gallery you will need at least Aqua Armour - or throw multiple Magna-Packs and fall back out of blast range. As noted, it is also possible to drop a grenade in from the roof on L1, via a 2 x 2 hole directly above the chamber, but the approaches to this area on L1 can be more heavily guarded. The alternative is to storm the chamber through the various doors using Thermal Tazers, but that is likely to be carnage at close quarters with the Lobstermen guards. <br />
<br />
Once the Synomium Device is destroyed, run like the wind and get out of there. Don't bother engaging anything unless it's in your way of escape or catching up on your rear. If necessary, sacrifice a few aquanauts to allow others to escape. It's crucial at least one aquanaut makes it back to the Seabed, or all the loot from both levels will be lost. Even so, you will get a terrific score, and eliminate the Colony. Which is a shame, since you were having so much success 'milking' the Colony for cash, loot and score. <br />
<br />
[[User:Spike|Spike]] 19:09, 14 October 2012 (EDT)<br />
<br />
:: I'm replaying the game on a high level but I can't remember which one. It's October in game time, I have Sonic Blasta Rifles and Sonic Pulsers, but I have no MC, no armour and the only close range weapon I have is the Taser. I explored Gauss technology, but only to get the guns to sell. Gas cannon firing HE have almost the same attack value as Gauss Rifles, but the blast radius of the HE shell allows you to kill some aliens without the direct hit necessary with a Gauss weapon. So after one or two experimental sorties with Gauss weapons, I went back to gas cannon. <br />
<br />
:: So far, I have destroyed four alien colonies using only terrestrial weapons and alien grenades. I destroyed a fifth after getting Sonic Pistols, a sixth after getting Sonic Blastas and I'm currently assaulting the seventh. So I have Sonic Pulsers and Sonic Blastas, but that's the lot. <br />
<br />
:: The first five missions, I just bundled in as many guys as I could, went to the second level, and then blew up the Synomium device before retreating. I took a tank to scout ahead and typically lost six or seven of my ten guys, mostly to MC attack. <br />
<br />
:: The sixth assault was the first colony where I won by killing all the aliens downstairs. I have yet to win by clearing both levels. <br />
<br />
:: What works best, if all you have is alien grenades, is to plaster the area around the Tritom with these and then rush the nearest exit. The best place to land is the north-west or south-west corner because you then have a short walk into the main building. I reserve 4 TUs for kneeling, but in fact normally use them to have the aquanaut turn around and face outwards or behind, so the squad advances in a gaggle behind the tank and relies on reaction fire and all-round defence.<br />
<br />
:: Once underground the tank can be useful to bottle up aliens in one-square-wide corridors, and also for picking off Flying Cauliflowers. The main tactic underground though is simply to wreck the Device then retreat. So it can be done, but basically, have poor weapons and no MC guarantees casualties and you just have to be prepared to accept these. [[User:4th Cuirassier|4th Cuirassier]] 09:56, 3 December 2012 (EST)<br />
<br />
== Loot and tactics ==<br />
<br />
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. <br />
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). <br />
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.<br />
<br />
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.<br />
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. <br />
<br />
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I'm not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)<br />
<br />
Can you dismantle the base without destroying the Synomium Device? Sure, you just kill all the aliens, although I don't recall ever recovering a Synomium Device as loot. <br />
<br />
The challenging aspect of bases is that you can discover them before you have done any MC research (in fact I have won the campaign before now without MC research ever reaching the top of the priority table). This means the top level is very tough, and the survivors then face the Lobsters and Flying Cauliflowers. If you are short of firepower at this stage, the best bet is to send a handful of guys to find and destroy the Synomium Device and then bug out. [[User:4th Cuirassier|4th Cuirassier]] 09:10, 29 March 2011 (EDT)<br />
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<br />
I thought this note from silencer_pl on StrategyCore was worth copying here for inclusion into the eventually to be revised main page:<br />
<br />
''don't forget to scout top floor for 100 Zrbite. You must find engine room. 2 of the engines has this yellow thing on the right corner - destroy the engine and pick 100 Zrbite (50 each). If you pick it up, the After Action Report will not mention that you had taken it, but it will be added to the stores''<br />
<br />
[[User:Spike|Spike]] 20:08, 22 October 2012 (EDT)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&diff=42301Talk:Alien Colony Attack Mission2012-12-03T14:56:47Z<p>4th Cuirassier: /* Low Tech Colony Destruction */</p>
<hr />
<div>== Evil or Awesome? ==<br />
<br />
===Evil!===<br />
<br />
Alien Colony Assault? Evil!<br />
<br />
Don't get hurt, don't get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don't hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!<br />
<br />
*If you don't have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen's line of sight, and whack them from behind with the Thermal Tazers if you can. Also, '''Ion Armour'''. Bare minimum protection, Ion Armour.<br />
: Depending on the Difficulty level, it is do-able at reasonable Difficulty levels with only Plastic Aqua Armour, no offensive MC, no drills, no DPLs and no Thermal Shok launchers. It is possible (though hard) to do this on Superhuman. However extreme caution must always be taken with troops who are not already proven as M.C.-resistant. But the Colony seabed raids themselves offer a great opportunity to screen troops for M.C.-resistance. (Yes, it is a lot less hassle if you have M.C. Labs). See below... [[User:Spike|Spike]] 07:42, 24 October 2012 (EDT)<br />
<br />
=== Awesome! ===<br />
<br />
Alien Colony Assault? Awesome!<br />
<br />
The presence of an Alien Colony can be a great boon to a Commander with the determination and nerve to exploit the situation. No longer is X-COM at the mercy of the aliens schedule, or X-COM's detection ability, base coverage, craft interception capabilities, and strike team reaction time. The Commander can generate a Colony raid mission whenever it is required. As soon as a strike team has recovered from the previous mission you can launch a new one. Multiple strike teams can easily engage in back to back missions. Strategically, this offers X-COM an unending source of (real, hazardous) experience training, loot to use or sell for cash, in-field testing of M.C. resistance, and improved standing with the funding nations (i.e. extra score). A few successful or even semi-successful raids per month will easily compensate for the negative score the Colony generates: 5 points per day to the aliens, plus 50 to them for founding the Colony, plus the alien score for running its supply missions - call it a few hundred a month, which you can easily achieve in a single raid. Colony raids can even supply a fair proportion of the specimens and items you will need for research. But for as long as the Colony continues to exist, X-COM are assured of a tactical mission every few days, or as often as daily if there are no casualties, for every strike team. In fact, if you can perform the mission with low or no casualties, it is financially viable to hire a second transport simply to decrease mission turnover time and increase the rate of missions per month. It is definitely advisable to move your primary strike team to the base closest to the Colony, and it may be appropriate to build a new forward strike base close to the Colony, depending on how long you plan on keeping the Colony around. When you finally decide to destroy the Colony (probably due to pressure from higher up the X-COM chain of command), it may be a bittersweet moment. [[User:Spike|Spike]] 07:42, 24 October 2012 (EDT)<br />
<br />
== Low Tech Colony Raiding ==<br />
<br />
OK, so I am replaying the game on Veteran with no battlescape game-saving. I've lost 10 killed so far on about 6 missions. It's March and my only alien technology is the Sonic Pulser. <br />
<br />
I've detected Alien Colony 1 in the Barents Sea. If I want to attack this colony, I will for the first time in this campaign be going up against Tasoths, Flying Cauliflowers, and Lobstermen. My guys will be armed only with gas cannon and sonic pulsers. I have no armour. <br />
<br />
It is probably impossible to load / carry enough GC ammunition to destroy all the aliens I'll encounter. My options appear to be: <br />
<br />
1/ attack the top level, loot it, and retire. Repeat when short of money. <br />
2/ attack the top level, access the lower level, ignore everything except the Synomium Device, destroy it and retire.<br />
3/ don't attempt this mission yet. <br />
<br />
Tactically I think all I can do is try to get into one or other of the access tunnels that leads into the exit area. This would mean the one to the north, south, or east. Once in there, any oncoming melee attackers will face four shooters, two kneeling two standing. Any attacking from behind will have to cross the minefield of PD grenades they will drop behind themselves. Of course, the risk of MC attack is there all the way through, and very dangerous in a confined space. <br />
<br />
Once on the exit grid, I then go to the second level. I would need to send 2 or 3 guys to find the Synomium Device and to destroy it. The other soldiers would provide a moving defensive perimeter, secured with reaction fire and PD grenades. Once the SD is destroyed the whole force would then need to retreat the same way they came. <br />
<br />
What does the panel suggest? [[User:4th Cuirassier|4th Cuirassier]] 09:05, 29 March 2011 (EDT)<br />
<br />
: I've been in the same situation and it's a rough ride. I would suggest option 1, loot 'n assault the top level, withdraw 'n repeat until you've built up the extra capability to assault the lower base. But, if you go for it, attacking the Synomium level with just Gas Cannon, Sonic Pulsers, and wetsuits - then I salute you, Sir! [[User:Spike|Spike]] 16:23, 29 March 2011 (EDT)<br />
<br />
----<br />
<br />
I am retrying this in early March with a Colony founded at the end of Feb. So the only advances I have on starting equipment are Plastic Aqua Armour, Gauss Rifles (not much use here) and Sonic Pulsers. <br />
<br />
The key tactical differences this early in the game, versus the suggestions on the main page, are what to do when you lack offensive MC and DPLs. These are the two biggest tactical equalisers with the aliens (tactical advantages over the aliens, really). My mix and tactics look something like this:<br />
<br />
*Loadout: GC-HE, Tazers for everyone, 2 HJC and a lot of HJC-P (6 reloads?) for illumination, some GC-AP. Don't bother with Gauss Rifles, they are not the best way to kill anything you need to worry about down here. Sonic Pulsers are your main kill mechanism, bring plenty. GC-HE is also good vs Tentaculats/Hallucinoids/Aquatoids.<br />
*Initially disarm everyone and stay in the transport holding only tazers. Peek out to expose to MC attacks, as this is the first encounter with any major MC. If there are aliens outside the transport doors to be dispatched, firers must return to the transport after firing and drop any lethal weapons on the transport floor. Anyone who succumbs to an MC attack is stunned, dragged back inside if necessary, and left on the transport floor. They will be labelled psi-weak in their name, and sacked or relegated after the mission. Be sure to make an immediate note of the full name of anyone who succumbed, and what effect they succumbed to (Mind Control, Berserk, Panic). <br />
*If you have enough MC-strong survivors, continue. If not, return to base, hire some more Aquanauts, and come back.<br />
*Once you have a stable group of survivors who can resist MC at this range, cautiously move out. Don't move out too far too fast as you will be getting closer to the MC aliens and so becoming more susceptible. At this stage you do need to carry lethal weapons but be sure everyone is also carrying tazers, so if one aquanaut freaks out his buddies can stun him asap. Auto weapons are not a good idea. It might be smart not to use GC-HE yet either. <br />
*First of all try to clear the area in front of the transport doors, and just post high-reaction guards at the front and back of the transport, hiding behind it. They will need GC-HE but you will also need to be firing HJC-P as well to provide illumination. The terrain never burns for more than a couple of turns, so you will need quite a bit of ammunition. Some fires on the ground will also help you see Hallucinoids or Tentaculats above you. Work your way carefully back from the transport doors with small movements and lots of covering fire. Use illumination rounds to reveal aliens and then engage them with Sonic Pulsers or GC-HE. Your firepower is weak, so hold most of it in reserve, using only a few expendable scouts and everyone else ready to fire. Don't bunch up!<br />
*Now clear the other side(s) of the transport in the same fashion. <br />
*If you are just attempting a raid, carefully retrieve loot, just one or two strong and expendable gophers, with everyone else covering. Just do one sector at a time, don't risk becoming engaged on more than one front. <br />
*Approach any cover deliberately and carefully. Use Sonic Pulsers into any concealed areas before you move up. Use a lot of cover and stay down, concealed as much as possible. <br />
*If anyone else succumbs to MC, stun them, pull back, get the stunned body in the transport, re-evaluate whether you are strong enough to continue, or should abort to go and get more troops. <br />
*Sweep the outer areas of the map so you are sure of your escape routes if you need to fall back to the transport. <br />
*You are now ready to assault the Colony buildings, IF you still have sufficient troops and ammunition. If not, abort, and come back next time. Eventually you will have a full complement of MC-resistant troops to tackle this mission. Until you are strong enough to enter the lower levels of the Colony and destroy it, the score from a steady series of successful raids will hopefully offset the score penalty for leaving an Alien Colony active. <br />
*I'm not sure how it's going to work out, assaulting the Colony buildings on the sea bed, so I will let you know if and when I've done it. ;)<br />
*Any other suggestions?<br />
[[User:Spike|Spike]] 10:13, 25 September 2012 (EDT)<br />
<br />
----<br />
<br />
With an MC-resistant squad proven on the first raid, since I have Plastic Aqua Armour all round I'm going to go for HJC-HE as the standard weapon for assaulting into the seabed buildings, especially given that HE is a good choice for pretty much all the enemies on the Seabed level of a colony. Safe firing distance against my own front armour is 2-3 squares with HJC-HE. With GC-HE I need 5 squares of safe distance, which is slightly trickier to achieve inside the alien structures. Of course, I still stick to the policy of no HE weapons, much less HE auto weapons, for aquanauts who have not previously been shown to be resistant to MC. Newbies carry Tazers, period.<br />
<br />
In practice this worked pretty well. I was able to test the MC resistance of the newbies while sweeping outside the alien structures. The alien structures were entered by the stronger newbies carrying HJC-HE and Tazers. More experienced troops remained outside, sniping through the openings in the T-shaped structures, and the doors. Rookies then entered to retrieve loot. Overall I lost 3 rookies but captured valuable research material such as a live Aquatoid Squad Leader (and assorted new Corpse types) and about a million dollars of other loot. And by the end of it I had a confirmed strong squad of 11 MC resistant Aquanauts. The HJC-HE was very effective inside the structures, while the GC-HE was more effective outside the structures and for sniping into the structures. Sonic Pulsers in the hands of strong aquanauts with good throwing accuracy were the best way of dealing with aliens detected in the terrain outside the structures. Most Pulsers had to remain on the transport due to the danger of having them in the hands of MC'd aquanauts, so the rear commander also had the function of starting off the sonic pulser relays. <br />
<br />
HJC-HE was not so helpful with Zombies / Tentaculats, so I may experiment with some kind of Phosphor weapon in the mix. Having said that, HJC-HE was fine for ''killing'' them, it just didn't prevent Temtaculats from spawning from Zombies. Maybe it's better to have a weapon that will definitely kill the spawned Tentaculat, rather than a weapon that ''might'' prevent one from spawning?<br />
<br />
[[User:Spike|Spike]] 09:57, 30 September 2012 (EDT)<br />
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<br />
Repeatable and safe Colony Raiding of the Seabed level with low-tech weapons is definitely feasible. Aqua Armour works very well with a mix of HJC-HE for general use and GC-HE for harder targets (Tasoths). Sonic Pulsers are really only necessary for tricky situations. Lacking Aqua Armour, a lot more care would be needed, but the offensive firepower is still sufficient. Also, it's not necessary to field DPLs to be able to create new entry points into the seabed buildings, as for some reason they are much weaker than USO hulls. Sonic Pulsers or Sonic Cannon are certainly sufficient to create breaches in the outer building walls, and probably lesser weapons such as Magna-packs or even Large Torpedos (to be tested). After a number of raids I have a very psi-hardened squad and can complete a full sweep of the Seabed level with only one or two Rookie casualties, netting a million dollars in loot and several hundred points of positive score per raid. As an existent Colony only costs 150 per month in negative score, this is a winning proposition. In fact, while I would not relish it, and a considerable amount of painstaking caution would be required, I believe that effective Colony raiding on the Seabed level could be conducted using only starting weapons & equipment - meaning no Aqua Armour and no Sonic Pulsers. <br />
[[User:Spike|Spike]] 20:27, 13 October 2012 (EDT)<br />
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The diagonal wall sections of the main Seabed building that face ''southwest'' (i.e. facing bottom left in map view) can be destroyed reliably by Large Torpedo, 90 HE (and therefore also by Magna-pack Explosive, 100 HE). This then gives direct access to the interior double doors of the main grav lift area, which can also be destroyed easily by Large Torpedo / Magna-pack Explosive. Most of the other exterior wall tiles seem immune to starting weapons (but not Sonic Pulsers). <br />
<br />
Most of the towers have openings at L1 above the seabed, through which rounds can be fired (i.e. HE) or grenades etc thrown. There are similar openings on L1 of the T-shaped secondary part of the main Seabed building, allowing rounds / grenades to be directed at aliens waiting above that T-shaped area's grav lift. Grenades etc can also be thrown up into the L1 gallery above the central grav lift in the main building, without entering line of sight of that gallery, by approaching within the building from the southeast. [[User:Spike|Spike]] 22:16, 13 October 2012 (EDT)<br />
<br />
== Low Tech Colony Destruction ==<br />
<br />
There comes a time when you have to bite the bullet and stop raiding the Alien Colony, and actually destroy it. This is bittersweet, since by the time you are able to contemplate destroying the Colony you will have become adept at 'milking' it for artefacts, experience, and score. But sometimes you gotta do what you gotta do. <br />
<br />
To tangle with the lower level, the Alien Base proper, is a tough challenge if using only low tech equipment. While the HE weapons that you used on the seabed level work fine against the Tentaculats, they are almost completely ineffective against the Lobstermen. The best starting weapons against Lobstermen are Thermal Tazers, and the next best starting weapon is possibly a Large Torpedo. Both of these weapons have significant tactical challenges to their use. You are looking at 4 to 5 direct hits from a Large Torpedo to bring down an ordinary Lobsterman soldier. That's an exhausting logistical requirement if nothing else - it would require having around 50 Large Torpedoes left, ''after'' completing the Seabed level. Thermal Tazers are far superior as they don't use ammunition, and should take down a Lobsterman or Tentaculat in two hits. But of course the tactical challenges in getting into melee range with either of these two aliens are considerable. Nonetheless, the Tazer is the best weapon to use against the Lobstermen, you don't really have time to kill them with any form of HE unless you're just encountering a single alien with a large squad. <br />
<br />
Out of the low-tech non-starting weapons, Sonic Pulsers will make the fight against the Lobstermen easier, though it can still take 2-3 direct hits for a kill, with or without 'finishing' fire from direct fire HE weapons. The Thermal Shok Launcher of course is the weapon of choice - taking an Alien Base armed with Thermal Shok Launchers does not qualify as a "low tech" option, it's practically the preferred option (much less property damage and collateral damage than DPLs). Some Medi-Kits are very useful on this level because of the use of Thermal Shok Launchers by the aliens, and the need to awaken stunned Aquanauts. This can also be caused by friendly fire or aiming errors with XCOM Thermal Shok Launchers of course. If you don't have Sonic Pulsers, you should bring some Magna-Pack Explosives, though not that many. You will not be using them for combat - use Tazers and direct fire HE weapons for that - but they will be very helpful as breaching charges. <br />
<br />
Prior to transitioning to the Alien Base level from the Entry (Seabed), load up fully with all the equipment you need and don't worry too much about Encumbrance. You can dump and cache excess equipment once you have transitioned to the lower level. You need to have three weapons ready - Thermal Tazer, Sonic Pulser (or Magna-pack if you lack Pulsers), and an HE direct fire weapon. Sadly you only have two hands. It may be best to hold an HE direct fire weapon in one hand (for Tentaculats or Zombies at a distance) and have the other hand free, ready to pull a Thermal Tazer against short range opponents, or a Sonic Pulser against Lobstermen at a distance.<br />
<br />
Tactically your first move must be to regroup. More powerful assault forces can afford to be more adventurous, but the low-tech assault really needs to be cautious. First bring all your forces onto the same level. Use the map to identify those who are on a lower level. They will be near to an ascending grav lift (with bubbles rising over it) - head up to the same level as the rest of your forces. Establish a defensive area in one or both of the main grav lifts. This is your ticket home, your staging area for loot, casualties and excess equipment / supplies. Bring the outlying aquanauts into the defensive area, expanding your defensive perimeter cautiously in the direction of the outliers to help bring them in. Then once you are all grouped together, dump excess supplies, get properly kitted for mobile combat, then move out. Outliers can dump all but minimum supplies on the first term to help them stay mobile and make it back to the group. Dropped supplies can be recovered later. <br />
<br />
Make your way as directly as possible straight down to Level 0, the lowest level. You want to avoid a fight as much as possible and just get to the Synomium Device chamber. Make a note of your route and in particular which grav lifts you use, as you may be heading out in a hurry, pursued by angry Lobstermen! <br />
<br />
The Synomium Device, which looks like 2 loops rotating above a dais, is located under a sort of altar enclosed within what amounts to a ditch on the lowest level, L0. On the map you are looking for a green rectangle, open on the north side, about 15 squares by 15 squares, shown in the map in light green. Obviously this will only become visible on the map once your aquanauts have seen parts of it, but it often helps to see the pattern on the big map. The three green lines are three galleries that overlook the chamber across the 'ditch'. From the gallery on the south side of this chamber, you can see a staircase that goes up to its roof. The staircase can be destroyed by a Large Torpedo or better. This will reveal a wall which can be destroyed by a Magna-Pack Explosive or better (Large Torpedo won't work). You can then see the Device directly, so you can direct-fire from the gallery into the Synomium Device chamber and destroy the Synomium Device as well as mildly irritating the Lobsterman guards. To accomplish the wall-breaching unharmed from the gallery you will need at least Aqua Armour - or throw multiple Magna-Packs and fall back out of blast range. As noted, it is also possible to drop a grenade in from the roof on L1, via a 2 x 2 hole directly above the chamber, but the approaches to this area on L1 can be more heavily guarded. The alternative is to storm the chamber through the various doors using Thermal Tazers, but that is likely to be carnage at close quarters with the Lobstermen guards. <br />
<br />
Once the Synomium Device is destroyed, run like the wind and get out of there. Don't bother engaging anything unless it's in your way of escape or catching up on your rear. If necessary, sacrifice a few aquanauts to allow others to escape. It's crucial at least one aquanaut makes it back to the Seabed, or all the loot from both levels will be lost. Even so, you will get a terrific score, and eliminate the Colony. Which is a shame, since you were having so much success 'milking' the Colony for cash, loot and score. <br />
<br />
[[User:Spike|Spike]] 19:09, 14 October 2012 (EDT)<br />
<br />
:: I'm replaying the game on a high level but I can't remember which one. It's October in game time, I have Sonic Blasta Rifles and Sonic Pulsers, but I have no MC, no armour and the only close range weapon I have is the Taser. I explored Gauss technology only to get the guns to sell. Gas cannon firing HE have almost the same attack value as Gauss Rifles but the blast radius allows you to kill some aliens without the direct hit necessary with a Gauss weapon. <br />
<br />
:: So far, I have destroyed four alien colonies using only terrestrial weapons and alien grenades. I destroyed a fifth after getting Sonic Pistols, a sixth after getting Sonic Blastas and I'm currently assaulting the seventh. So I have Sonic Pulsers and Sonic Blastas but that's the lot. <br />
<br />
:: The first five missions I just bundled in as many guys as I could, went to the second level and then blew up the Synomium device before retreating. I took a tank to scout ahead and typically lost six or seven of my ten guys, mostly to MC attack. <br />
<br />
:: The sixth assault was the first colony where I won by killing all the aliens downstairs. I have yet to win by clearing both levels. <br />
<br />
:: What works best, if all you have is alien grenades, is to plaster the area around the Tritom with these and then rush the nearest exit. The best place to land is the north-west or south-west corner because you then have a short walk into the main building. I reserve 4 TUs for kneeling, but in fact normally use them to have the aquanaut turn around and face outwards or behind, so the squad advances in a gaggle behind the tank and relies on reaction fire and all-round defence.<br />
<br />
:: Once underground the tank can be useful to bottle up aliens in one-square-wide corridors, and also for picking off Flying Cauliflowers. The main tactic underground though is simply to wreck the Device then retreat. So it can be done, but basically, have poor weapons and no MC guarantees casualties and you just have to be prepared to accept these. [[User:4th Cuirassier|4th Cuirassier]] 09:56, 3 December 2012 (EST)<br />
<br />
== Loot and tactics ==<br />
<br />
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. <br />
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). <br />
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.<br />
<br />
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.<br />
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. <br />
<br />
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I'm not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)<br />
<br />
Can you dismantle the base without destroying the Synomium Device? Sure, you just kill all the aliens, although I don't recall ever recovering a Synomium Device as loot. <br />
<br />
The challenging aspect of bases is that you can discover them before you have done any MC research (in fact I have won the campaign before now without MC research ever reaching the top of the priority table). This means the top level is very tough, and the survivors then face the Lobsters and Flying Cauliflowers. If you are short of firepower at this stage, the best bet is to send a handful of guys to find and destroy the Synomium Device and then bug out. [[User:4th Cuirassier|4th Cuirassier]] 09:10, 29 March 2011 (EDT)<br />
<br />
----<br />
<br />
I thought this note from silencer_pl on StrategyCore was worth copying here for inclusion into the eventually to be revised main page:<br />
<br />
''don't forget to scout top floor for 100 Zrbite. You must find engine room. 2 of the engines has this yellow thing on the right corner - destroy the engine and pick 100 Zrbite (50 each). If you pick it up, the After Action Report will not mention that you had taken it, but it will be added to the stores''<br />
<br />
[[User:Spike|Spike]] 20:08, 22 October 2012 (EDT)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&diff=33289Talk:Alien Colony Attack Mission2011-03-29T13:21:05Z<p>4th Cuirassier: </p>
<hr />
<div>Alien Colony Assault? Evil!<br />
<br />
Don't get hurt, don't get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don't hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!<br />
<br />
*If you don't have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen's line of sight, and whack them from behind with the Thermal Tazers if you can. Also, '''Ion Armour'''. Bare minimum protection, Ion Armour.<br />
<br />
OK, so I am replaying the game on Veteran with no battlescape game-saving. I've lost 10 killed so far on about 6 missions. It's March and my only alien technology is the Sonic Pulser. <br />
<br />
I've detected Alien Colony 1 in the Barents Sea. If I want to attack this colony, I will for the first time in this campaign be going up against Tasoths, Flying Cauliflowers, and Lobstermen. My guys will be armed only with gas cannon and sonic pulsers. I have no armour. <br />
<br />
It is probably impossible to load / carry enough GC ammunition to destroy all the aliens I'll encounter. My options appear to be: <br />
<br />
1/ attack the top level, loot it, and retire. Repeat when short of money. <br />
2/ attack the top level, access the lower level, ignore everything except the Synomium Device, destroy it and retire.<br />
3/ don't attempt this mission yet. <br />
<br />
Tactically I think all I can do is try to get into one or other of the access tunnels that leads into the exit area. This would mean the one to the north, south, or east. Once in there, any oncoming melee attackers will face four shooters, two kneeling two standing. Any attacking from behind will have to cross the minefield of PD grenades they will drop behind themselves. Of course, the risk of MC attack is there all the way through, and very dangerous in a confined space. <br />
<br />
Once on the exit grid, I then go to the second level. I would need to send 2 or 3 guys to find the Synomium Device and to destroy it. The other soldiers would provide a moving defensive perimeter, secured with reaction fire and PD grenades. Once the SD is destroyed the whole force would then need to retreat the same way they came. <br />
<br />
What does the panel suggest? [[User:4th Cuirassier|4th Cuirassier]] 09:05, 29 March 2011 (EDT)<br />
<br />
<br />
== Loot and tactics ==<br />
<br />
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. <br />
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). <br />
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.<br />
<br />
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.<br />
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. <br />
<br />
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I'm not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)<br />
<br />
Can you dismantle the base without destroying the Synomium Device? Sure, you just kill all the aliens, although I don't recall ever recovering a Synomium Device as loot. <br />
<br />
The challenging aspect of bases is that you can discover them before you have done any MC research (in fact I have won the campaign before now without MC research ever reaching the top of the priority table). This means the top level is very tough, and the survivors then face the Lobsters and Flying Cauliflowers. If you are short of firepower at this stage, the best bet is to send a handful of guys to find and destroy the Synomium Device and then bug out. [[User:4th Cuirassier|4th Cuirassier]] 09:10, 29 March 2011 (EDT)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&diff=33288Talk:Alien Colony Attack Mission2011-03-29T13:20:49Z<p>4th Cuirassier: </p>
<hr />
<div>Alien Colony Assault? Evil!<br />
<br />
Don't get hurt, don't get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don't hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!<br />
<br />
*If you don't have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen's line of sight, and whack them from behind with the Thermal Tazers if you can. Also, '''Ion Armour'''. Bare minimum protection, Ion Armour.<br />
<br />
** OK, so I am replaying the game on Veteran with no battlescape game-saving. I've lost 10 killed so far on about 6 missions. It's March and my only alien technology is the Sonic Pulser. <br />
<br />
I've detected Alien Colony 1 in the Barents Sea. If I want to attack this colony, I will for the first time in this campaign be going up against Tasoths, Flying Cauliflowers, and Lobstermen. My guys will be armed only with gas cannon and sonic pulsers. I have no armour. <br />
<br />
It is probably impossible to load / carry enough GC ammunition to destroy all the aliens I'll encounter. My options appear to be: <br />
<br />
1/ attack the top level, loot it, and retire. Repeat when short of money. <br />
2/ attack the top level, access the lower level, ignore everything except the Synomium Device, destroy it and retire.<br />
3/ don't attempt this mission yet. <br />
<br />
Tactically I think all I can do is try to get into one or other of the access tunnels that leads into the exit area. This would mean the one to the north, south, or east. Once in there, any oncoming melee attackers will face four shooters, two kneeling two standing. Any attacking from behind will have to cross the minefield of PD grenades they will drop behind themselves. Of course, the risk of MC attack is there all the way through, and very dangerous in a confined space. <br />
<br />
Once on the exit grid, I then go to the second level. I would need to send 2 or 3 guys to find the Synomium Device and to destroy it. The other soldiers would provide a moving defensive perimeter, secured with reaction fire and PD grenades. Once the SD is destroyed the whole force would then need to retreat the same way they came. <br />
<br />
What does the panel suggest? [[User:4th Cuirassier|4th Cuirassier]] 09:05, 29 March 2011 (EDT)<br />
<br />
<br />
== Loot and tactics ==<br />
<br />
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. <br />
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). <br />
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.<br />
<br />
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.<br />
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. <br />
<br />
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I'm not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)<br />
<br />
Can you dismantle the base without destroying the Synomium Device? Sure, you just kill all the aliens, although I don't recall ever recovering a Synomium Device as loot. <br />
<br />
The challenging aspect of bases is that you can discover them before you have done any MC research (in fact I have won the campaign before now without MC research ever reaching the top of the priority table). This means the top level is very tough, and the survivors then face the Lobsters and Flying Cauliflowers. If you are short of firepower at this stage, the best bet is to send a handful of guys to find and destroy the Synomium Device and then bug out. [[User:4th Cuirassier|4th Cuirassier]] 09:10, 29 March 2011 (EDT)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&diff=33287Talk:Alien Colony Attack Mission2011-03-29T13:20:09Z<p>4th Cuirassier: </p>
<hr />
<div>Alien Colony Assault? Evil!<br />
<br />
Don't get hurt, don't get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don't hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!<br />
<br />
*If you don't have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen's line of sight, and whack them from behind with the Thermal Tazers if you can. Also, '''Ion Armour'''. Bare minimum protection, Ion Armour.<br />
<br />
** OK, so I am replaying the game on Veteran with no battlescape game-saving. I've lost 10 killed so far on about 6 missions. It's March and my only alien technology is the Sonic Pulser. <br />
<br />
** I've detected Alien Colony 1 in the Barents Sea. If I want to attack this colony, I will for the first time in this campaign be going up against Tasoths, Flying Cauliflowers, and Lobstermen. My guys will be armed only with gas cannon and sonic pulsers. I have no armour. <br />
<br />
** It is probably impossible to load / carry enough GC ammunition to destroy all the aliens I'll encounter. My options appear to be: <br />
<br />
** 1/ attack the top level, loot it, and retire. Repeat when short of money. <br />
** 2/ attack the top level, access the lower level, ignore everything except the Synomium Device, destroy it and retire.<br />
** 3/ don't attempt this mission yet. <br />
<br />
** Tactically I think all I can do is try to get into one or other of the access tunnels that leads into the exit area. This would mean the one to the north, south, or east. Once in there, any oncoming melee attackers will face four shooters, two kneeling two standing. Any attacking from behind will have to cross the minefield of PD grenades they will drop behind themselves. Of course, the risk of MC attack is there all the way through, and very dangerous in a confined space. <br />
<br />
** Once on the exit grid, I then go to the second level. I would need to send 2 or 3 guys to find the Synomium Device and to destroy it. The other soldiers would provide a moving defensive perimeter, secured with reaction fire and PD grenades. Once the SD is destroyed the whole force would then need to retreat the same way they came. <br />
<br />
** What does the panel suggest? [[User:4th Cuirassier|4th Cuirassier]] 09:05, 29 March 2011 (EDT)<br />
<br />
<br />
== Loot and tactics ==<br />
<br />
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. <br />
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). <br />
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.<br />
<br />
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.<br />
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. <br />
<br />
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I'm not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)<br />
<br />
Can you dismantle the base without destroying the Synomium Device? Sure, you just kill all the aliens, although I don't recall ever recovering a Synomium Device as loot. <br />
<br />
The challenging aspect of bases is that you can discover them before you have done any MC research (in fact I have won the campaign before now without MC research ever reaching the top of the priority table). This means the top level is very tough, and the survivors then face the Lobsters and Flying Cauliflowers. If you are short of firepower at this stage, the best bet is to send a handful of guys to find and destroy the Synomium Device and then bug out. [[User:4th Cuirassier|4th Cuirassier]] 09:10, 29 March 2011 (EDT)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&diff=33286Talk:Alien Colony Attack Mission2011-03-29T13:10:34Z<p>4th Cuirassier: /* Loot and tactics */</p>
<hr />
<div>Alien Colony Assault? Evil!<br />
<br />
Don't get hurt, don't get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don't hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!<br />
<br />
*If you don't have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen's line of sight, and whack them from behind with the Thermal Tazers if you can. Also, '''Ion Armour'''. Bare minimum protection, Ion Armour.<br />
<br />
** OK, so I am replaying the game on Veteran with no battlescape game-saving. I've lost 10 killed so far on about 6 missions. It's March and my only alien technology is the Sonic Pulser. <br />
<br />
** I've detected Alien Colony 1 in the Barents Sea. If I want to attack this colony, I will for the first time in this campaign be going up against Tasoths, Flying Cauliflowers, and Lobstermen. My guys will be armed only with gas cannon and sonic pulsers. I have no armour. <br />
<br />
** It is probably impossible to load / carry enough GC ammunition to destroy all the aliens I'll encounter. My options appear to be: <br />
<br />
** 1/ attack the top level, loot it, and retire. Repeat when short of money. <br />
** 2/ attack the top level, access the lower level, ignore everything except the Synomium Device, destroy it and retire.<br />
** 3/ don't attempt this mission yet. <br />
<br />
What does the panel suggest?[[User:4th Cuirassier|4th Cuirassier]] 09:05, 29 March 2011 (EDT)<br />
<br />
<br />
== Loot and tactics ==<br />
<br />
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. <br />
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). <br />
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.<br />
<br />
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.<br />
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. <br />
<br />
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I'm not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)<br />
<br />
Can you dismantle the base without destroying the Synomium Device? Sure, you just kill all the aliens, although I don't recall ever recovering a Synomium Device as loot. <br />
<br />
The challenging aspect of bases is that you can discover them before you have done any MC research (in fact I have won the campaign before now without MC research ever reaching the top of the priority table). This means the top level is very tough, and the survivors then face the Lobsters and Flying Cauliflowers. If you are short of firepower at this stage, the best bet is to send a handful of guys to find and destroy the Synomium Device and then bug out. [[User:4th Cuirassier|4th Cuirassier]] 09:10, 29 March 2011 (EDT)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&diff=33285Talk:Alien Colony Attack Mission2011-03-29T13:05:13Z<p>4th Cuirassier: </p>
<hr />
<div>Alien Colony Assault? Evil!<br />
<br />
Don't get hurt, don't get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don't hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!<br />
<br />
*If you don't have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen's line of sight, and whack them from behind with the Thermal Tazers if you can. Also, '''Ion Armour'''. Bare minimum protection, Ion Armour.<br />
<br />
** OK, so I am replaying the game on Veteran with no battlescape game-saving. I've lost 10 killed so far on about 6 missions. It's March and my only alien technology is the Sonic Pulser. <br />
<br />
** I've detected Alien Colony 1 in the Barents Sea. If I want to attack this colony, I will for the first time in this campaign be going up against Tasoths, Flying Cauliflowers, and Lobstermen. My guys will be armed only with gas cannon and sonic pulsers. I have no armour. <br />
<br />
** It is probably impossible to load / carry enough GC ammunition to destroy all the aliens I'll encounter. My options appear to be: <br />
<br />
** 1/ attack the top level, loot it, and retire. Repeat when short of money. <br />
** 2/ attack the top level, access the lower level, ignore everything except the Synomium Device, destroy it and retire.<br />
** 3/ don't attempt this mission yet. <br />
<br />
What does the panel suggest?[[User:4th Cuirassier|4th Cuirassier]] 09:05, 29 March 2011 (EDT)<br />
<br />
<br />
== Loot and tactics ==<br />
<br />
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. <br />
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). <br />
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.<br />
<br />
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.<br />
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. <br />
<br />
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I'm not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Alien_Colony_Attack_Mission&diff=33284Talk:Alien Colony Attack Mission2011-03-29T13:04:54Z<p>4th Cuirassier: </p>
<hr />
<div>Alien Colony Assault? Evil!<br />
<br />
Don't get hurt, don't get mind controlled, do take it thorough, do throw flares like hot potatoes, do take 30!!!! Don't hand-to-hand Tentaculats, do take 14 soldiers (or more). DO NOT go unless you have [[Thermic Lance]] and MC knowledge and Disruptor Pulse Launcher, and do edit this post!<br />
<br />
*If you don't have the Thermic Lance and/or DPLs, take Thermal Tazers. Rush the lift, taking out as many aliens as you can (particularly the lift garrison), and be very, very sneaky in the second part - avoid contact as much as possible, stay out of the Lobstermen's line of sight, and whack them from behind with the Thermal Tazers if you can. Also, '''Ion Armour'''. Bare minimum protection, Ion Armour.<br />
<br />
** OK, so I am replaying the game on Veteran with no battlescape game-saving. I've lost 10 killed so far on about 6 missions. It's March and my only alien technology is the Sonic Pulser. <br />
<br />
** I've detected Alien Colony 1 in the Barents Sea. If I want to attack this colony, I will for the first time in this campaign be going up against Tasoths, Flying Cauliflowers, and Lobstermen. My guys will be armed only with gas cannon and sonic pulsers. I have no armour. <br />
<br />
** It is probably impossible to load / carry enough GC ammunition to destroy all the aliens I'll encounter. My options appear to be: <br />
<br />
** 1/ attack the top level, loot it, and retire. Repeat when short of money. <br />
** 2/ attack the top level, access the lower level, ignore everything except the Synomium Device, destroy it and retire.<br />
** 3/ don't attempt this mission yet. <br />
<br />
What does the panel suggest?<br />
<br />
== Loot and tactics ==<br />
<br />
It is possible to hunt down every single Alien in both stages and dismantle the base without destroying the symonium device. The loot is similar to a dismantled Artefact site. <br />
However this is by no means an easy feat(harder and more annoying then a ship lane mission where you can at least systematically comb the level.). <br />
The first stage(surface) which always has a similar layout can be considered a warm up. Consider putting one alien unter constant MC while you deal with the rest. Then collect the ammunition to use it during the second stage. Kill the last alien to proceed.<br />
<br />
The second stage is the ultimate tactical nightmare. There are 4 levels. Each has a 5x5 (or was it 6x6) basic grid - 2nd stage layout is random. Some modules cover more then one square/cell of the basic grid. The are plenty of interconnections between the levels. So if you form a search line and sweep one level enemies can move in our rear by changing the level using an elevator, stairs or a hole in the ground. Clear level 1 put aquanaut in each cell and then simultaneously move to level 2? Good ideas if there were not these cells/modules which can not be declared clean by one glance because they contain small closets or secondary walls which divide the cell in away that a aquanaut needs a lot of its TU to move from one half to the next and/or secondary walls forming long narrow corridors along the wall - I think you get the picture - perfect tentaculat territory. In my experience these secondary walls limit the usefulness of DPL. It tears down the secondary walls but not everything is rubble if a DPL torpedo hits the center of a room. So even with the large supply pillaged from the first stage one finds oneself hard pressed to shell everything(in order to clean out the obstacles and an tentaculats and soften up the lobsters). This tactic also greatly diminishes you loot. So usually I find my scouts trailing behind my lobster or tentaculat pet going from room to room killing all additional aliens I come across, or switching them for my pet and killing it when its energy runs too low. Meanwhile the MCs huddle together in the staging areas only contributing to the killing with an occasional DPL strike if the situation calls for it. Which it rarely does since it is usually more efficient in terms of TU to take over the offending Alien(s) and have the scout drill it/them later or have them shoot each other.<br />
Try to reveal the entire base. Any aliens left at that time should be close to panicking which might help to locate them. However expect the entire endeavor to take plenty of time. If anyone has a good plan/system for a systematic sweep I would be most interested in it. <br />
<br />
For the 80 starting items I would mainly pack MC disruptors, tazers/drills, medikits, maybe 2 flares. Everything else can be picked up from the alien corpses. I'm not masochistic enough to attempt a base recovery without 10 MC troopers(MCstr 80+,MCsk 80-100+, TU 75+) and everyone else featuring MCstr 70+. But there is a chance to win every battle(single soldier, termal tazer, no offensiv MC use, diving suit, no reload anyone ;) ) --[[User:Tauon|Tauon]] 18:58, 11 October 2010 (EDT)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Deep_One&diff=33139Deep One2011-02-21T13:04:51Z<p>4th Cuirassier: </p>
<hr />
<div>Deep-Ones are a graft of a human body and alien technology, with armored skin and alien implants to control them. The eyes are the only organ left unchanged, although it's hard to tell under the red glowing goggles. <br />
<br />
The Deep-One is a terror weapon commonly associated with the [[Gillman]] race, but will later appear on [[Mixed Crew]]s. They are only brought into battle on land mission. This includes port attacks, ocean liner attacks, X-Com aqua base attacks and island resort attack. They will appear underwater on the T'Leth mission. <br />
<br />
Deep-Ones are armed with a long range arcing weapon that discharges electricity. Though they pose little more threat than the average [[Gillman]] or [[Aquatoid]], their electric attacks are not to be understimated, as they can be fired over walls and can deal massive damage to any and all human targets regardless of the protection they are wearing. This attack does reduced damage against other alien targets. <br />
<br />
{| align = "right" width = "15%" style = "margin: 1em; background: #f0f0f0;"<br />
|-<br />
|<br />
<span style = "font-size:80%;">Do not confuse the Deep-Ones for the [http://en.wikipedia.org/wiki/Deep_One Lovecraftian Deep Ones],which are more closely related to the [[Tasoth]] than TFTD's Deep-One.</span> <br />
|}<br />
<br />
The Deep-One is a crucial alien in X-Com's overall research. The corpse reveals the fundamental principles behind the [[Aqua Plastics]] and [[Plastic Aqua Armor]]. Only after you've learned this will interrogating a live Deep-One allow a better understanding of constructing the more potent [[Ion Armor]]. The Ion Armour and its upgrade, the [[Magnetic Ion Armor]] are an integral part of [[Sub Construction]]. Deep-Ones are also an optional lead to understanding MC technology. <br />
<br />
The only way to capture a live Deep-One is to get them during a [[Gillman]] terror mission. Unfortunately, Gillmen only appear for a short window of time and are quickly replaced with [[Lobsterman]] and [[Tasoth]] crews. If you have not captured a Deep-One by then, you will not be able to obtain one until much later when the [[Mixed Crew]]s arrive. This can often prove to be a very long wait. It is often better to be aggressive and engage and capture a Deep-One as soon as possible, even at the risk of abandoning the terror site if it's too difficult. <br />
<br />
== Research Bug == <br />
<br />
The TFTD Research tree has a few bugs. One major bug that will prevent you from winning the game is associated with the Deep One. Researching the Deep-One in the incorrect sequence will prevent you from getting the advanced armor and most importantly the subs. The advanced subs are one half of the necessary requirements to launch the [[T'leth|end-game mission]]. <br />
<br />
To avoid it, you will need to research the live Deep One in the proper sequence. This proper sequence is covered in [[TRTBAG#The Deep One Dilemma|The Deep One Dilemma]] article. <br />
<br />
== Live Specimen ==<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOne.png|center|Deep One]]<br />
|-<br />
|<span style="font-size:smaller;">Be advised: Deep-Ones don't carry weapons. The miniature craft PWT cannon is just for show.<span> <br />
|}<br />
<br />
;Ufopaedia excerpt: <br />
<br />
:The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variationsof this creature.<br />
<br />
:After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.<br />
<br />
<br clear="all" /><br />
<br />
== Autopsy ==<br />
<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOneAutopsy.png|center|Deep-One Autopsy]]<br />
|-<br />
|<span style="font-size:smaller;">Deep-One Autopsy<span> <br />
|}<br />
<br />
;Ufopaedia Excerpt:<br />
<br />
:The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows.<br />
<br />
:The tough skin of the creature appears to be a [[Aqua Plastics|non-organic, metallic mesh, extremely strong and flexible]]. The resulting cross breed is strong, fast and utterly under the control of the aliens.<br />
<br />
<br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Deep One:<br />
* The Deep One takes 0.8x damage from explosions and 0.9x damage from Armour Piercing, Incendiary and Gauss attacks, but 1.1x damage from Sonic weapons and 1.2x damage from Melee attacks. <br />
* Average Firing and Throwing Accuracy.<br />
* High Strength<br />
* Low Health.<br />
* Average speed (average TUs).<br />
* Low Energy.<br />
* Average Reactions.<br />
* Their weapon has a grenade-like trajectory.<br />
* Despite being required for researching armour, Deep Ones have weaker armour ratings than the [[Diving Suit]]!<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Xarquid]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Deep_One&diff=33138Deep One2011-02-21T13:04:24Z<p>4th Cuirassier: </p>
<hr />
<div>Deep-Ones are a graft of a human body and alien technology, with armored skin and alien implants to control them. The eyes are the only organ left unchanged, although it's hard to tell under the red glowing goggles. <br />
<br />
The Deep-One is a terror weapon commonly associated with the [[Gillman]] race, but will later appear on [[Mixed Crew]]s. They are only brought into battle on land mission. This includes port attacks, ocean liner attacks, X-Com aqua base attacks and island resort attack. They will appear underwater on the T'Leth mission. <br />
<br />
Deep-Ones are armed with a long range arcing weapon that discharges electricity. Though they pose little more threat than the average [[Gillman]] or [[Aquatoid]], their electric attacks are not to be understimated, as they can be fired over walls and can deal massive damage to any and all human targets regardless of the protection they are wearing. This attack does reduced damage against other alien targets. <br />
<br />
{| align = "right" width = "15%" style = "margin: 1em; background: #f0f0f0;"<br />
|-<br />
|<br />
<span style = "font-size:80%;">Do not confuse the Deep-Ones for the [http://en.wikipedia.org/wiki/Deep_One Lovecraftian 'Deep Ones'],which are more closely related to the [[Tasoth]] than TFTD's Deep-One.</span> <br />
|}<br />
<br />
The Deep-One is a crucial alien in X-Com's overall research. The corpse reveals the fundamental principles behind the [[Aqua Plastics]] and [[Plastic Aqua Armor]]. Only after you've learned this will interrogating a live Deep-One allow a better understanding of constructing the more potent [[Ion Armor]]. The Ion Armour and its upgrade, the [[Magnetic Ion Armor]] are an integral part of [[Sub Construction]]. Deep-Ones are also an optional lead to understanding MC technology. <br />
<br />
The only way to capture a live Deep-One is to get them during a [[Gillman]] terror mission. Unfortunately, Gillmen only appear for a short window of time and are quickly replaced with [[Lobsterman]] and [[Tasoth]] crews. If you have not captured a Deep-One by then, you will not be able to obtain one until much later when the [[Mixed Crew]]s arrive. This can often prove to be a very long wait. It is often better to be aggressive and engage and capture a Deep-One as soon as possible, even at the risk of abandoning the terror site if it's too difficult. <br />
<br />
== Research Bug == <br />
<br />
The TFTD Research tree has a few bugs. One major bug that will prevent you from winning the game is associated with the Deep One. Researching the Deep-One in the incorrect sequence will prevent you from getting the advanced armor and most importantly the subs. The advanced subs are one half of the necessary requirements to launch the [[T'leth|end-game mission]]. <br />
<br />
To avoid it, you will need to research the live Deep One in the proper sequence. This proper sequence is covered in [[TRTBAG#The Deep One Dilemma|The Deep One Dilemma]] article. <br />
<br />
== Live Specimen ==<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOne.png|center|Deep One]]<br />
|-<br />
|<span style="font-size:smaller;">Be advised: Deep-Ones don't carry weapons. The miniature craft PWT cannon is just for show.<span> <br />
|}<br />
<br />
;Ufopaedia excerpt: <br />
<br />
:The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variationsof this creature.<br />
<br />
:After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.<br />
<br />
<br clear="all" /><br />
<br />
== Autopsy ==<br />
<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOneAutopsy.png|center|Deep-One Autopsy]]<br />
|-<br />
|<span style="font-size:smaller;">Deep-One Autopsy<span> <br />
|}<br />
<br />
;Ufopaedia Excerpt:<br />
<br />
:The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows.<br />
<br />
:The tough skin of the creature appears to be a [[Aqua Plastics|non-organic, metallic mesh, extremely strong and flexible]]. The resulting cross breed is strong, fast and utterly under the control of the aliens.<br />
<br />
<br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Deep One:<br />
* The Deep One takes 0.8x damage from explosions and 0.9x damage from Armour Piercing, Incendiary and Gauss attacks, but 1.1x damage from Sonic weapons and 1.2x damage from Melee attacks. <br />
* Average Firing and Throwing Accuracy.<br />
* High Strength<br />
* Low Health.<br />
* Average speed (average TUs).<br />
* Low Energy.<br />
* Average Reactions.<br />
* Their weapon has a grenade-like trajectory.<br />
* Despite being required for researching armour, Deep Ones have weaker armour ratings than the [[Diving Suit]]!<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Xarquid]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Deep_One&diff=33137Deep One2011-02-21T13:03:57Z<p>4th Cuirassier: </p>
<hr />
<div>Deep-Ones are a graft of a human body and alien technology, with armored skin and alien implants to control them. The eyes are the only organ left unchanged, although it's hard to tell under the red glowing goggles. <br />
<br />
The Deep-One is a terror weapon commonly associated with the [[Gillman]] race, but will later appear on [[Mixed Crew]]s. They are only brought into battle on land mission. This includes port attacks, ocean liner attacks, X-Com aqua base attacks and island resort attack. They will appear underwater on the T'Leth mission. <br />
<br />
Deep-Ones are armed with a long range arcing weapon that discharges electricity. Though they pose little more threat than the average [[Gillman]] or [[Aquatoid]], their electric attacks are not to be understimated, as they can be fired over walls and can deal massive damage to any and all human targets regardless of the protection they are wearing. This attack does reduced damage against other alien targets. <br />
<br />
{| align = "right" width = "15%" style = "margin: 1em; background: #f0f0f0;"<br />
|-<br />
|<br />
<span style = "font-size:80%;">Do not confuse the Deep-Ones for the [http://en.wikipedia.org/wiki/Deep_One Lovecraftian 'Deep Ones'], which are more closely related to the [[Tasoth]] than TFTD's Deep-One.</span> <br />
|}<br />
<br />
The Deep-One is a crucial alien in X-Com's overall research. The corpse reveals the fundamental principles behind the [[Aqua Plastics]] and [[Plastic Aqua Armor]]. Only after you've learned this will interrogating a live Deep-One allow a better understanding of constructing the more potent [[Ion Armor]]. The Ion Armour and its upgrade, the [[Magnetic Ion Armor]] are an integral part of [[Sub Construction]]. Deep-Ones are also an optional lead to understanding MC technology. <br />
<br />
The only way to capture a live Deep-One is to get them during a [[Gillman]] terror mission. Unfortunately, Gillmen only appear for a short window of time and are quickly replaced with [[Lobsterman]] and [[Tasoth]] crews. If you have not captured a Deep-One by then, you will not be able to obtain one until much later when the [[Mixed Crew]]s arrive. This can often prove to be a very long wait. It is often better to be aggressive and engage and capture a Deep-One as soon as possible, even at the risk of abandoning the terror site if it's too difficult. <br />
<br />
== Research Bug == <br />
<br />
The TFTD Research tree has a few bugs. One major bug that will prevent you from winning the game is associated with the Deep One. Researching the Deep-One in the incorrect sequence will prevent you from getting the advanced armor and most importantly the subs. The advanced subs are one half of the necessary requirements to launch the [[T'leth|end-game mission]]. <br />
<br />
To avoid it, you will need to research the live Deep One in the proper sequence. This proper sequence is covered in [[TRTBAG#The Deep One Dilemma|The Deep One Dilemma]] article. <br />
<br />
== Live Specimen ==<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOne.png|center|Deep One]]<br />
|-<br />
|<span style="font-size:smaller;">Be advised: Deep-Ones don't carry weapons. The miniature craft PWT cannon is just for show.<span> <br />
|}<br />
<br />
;Ufopaedia excerpt: <br />
<br />
:The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variationsof this creature.<br />
<br />
:After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.<br />
<br />
<br clear="all" /><br />
<br />
== Autopsy ==<br />
<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOneAutopsy.png|center|Deep-One Autopsy]]<br />
|-<br />
|<span style="font-size:smaller;">Deep-One Autopsy<span> <br />
|}<br />
<br />
;Ufopaedia Excerpt:<br />
<br />
:The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows.<br />
<br />
:The tough skin of the creature appears to be a [[Aqua Plastics|non-organic, metallic mesh, extremely strong and flexible]]. The resulting cross breed is strong, fast and utterly under the control of the aliens.<br />
<br />
<br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Deep One:<br />
* The Deep One takes 0.8x damage from explosions and 0.9x damage from Armour Piercing, Incendiary and Gauss attacks, but 1.1x damage from Sonic weapons and 1.2x damage from Melee attacks. <br />
* Average Firing and Throwing Accuracy.<br />
* High Strength<br />
* Low Health.<br />
* Average speed (average TUs).<br />
* Low Energy.<br />
* Average Reactions.<br />
* Their weapon has a grenade-like trajectory.<br />
* Despite being required for researching armour, Deep Ones have weaker armour ratings than the [[Diving Suit]]!<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Xarquid]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Deep_One&diff=33136Deep One2011-02-21T13:03:30Z<p>4th Cuirassier: </p>
<hr />
<div>Deep-Ones are a graft of a human body and alien technology, with armored skin and alien implants to control them. The eyes are the only organ left unchanged, although it's hard to tell under the red glowing goggles. <br />
<br />
The Deep-One is a terror weapon commonly associated with the [[Gillman]] race, but will later appear on [[Mixed Crew]]s. They are only brought into battle on land mission. This includes port attacks, ocean liner attacks, X-Com aqua base attacks and island resort attack. They will appear underwater on the T'Leth mission. <br />
<br />
Deep-Ones are armed with a long range arcing weapon that discharges electricity. Though they pose little more threat than the average [[Gillman]] or [[Aquatoid]], their electric attacks are not to be understimated, as they can be fired over walls and can deal massive damage to any and all human targets regardless of the protection they are wearing. This attack does reduced damage against other alien targets. <br />
<br />
{| align = "right" width = "15%" style = "margin: 1em; background: #f0f0f0;"<br />
|-<br />
|<br />
<span style = "font-size:80%;">Do not confuse the Deep-Ones for the [http://en.wikipedia.org/wiki/Deep_One | Lovecraftian 'Deep Ones'], which are more closely related to the [[Tasoth]] than TFTD's Deep-One.</span> <br />
|}<br />
<br />
The Deep-One is a crucial alien in X-Com's overall research. The corpse reveals the fundamental principles behind the [[Aqua Plastics]] and [[Plastic Aqua Armor]]. Only after you've learned this will interrogating a live Deep-One allow a better understanding of constructing the more potent [[Ion Armor]]. The Ion Armour and its upgrade, the [[Magnetic Ion Armor]] are an integral part of [[Sub Construction]]. Deep-Ones are also an optional lead to understanding MC technology. <br />
<br />
The only way to capture a live Deep-One is to get them during a [[Gillman]] terror mission. Unfortunately, Gillmen only appear for a short window of time and are quickly replaced with [[Lobsterman]] and [[Tasoth]] crews. If you have not captured a Deep-One by then, you will not be able to obtain one until much later when the [[Mixed Crew]]s arrive. This can often prove to be a very long wait. It is often better to be aggressive and engage and capture a Deep-One as soon as possible, even at the risk of abandoning the terror site if it's too difficult. <br />
<br />
== Research Bug == <br />
<br />
The TFTD Research tree has a few bugs. One major bug that will prevent you from winning the game is associated with the Deep One. Researching the Deep-One in the incorrect sequence will prevent you from getting the advanced armor and most importantly the subs. The advanced subs are one half of the necessary requirements to launch the [[T'leth|end-game mission]]. <br />
<br />
To avoid it, you will need to research the live Deep One in the proper sequence. This proper sequence is covered in [[TRTBAG#The Deep One Dilemma|The Deep One Dilemma]] article. <br />
<br />
== Live Specimen ==<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOne.png|center|Deep One]]<br />
|-<br />
|<span style="font-size:smaller;">Be advised: Deep-Ones don't carry weapons. The miniature craft PWT cannon is just for show.<span> <br />
|}<br />
<br />
;Ufopaedia excerpt: <br />
<br />
:The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variationsof this creature.<br />
<br />
:After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.<br />
<br />
<br clear="all" /><br />
<br />
== Autopsy ==<br />
<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOneAutopsy.png|center|Deep-One Autopsy]]<br />
|-<br />
|<span style="font-size:smaller;">Deep-One Autopsy<span> <br />
|}<br />
<br />
;Ufopaedia Excerpt:<br />
<br />
:The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows.<br />
<br />
:The tough skin of the creature appears to be a [[Aqua Plastics|non-organic, metallic mesh, extremely strong and flexible]]. The resulting cross breed is strong, fast and utterly under the control of the aliens.<br />
<br />
<br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Deep One:<br />
* The Deep One takes 0.8x damage from explosions and 0.9x damage from Armour Piercing, Incendiary and Gauss attacks, but 1.1x damage from Sonic weapons and 1.2x damage from Melee attacks. <br />
* Average Firing and Throwing Accuracy.<br />
* High Strength<br />
* Low Health.<br />
* Average speed (average TUs).<br />
* Low Energy.<br />
* Average Reactions.<br />
* Their weapon has a grenade-like trajectory.<br />
* Despite being required for researching armour, Deep Ones have weaker armour ratings than the [[Diving Suit]]!<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Xarquid]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Deep_One&diff=33135Deep One2011-02-21T13:03:17Z<p>4th Cuirassier: </p>
<hr />
<div>Deep-Ones are a graft of a human body and alien technology, with armored skin and alien implants to control them. The eyes are the only organ left unchanged, although it's hard to tell under the red glowing goggles. <br />
<br />
The Deep-One is a terror weapon commonly associated with the [[Gillman]] race, but will later appear on [[Mixed Crew]]s. They are only brought into battle on land mission. This includes port attacks, ocean liner attacks, X-Com aqua base attacks and island resort attack. They will appear underwater on the T'Leth mission. <br />
<br />
Deep-Ones are armed with a long range arcing weapon that discharges electricity. Though they pose little more threat than the average [[Gillman]] or [[Aquatoid]], their electric attacks are not to be understimated, as they can be fired over walls and can deal massive damage to any and all human targets regardless of the protection they are wearing. This attack does reduced damage against other alien targets. <br />
<br />
{| align = "right" width = "15%" style = "margin: 1em; background: #f0f0f0;"<br />
|-<br />
|<br />
<span style = "font-size:80%;">Do not confuse the Deep-Ones for the http://en.wikipedia.org/wiki/Deep_One | Lovecraftian 'Deep Ones']], which are more closely related to the [[Tasoth]] than TFTD's Deep-One.</span> <br />
|}<br />
<br />
The Deep-One is a crucial alien in X-Com's overall research. The corpse reveals the fundamental principles behind the [[Aqua Plastics]] and [[Plastic Aqua Armor]]. Only after you've learned this will interrogating a live Deep-One allow a better understanding of constructing the more potent [[Ion Armor]]. The Ion Armour and its upgrade, the [[Magnetic Ion Armor]] are an integral part of [[Sub Construction]]. Deep-Ones are also an optional lead to understanding MC technology. <br />
<br />
The only way to capture a live Deep-One is to get them during a [[Gillman]] terror mission. Unfortunately, Gillmen only appear for a short window of time and are quickly replaced with [[Lobsterman]] and [[Tasoth]] crews. If you have not captured a Deep-One by then, you will not be able to obtain one until much later when the [[Mixed Crew]]s arrive. This can often prove to be a very long wait. It is often better to be aggressive and engage and capture a Deep-One as soon as possible, even at the risk of abandoning the terror site if it's too difficult. <br />
<br />
== Research Bug == <br />
<br />
The TFTD Research tree has a few bugs. One major bug that will prevent you from winning the game is associated with the Deep One. Researching the Deep-One in the incorrect sequence will prevent you from getting the advanced armor and most importantly the subs. The advanced subs are one half of the necessary requirements to launch the [[T'leth|end-game mission]]. <br />
<br />
To avoid it, you will need to research the live Deep One in the proper sequence. This proper sequence is covered in [[TRTBAG#The Deep One Dilemma|The Deep One Dilemma]] article. <br />
<br />
== Live Specimen ==<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOne.png|center|Deep One]]<br />
|-<br />
|<span style="font-size:smaller;">Be advised: Deep-Ones don't carry weapons. The miniature craft PWT cannon is just for show.<span> <br />
|}<br />
<br />
;Ufopaedia excerpt: <br />
<br />
:The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variationsof this creature.<br />
<br />
:After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.<br />
<br />
<br clear="all" /><br />
<br />
== Autopsy ==<br />
<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOneAutopsy.png|center|Deep-One Autopsy]]<br />
|-<br />
|<span style="font-size:smaller;">Deep-One Autopsy<span> <br />
|}<br />
<br />
;Ufopaedia Excerpt:<br />
<br />
:The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows.<br />
<br />
:The tough skin of the creature appears to be a [[Aqua Plastics|non-organic, metallic mesh, extremely strong and flexible]]. The resulting cross breed is strong, fast and utterly under the control of the aliens.<br />
<br />
<br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Deep One:<br />
* The Deep One takes 0.8x damage from explosions and 0.9x damage from Armour Piercing, Incendiary and Gauss attacks, but 1.1x damage from Sonic weapons and 1.2x damage from Melee attacks. <br />
* Average Firing and Throwing Accuracy.<br />
* High Strength<br />
* Low Health.<br />
* Average speed (average TUs).<br />
* Low Energy.<br />
* Average Reactions.<br />
* Their weapon has a grenade-like trajectory.<br />
* Despite being required for researching armour, Deep Ones have weaker armour ratings than the [[Diving Suit]]!<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Xarquid]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Deep_One&diff=33134Deep One2011-02-21T13:02:59Z<p>4th Cuirassier: </p>
<hr />
<div>Deep-Ones are a graft of a human body and alien technology, with armored skin and alien implants to control them. The eyes are the only organ left unchanged, although it's hard to tell under the red glowing goggles. <br />
<br />
The Deep-One is a terror weapon commonly associated with the [[Gillman]] race, but will later appear on [[Mixed Crew]]s. They are only brought into battle on land mission. This includes port attacks, ocean liner attacks, X-Com aqua base attacks and island resort attack. They will appear underwater on the T'Leth mission. <br />
<br />
Deep-Ones are armed with a long range arcing weapon that discharges electricity. Though they pose little more threat than the average [[Gillman]] or [[Aquatoid]], their electric attacks are not to be understimated, as they can be fired over walls and can deal massive damage to any and all human targets regardless of the protection they are wearing. This attack does reduced damage against other alien targets. <br />
<br />
{| align = "right" width = "15%" style = "margin: 1em; background: #f0f0f0;"<br />
|-<br />
|<br />
<span style = "font-size:80%;">Do not confuse the Deep-Ones for the [http://en.wikipedia.org/wiki/Deep_One | Lovecraftian 'Deep Ones']], which are more closely related to the [[Tasoth]] than TFTD's Deep-One.</span> <br />
|}<br />
<br />
The Deep-One is a crucial alien in X-Com's overall research. The corpse reveals the fundamental principles behind the [[Aqua Plastics]] and [[Plastic Aqua Armor]]. Only after you've learned this will interrogating a live Deep-One allow a better understanding of constructing the more potent [[Ion Armor]]. The Ion Armour and its upgrade, the [[Magnetic Ion Armor]] are an integral part of [[Sub Construction]]. Deep-Ones are also an optional lead to understanding MC technology. <br />
<br />
The only way to capture a live Deep-One is to get them during a [[Gillman]] terror mission. Unfortunately, Gillmen only appear for a short window of time and are quickly replaced with [[Lobsterman]] and [[Tasoth]] crews. If you have not captured a Deep-One by then, you will not be able to obtain one until much later when the [[Mixed Crew]]s arrive. This can often prove to be a very long wait. It is often better to be aggressive and engage and capture a Deep-One as soon as possible, even at the risk of abandoning the terror site if it's too difficult. <br />
<br />
== Research Bug == <br />
<br />
The TFTD Research tree has a few bugs. One major bug that will prevent you from winning the game is associated with the Deep One. Researching the Deep-One in the incorrect sequence will prevent you from getting the advanced armor and most importantly the subs. The advanced subs are one half of the necessary requirements to launch the [[T'leth|end-game mission]]. <br />
<br />
To avoid it, you will need to research the live Deep One in the proper sequence. This proper sequence is covered in [[TRTBAG#The Deep One Dilemma|The Deep One Dilemma]] article. <br />
<br />
== Live Specimen ==<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOne.png|center|Deep One]]<br />
|-<br />
|<span style="font-size:smaller;">Be advised: Deep-Ones don't carry weapons. The miniature craft PWT cannon is just for show.<span> <br />
|}<br />
<br />
;Ufopaedia excerpt: <br />
<br />
:The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variationsof this creature.<br />
<br />
:After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.<br />
<br />
<br clear="all" /><br />
<br />
== Autopsy ==<br />
<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOneAutopsy.png|center|Deep-One Autopsy]]<br />
|-<br />
|<span style="font-size:smaller;">Deep-One Autopsy<span> <br />
|}<br />
<br />
;Ufopaedia Excerpt:<br />
<br />
:The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows.<br />
<br />
:The tough skin of the creature appears to be a [[Aqua Plastics|non-organic, metallic mesh, extremely strong and flexible]]. The resulting cross breed is strong, fast and utterly under the control of the aliens.<br />
<br />
<br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Deep One:<br />
* The Deep One takes 0.8x damage from explosions and 0.9x damage from Armour Piercing, Incendiary and Gauss attacks, but 1.1x damage from Sonic weapons and 1.2x damage from Melee attacks. <br />
* Average Firing and Throwing Accuracy.<br />
* High Strength<br />
* Low Health.<br />
* Average speed (average TUs).<br />
* Low Energy.<br />
* Average Reactions.<br />
* Their weapon has a grenade-like trajectory.<br />
* Despite being required for researching armour, Deep Ones have weaker armour ratings than the [[Diving Suit]]!<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Xarquid]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Deep_One&diff=33133Deep One2011-02-21T13:02:14Z<p>4th Cuirassier: </p>
<hr />
<div>Deep-Ones are a graft of a human body and alien technology, with armored skin and alien implants to control them. The eyes are the only organ left unchanged, although it's hard to tell under the red glowing goggles. <br />
<br />
The Deep-One is a terror weapon commonly associated with the [[Gillman]] race, but will later appear on [[Mixed Crew]]s. They are only brought into battle on land mission. This includes port attacks, ocean liner attacks, X-Com aqua base attacks and island resort attack. They will appear underwater on the T'Leth mission. <br />
<br />
Deep-Ones are armed with a long range arcing weapon that discharges electricity. Though they pose little more threat than the average [[Gillman]] or [[Aquatoid]], their electric attacks are not to be understimated, as they can be fired over walls and can deal massive damage to any and all human targets regardless of the protection they are wearing. This attack does reduced damage against other alien targets. <br />
<br />
{| align = "right" width = "15%" style = "margin: 1em; background: #f0f0f0;"<br />
|-<br />
|<br />
<span style = "font-size:80%;">Do not confuse the Deep-Ones for the [[http://en.wikipedia.org/wiki/Deep_One | Lovecraftian 'Deep Ones']], which are more closely related to the [[Tasoth]] than TFTD's Deep-One.</span> <br />
|}<br />
<br />
The Deep-One is a crucial alien in X-Com's overall research. The corpse reveals the fundamental principles behind the [[Aqua Plastics]] and [[Plastic Aqua Armor]]. Only after you've learned this will interrogating a live Deep-One allow a better understanding of constructing the more potent [[Ion Armor]]. The Ion Armour and its upgrade, the [[Magnetic Ion Armor]] are an integral part of [[Sub Construction]]. Deep-Ones are also an optional lead to understanding MC technology. <br />
<br />
The only way to capture a live Deep-One is to get them during a [[Gillman]] terror mission. Unfortunately, Gillmen only appear for a short window of time and are quickly replaced with [[Lobsterman]] and [[Tasoth]] crews. If you have not captured a Deep-One by then, you will not be able to obtain one until much later when the [[Mixed Crew]]s arrive. This can often prove to be a very long wait. It is often better to be aggressive and engage and capture a Deep-One as soon as possible, even at the risk of abandoning the terror site if it's too difficult. <br />
<br />
== Research Bug == <br />
<br />
The TFTD Research tree has a few bugs. One major bug that will prevent you from winning the game is associated with the Deep One. Researching the Deep-One in the incorrect sequence will prevent you from getting the advanced armor and most importantly the subs. The advanced subs are one half of the necessary requirements to launch the [[T'leth|end-game mission]]. <br />
<br />
To avoid it, you will need to research the live Deep One in the proper sequence. This proper sequence is covered in [[TRTBAG#The Deep One Dilemma|The Deep One Dilemma]] article. <br />
<br />
== Live Specimen ==<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOne.png|center|Deep One]]<br />
|-<br />
|<span style="font-size:smaller;">Be advised: Deep-Ones don't carry weapons. The miniature craft PWT cannon is just for show.<span> <br />
|}<br />
<br />
;Ufopaedia excerpt: <br />
<br />
:The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variationsof this creature.<br />
<br />
:After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.<br />
<br />
<br clear="all" /><br />
<br />
== Autopsy ==<br />
<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOneAutopsy.png|center|Deep-One Autopsy]]<br />
|-<br />
|<span style="font-size:smaller;">Deep-One Autopsy<span> <br />
|}<br />
<br />
;Ufopaedia Excerpt:<br />
<br />
:The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows.<br />
<br />
:The tough skin of the creature appears to be a [[Aqua Plastics|non-organic, metallic mesh, extremely strong and flexible]]. The resulting cross breed is strong, fast and utterly under the control of the aliens.<br />
<br />
<br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Deep One:<br />
* The Deep One takes 0.8x damage from explosions and 0.9x damage from Armour Piercing, Incendiary and Gauss attacks, but 1.1x damage from Sonic weapons and 1.2x damage from Melee attacks. <br />
* Average Firing and Throwing Accuracy.<br />
* High Strength<br />
* Low Health.<br />
* Average speed (average TUs).<br />
* Low Energy.<br />
* Average Reactions.<br />
* Their weapon has a grenade-like trajectory.<br />
* Despite being required for researching armour, Deep Ones have weaker armour ratings than the [[Diving Suit]]!<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Xarquid]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Deep_One&diff=33132Deep One2011-02-21T13:01:18Z<p>4th Cuirassier: </p>
<hr />
<div>Deep-Ones are a graft of a human body and alien technology, with armored skin and alien implants to control them. The eyes are the only organ left unchanged, although it's hard to tell under the red glowing goggles. <br />
<br />
The Deep-One is a terror weapon commonly associated with the [[Gillman]] race, but will later appear on [[Mixed Crew]]s. They are only brought into battle on land mission. This includes port attacks, ocean liner attacks, X-Com aqua base attacks and island resort attack. They will appear underwater on the T'Leth mission. <br />
<br />
Deep-Ones are armed with a long range arcing weapon that discharges electricity. Though they pose little more threat than the average [[Gillman]] or [[Aquatoid]], their electric attacks are not to be understimated, as they can be fired over walls and can deal massive damage to any and all human targets regardless of the protection they are wearing. This attack does reduced damage against other alien targets. <br />
<br />
{| align = "right" width = "15%" style = "margin: 1em; background: #f0f0f0;"<br />
|-<br />
|<br />
<span style = "font-size:80%;">Do not confuse the Deep-Ones for the [[http://en.wikipedia.org/wiki/Deep_One|Lovecraftian 'Deep Ones']], which are more closely related to the [[Tasoth]] than TFTD's Deep-One.</span> <br />
|}<br />
<br />
The Deep-One is a crucial alien in X-Com's overall research. The corpse reveals the fundamental principles behind the [[Aqua Plastics]] and [[Plastic Aqua Armor]]. Only after you've learned this will interrogating a live Deep-One allow a better understanding of constructing the more potent [[Ion Armor]]. The Ion Armour and its upgrade, the [[Magnetic Ion Armor]] are an integral part of [[Sub Construction]]. Deep-Ones are also an optional lead to understanding MC technology. <br />
<br />
The only way to capture a live Deep-One is to get them during a [[Gillman]] terror mission. Unfortunately, Gillmen only appear for a short window of time and are quickly replaced with [[Lobsterman]] and [[Tasoth]] crews. If you have not captured a Deep-One by then, you will not be able to obtain one until much later when the [[Mixed Crew]]s arrive. This can often prove to be a very long wait. It is often better to be aggressive and engage and capture a Deep-One as soon as possible, even at the risk of abandoning the terror site if it's too difficult. <br />
<br />
== Research Bug == <br />
<br />
The TFTD Research tree has a few bugs. One major bug that will prevent you from winning the game is associated with the Deep One. Researching the Deep-One in the incorrect sequence will prevent you from getting the advanced armor and most importantly the subs. The advanced subs are one half of the necessary requirements to launch the [[T'leth|end-game mission]]. <br />
<br />
To avoid it, you will need to research the live Deep One in the proper sequence. This proper sequence is covered in [[TRTBAG#The Deep One Dilemma|The Deep One Dilemma]] article. <br />
<br />
== Live Specimen ==<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOne.png|center|Deep One]]<br />
|-<br />
|<span style="font-size:smaller;">Be advised: Deep-Ones don't carry weapons. The miniature craft PWT cannon is just for show.<span> <br />
|}<br />
<br />
;Ufopaedia excerpt: <br />
<br />
:The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variationsof this creature.<br />
<br />
:After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.<br />
<br />
<br clear="all" /><br />
<br />
== Autopsy ==<br />
<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOneAutopsy.png|center|Deep-One Autopsy]]<br />
|-<br />
|<span style="font-size:smaller;">Deep-One Autopsy<span> <br />
|}<br />
<br />
;Ufopaedia Excerpt:<br />
<br />
:The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows.<br />
<br />
:The tough skin of the creature appears to be a [[Aqua Plastics|non-organic, metallic mesh, extremely strong and flexible]]. The resulting cross breed is strong, fast and utterly under the control of the aliens.<br />
<br />
<br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Deep One:<br />
* The Deep One takes 0.8x damage from explosions and 0.9x damage from Armour Piercing, Incendiary and Gauss attacks, but 1.1x damage from Sonic weapons and 1.2x damage from Melee attacks. <br />
* Average Firing and Throwing Accuracy.<br />
* High Strength<br />
* Low Health.<br />
* Average speed (average TUs).<br />
* Low Energy.<br />
* Average Reactions.<br />
* Their weapon has a grenade-like trajectory.<br />
* Despite being required for researching armour, Deep Ones have weaker armour ratings than the [[Diving Suit]]!<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Xarquid]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Deep_One&diff=33131Deep One2011-02-21T13:00:14Z<p>4th Cuirassier: </p>
<hr />
<div>Deep-Ones are a graft of a human body and alien technology, with armored skin and alien implants to control them. The eyes are the only organ left unchanged, although it's hard to tell under the red glowing goggles. <br />
<br />
The Deep-One is a terror weapon commonly associated with the [[Gillman]] race, but will later appear on [[Mixed Crew]]s. They are only brought into battle on land mission. This includes port attacks, ocean liner attacks, X-Com aqua base attacks and island resort attack. They will appear underwater on the T'Leth mission. <br />
<br />
Deep-Ones are armed with a long range arcing weapon that discharges electricity. Though they pose little more threat than the average [[Gillman]] or [[Aquatoid]], their electric attacks are not to be understimated, as they can be fired over walls and can deal massive damage to any and all human targets regardless of the protection they are wearing. This attack does reduced damage against other alien targets. <br />
<br />
{| align = "right" width = "15%" style = "margin: 1em; background: #f0f0f0;"<br />
|-<br />
|<br />
<span style = "font-size:80%;">Do not confuse the Deep-Ones for the [[Lovecraftian 'Deep Ones'|http://en.wikipedia.org/wiki/Deep_One]], which are more closely related to the [[Tasoth]] than TFTD's Deep-One.</span> <br />
|}<br />
<br />
The Deep-One is a crucial alien in X-Com's overall research. The corpse reveals the fundamental principles behind the [[Aqua Plastics]] and [[Plastic Aqua Armor]]. Only after you've learned this will interrogating a live Deep-One allow a better understanding of constructing the more potent [[Ion Armor]]. The Ion Armour and its upgrade, the [[Magnetic Ion Armor]] are an integral part of [[Sub Construction]]. Deep-Ones are also an optional lead to understanding MC technology. <br />
<br />
The only way to capture a live Deep-One is to get them during a [[Gillman]] terror mission. Unfortunately, Gillmen only appear for a short window of time and are quickly replaced with [[Lobsterman]] and [[Tasoth]] crews. If you have not captured a Deep-One by then, you will not be able to obtain one until much later when the [[Mixed Crew]]s arrive. This can often prove to be a very long wait. It is often better to be aggressive and engage and capture a Deep-One as soon as possible, even at the risk of abandoning the terror site if it's too difficult. <br />
<br />
== Research Bug == <br />
<br />
The TFTD Research tree has a few bugs. One major bug that will prevent you from winning the game is associated with the Deep One. Researching the Deep-One in the incorrect sequence will prevent you from getting the advanced armor and most importantly the subs. The advanced subs are one half of the necessary requirements to launch the [[T'leth|end-game mission]]. <br />
<br />
To avoid it, you will need to research the live Deep One in the proper sequence. This proper sequence is covered in [[TRTBAG#The Deep One Dilemma|The Deep One Dilemma]] article. <br />
<br />
== Live Specimen ==<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOne.png|center|Deep One]]<br />
|-<br />
|<span style="font-size:smaller;">Be advised: Deep-Ones don't carry weapons. The miniature craft PWT cannon is just for show.<span> <br />
|}<br />
<br />
;Ufopaedia excerpt: <br />
<br />
:The Deep One is a biological nightmare, a cross breed, produced by the mind warping experiments of the Aquatoids. We have encountered several variationsof this creature.<br />
<br />
:After extensive research we conclude that these are manufactured by the invaders. Swelling their ranks when fresh human stock has been captured. Each of these sub-human is armed with an electrical energy discharge powerful enough to kill an aquanaut.<br />
<br />
<br clear="all" /><br />
<br />
== Autopsy ==<br />
<br />
{| align = "right" width = "15%" style = "background: #f0f0f0;"<br />
|-<br />
|[[Image:DeepOneAutopsy.png|center|Deep-One Autopsy]]<br />
|-<br />
|<span style="font-size:smaller;">Deep-One Autopsy<span> <br />
|}<br />
<br />
;Ufopaedia Excerpt:<br />
<br />
:The creature is a graft of man and alien organism. The human brain is massively altered to accommodate control electronics and the Alien cortex. All vestiges of the human body seem lost save one: the eyes. The surgical graft appears to allow the alien foetus to consume the human host as it grows.<br />
<br />
:The tough skin of the creature appears to be a [[Aqua Plastics|non-organic, metallic mesh, extremely strong and flexible]]. The resulting cross breed is strong, fast and utterly under the control of the aliens.<br />
<br />
<br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Deep One:<br />
* The Deep One takes 0.8x damage from explosions and 0.9x damage from Armour Piercing, Incendiary and Gauss attacks, but 1.1x damage from Sonic weapons and 1.2x damage from Melee attacks. <br />
* Average Firing and Throwing Accuracy.<br />
* High Strength<br />
* Low Health.<br />
* Average speed (average TUs).<br />
* Low Energy.<br />
* Average Reactions.<br />
* Their weapon has a grenade-like trajectory.<br />
* Despite being required for researching armour, Deep Ones have weaker armour ratings than the [[Diving Suit]]!<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Xarquid]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Xarquid&diff=33088Xarquid2011-02-16T09:34:56Z<p>4th Cuirassier: /* Out of Character Quick Notes */</p>
<hr />
<div>== Out of Character Quick Notes ==<br />
<br />
* On superhuman, Xarquids have substantial armour (for the aliens), so it will take more than a [[Jet Harpoon]] to harm them.<br />
* They are also dangerous even to advanced tanks. They appear on the final level of [[T'leth]] and are able to destroy tanks by firing into their underside as they manoeuvre over obstacles. <br />
* Xarquids accompany [[Gillman|Gillmen]] and will normally replace the [[Deep One]] for underwater missions that involved terror units. <br />
* [[Mixed Crew]] missions have been known to use Xarquids on land such as the shipping lane missions. It's odd, but best treated as an oversight. <br />
* Xarquids are actually giant Nautilus with a weapon shoved up the tentacles and an [[M.C. controller]] device. Also not only are they giant, they move in reverse. Real Nautilus float backwards with the tentacles behind. The Xarquid floats with the tentacles forward.<br />
* Although the UFOpedia claims they have a secondary attack in the form of an ink spray, which would presumably work like a smoke grenade, it is never used.<br />
<br />
== Live Specimen ==<br />
[[Image:Xarquid.png|right|Xarquid]]Another modfied Earth invertebrate, the Xarquid is a creature of great beauty and danger.<br />
<br />
The swift swimming gargantuan hides a devastating arsenal of weapons, a smothering ink spray and an ionised particle blast.<br />
<br />
Since our first encounters with this powerful creature we have been wary of its power and its controllers the vengeful Gillmen. <br clear="all" /><br />
<br />
== Autopsy ==<br />
[[Image:XarquidAutopsy.png|right|Xarquid Autopsy]]This overgrown Nautilus has beeen made huge on a diet of Alien drugs and surgical alterations. Perverted beyond the scope of nature, the Gillmen have added mechanical control systems to the creature and now none of the creature's original nature exists.<br />
<br />
Deployed as an organic weapons platform, the Xarquids tough shell and mobility make it a formidable opponent. <br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Xarquid:<br />
* The Xarquid takes 0.6x damage from incendiary and explosive attacks, 0.7x damage from Gauss weapons, 0.9x damage from Sonic and Stun Attacks, but 1.45x damage from melee attacks.<br />
* It's quite large, making for an easy target.<br />
* Takes up 4 squares on the battlescape.<br />
* High Strength.<br />
* High Health.<br />
* Low Reactions.<br />
* Average Energy.<br />
* Is slow (low TU).<br />
* High Firing Accuracy.<br />
* Has the rough equivalent of Plastic Aqua-Armour.<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Deep One]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Xarquid&diff=33087Xarquid2011-02-16T09:34:40Z<p>4th Cuirassier: /* Out of Character Quick Notes */</p>
<hr />
<div>== Out of Character Quick Notes ==<br />
<br />
* On superhuman, Xarquids have substantial armour (for the aliens), so it will take more than a [[Jet Harpoon]] to harm them.<br />
* They are also dangerous even to advanced tanks. They appear on the final level of [[T'leth]] and are able to destroy tanks by firing into their underside as they manoeuvre over obstacles. <br />
* Xarquids accompany [[Gillman|Gillmen]] and will normally replace the [[Deep One]] for underwater missions that involved terror units. <br />
* [[Mixed Crew]] missions have been known to use Xarquids on land such as the shipping lane missions. It's odd, but best treated as an oversight. <br />
* Xarquids are actually giant Nautilus with a weapon shoved up the tentacles and a M.C. controller device. Also not only are they giant, they move in reverse. Real Nautilus float backwards with the tentacles behind. The Xarquid floats with the tentacles forward.<br />
* Although the UFOpedia claims they have a secondary attack in the form of an ink spray, which would presumably work like a smoke grenade, it is never used.<br />
<br />
== Live Specimen ==<br />
[[Image:Xarquid.png|right|Xarquid]]Another modfied Earth invertebrate, the Xarquid is a creature of great beauty and danger.<br />
<br />
The swift swimming gargantuan hides a devastating arsenal of weapons, a smothering ink spray and an ionised particle blast.<br />
<br />
Since our first encounters with this powerful creature we have been wary of its power and its controllers the vengeful Gillmen. <br clear="all" /><br />
<br />
== Autopsy ==<br />
[[Image:XarquidAutopsy.png|right|Xarquid Autopsy]]This overgrown Nautilus has beeen made huge on a diet of Alien drugs and surgical alterations. Perverted beyond the scope of nature, the Gillmen have added mechanical control systems to the creature and now none of the creature's original nature exists.<br />
<br />
Deployed as an organic weapons platform, the Xarquids tough shell and mobility make it a formidable opponent. <br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Xarquid:<br />
* The Xarquid takes 0.6x damage from incendiary and explosive attacks, 0.7x damage from Gauss weapons, 0.9x damage from Sonic and Stun Attacks, but 1.45x damage from melee attacks.<br />
* It's quite large, making for an easy target.<br />
* Takes up 4 squares on the battlescape.<br />
* High Strength.<br />
* High Health.<br />
* Low Reactions.<br />
* Average Energy.<br />
* Is slow (low TU).<br />
* High Firing Accuracy.<br />
* Has the rough equivalent of Plastic Aqua-Armour.<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Deep One]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Xarquid&diff=33086Xarquid2011-02-16T09:34:23Z<p>4th Cuirassier: /* Out of Character Quick Notes */</p>
<hr />
<div>== Out of Character Quick Notes ==<br />
<br />
* On superhuman, Xarquids have substantial armour (for the aliens), so it will take more than a Jet Harpoon to harm them.<br />
* They are also dangerous even to advanced tanks. They appear on the final level of [[T'leth]] and are able to destroy tanks by firing into their underside as they manoeuvre over obstacles. <br />
* Xarquids accompany [[Gillman|Gillmen]] and will normally replace the [[Deep One]] for underwater missions that involved terror units. <br />
* [[Mixed Crew]] missions have been known to use Xarquids on land such as the shipping lane missions. It's odd, but best treated as an oversight. <br />
* Xarquids are actually giant Nautilus with a weapon shoved up the tentacles and a M.C. controller device. Also not only are they giant, they move in reverse. Real Nautilus float backwards with the tentacles behind. The Xarquid floats with the tentacles forward.<br />
* Although the UFOpedia claims they have a secondary attack in the form of an ink spray, which would presumably work like a smoke grenade, it is never used.<br />
<br />
== Live Specimen ==<br />
[[Image:Xarquid.png|right|Xarquid]]Another modfied Earth invertebrate, the Xarquid is a creature of great beauty and danger.<br />
<br />
The swift swimming gargantuan hides a devastating arsenal of weapons, a smothering ink spray and an ionised particle blast.<br />
<br />
Since our first encounters with this powerful creature we have been wary of its power and its controllers the vengeful Gillmen. <br clear="all" /><br />
<br />
== Autopsy ==<br />
[[Image:XarquidAutopsy.png|right|Xarquid Autopsy]]This overgrown Nautilus has beeen made huge on a diet of Alien drugs and surgical alterations. Perverted beyond the scope of nature, the Gillmen have added mechanical control systems to the creature and now none of the creature's original nature exists.<br />
<br />
Deployed as an organic weapons platform, the Xarquids tough shell and mobility make it a formidable opponent. <br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Xarquid:<br />
* The Xarquid takes 0.6x damage from incendiary and explosive attacks, 0.7x damage from Gauss weapons, 0.9x damage from Sonic and Stun Attacks, but 1.45x damage from melee attacks.<br />
* It's quite large, making for an easy target.<br />
* Takes up 4 squares on the battlescape.<br />
* High Strength.<br />
* High Health.<br />
* Low Reactions.<br />
* Average Energy.<br />
* Is slow (low TU).<br />
* High Firing Accuracy.<br />
* Has the rough equivalent of Plastic Aqua-Armour.<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Deep One]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Xarquid&diff=33085Xarquid2011-02-16T09:32:50Z<p>4th Cuirassier: </p>
<hr />
<div>== Out of Character Quick Notes ==<br />
<br />
* On superhuman, Xarquids have substantial armour (for the aliens), so it will take more than a Jet Harpoon to harm them.<br />
* They are also dangerous even to advanced tanks. They appear on the final level of [[T'Leth]] and are able to destroy tanks by firing into their underside as they manoeuvre over obstacles. <br />
* Xarquids accompany [[Gillman|Gillmen]] and will normally replace the [[Deep One]] for underwater missions that involved terror units. <br />
* [[Mixed Crew]] missions have been known to use Xarquids on land such as the shipping lane missions. It's odd, but best treated as an oversight. <br />
* Xarquids are actually giant Nautilus with a weapon shoved up the tentacles and a M.C. controller device. Also not only are they giant, they move in reverse. Real Nautilus float backwards with the tentacles behind. The Xarquid floats with the tentacles forward.<br />
* Although the UFOpedia claims they have a secondary attack in the form of an ink spray, which would presumably work like a smoke grenade, it is never used. <br />
<br />
== Live Specimen ==<br />
[[Image:Xarquid.png|right|Xarquid]]Another modfied Earth invertebrate, the Xarquid is a creature of great beauty and danger.<br />
<br />
The swift swimming gargantuan hides a devastating arsenal of weapons, a smothering ink spray and an ionised particle blast.<br />
<br />
Since our first encounters with this powerful creature we have been wary of its power and its controllers the vengeful Gillmen. <br clear="all" /><br />
<br />
== Autopsy ==<br />
[[Image:XarquidAutopsy.png|right|Xarquid Autopsy]]This overgrown Nautilus has beeen made huge on a diet of Alien drugs and surgical alterations. Perverted beyond the scope of nature, the Gillmen have added mechanical control systems to the creature and now none of the creature's original nature exists.<br />
<br />
Deployed as an organic weapons platform, the Xarquids tough shell and mobility make it a formidable opponent. <br clear="all" /><br />
<br />
==Notes==<br />
The following are some miscellaneous notes on the Xarquid:<br />
* The Xarquid takes 0.6x damage from incendiary and explosive attacks, 0.7x damage from Gauss weapons, 0.9x damage from Sonic and Stun Attacks, but 1.45x damage from melee attacks.<br />
* It's quite large, making for an easy target.<br />
* Takes up 4 squares on the battlescape.<br />
* High Strength.<br />
* High Health.<br />
* Low Reactions.<br />
* Average Energy.<br />
* Is slow (low TU).<br />
* High Firing Accuracy.<br />
* Has the rough equivalent of Plastic Aqua-Armour.<br />
<br />
==See Also==<br />
* [[Alien Life Forms (TFTD)|Alien Life Forms]]<br />
* [[Overviews_of_Aliens_(TFTD)|Overviews of Aliens]]<br />
* [[Terror_Units_(TFTD)|Terror Units]]<br />
* [[Deep One]]<br />
* [[Gillman]]<br />
<br /><br />
{{Aliens (TFTD)}}<br />
<br />
[[Category:Alien Life Forms (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:T%27leth&diff=33036Talk:T'leth2011-02-09T09:38:23Z<p>4th Cuirassier: /* Finding the exit on Level 2 */</p>
<hr />
<div>== Old Talk == <br />
Feel free to add to the journal,feel free to write about other personnel,making the story more addictive.<br />
<br />
Did anyone read H.P. Lovecraft? If not, here's a small example: ''"The nightmare corpse-city of R'lyeh ... was built in measureless eons behind history by the vast, loathsome shapes that seeped down from the dark stars. There lay great Cthulhu and his hordes, hidden in green slimy vaults . . . until the end."'' A Cthulhu-related phrase from a cultist: <br />
<br />
''"That is not dead which can eternal lie.<br />
''And with strange æons even death may die."<br />
<br />
According to the same cultist (Old Castro), Chthulhu was one of the Great Old Ones, who ''"were not composed altogether of flesh and blood. They had shape...but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them."''<br />
<br />
We need to put some info spoiler too about the map of R'lyeh.<br />
<br />
== Rewrite == <br />
<br />
I don't check this part of the wiki very much, but I think this section definitely needs some time spent on it. At least to take out the non-canon content to begin with. . -[[User:NKF|NKF]] 15:35, 24 September 2010 (EDT)<br />
<br />
Ok, I've rewritten the article to be more in line with the Cydonia one, though it still needs the official briefings (I'll see to that in a day or two) and maybe some maps or tables. Also, the numbers of aliens are for Experienced difficulty. I've removed the non-canon stuff, though I think it might make for a good Data Canister. If someone agrees, I can add it there. --[[User:Darkpast|Darkpast]] 10:25, 27 September 2010 (EDT)<br />
<br />
: I've added the briefings. Sooner than expected :) --[[User:Darkpast|Darkpast]] 11:16, 27 September 2010 (EDT)<br />
<br />
:: What I'll do is copy everything that has been done over here for reference and we can start adding changing and moving stuff about as necessary. The one thing I do want to do is put the briefing in a reference quote block like the ones in the weapon section. -[[User:NKF|NKF]] 18:58, 27 September 2010 (EDT) <br />
<br />
= Old TFTD page contents =<br />
<br />
This is a three part mission. Note that this is a DO OR DIE mission. If you fail or hit abort at any time, the entire campaign ends, you lose. To have this mission available, you must research "T'leth the alien's city", and access it by launching a Leviathan sub. It'll either give the option to go to intercept or to T'leth. The "T'leth" button is at the top of the screen if you have a Leviathan selected in the Geoscape. <br />
<br />
<br />
=Alien city level 1=<br />
<br />
==Briefing==<br />
<br />
"We are entering the unknown, from here on in there could be anything waiting for us. We know there are 2 further levels to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
==Description==<br />
<br />
Looks much like the second part of an [[Artefact Site]] mission, but the map layout is different and there are only two levels. You must kill all aliens or move your units to the lift (bright yellow floor) and press the "abort mission" button. Note that this lift is on the upper level (l1).<br />
<br />
Aliens encountered: <br />
*Aquatoid Navigators and Commanders (all M.C. capable) armed with Disruptor Pulse Launchers (most of your opponents on this level, some 15-20 of them)<br />
*Hallucinoids (a few)<br />
<br />
<br />
=Alien city level 2=<br />
<br />
==Briefing==<br />
<br />
"Further into the unknown, from here on in there could be anything waiting for us. We know there is a further level to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
(note that the briefing is almost identical to the previous one)<br />
<br />
==Description==<br />
<br />
Looks like the the second part of a [[Colony Assault]] mission, but again there's only 2 levels. Once again, you need to kill all aliens or find the access lift to the third level. This can be difficult, because to do it you must first climb to the upper level, cross to the corner of the map opposite your starting location, and then descend to the ground level. Another problem is that some of the corridors will be too narrow for your SWSs - use Sonic Cannons or Disruptor Pulse Launchers to widen the door and corridors. <br />
<br />
Note that the lift has only room for 25 aquanauts, so if you took a fully-crewed Leviathan to the mission you must either kill all the aliens or be prepared to leave someone behind. If it comes to that, the best choice is a SWS, because their mobility is greatly restricted in the third level.<br />
<br />
Aliens encountered: <br />
*Aquatoid Soldiers, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 5 or so)<br />
*Lobster Men Soldiers & Squad Leaders, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 10 in all)<br />
*Deep Ones (several)<br />
*Tentaculats (a few)<br />
*Hallucinoids (several)<br />
*Xarquid (one or two)<br />
<br />
Make sure to save RIGHT at the end of Part 2, because...<br />
<br />
<br />
=Alien city level 3=<br />
<br />
==Briefing==<br />
<br />
"The end is in sight, from here on in we are searching for the crypt of the Ultimate Alien. Destroy the 8 power feeds to the tomb to finish off the Alien threat. Don't give up now! Aborting will terminate the mission."<br />
<br />
==Description==<br />
<br />
You can't save during part 3! No more save reload abuse! As against that, all you need to do is have ONE agent complete the mission, you should be able to manage this, right?<br />
<br />
The map is roughly a spiral leading to the Ultimate Alien's coffin. Aside from not being able to save, your overhead map will not function properly! You won't be able to see the terrain, only your agents, aliens and dropped items. Also, your SWSs can't move through the doors unless you knock them down with Disruptor Pulse Launchers. You'd need a LOT of ammo to knock down all the doors you need to pass to reach the end, so it's probably not worth taking the SWSs beyond the first two rooms.<br />
<br />
Fortunately, the map is mostly straightforward, with only a couple of dead-ends. It's also quite large, so your agents will run out of energy if you advance too quickly. All that said, the aliens on this map aren't particularly tough, and most of them will be in the first two rooms; take them out and the rest should be easy.<br />
<br />
When you reach the central chamber, be careful of Tentaculat ambushes. Remember that, unlike in Enemy Unknown, you can't kill the alien mastermind. Instead, destroy the power cylinders around him to win.<br />
<br />
Aliens encountered: <br />
*same as in part 2.<br />
<br />
<br />
=Tips=<br />
<br />
*It goes without saying, bring the best troops you have. As many as possible should have Mag. Ion Armour. You'll have a much easier time if your Aquanauts have high MC ratings. Because of the 80 item limit, 26 Aquanauts is probably impractical, so it's probably a good idea to take along 2-3 Displacers.<br />
<br />
*You can take some MC-weaklings along, as long as you keep them unarmed (or armed with Gauss Pistols) on the first level. The vast majority of your opponents there will be Aquatoids, so you don't need powerful weapons anyway. After the first level there are no more MC-capable aliens, so your MC-weaklings are no longer in danger.<br />
<br />
*The aliens are armed exclusively with Disruptor Pulse Launchers and Thermal Shock Launchers. This means you can't rely on scavenging Sonic weapons or ammo. So be careful, as your Sonic Cannons are likely to out of ammo if you don't bring reloads.<br />
<br />
*Spread out! Especially on the first level. You don't want a Disruptor Pulse Launcher to take out half your squad, do you?<br />
<br />
*The 80 item limit really hurts. So make sure you only bring along stuff that's essential. There's no sense in taking along more than a couple of Disruptor Pulse Launchers or bombs, since you'll be able to scavenge plenty from the aliens. Instead, make sure to have MC Disruptors, Medi-Kits, Sonic weapons (and ammo) and close combat weapons.<br />
<br />
*Unlike on Cydonia, there's no outdoor level: all the fighting will be done in corridors and rooms. Also, there's more light than on Mars's surface, so incendiary ammo is less useful (though not completely useless). Plan and equip your aquanauts accordingly.<br />
<br />
*Tactics to deal with specific enemies:<br />
<br />
:Aquatoids: dangerous but very vulnerable. On the first level they all have MC abilities and Disruptor Launchers. Luckily, they almost always die in one hit, and won't survive even on the outskirts of an explosion. On the other two levels they're more of a nuisance, as no longer have MC and most have Thermal Shock Launchers. Still, one or two might be toting a Disruptor Pulse Launcher, so don't ignore them.<br />
<br />
:Lobster Men: dangerous and very tough, but no MC ability. They usually survive even a direct hit from a Disruptor Pulse Launcher! Most of them are coincidentally armed with just that, but others wield Thermal Shock Launchers and are therefore less dangerous. Your best bet is to use MC attacks and Melee weapons against them. Don't forget they have a natural melee attack!<br />
<br />
:Tentaculats: as dangerous as ever, Tentaculats are surprisingly rare in T'leth. Just like in Colony Assaults, they tend to hide in small rooms and nooks and ambush nearby aquanauts. Be alert, and let Displacers or MC-ed aliens do the scouting.<br />
<br />
:Xarquid: rare and not very dangerous, Xarquid tend to keep their distance and snipe at your men. Interestingly, they're one of the few enemies in T'leth that has a non-explosive attack. Overall, they shouldn't give you much trouble.<br />
<br />
:Deep Ones: a weak and uncommon enemy in T'leth, chances are you haven't seen them for a while. Unlike most aliens here, Deep Ones have neither explosives nor a melee attack. They're vulnerable to just about anything you throw at them, so they're unlikely to cause you any problems.<br />
<br />
:Hallucinoids: although they have a powerful melee attack, Hallucinoids are no more than a nuisance at this point. Just blast them with whatever is at hand.<br />
<br />
== Finding the exit on Level 2 ==<br />
<br />
I'm in that place where, on Level 2, I can find neither the last alien, nor the exit. Is the layout always the same, and does the exit lift always look the same? I started at the top left and have searched the whole map, both levels, but can't find any yellow grid. [[User:4th Cuirassier|4th Cuirassier]] 04:42, 7 February 2011 (EST)<br />
<br />
: Not sure about the first level, but the layout of the second and third level are indeed static. The exit area for the second level is in the darker area in the middle of the map on the lower levels. Have a careful search of it and you'll find the little room with the exit pads. It's quite a small exit area, so if you're hoping to bring lots of aquanauts and tanks along, you'll need to clear out all the aliens on the map. -[[User:NKF|NKF]] 05:59, 7 February 2011 (EST)<br />
<br />
:: Hmm, don't know how I'm missing that...must go back and scrutinise. [[User:4th Cuirassier|4th Cuirassier]] 06:45, 7 February 2011 (EST)<br />
<br />
: I have the memory from my last mission on T'leth (which was years ago) that the 2nd level exit appeared on one corner of the map. Again, been a long time and my memory might be tricking me. [[User:Hobbes|Hobbes]] 13:56, 7 February 2011 (EST)<br />
<br />
:: I've searched the whole map and it's not there. Is this a first? [[User:4th Cuirassier|4th Cuirassier]] 18:28, 7 February 2011 (EST)<br />
<br />
::: My bad - found it. There was a corner of the map that looked like it was outside the level, but when I looked at the next level, I found doors I hadn't seen, and there inside was the exit zone. It is bottom right with the exit rid on the lower level but access through double doors on the top level. [[User:4th Cuirassier|4th Cuirassier]] 08:41, 8 February 2011 (EST)<br />
<br />
== Short cuts on T'Leth level 3? ==<br />
<br />
I notice that the alien sarcophagus chamber is immediately to the left of the starting grid on level three, separated by a wall. Is it possible to blow a hole through with DPLs and Displacers and cut straight to the final shootout? <br />
<br />
I played the final level last night for the first time since about 1996 and had forgotten how long a walk it is to the boss room. [[User:4th Cuirassier|4th Cuirassier]] 13:52, 8 February 2011 (EST)<br />
<br />
OK, I answered my own question - DPLs do not penetrate walls on this level. [[User:4th Cuirassier|4th Cuirassier]] 04:37, 9 February 2011 (EST)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:T%27leth&diff=33035Talk:T'leth2011-02-09T09:37:12Z<p>4th Cuirassier: /* Short cuts on T'Leth level 3? */</p>
<hr />
<div>== Old Talk == <br />
Feel free to add to the journal,feel free to write about other personnel,making the story more addictive.<br />
<br />
Did anyone read H.P. Lovecraft? If not, here's a small example: ''"The nightmare corpse-city of R'lyeh ... was built in measureless eons behind history by the vast, loathsome shapes that seeped down from the dark stars. There lay great Cthulhu and his hordes, hidden in green slimy vaults . . . until the end."'' A Cthulhu-related phrase from a cultist: <br />
<br />
''"That is not dead which can eternal lie.<br />
''And with strange æons even death may die."<br />
<br />
According to the same cultist (Old Castro), Chthulhu was one of the Great Old Ones, who ''"were not composed altogether of flesh and blood. They had shape...but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them."''<br />
<br />
We need to put some info spoiler too about the map of R'lyeh.<br />
<br />
== Rewrite == <br />
<br />
I don't check this part of the wiki very much, but I think this section definitely needs some time spent on it. At least to take out the non-canon content to begin with. . -[[User:NKF|NKF]] 15:35, 24 September 2010 (EDT)<br />
<br />
Ok, I've rewritten the article to be more in line with the Cydonia one, though it still needs the official briefings (I'll see to that in a day or two) and maybe some maps or tables. Also, the numbers of aliens are for Experienced difficulty. I've removed the non-canon stuff, though I think it might make for a good Data Canister. If someone agrees, I can add it there. --[[User:Darkpast|Darkpast]] 10:25, 27 September 2010 (EDT)<br />
<br />
: I've added the briefings. Sooner than expected :) --[[User:Darkpast|Darkpast]] 11:16, 27 September 2010 (EDT)<br />
<br />
:: What I'll do is copy everything that has been done over here for reference and we can start adding changing and moving stuff about as necessary. The one thing I do want to do is put the briefing in a reference quote block like the ones in the weapon section. -[[User:NKF|NKF]] 18:58, 27 September 2010 (EDT) <br />
<br />
= Old TFTD page contents =<br />
<br />
This is a three part mission. Note that this is a DO OR DIE mission. If you fail or hit abort at any time, the entire campaign ends, you lose. To have this mission available, you must research "T'leth the alien's city", and access it by launching a Leviathan sub. It'll either give the option to go to intercept or to T'leth. The "T'leth" button is at the top of the screen if you have a Leviathan selected in the Geoscape. <br />
<br />
<br />
=Alien city level 1=<br />
<br />
==Briefing==<br />
<br />
"We are entering the unknown, from here on in there could be anything waiting for us. We know there are 2 further levels to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
==Description==<br />
<br />
Looks much like the second part of an [[Artefact Site]] mission, but the map layout is different and there are only two levels. You must kill all aliens or move your units to the lift (bright yellow floor) and press the "abort mission" button. Note that this lift is on the upper level (l1).<br />
<br />
Aliens encountered: <br />
*Aquatoid Navigators and Commanders (all M.C. capable) armed with Disruptor Pulse Launchers (most of your opponents on this level, some 15-20 of them)<br />
*Hallucinoids (a few)<br />
<br />
<br />
=Alien city level 2=<br />
<br />
==Briefing==<br />
<br />
"Further into the unknown, from here on in there could be anything waiting for us. We know there is a further level to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
(note that the briefing is almost identical to the previous one)<br />
<br />
==Description==<br />
<br />
Looks like the the second part of a [[Colony Assault]] mission, but again there's only 2 levels. Once again, you need to kill all aliens or find the access lift to the third level. This can be difficult, because to do it you must first climb to the upper level, cross to the corner of the map opposite your starting location, and then descend to the ground level. Another problem is that some of the corridors will be too narrow for your SWSs - use Sonic Cannons or Disruptor Pulse Launchers to widen the door and corridors. <br />
<br />
Note that the lift has only room for 25 aquanauts, so if you took a fully-crewed Leviathan to the mission you must either kill all the aliens or be prepared to leave someone behind. If it comes to that, the best choice is a SWS, because their mobility is greatly restricted in the third level.<br />
<br />
Aliens encountered: <br />
*Aquatoid Soldiers, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 5 or so)<br />
*Lobster Men Soldiers & Squad Leaders, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 10 in all)<br />
*Deep Ones (several)<br />
*Tentaculats (a few)<br />
*Hallucinoids (several)<br />
*Xarquid (one or two)<br />
<br />
Make sure to save RIGHT at the end of Part 2, because...<br />
<br />
<br />
=Alien city level 3=<br />
<br />
==Briefing==<br />
<br />
"The end is in sight, from here on in we are searching for the crypt of the Ultimate Alien. Destroy the 8 power feeds to the tomb to finish off the Alien threat. Don't give up now! Aborting will terminate the mission."<br />
<br />
==Description==<br />
<br />
You can't save during part 3! No more save reload abuse! As against that, all you need to do is have ONE agent complete the mission, you should be able to manage this, right?<br />
<br />
The map is roughly a spiral leading to the Ultimate Alien's coffin. Aside from not being able to save, your overhead map will not function properly! You won't be able to see the terrain, only your agents, aliens and dropped items. Also, your SWSs can't move through the doors unless you knock them down with Disruptor Pulse Launchers. You'd need a LOT of ammo to knock down all the doors you need to pass to reach the end, so it's probably not worth taking the SWSs beyond the first two rooms.<br />
<br />
Fortunately, the map is mostly straightforward, with only a couple of dead-ends. It's also quite large, so your agents will run out of energy if you advance too quickly. All that said, the aliens on this map aren't particularly tough, and most of them will be in the first two rooms; take them out and the rest should be easy.<br />
<br />
When you reach the central chamber, be careful of Tentaculat ambushes. Remember that, unlike in Enemy Unknown, you can't kill the alien mastermind. Instead, destroy the power cylinders around him to win.<br />
<br />
Aliens encountered: <br />
*same as in part 2.<br />
<br />
<br />
=Tips=<br />
<br />
*It goes without saying, bring the best troops you have. As many as possible should have Mag. Ion Armour. You'll have a much easier time if your Aquanauts have high MC ratings. Because of the 80 item limit, 26 Aquanauts is probably impractical, so it's probably a good idea to take along 2-3 Displacers.<br />
<br />
*You can take some MC-weaklings along, as long as you keep them unarmed (or armed with Gauss Pistols) on the first level. The vast majority of your opponents there will be Aquatoids, so you don't need powerful weapons anyway. After the first level there are no more MC-capable aliens, so your MC-weaklings are no longer in danger.<br />
<br />
*The aliens are armed exclusively with Disruptor Pulse Launchers and Thermal Shock Launchers. This means you can't rely on scavenging Sonic weapons or ammo. So be careful, as your Sonic Cannons are likely to out of ammo if you don't bring reloads.<br />
<br />
*Spread out! Especially on the first level. You don't want a Disruptor Pulse Launcher to take out half your squad, do you?<br />
<br />
*The 80 item limit really hurts. So make sure you only bring along stuff that's essential. There's no sense in taking along more than a couple of Disruptor Pulse Launchers or bombs, since you'll be able to scavenge plenty from the aliens. Instead, make sure to have MC Disruptors, Medi-Kits, Sonic weapons (and ammo) and close combat weapons.<br />
<br />
*Unlike on Cydonia, there's no outdoor level: all the fighting will be done in corridors and rooms. Also, there's more light than on Mars's surface, so incendiary ammo is less useful (though not completely useless). Plan and equip your aquanauts accordingly.<br />
<br />
*Tactics to deal with specific enemies:<br />
<br />
:Aquatoids: dangerous but very vulnerable. On the first level they all have MC abilities and Disruptor Launchers. Luckily, they almost always die in one hit, and won't survive even on the outskirts of an explosion. On the other two levels they're more of a nuisance, as no longer have MC and most have Thermal Shock Launchers. Still, one or two might be toting a Disruptor Pulse Launcher, so don't ignore them.<br />
<br />
:Lobster Men: dangerous and very tough, but no MC ability. They usually survive even a direct hit from a Disruptor Pulse Launcher! Most of them are coincidentally armed with just that, but others wield Thermal Shock Launchers and are therefore less dangerous. Your best bet is to use MC attacks and Melee weapons against them. Don't forget they have a natural melee attack!<br />
<br />
:Tentaculats: as dangerous as ever, Tentaculats are surprisingly rare in T'leth. Just like in Colony Assaults, they tend to hide in small rooms and nooks and ambush nearby aquanauts. Be alert, and let Displacers or MC-ed aliens do the scouting.<br />
<br />
:Xarquid: rare and not very dangerous, Xarquid tend to keep their distance and snipe at your men. Interestingly, they're one of the few enemies in T'leth that has a non-explosive attack. Overall, they shouldn't give you much trouble.<br />
<br />
:Deep Ones: a weak and uncommon enemy in T'leth, chances are you haven't seen them for a while. Unlike most aliens here, Deep Ones have neither explosives nor a melee attack. They're vulnerable to just about anything you throw at them, so they're unlikely to cause you any problems.<br />
<br />
:Hallucinoids: although they have a powerful melee attack, Hallucinoids are no more than a nuisance at this point. Just blast them with whatever is at hand.<br />
<br />
== Finding the exit on Level 2 ==<br />
<br />
I'm in that place where, on Level 2, I can find neither the last alien, nor the exit. Is the layout always the same, and does the exit lift always look the same? I started at the top left and have searched the whole map, both levels, but can't find any yellow grid. [[User:4th Cuirassier|4th Cuirassier]] 04:42, 7 February 2011 (EST)<br />
<br />
: Not sure about the first level, but the layout of the second and third level are indeed static. The exit area for the second level is in the darker area in the middle of the map on the lower levels. Have a careful search of it and you'll find the little room with the exit pads. It's quite a small exit area, so if you're hoping to bring lots of aquanauts and tanks along, you'll need to clear out all the aliens on the map. -[[User:NKF|NKF]] 05:59, 7 February 2011 (EST)<br />
<br />
:: Hmm, don't know how I'm missing that...must go back and scrutinise. [[User:4th Cuirassier|4th Cuirassier]] 06:45, 7 February 2011 (EST)<br />
<br />
: I have the memory from my last mission on T'leth (which was years ago) that the 2nd level exit appeared on one corner of the map. Again, been a long time and my memory might be tricking me. [[User:Hobbes|Hobbes]] 13:56, 7 February 2011 (EST)<br />
<br />
:: I've searched the whole map and it's not there. Is this a first? [[User:4th Cuirassier|4th Cuirassier]] 18:28, 7 February 2011 (EST)<br />
<br />
::: My bad - found it. There was a corner of the map that looked like it was outside the level, but when I looked at the next level, I found doors I hadn't seen, and there inside was the exit zone. [[User:4th Cuirassier|4th Cuirassier]] 08:41, 8 February 2011 (EST)<br />
<br />
== Short cuts on T'Leth level 3? ==<br />
<br />
I notice that the alien sarcophagus chamber is immediately to the left of the starting grid on level three, separated by a wall. Is it possible to blow a hole through with DPLs and Displacers and cut straight to the final shootout? <br />
<br />
I played the final level last night for the first time since about 1996 and had forgotten how long a walk it is to the boss room. [[User:4th Cuirassier|4th Cuirassier]] 13:52, 8 February 2011 (EST)<br />
<br />
OK, I answered my own question - DPLs do not penetrate walls on this level. [[User:4th Cuirassier|4th Cuirassier]] 04:37, 9 February 2011 (EST)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:T%27leth&diff=33016Talk:T'leth2011-02-08T18:52:02Z<p>4th Cuirassier: /* Short cuts on T'Leth level 3? */ new section</p>
<hr />
<div>== Old Talk == <br />
Feel free to add to the journal,feel free to write about other personnel,making the story more addictive.<br />
<br />
Did anyone read H.P. Lovecraft? If not, here's a small example: ''"The nightmare corpse-city of R'lyeh ... was built in measureless eons behind history by the vast, loathsome shapes that seeped down from the dark stars. There lay great Cthulhu and his hordes, hidden in green slimy vaults . . . until the end."'' A Cthulhu-related phrase from a cultist: <br />
<br />
''"That is not dead which can eternal lie.<br />
''And with strange æons even death may die."<br />
<br />
According to the same cultist (Old Castro), Chthulhu was one of the Great Old Ones, who ''"were not composed altogether of flesh and blood. They had shape...but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them."''<br />
<br />
We need to put some info spoiler too about the map of R'lyeh.<br />
<br />
== Rewrite == <br />
<br />
I don't check this part of the wiki very much, but I think this section definitely needs some time spent on it. At least to take out the non-canon content to begin with. . -[[User:NKF|NKF]] 15:35, 24 September 2010 (EDT)<br />
<br />
Ok, I've rewritten the article to be more in line with the Cydonia one, though it still needs the official briefings (I'll see to that in a day or two) and maybe some maps or tables. Also, the numbers of aliens are for Experienced difficulty. I've removed the non-canon stuff, though I think it might make for a good Data Canister. If someone agrees, I can add it there. --[[User:Darkpast|Darkpast]] 10:25, 27 September 2010 (EDT)<br />
<br />
: I've added the briefings. Sooner than expected :) --[[User:Darkpast|Darkpast]] 11:16, 27 September 2010 (EDT)<br />
<br />
:: What I'll do is copy everything that has been done over here for reference and we can start adding changing and moving stuff about as necessary. The one thing I do want to do is put the briefing in a reference quote block like the ones in the weapon section. -[[User:NKF|NKF]] 18:58, 27 September 2010 (EDT) <br />
<br />
= Old TFTD page contents =<br />
<br />
This is a three part mission. Note that this is a DO OR DIE mission. If you fail or hit abort at any time, the entire campaign ends, you lose. To have this mission available, you must research "T'leth the alien's city", and access it by launching a Leviathan sub. It'll either give the option to go to intercept or to T'leth. The "T'leth" button is at the top of the screen if you have a Leviathan selected in the Geoscape. <br />
<br />
<br />
=Alien city level 1=<br />
<br />
==Briefing==<br />
<br />
"We are entering the unknown, from here on in there could be anything waiting for us. We know there are 2 further levels to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
==Description==<br />
<br />
Looks much like the second part of an [[Artefact Site]] mission, but the map layout is different and there are only two levels. You must kill all aliens or move your units to the lift (bright yellow floor) and press the "abort mission" button. Note that this lift is on the upper level (l1).<br />
<br />
Aliens encountered: <br />
*Aquatoid Navigators and Commanders (all M.C. capable) armed with Disruptor Pulse Launchers (most of your opponents on this level, some 15-20 of them)<br />
*Hallucinoids (a few)<br />
<br />
<br />
=Alien city level 2=<br />
<br />
==Briefing==<br />
<br />
"Further into the unknown, from here on in there could be anything waiting for us. We know there is a further level to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
(note that the briefing is almost identical to the previous one)<br />
<br />
==Description==<br />
<br />
Looks like the the second part of a [[Colony Assault]] mission, but again there's only 2 levels. Once again, you need to kill all aliens or find the access lift to the third level. This can be difficult, because to do it you must first climb to the upper level, cross to the corner of the map opposite your starting location, and then descend to the ground level. Another problem is that some of the corridors will be too narrow for your SWSs - use Sonic Cannons or Disruptor Pulse Launchers to widen the door and corridors. <br />
<br />
Note that the lift has only room for 25 aquanauts, so if you took a fully-crewed Leviathan to the mission you must either kill all the aliens or be prepared to leave someone behind. If it comes to that, the best choice is a SWS, because their mobility is greatly restricted in the third level.<br />
<br />
Aliens encountered: <br />
*Aquatoid Soldiers, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 5 or so)<br />
*Lobster Men Soldiers & Squad Leaders, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 10 in all)<br />
*Deep Ones (several)<br />
*Tentaculats (a few)<br />
*Hallucinoids (several)<br />
*Xarquid (one or two)<br />
<br />
Make sure to save RIGHT at the end of Part 2, because...<br />
<br />
<br />
=Alien city level 3=<br />
<br />
==Briefing==<br />
<br />
"The end is in sight, from here on in we are searching for the crypt of the Ultimate Alien. Destroy the 8 power feeds to the tomb to finish off the Alien threat. Don't give up now! Aborting will terminate the mission."<br />
<br />
==Description==<br />
<br />
You can't save during part 3! No more save reload abuse! As against that, all you need to do is have ONE agent complete the mission, you should be able to manage this, right?<br />
<br />
The map is roughly a spiral leading to the Ultimate Alien's coffin. Aside from not being able to save, your overhead map will not function properly! You won't be able to see the terrain, only your agents, aliens and dropped items. Also, your SWSs can't move through the doors unless you knock them down with Disruptor Pulse Launchers. You'd need a LOT of ammo to knock down all the doors you need to pass to reach the end, so it's probably not worth taking the SWSs beyond the first two rooms.<br />
<br />
Fortunately, the map is mostly straightforward, with only a couple of dead-ends. It's also quite large, so your agents will run out of energy if you advance too quickly. All that said, the aliens on this map aren't particularly tough, and most of them will be in the first two rooms; take them out and the rest should be easy.<br />
<br />
When you reach the central chamber, be careful of Tentaculat ambushes. Remember that, unlike in Enemy Unknown, you can't kill the alien mastermind. Instead, destroy the power cylinders around him to win.<br />
<br />
Aliens encountered: <br />
*same as in part 2.<br />
<br />
<br />
=Tips=<br />
<br />
*It goes without saying, bring the best troops you have. As many as possible should have Mag. Ion Armour. You'll have a much easier time if your Aquanauts have high MC ratings. Because of the 80 item limit, 26 Aquanauts is probably impractical, so it's probably a good idea to take along 2-3 Displacers.<br />
<br />
*You can take some MC-weaklings along, as long as you keep them unarmed (or armed with Gauss Pistols) on the first level. The vast majority of your opponents there will be Aquatoids, so you don't need powerful weapons anyway. After the first level there are no more MC-capable aliens, so your MC-weaklings are no longer in danger.<br />
<br />
*The aliens are armed exclusively with Disruptor Pulse Launchers and Thermal Shock Launchers. This means you can't rely on scavenging Sonic weapons or ammo. So be careful, as your Sonic Cannons are likely to out of ammo if you don't bring reloads.<br />
<br />
*Spread out! Especially on the first level. You don't want a Disruptor Pulse Launcher to take out half your squad, do you?<br />
<br />
*The 80 item limit really hurts. So make sure you only bring along stuff that's essential. There's no sense in taking along more than a couple of Disruptor Pulse Launchers or bombs, since you'll be able to scavenge plenty from the aliens. Instead, make sure to have MC Disruptors, Medi-Kits, Sonic weapons (and ammo) and close combat weapons.<br />
<br />
*Unlike on Cydonia, there's no outdoor level: all the fighting will be done in corridors and rooms. Also, there's more light than on Mars's surface, so incendiary ammo is less useful (though not completely useless). Plan and equip your aquanauts accordingly.<br />
<br />
*Tactics to deal with specific enemies:<br />
<br />
:Aquatoids: dangerous but very vulnerable. On the first level they all have MC abilities and Disruptor Launchers. Luckily, they almost always die in one hit, and won't survive even on the outskirts of an explosion. On the other two levels they're more of a nuisance, as no longer have MC and most have Thermal Shock Launchers. Still, one or two might be toting a Disruptor Pulse Launcher, so don't ignore them.<br />
<br />
:Lobster Men: dangerous and very tough, but no MC ability. They usually survive even a direct hit from a Disruptor Pulse Launcher! Most of them are coincidentally armed with just that, but others wield Thermal Shock Launchers and are therefore less dangerous. Your best bet is to use MC attacks and Melee weapons against them. Don't forget they have a natural melee attack!<br />
<br />
:Tentaculats: as dangerous as ever, Tentaculats are surprisingly rare in T'leth. Just like in Colony Assaults, they tend to hide in small rooms and nooks and ambush nearby aquanauts. Be alert, and let Displacers or MC-ed aliens do the scouting.<br />
<br />
:Xarquid: rare and not very dangerous, Xarquid tend to keep their distance and snipe at your men. Interestingly, they're one of the few enemies in T'leth that has a non-explosive attack. Overall, they shouldn't give you much trouble.<br />
<br />
:Deep Ones: a weak and uncommon enemy in T'leth, chances are you haven't seen them for a while. Unlike most aliens here, Deep Ones have neither explosives nor a melee attack. They're vulnerable to just about anything you throw at them, so they're unlikely to cause you any problems.<br />
<br />
:Hallucinoids: although they have a powerful melee attack, Hallucinoids are no more than a nuisance at this point. Just blast them with whatever is at hand.<br />
<br />
== Finding the exit on Level 2 ==<br />
<br />
I'm in that place where, on Level 2, I can find neither the last alien, nor the exit. Is the layout always the same, and does the exit lift always look the same? I started at the top left and have searched the whole map, both levels, but can't find any yellow grid. [[User:4th Cuirassier|4th Cuirassier]] 04:42, 7 February 2011 (EST)<br />
<br />
: Not sure about the first level, but the layout of the second and third level are indeed static. The exit area for the second level is in the darker area in the middle of the map on the lower levels. Have a careful search of it and you'll find the little room with the exit pads. It's quite a small exit area, so if you're hoping to bring lots of aquanauts and tanks along, you'll need to clear out all the aliens on the map. -[[User:NKF|NKF]] 05:59, 7 February 2011 (EST)<br />
<br />
:: Hmm, don't know how I'm missing that...must go back and scrutinise. [[User:4th Cuirassier|4th Cuirassier]] 06:45, 7 February 2011 (EST)<br />
<br />
: I have the memory from my last mission on T'leth (which was years ago) that the 2nd level exit appeared on one corner of the map. Again, been a long time and my memory might be tricking me. [[User:Hobbes|Hobbes]] 13:56, 7 February 2011 (EST)<br />
<br />
:: I've searched the whole map and it's not there. Is this a first? [[User:4th Cuirassier|4th Cuirassier]] 18:28, 7 February 2011 (EST)<br />
<br />
::: My bad - found it. There was a corner of the map that looked like it was outside the level, but when I looked at the next level, I found doors I hadn't seen, and there inside was the exit zone. [[User:4th Cuirassier|4th Cuirassier]] 08:41, 8 February 2011 (EST)<br />
<br />
== Short cuts on T'Leth level 3? ==<br />
<br />
I notice that the alien sarcophagus chamber is immediately to the left of the starting grid on level three, separated by a wall. Is it possible to blow a hole through with DPLs and Displacers and cut straight to the final shootout? <br />
<br />
I played the final level last night for the first time since about 1996 and had forgotten how long a walk it is to the boss room. [[User:4th Cuirassier|4th Cuirassier]] 13:52, 8 February 2011 (EST)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&diff=33015Disruptor Pulse Launcher2011-02-08T18:44:38Z<p>4th Cuirassier: /* Tactical use of the launcher */</p>
<hr />
<div>==General Information==<br />
{{Infobox open}}<br />
{{Infobox module/itemcommon<br />
| item =Disruptor Pulse Launcher<br />
| height =3<br />
| width = 2<br />
| weight = 12<br />
| damagethreshold = <br />
| image = [[Image:Dplaunch.gif|100 px]]<br />
| saleprice = 144000<br />
| research = <br />
}}<br />
{{Infobox module/action<br />
| action = Action<br />
| cost = TU<br />
| effect = Accuracy<br />
}}<br />
{{Infobox module/action<br />
| action = Launch<br />
| cost = 75%<sup>1</sup><br />
| effect = 120%<sup>1</sup><br />
}}<br />
{{Infobox module/action<br />
| action = Waypoint<br />
| cost = 66%<br />
| effect = 50%?<br />
}}<br />
{{Infobox module/onecellnote|<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.}}<br />
{{Infobox module/manufacture|90000|1200|5 |1 Aqua Plastic }}<br />
{{Infobox module/itemcommon<br />
| item =Disruptor Ammo<br />
| height =2<br />
| width = 1<br />
| weight = 4<br />
| damagethreshold = <br />
| image = [[Image:Dptorp.gif|40px]]<br />
| saleprice = <br />
| research = <br />
}}<br />
{{Infobox module/ammo2<br />
| damage = 210 High Explosive<br />
| capacity = 1<br />
}}<br />
{{Infobox module/manufacture|8000|220|3 | 3 Zrbite }}<br />
{{Infobox close}}<br />
<br />
<br />
The Disruptor Pulse Launcher which can be carried with one hand is perhaps the worst thing since the [[Blaster Launcher]] from the [[First Alien War]]. Though it depends on whose fingers are on the trigger: human or alien.<br />
<br />
In many ways, the under-water restriction is a hidden blessing for X-COM. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one [[Gillman]], and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies go off in the engine room?<br />
<br />
The main blessing of the Disruptor Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stay behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn't learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.<br />
<br />
Commanders with troops well-trained in [[Molecular Control|MC]] can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level. However, due to the inventory lockout for MC'd aliens, you will only be able to fire it once if it is loaded.<br />
<br />
From September onward, the aliens will replace all of their sonic weapons with this in their colonies. Every alien from then on will either carry this or a [[Thermal Shok Launcher]] on an Alien Colony Assault.<br />
<br />
This weapon appears in ''[[TFTD|Terror from the Deep]]''. For the ''[[X-COM|UFO: Enemy Unknown]]'' equivalent, refer to the [[Blaster Launcher]].<br />
<br />
==Tactical use of the launcher==<br />
<br />
When fired, the operator sets up to 8 waypoints through which the torpedo will fly en route its final impact point. Here, it generates the largest explosion of any weapon used in the game, hence it has in effect a minimum range inside which it is dangerous or fatal to the firer. This is the weapon's only real drawback. A DPL round will penetrate any alien ship or underwater structure that it strikes, destroying the point of impact and usually several squares adjacent to it. A DPL hit on the outside of a USO will inflict casualties on anyone, human or alien, standing inside the USO near that point. Like all TFTD explosive weapons, the blast occurs in one plane.<br />
<br />
The waypoints can be at different levels, so the weapon can be used as a mortar. It can also fire around corners. Even if it misses a waypoint, the DPL round will still steer towards the next one. In effect, if it makes an error ''en route'', it will try to recover the error, and usually succeeds. This means it usually lands on or near its intended target. <br />
<br />
If it misses its final waypoint, the round may fly off the map without exploding. A solution to this is to set the penultimate waypoint above ground level, and the final waypoint at ground level close by. This will ensure that the round noses over, and even if it misses the final waypoint, will still hit the ground and explode close to the original target.<br />
<br />
As it has a guided projectile, DPL-equipped aquanauts can be positioned anywhere, and can provide fire support to any part of the map. This includes the inside of alien ships and structures, where one DPL round can make a hole and subsequent rounds can pass through the hole and detonate inside. Once the player becomes familiar with the layout of alien ships and bases, and with where inside them senior aliens can usually be found, DPL bombardment can be used to attack these areas and decapitate the defence early on. Killing alien commanders in this way reduces MC attacks by killing those who usually make them, and also demoralises and panics other aliens, making them easier to defeat. <br />
<br />
DPL operators do not need any more than aqua-plastic armour, as they usually see an enemy only rarely. In confined spaces such as the lower levels of alien colonies, where firing the DPL is sometimes impractical because the range is too short, a sonic pistol is advisable equipment for DPL crewmen, for emergency or close-range personal defence. <br />
<br />
The aliens are not particularly skilful in their use of the DPL. It is rare to see them use more than one waypoint, and most DPL fire from aliens is simply direct by line of sight.<br />
<br />
An XCom soldier can carry up to seven DPL rounds - one loaded, one in the other hand, three in the backpack and two on the belt. In practice, a soldier thus burdened may not have enough TUs to fire and reload every move. One workaround is to have the soldier exit the landing craft and then drop the ammunition, reloading by picking up rounds from the ground. Another is simply to equip the soldier with fewer rounds and have him retrieve further ammunition from the battlefield as required.<br />
<br />
==Comparison to UFO: EUs Blaster Launcher==<br />
Nearly identical to the Blaster Launcher with a few minor improvements. Weight for the weapon is decreased by 4 points and the damage increased by 10. However, when carried in the usual loadout of 4 bombs, the effective weight remains the same since the ammo weight is increased by 1. The biggest drawback is the inability to use this on land (though nothing stops you from loading a ship with it) or during base assaults. Than again, the aliens can't use it either under these conditions, so this limitation is also an advantage.<br />
<br />
The most noticeable tactical difference between the DPL and the Blaster Launcher is that the latter weapon usually takes down any alien with a single direct or nearby hit. In TFTD, this is ''not'' always the case. Lobstermen usually survive the first hit, and may even survive two. Xarquids and Tasoths may survive a nearby DPL explosion, though neither will withstand a direct hit. All other aliens are killed if caught in the blast radius. <br />
<br />
The main practical "improvement" is that in the endgame, many aliens will be equipped with the DPL, allowing you to deploy it as a standard weapon.<br />
<br />
==Weapon Statistics==<br />
<br />
*Size: 3 high x 2 wide<br />
*Weight: 12<br />
*TUs: <br />
**Launch: 75% (Accuracy 120%)<sup>1</sup><br />
*[[Manufacturing]]: $90,000 for parts, 1,200 Technician Hours, 1 Aqua Plastic, 5 Workshop space<br />
*Sell Price: $144,000<br />
<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.<br />
<br />
===Ammo Statistics===<br />
[[Image:Dptorp.gif|right|40px]]<br />
<br />
*Power: 210 High Explosive<br />
*Ammo: 1<br />
*Size: 2 high x 1 wide<br />
*Weight: 4<br />
*Manufacturing: $8,000 for parts, 220 Technician Hours, 3 Zrbite, 3 Workshop space<br />
<br />
==See Also==<br />
* [[Disruptor Ammo]]<br />
* [[Weapons (TFTD)|Weapons]]<br />
<br />
<br />
{{Equipment (TFTD) Navbar}}<br />
<br />
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&diff=33012Disruptor Pulse Launcher2011-02-08T13:55:54Z<p>4th Cuirassier: /* Comparison to UFO: EUs Blaster Launcher */</p>
<hr />
<div>==General Information==<br />
{{Infobox open}}<br />
{{Infobox module/itemcommon<br />
| item =Disruptor Pulse Launcher<br />
| height =3<br />
| width = 2<br />
| weight = 12<br />
| damagethreshold = <br />
| image = [[Image:Dplaunch.gif|100 px]]<br />
| saleprice = 144000<br />
| research = <br />
}}<br />
{{Infobox module/action<br />
| action = Action<br />
| cost = TU<br />
| effect = Accuracy<br />
}}<br />
{{Infobox module/action<br />
| action = Launch<br />
| cost = 75%<sup>1</sup><br />
| effect = 120%<sup>1</sup><br />
}}<br />
{{Infobox module/action<br />
| action = Waypoint<br />
| cost = 66%<br />
| effect = 50%?<br />
}}<br />
{{Infobox module/onecellnote|<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.}}<br />
{{Infobox module/manufacture|90000|1200|5 |1 Aqua Plastic }}<br />
{{Infobox module/itemcommon<br />
| item =Disruptor Ammo<br />
| height =2<br />
| width = 1<br />
| weight = 4<br />
| damagethreshold = <br />
| image = [[Image:Dptorp.gif|40px]]<br />
| saleprice = <br />
| research = <br />
}}<br />
{{Infobox module/ammo2<br />
| damage = 210 High Explosive<br />
| capacity = 1<br />
}}<br />
{{Infobox module/manufacture|8000|220|3 | 3 Zrbite }}<br />
{{Infobox close}}<br />
<br />
<br />
The Disruptor Pulse Launcher which can be carried with one hand is perhaps the worst thing since the [[Blaster Launcher]] from the [[First Alien War]]. Though it depends on whose fingers are on the trigger: human or alien.<br />
<br />
In many ways, the under-water restriction is a hidden blessing for X-COM. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one [[Gillman]], and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies go off in the engine room?<br />
<br />
The main blessing of the Disruptor Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stay behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn't learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.<br />
<br />
Commanders with troops well-trained in [[Molecular Control|MC]] can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level. However, due to the inventory lockout for MC'd aliens, you will only be able to fire it once if it is loaded.<br />
<br />
From September onward, the aliens will replace all of their sonic weapons with this in their colonies. Every alien from then on will either carry this or a [[Thermal Shok Launcher]] on an Alien Colony Assault.<br />
<br />
This weapon appears in ''[[TFTD|Terror from the Deep]]''. For the ''[[X-COM|UFO: Enemy Unknown]]'' equivalent, refer to the [[Blaster Launcher]].<br />
<br />
==Tactical use of the launcher==<br />
<br />
When fired, the operator sets up to 8 waypoints through which the torpedo will fly en route its final impact point. Here, it generates the largest explosion of any weapon used in the game, hence it has in effect a minimum range which is the weapon's only real drawback. A DPL round will penetrate any alien ship or underwater structure that it strikes, destroying the point of impact and usually several squares adjacent to it. A DPL hit on the outside of a USO will inflict casualties on anyone, human or alien, standing inside the USO near that point. Like all TFTD explosive weapons, the blast occurs in one plane.<br />
<br />
The waypoints can be at different levels, so the weapon can be used as a mortar. It can also fire around corners. Even if it misses a waypoint, the DPL round will still steer towards the next one. In effect, if it makes an error ''en route'', it will try to recover the error, and usually succeeds. This means it usually lands on or near its intended target. <br />
<br />
If it misses its final waypoint, the round may fly off the map without exploding. A solution to this is to set the penultimate waypoint above ground level, and the final waypoint at ground level close by. This will ensure that the round noses over, hits the ground somewhere and explodes on-map.<br />
<br />
As it has a guided projectile, DPL-equipped crew can be positioned anywhere and can provide fire support to any part of the map. This includes the inside of alien ships and structures, where one DPL round can make a hole and subsequent rounds can fly through the hole and detonate inside. Once the player becomes familiar with the layout of alien bases, and with where inside them senior aliens can usually be found, DPL bombardment can be used to attack these areas and decapitate the defence early on. Killing alien commanders in this way prevents MC attacks by killing those who usually make them, and also demoralises and panics other aliens, making them easier to defeat. <br />
<br />
DPL operators do not need any more than aqua-plastic armour, as they usually see an enemy only rarely. In confined spaces such as the lower levels of alien bases, where firing the DPL is sometimes impractical because the range is too short, a sonic pistol is advisable equipment for DPL crewmen, for emergency or close-range personal defence. <br />
<br />
The aliens are not particularly skilful in their use of the DPL. It is rare to see them use more than one waypoint, and most DPL fire from aliens is simply direct by line of sight.<br />
<br />
An XCom soldier can carry up to seven DPL rounds - one loaded, one in the other hand, three in the backpack and two on the belt. In practice, a soldier thus burdened may not have enough TUs to fire and reload every move. One workaround is to have the soldier exit the landing craft and then drop the ammunition, reloading by picking up rounds from the ground. Another is simply to equip the soldier with fewer rounds and have him retrieve further ammunition from the battlefield as required.<br />
<br />
==Comparison to UFO: EUs Blaster Launcher==<br />
Nearly identical to the Blaster Launcher with a few minor improvements. Weight for the weapon is decreased by 4 points and the damage increased by 10. However, when carried in the usual loadout of 4 bombs, the effective weight remains the same since the ammo weight is increased by 1. The biggest drawback is the inability to use this on land (though nothing stops you from loading a ship with it) or during base assaults. Than again, the aliens can't use it either under these conditions, so this limitation is also an advantage.<br />
<br />
The most noticeable tactical difference between the DPL and the Blaster Launcher is that the latter weapon usually takes down any alien with a single direct or nearby hit. In TFTD, this is ''not'' always the case. Lobstermen usually survive the first hit, and may even survive two. Xarquids and Tasoths may survive a nearby DPL explosion, though neither will withstand a direct hit. All other aliens are killed if caught in the blast radius. <br />
<br />
The main practical "improvement" is that in the endgame, many aliens will be equipped with the DPL, allowing you to deploy it as a standard weapon.<br />
<br />
==Weapon Statistics==<br />
<br />
*Size: 3 high x 2 wide<br />
*Weight: 12<br />
*TUs: <br />
**Launch: 75% (Accuracy 120%)<sup>1</sup><br />
*[[Manufacturing]]: $90,000 for parts, 1,200 Technician Hours, 1 Aqua Plastic, 5 Workshop space<br />
*Sell Price: $144,000<br />
<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.<br />
<br />
===Ammo Statistics===<br />
[[Image:Dptorp.gif|right|40px]]<br />
<br />
*Power: 210 High Explosive<br />
*Ammo: 1<br />
*Size: 2 high x 1 wide<br />
*Weight: 4<br />
*Manufacturing: $8,000 for parts, 220 Technician Hours, 3 Zrbite, 3 Workshop space<br />
<br />
==See Also==<br />
* [[Disruptor Ammo]]<br />
* [[Weapons (TFTD)|Weapons]]<br />
<br />
<br />
{{Equipment (TFTD) Navbar}}<br />
<br />
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Disruptor_Pulse_Launcher&diff=33011Disruptor Pulse Launcher2011-02-08T13:50:53Z<p>4th Cuirassier: /* Tactical use of the launcher */</p>
<hr />
<div>==General Information==<br />
{{Infobox open}}<br />
{{Infobox module/itemcommon<br />
| item =Disruptor Pulse Launcher<br />
| height =3<br />
| width = 2<br />
| weight = 12<br />
| damagethreshold = <br />
| image = [[Image:Dplaunch.gif|100 px]]<br />
| saleprice = 144000<br />
| research = <br />
}}<br />
{{Infobox module/action<br />
| action = Action<br />
| cost = TU<br />
| effect = Accuracy<br />
}}<br />
{{Infobox module/action<br />
| action = Launch<br />
| cost = 75%<sup>1</sup><br />
| effect = 120%<sup>1</sup><br />
}}<br />
{{Infobox module/action<br />
| action = Waypoint<br />
| cost = 66%<br />
| effect = 50%?<br />
}}<br />
{{Infobox module/onecellnote|<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.}}<br />
{{Infobox module/manufacture|90000|1200|5 |1 Aqua Plastic }}<br />
{{Infobox module/itemcommon<br />
| item =Disruptor Ammo<br />
| height =2<br />
| width = 1<br />
| weight = 4<br />
| damagethreshold = <br />
| image = [[Image:Dptorp.gif|40px]]<br />
| saleprice = <br />
| research = <br />
}}<br />
{{Infobox module/ammo2<br />
| damage = 210 High Explosive<br />
| capacity = 1<br />
}}<br />
{{Infobox module/manufacture|8000|220|3 | 3 Zrbite }}<br />
{{Infobox close}}<br />
<br />
<br />
The Disruptor Pulse Launcher which can be carried with one hand is perhaps the worst thing since the [[Blaster Launcher]] from the [[First Alien War]]. Though it depends on whose fingers are on the trigger: human or alien.<br />
<br />
In many ways, the under-water restriction is a hidden blessing for X-COM. There is nothing like a nuke for accidentally killing three civilians in order to get rid of one [[Gillman]], and can you even imagine a human Cruise Ship keeping itself afloat should several of those babies go off in the engine room?<br />
<br />
The main blessing of the Disruptor Pulse Launcher is also its greatest curse; it is disgustingly easy to use. Two rookies that stay behind on the dropship can kill a dozen aliens with it as long as others take point. Yet the same ease of operation means the user doesn't learn anything from the kill... No more than the people piloting the remote-controlled weapon platforms.<br />
<br />
Commanders with troops well-trained in [[Molecular Control|MC]] can have fun launching the DPL from aliens who have been controlled, especially in Alien Base Mission Ground level. However, due to the inventory lockout for MC'd aliens, you will only be able to fire it once if it is loaded.<br />
<br />
From September onward, the aliens will replace all of their sonic weapons with this in their colonies. Every alien from then on will either carry this or a [[Thermal Shok Launcher]] on an Alien Colony Assault.<br />
<br />
This weapon appears in ''[[TFTD|Terror from the Deep]]''. For the ''[[X-COM|UFO: Enemy Unknown]]'' equivalent, refer to the [[Blaster Launcher]].<br />
<br />
==Tactical use of the launcher==<br />
<br />
When fired, the operator sets up to 8 waypoints through which the torpedo will fly en route its final impact point. Here, it generates the largest explosion of any weapon used in the game, hence it has in effect a minimum range which is the weapon's only real drawback. A DPL round will penetrate any alien ship or underwater structure that it strikes, destroying the point of impact and usually several squares adjacent to it. A DPL hit on the outside of a USO will inflict casualties on anyone, human or alien, standing inside the USO near that point. Like all TFTD explosive weapons, the blast occurs in one plane.<br />
<br />
The waypoints can be at different levels, so the weapon can be used as a mortar. It can also fire around corners. Even if it misses a waypoint, the DPL round will still steer towards the next one. In effect, if it makes an error ''en route'', it will try to recover the error, and usually succeeds. This means it usually lands on or near its intended target. <br />
<br />
If it misses its final waypoint, the round may fly off the map without exploding. A solution to this is to set the penultimate waypoint above ground level, and the final waypoint at ground level close by. This will ensure that the round noses over, hits the ground somewhere and explodes on-map.<br />
<br />
As it has a guided projectile, DPL-equipped crew can be positioned anywhere and can provide fire support to any part of the map. This includes the inside of alien ships and structures, where one DPL round can make a hole and subsequent rounds can fly through the hole and detonate inside. Once the player becomes familiar with the layout of alien bases, and with where inside them senior aliens can usually be found, DPL bombardment can be used to attack these areas and decapitate the defence early on. Killing alien commanders in this way prevents MC attacks by killing those who usually make them, and also demoralises and panics other aliens, making them easier to defeat. <br />
<br />
DPL operators do not need any more than aqua-plastic armour, as they usually see an enemy only rarely. In confined spaces such as the lower levels of alien bases, where firing the DPL is sometimes impractical because the range is too short, a sonic pistol is advisable equipment for DPL crewmen, for emergency or close-range personal defence. <br />
<br />
The aliens are not particularly skilful in their use of the DPL. It is rare to see them use more than one waypoint, and most DPL fire from aliens is simply direct by line of sight.<br />
<br />
An XCom soldier can carry up to seven DPL rounds - one loaded, one in the other hand, three in the backpack and two on the belt. In practice, a soldier thus burdened may not have enough TUs to fire and reload every move. One workaround is to have the soldier exit the landing craft and then drop the ammunition, reloading by picking up rounds from the ground. Another is simply to equip the soldier with fewer rounds and have him retrieve further ammunition from the battlefield as required.<br />
<br />
==Comparison to UFO: EUs Blaster Launcher==<br />
Nearly identical to the Blaster Launcher with a few minor improvements. Weight for the weapon is decreased by 4 points and the damage increased by 10. However, when carried in the usual loadout of 4 bombs, the effective weight remains the same since the ammo weight is increased by 1. The biggest drawback is the inability to use this on land (though nothing stops you from loading a ship with it) or during base assaults. Than again, the aliens can't use it either under these conditions, so this limitation is also an advantage.<br />
<br />
The main practical "improvement" is that in the endgame, many aliens will be equipped with the DPL, allowing you to deploy it as a standard weapon.<br />
<br />
==Weapon Statistics==<br />
<br />
*Size: 3 high x 2 wide<br />
*Weight: 12<br />
*TUs: <br />
**Launch: 75% (Accuracy 120%)<sup>1</sup><br />
*[[Manufacturing]]: $90,000 for parts, 1,200 Technician Hours, 1 Aqua Plastic, 5 Workshop space<br />
*Sell Price: $144,000<br />
<sup>1</sup> TU% and Accuracy are correct as taken from OBDATA.DAT. However, because of the "Waypoint" and "Launcher" flags in the file, the game engine adjusts the TU usage to 66%. Likewise, overall accuracy is also nullified by the executable and a lower accuracy (50%?, adjusted by unit firing it) is applied between waypoints.<br />
<br />
===Ammo Statistics===<br />
[[Image:Dptorp.gif|right|40px]]<br />
<br />
*Power: 210 High Explosive<br />
*Ammo: 1<br />
*Size: 2 high x 1 wide<br />
*Weight: 4<br />
*Manufacturing: $8,000 for parts, 220 Technician Hours, 3 Zrbite, 3 Workshop space<br />
<br />
==See Also==<br />
* [[Disruptor Ammo]]<br />
* [[Weapons (TFTD)|Weapons]]<br />
<br />
<br />
{{Equipment (TFTD) Navbar}}<br />
<br />
[[Category:Equipment (TFTD)]][[Category:Research (TFTD)]]</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Artefact_Site&diff=33010Talk:Artefact Site2011-02-08T13:47:00Z<p>4th Cuirassier: /* Edits looking good */</p>
<hr />
<div>==Locked Hallucinoid?==<br />
Hi everybody, I'm new here - and here's my new question.<br />
I have recently completed two Artefact Site missions on Superhuman difficulty. In both of these missions (in second part) there was a Hallucinoid located far outside the map. I was able to find it by using XComUtil (SWP flag).<br />
<br />
The question is as follows: can this Hallucinoid present there knowingly (by developers) to ensure that you will manually destroy the Synomium Device instead of just kill all the aliens? Or maybe this is just a bug of the Windows version of the game, or something like alien overflow on higher difficulties?<br />
<br />
Thanks.<br />
<br />
[[User:Player701|Player701]] 08:05, 29 June 2010 (EDT)<br />
<br />
----<br />
<br />
XComUtil sometimes generated X-COM units outside the boundaries of the map (I'm not sure if this has been corrected on the latest version), so it is possible that it is simply an XComUtil generated bug. [[User:Hobbes|Hobbes]] 08:25, 29 June 2010 (EDT)<br />
<br />
----<br />
<br />
I know that, but I haven't used XComUtil before. I have installed it just to find that last alien, so this bug can't be related to XComUtil. And I have installed it in another game directory, so it couldn't corrupt my save files. [[User:Player701|Player701]] 10:05, 29 June 2010 (EDT)<br />
<br />
----<br />
<br />
If you upload the save file (here for eg: [[Image:Out_of_bounds_Hallucinoid.zip]]), I could take a look at it. I would guess the map ran out of spawn nodes (higher difficulty = more aliens to place on the map). - [[User:Bomb Bloke|Bomb Bloke]] 23:24, 29 June 2010 (EDT)<br />
<br />
----<br />
<br />
There are a few maps in TFTD where large units may end up spawned in odd locations, probably due to what Bomb Bloke mentioned. Actually, in one odd example I helped troubleshoot a while back was a Xarquid that was stuck in the cargo hold shaft at the front of the boat in a shipping lane mission. Since it cannot be breached even by alien weapons, it made the first map impossible to complete without aborting. As for the aliens getting stuck in walls in the colonies, I don't know if that was deliberate or accidental on the part of the mappers. <br />
<br />
I had a feeling Zombie had a series of map pack sets that corrected the placement problems, but currently I can only find the ones for the two small subs and the ones for UFO. -[[User:NKF|NKF]] 01:56, 30 June 2010 (EDT)<br />
<br />
----<br />
<br />
Uploaded the save game: [[Image:Out of bounds Hallucinoid.zip]], you can take a look. That's my fourth Artefact Site mission in this campaign, and the third case of a Hallucinoid outside of the map (There is only one alien remaining, and the SWP flag was applied using XComUtil). [[User:Player701|Player701]] 05:53, 1 July 2010 (EDT)<br />
<br />
----<br />
<br />
Well this is odd.<br />
<br />
First off, he's not outside the map - he's actually just within it, albeit embedded in some black wall blocks.<br />
<br />
Second - and rather more to the point - he's sitting on spawn node 118 (he hasn't been able to move off it). The problem is that the map module he's in (GRUNGE08) doesn't have a spawn node there (and yes, I'm checking the Windows release, of which there was one version).<br />
<br />
In fact, both nodes 117 and 119 are placed miles away, over an entirely different map module (GRUNGE12, that large 20x20 area in the southern-center of the battlescape). That ''certainly'' shouldn't be the case - all nodes should be placed on a per-module basis (so if you suddenly jump from one module to another while placing nodes, it shouldn't be possible to jump back again).<br />
<br />
I guess there must be something screwy in the [[ROUTES|GRUNGE12.RMP file]], but I haven't yet looked to see what it might be.<br />
<br />
- [[User:Bomb Bloke|Bomb Bloke]] 08:02, 1 July 2010 (EDT)<br />
<br />
<br />
== Alien garrison ==<br />
<br />
I noted down what I killed when I cleared two sites completely playing on superhuman difficulty. I got:<br />
<table {{StdCenterTable}}><br />
<tr><td>1st stage</td><td>first site</td><td>second site</td></tr><br />
<tr><td>aquatoid</td> <td>4</td><td>3</td></tr><br />
<tr><td>tasoth</td><td> 10</td><td>7</td></tr><br />
<tr><td>tentaculat</td> <td>0</td><td>2</td></tr><br />
<tr><td>halucinoid</td><td> 0</td><td>2</td></tr><br />
<tr><td>2nd stage</td><td>first site</td><td>second site</td></tr><br />
<tr><td>aquatoid</td><td> 4</td><td>4</td></tr><br />
<tr><td>tasoth</td><td> 12</td><td>7</td></tr><br />
<tr><td>tentaculat</td><td> 6</td><td>8</td></tr><br />
<tr><td>halucinoid</td><td> 1</td><td>3</td></tr><br />
</table><br />
Looking at these numbers I would guess that the total numbers are around 14 for the first and 22-23 for the second. The composition seems to be very variable. I also recall missions with more then 10 tentaculats for the second stage. The map size of the first stage seems to be variable as well if I recall correctly.<br />
<br />
== Loot ==<br />
<br />
As already mentioned in the article there is a substantial recovery if both stages are completely(or maybe only the second is sufficient).<br />
From the debriefing I got:<br />
<table {{StdCenterTable}}><br />
<tr><td>item</td><td>first site</td><td>second site</td></tr><br />
<tr><td> magnetic navigation</td><td>1</td><td>1</td></tr><br />
<tr><td> sub construction</td><td>1</td><td>1</td></tr><br />
<tr><td> learning arrays</td><td>2</td><td>2</td></tr><br />
<tr><td> cryogenics</td><td>12</td><td>0</td></tr><br />
<tr><td> implanter</td><td>2</td><td>0</td></tr><br />
<tr><td> aqua plastics</td><td>519</td><td>503</td></tr><br />
<tr><td> reanimation</td><td>3</td><td>3</td></tr><br />
<tr><td> score</td><td>2132</td><td>2161</td></tr><br />
</table><br />
In addition there are also the corpses of the approx. 37-39 aliens and their weapons. Since the maps are not that large it seems quite beneficial to clear them completely for the additional 500-700 score points(compared to demolishing the device and running) and the recovery money. By the time you reach the device most aliens should be dead anyway. If there are aliens in the walls or of the map as it happens sometimes you might be robbed of the fruits of your labor however - saving the game before landing recommended.<br />
--[[User:Tauon|Tauon]] 23:15, 30 October 2010 (BST)<br />
<br />
==Appear only after Alien Origins are researched?==<br />
<br />
This probably is just a coincidence but on my current game the 1st Artefact Mission appeared some 4/5 months right after I completed research on Alien Origins (who explains them). Just a coincidence or you need to complete research in order for them to appear? Anyone else can check this out? [[User:Hobbes|Hobbes]] 16:57, 6 January 2011 (EST)<br />
: I have not had the time to look through the save files of my latest campaigns but that would mean that on should not expect a Artefact Mission before May/June earliest. And if memory serves me right I recall a few occasions where I had to fight such missions with gauss weapons and sonic pulsers which in turn means that it was rather early because I tend to upgrade weapons early and delay the alien origin research until I am about to research my first lobsterman navigator/gillman commander/lobsterman commander for the ultimate threat in order to get both T'Leth and the Leviathan with the second lobster Commander.--[[User:Tauon|Tauon]] 09:01, 11 January 2011 (EST)<br />
<br />
== Edits looking good ==<br />
<br />
More useful info here, thanks NKF. [[User:4th Cuirassier|4th Cuirassier]] 08:46, 8 February 2011 (EST)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Artefact_Site&diff=33009Talk:Artefact Site2011-02-08T13:46:52Z<p>4th Cuirassier: /* Edits looking good */ new section</p>
<hr />
<div>==Locked Hallucinoid?==<br />
Hi everybody, I'm new here - and here's my new question.<br />
I have recently completed two Artefact Site missions on Superhuman difficulty. In both of these missions (in second part) there was a Hallucinoid located far outside the map. I was able to find it by using XComUtil (SWP flag).<br />
<br />
The question is as follows: can this Hallucinoid present there knowingly (by developers) to ensure that you will manually destroy the Synomium Device instead of just kill all the aliens? Or maybe this is just a bug of the Windows version of the game, or something like alien overflow on higher difficulties?<br />
<br />
Thanks.<br />
<br />
[[User:Player701|Player701]] 08:05, 29 June 2010 (EDT)<br />
<br />
----<br />
<br />
XComUtil sometimes generated X-COM units outside the boundaries of the map (I'm not sure if this has been corrected on the latest version), so it is possible that it is simply an XComUtil generated bug. [[User:Hobbes|Hobbes]] 08:25, 29 June 2010 (EDT)<br />
<br />
----<br />
<br />
I know that, but I haven't used XComUtil before. I have installed it just to find that last alien, so this bug can't be related to XComUtil. And I have installed it in another game directory, so it couldn't corrupt my save files. [[User:Player701|Player701]] 10:05, 29 June 2010 (EDT)<br />
<br />
----<br />
<br />
If you upload the save file (here for eg: [[Image:Out_of_bounds_Hallucinoid.zip]]), I could take a look at it. I would guess the map ran out of spawn nodes (higher difficulty = more aliens to place on the map). - [[User:Bomb Bloke|Bomb Bloke]] 23:24, 29 June 2010 (EDT)<br />
<br />
----<br />
<br />
There are a few maps in TFTD where large units may end up spawned in odd locations, probably due to what Bomb Bloke mentioned. Actually, in one odd example I helped troubleshoot a while back was a Xarquid that was stuck in the cargo hold shaft at the front of the boat in a shipping lane mission. Since it cannot be breached even by alien weapons, it made the first map impossible to complete without aborting. As for the aliens getting stuck in walls in the colonies, I don't know if that was deliberate or accidental on the part of the mappers. <br />
<br />
I had a feeling Zombie had a series of map pack sets that corrected the placement problems, but currently I can only find the ones for the two small subs and the ones for UFO. -[[User:NKF|NKF]] 01:56, 30 June 2010 (EDT)<br />
<br />
----<br />
<br />
Uploaded the save game: [[Image:Out of bounds Hallucinoid.zip]], you can take a look. That's my fourth Artefact Site mission in this campaign, and the third case of a Hallucinoid outside of the map (There is only one alien remaining, and the SWP flag was applied using XComUtil). [[User:Player701|Player701]] 05:53, 1 July 2010 (EDT)<br />
<br />
----<br />
<br />
Well this is odd.<br />
<br />
First off, he's not outside the map - he's actually just within it, albeit embedded in some black wall blocks.<br />
<br />
Second - and rather more to the point - he's sitting on spawn node 118 (he hasn't been able to move off it). The problem is that the map module he's in (GRUNGE08) doesn't have a spawn node there (and yes, I'm checking the Windows release, of which there was one version).<br />
<br />
In fact, both nodes 117 and 119 are placed miles away, over an entirely different map module (GRUNGE12, that large 20x20 area in the southern-center of the battlescape). That ''certainly'' shouldn't be the case - all nodes should be placed on a per-module basis (so if you suddenly jump from one module to another while placing nodes, it shouldn't be possible to jump back again).<br />
<br />
I guess there must be something screwy in the [[ROUTES|GRUNGE12.RMP file]], but I haven't yet looked to see what it might be.<br />
<br />
- [[User:Bomb Bloke|Bomb Bloke]] 08:02, 1 July 2010 (EDT)<br />
<br />
<br />
== Alien garrison ==<br />
<br />
I noted down what I killed when I cleared two sites completely playing on superhuman difficulty. I got:<br />
<table {{StdCenterTable}}><br />
<tr><td>1st stage</td><td>first site</td><td>second site</td></tr><br />
<tr><td>aquatoid</td> <td>4</td><td>3</td></tr><br />
<tr><td>tasoth</td><td> 10</td><td>7</td></tr><br />
<tr><td>tentaculat</td> <td>0</td><td>2</td></tr><br />
<tr><td>halucinoid</td><td> 0</td><td>2</td></tr><br />
<tr><td>2nd stage</td><td>first site</td><td>second site</td></tr><br />
<tr><td>aquatoid</td><td> 4</td><td>4</td></tr><br />
<tr><td>tasoth</td><td> 12</td><td>7</td></tr><br />
<tr><td>tentaculat</td><td> 6</td><td>8</td></tr><br />
<tr><td>halucinoid</td><td> 1</td><td>3</td></tr><br />
</table><br />
Looking at these numbers I would guess that the total numbers are around 14 for the first and 22-23 for the second. The composition seems to be very variable. I also recall missions with more then 10 tentaculats for the second stage. The map size of the first stage seems to be variable as well if I recall correctly.<br />
<br />
== Loot ==<br />
<br />
As already mentioned in the article there is a substantial recovery if both stages are completely(or maybe only the second is sufficient).<br />
From the debriefing I got:<br />
<table {{StdCenterTable}}><br />
<tr><td>item</td><td>first site</td><td>second site</td></tr><br />
<tr><td> magnetic navigation</td><td>1</td><td>1</td></tr><br />
<tr><td> sub construction</td><td>1</td><td>1</td></tr><br />
<tr><td> learning arrays</td><td>2</td><td>2</td></tr><br />
<tr><td> cryogenics</td><td>12</td><td>0</td></tr><br />
<tr><td> implanter</td><td>2</td><td>0</td></tr><br />
<tr><td> aqua plastics</td><td>519</td><td>503</td></tr><br />
<tr><td> reanimation</td><td>3</td><td>3</td></tr><br />
<tr><td> score</td><td>2132</td><td>2161</td></tr><br />
</table><br />
In addition there are also the corpses of the approx. 37-39 aliens and their weapons. Since the maps are not that large it seems quite beneficial to clear them completely for the additional 500-700 score points(compared to demolishing the device and running) and the recovery money. By the time you reach the device most aliens should be dead anyway. If there are aliens in the walls or of the map as it happens sometimes you might be robbed of the fruits of your labor however - saving the game before landing recommended.<br />
--[[User:Tauon|Tauon]] 23:15, 30 October 2010 (BST)<br />
<br />
==Appear only after Alien Origins are researched?==<br />
<br />
This probably is just a coincidence but on my current game the 1st Artefact Mission appeared some 4/5 months right after I completed research on Alien Origins (who explains them). Just a coincidence or you need to complete research in order for them to appear? Anyone else can check this out? [[User:Hobbes|Hobbes]] 16:57, 6 January 2011 (EST)<br />
: I have not had the time to look through the save files of my latest campaigns but that would mean that on should not expect a Artefact Mission before May/June earliest. And if memory serves me right I recall a few occasions where I had to fight such missions with gauss weapons and sonic pulsers which in turn means that it was rather early because I tend to upgrade weapons early and delay the alien origin research until I am about to research my first lobsterman navigator/gillman commander/lobsterman commander for the ultimate threat in order to get both T'Leth and the Leviathan with the second lobster Commander.--[[User:Tauon|Tauon]] 09:01, 11 January 2011 (EST)<br />
<br />
== Edits looking good ==<br />
<br />
More useful infor here, thanks NKF. [[User:4th Cuirassier|4th Cuirassier]] 08:46, 8 February 2011 (EST)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:T%27leth&diff=33008Talk:T'leth2011-02-08T13:41:52Z<p>4th Cuirassier: /* Finding the exit on Level 2 */</p>
<hr />
<div>== Old Talk == <br />
Feel free to add to the journal,feel free to write about other personnel,making the story more addictive.<br />
<br />
Did anyone read H.P. Lovecraft? If not, here's a small example: ''"The nightmare corpse-city of R'lyeh ... was built in measureless eons behind history by the vast, loathsome shapes that seeped down from the dark stars. There lay great Cthulhu and his hordes, hidden in green slimy vaults . . . until the end."'' A Cthulhu-related phrase from a cultist: <br />
<br />
''"That is not dead which can eternal lie.<br />
''And with strange æons even death may die."<br />
<br />
According to the same cultist (Old Castro), Chthulhu was one of the Great Old Ones, who ''"were not composed altogether of flesh and blood. They had shape...but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them."''<br />
<br />
We need to put some info spoiler too about the map of R'lyeh.<br />
<br />
== Rewrite == <br />
<br />
I don't check this part of the wiki very much, but I think this section definitely needs some time spent on it. At least to take out the non-canon content to begin with. . -[[User:NKF|NKF]] 15:35, 24 September 2010 (EDT)<br />
<br />
Ok, I've rewritten the article to be more in line with the Cydonia one, though it still needs the official briefings (I'll see to that in a day or two) and maybe some maps or tables. Also, the numbers of aliens are for Experienced difficulty. I've removed the non-canon stuff, though I think it might make for a good Data Canister. If someone agrees, I can add it there. --[[User:Darkpast|Darkpast]] 10:25, 27 September 2010 (EDT)<br />
<br />
: I've added the briefings. Sooner than expected :) --[[User:Darkpast|Darkpast]] 11:16, 27 September 2010 (EDT)<br />
<br />
:: What I'll do is copy everything that has been done over here for reference and we can start adding changing and moving stuff about as necessary. The one thing I do want to do is put the briefing in a reference quote block like the ones in the weapon section. -[[User:NKF|NKF]] 18:58, 27 September 2010 (EDT) <br />
<br />
= Old TFTD page contents =<br />
<br />
This is a three part mission. Note that this is a DO OR DIE mission. If you fail or hit abort at any time, the entire campaign ends, you lose. To have this mission available, you must research "T'leth the alien's city", and access it by launching a Leviathan sub. It'll either give the option to go to intercept or to T'leth. The "T'leth" button is at the top of the screen if you have a Leviathan selected in the Geoscape. <br />
<br />
<br />
=Alien city level 1=<br />
<br />
==Briefing==<br />
<br />
"We are entering the unknown, from here on in there could be anything waiting for us. We know there are 2 further levels to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
==Description==<br />
<br />
Looks much like the second part of an [[Artefact Site]] mission, but the map layout is different and there are only two levels. You must kill all aliens or move your units to the lift (bright yellow floor) and press the "abort mission" button. Note that this lift is on the upper level (l1).<br />
<br />
Aliens encountered: <br />
*Aquatoid Navigators and Commanders (all M.C. capable) armed with Disruptor Pulse Launchers (most of your opponents on this level, some 15-20 of them)<br />
*Hallucinoids (a few)<br />
<br />
<br />
=Alien city level 2=<br />
<br />
==Briefing==<br />
<br />
"Further into the unknown, from here on in there could be anything waiting for us. We know there is a further level to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
(note that the briefing is almost identical to the previous one)<br />
<br />
==Description==<br />
<br />
Looks like the the second part of a [[Colony Assault]] mission, but again there's only 2 levels. Once again, you need to kill all aliens or find the access lift to the third level. This can be difficult, because to do it you must first climb to the upper level, cross to the corner of the map opposite your starting location, and then descend to the ground level. Another problem is that some of the corridors will be too narrow for your SWSs - use Sonic Cannons or Disruptor Pulse Launchers to widen the door and corridors. <br />
<br />
Note that the lift has only room for 25 aquanauts, so if you took a fully-crewed Leviathan to the mission you must either kill all the aliens or be prepared to leave someone behind. If it comes to that, the best choice is a SWS, because their mobility is greatly restricted in the third level.<br />
<br />
Aliens encountered: <br />
*Aquatoid Soldiers, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 5 or so)<br />
*Lobster Men Soldiers & Squad Leaders, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 10 in all)<br />
*Deep Ones (several)<br />
*Tentaculats (a few)<br />
*Hallucinoids (several)<br />
*Xarquid (one or two)<br />
<br />
Make sure to save RIGHT at the end of Part 2, because...<br />
<br />
<br />
=Alien city level 3=<br />
<br />
==Briefing==<br />
<br />
"The end is in sight, from here on in we are searching for the crypt of the Ultimate Alien. Destroy the 8 power feeds to the tomb to finish off the Alien threat. Don't give up now! Aborting will terminate the mission."<br />
<br />
==Description==<br />
<br />
You can't save during part 3! No more save reload abuse! As against that, all you need to do is have ONE agent complete the mission, you should be able to manage this, right?<br />
<br />
The map is roughly a spiral leading to the Ultimate Alien's coffin. Aside from not being able to save, your overhead map will not function properly! You won't be able to see the terrain, only your agents, aliens and dropped items. Also, your SWSs can't move through the doors unless you knock them down with Disruptor Pulse Launchers. You'd need a LOT of ammo to knock down all the doors you need to pass to reach the end, so it's probably not worth taking the SWSs beyond the first two rooms.<br />
<br />
Fortunately, the map is mostly straightforward, with only a couple of dead-ends. It's also quite large, so your agents will run out of energy if you advance too quickly. All that said, the aliens on this map aren't particularly tough, and most of them will be in the first two rooms; take them out and the rest should be easy.<br />
<br />
When you reach the central chamber, be careful of Tentaculat ambushes. Remember that, unlike in Enemy Unknown, you can't kill the alien mastermind. Instead, destroy the power cylinders around him to win.<br />
<br />
Aliens encountered: <br />
*same as in part 2.<br />
<br />
<br />
=Tips=<br />
<br />
*It goes without saying, bring the best troops you have. As many as possible should have Mag. Ion Armour. You'll have a much easier time if your Aquanauts have high MC ratings. Because of the 80 item limit, 26 Aquanauts is probably impractical, so it's probably a good idea to take along 2-3 Displacers.<br />
<br />
*You can take some MC-weaklings along, as long as you keep them unarmed (or armed with Gauss Pistols) on the first level. The vast majority of your opponents there will be Aquatoids, so you don't need powerful weapons anyway. After the first level there are no more MC-capable aliens, so your MC-weaklings are no longer in danger.<br />
<br />
*The aliens are armed exclusively with Disruptor Pulse Launchers and Thermal Shock Launchers. This means you can't rely on scavenging Sonic weapons or ammo. So be careful, as your Sonic Cannons are likely to out of ammo if you don't bring reloads.<br />
<br />
*Spread out! Especially on the first level. You don't want a Disruptor Pulse Launcher to take out half your squad, do you?<br />
<br />
*The 80 item limit really hurts. So make sure you only bring along stuff that's essential. There's no sense in taking along more than a couple of Disruptor Pulse Launchers or bombs, since you'll be able to scavenge plenty from the aliens. Instead, make sure to have MC Disruptors, Medi-Kits, Sonic weapons (and ammo) and close combat weapons.<br />
<br />
*Unlike on Cydonia, there's no outdoor level: all the fighting will be done in corridors and rooms. Also, there's more light than on Mars's surface, so incendiary ammo is less useful (though not completely useless). Plan and equip your aquanauts accordingly.<br />
<br />
*Tactics to deal with specific enemies:<br />
<br />
:Aquatoids: dangerous but very vulnerable. On the first level they all have MC abilities and Disruptor Launchers. Luckily, they almost always die in one hit, and won't survive even on the outskirts of an explosion. On the other two levels they're more of a nuisance, as no longer have MC and most have Thermal Shock Launchers. Still, one or two might be toting a Disruptor Pulse Launcher, so don't ignore them.<br />
<br />
:Lobster Men: dangerous and very tough, but no MC ability. They usually survive even a direct hit from a Disruptor Pulse Launcher! Most of them are coincidentally armed with just that, but others wield Thermal Shock Launchers and are therefore less dangerous. Your best bet is to use MC attacks and Melee weapons against them. Don't forget they have a natural melee attack!<br />
<br />
:Tentaculats: as dangerous as ever, Tentaculats are surprisingly rare in T'leth. Just like in Colony Assaults, they tend to hide in small rooms and nooks and ambush nearby aquanauts. Be alert, and let Displacers or MC-ed aliens do the scouting.<br />
<br />
:Xarquid: rare and not very dangerous, Xarquid tend to keep their distance and snipe at your men. Interestingly, they're one of the few enemies in T'leth that has a non-explosive attack. Overall, they shouldn't give you much trouble.<br />
<br />
:Deep Ones: a weak and uncommon enemy in T'leth, chances are you haven't seen them for a while. Unlike most aliens here, Deep Ones have neither explosives nor a melee attack. They're vulnerable to just about anything you throw at them, so they're unlikely to cause you any problems.<br />
<br />
:Hallucinoids: although they have a powerful melee attack, Hallucinoids are no more than a nuisance at this point. Just blast them with whatever is at hand.<br />
<br />
== Finding the exit on Level 2 ==<br />
<br />
I'm in that place where, on Level 2, I can find neither the last alien, nor the exit. Is the layout always the same, and does the exit lift always look the same? I started at the top left and have searched the whole map, both levels, but can't find any yellow grid. [[User:4th Cuirassier|4th Cuirassier]] 04:42, 7 February 2011 (EST)<br />
<br />
: Not sure about the first level, but the layout of the second and third level are indeed static. The exit area for the second level is in the darker area in the middle of the map on the lower levels. Have a careful search of it and you'll find the little room with the exit pads. It's quite a small exit area, so if you're hoping to bring lots of aquanauts and tanks along, you'll need to clear out all the aliens on the map. -[[User:NKF|NKF]] 05:59, 7 February 2011 (EST)<br />
<br />
:: Hmm, don't know how I'm missing that...must go back and scrutinise. [[User:4th Cuirassier|4th Cuirassier]] 06:45, 7 February 2011 (EST)<br />
<br />
: I have the memory from my last mission on T'leth (which was years ago) that the 2nd level exit appeared on one corner of the map. Again, been a long time and my memory might be tricking me. [[User:Hobbes|Hobbes]] 13:56, 7 February 2011 (EST)<br />
<br />
:: I've searched the whole map and it's not there. Is this a first? [[User:4th Cuirassier|4th Cuirassier]] 18:28, 7 February 2011 (EST)<br />
<br />
::: My bad - found it. There was a corner of the map that looked like it was outside the level, but when I looked at the next level, I found doors I hadn't seen, and there inside was the exit zone. [[User:4th Cuirassier|4th Cuirassier]] 08:41, 8 February 2011 (EST)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:T%27leth&diff=32997Talk:T'leth2011-02-07T23:28:36Z<p>4th Cuirassier: /* Finding the exit on Level 2 */</p>
<hr />
<div>== Old Talk == <br />
Feel free to add to the journal,feel free to write about other personnel,making the story more addictive.<br />
<br />
Did anyone read H.P. Lovecraft? If not, here's a small example: ''"The nightmare corpse-city of R'lyeh ... was built in measureless eons behind history by the vast, loathsome shapes that seeped down from the dark stars. There lay great Cthulhu and his hordes, hidden in green slimy vaults . . . until the end."'' A Cthulhu-related phrase from a cultist: <br />
<br />
''"That is not dead which can eternal lie.<br />
''And with strange æons even death may die."<br />
<br />
According to the same cultist (Old Castro), Chthulhu was one of the Great Old Ones, who ''"were not composed altogether of flesh and blood. They had shape...but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them."''<br />
<br />
We need to put some info spoiler too about the map of R'lyeh.<br />
<br />
== Rewrite == <br />
<br />
I don't check this part of the wiki very much, but I think this section definitely needs some time spent on it. At least to take out the non-canon content to begin with. . -[[User:NKF|NKF]] 15:35, 24 September 2010 (EDT)<br />
<br />
Ok, I've rewritten the article to be more in line with the Cydonia one, though it still needs the official briefings (I'll see to that in a day or two) and maybe some maps or tables. Also, the numbers of aliens are for Experienced difficulty. I've removed the non-canon stuff, though I think it might make for a good Data Canister. If someone agrees, I can add it there. --[[User:Darkpast|Darkpast]] 10:25, 27 September 2010 (EDT)<br />
<br />
: I've added the briefings. Sooner than expected :) --[[User:Darkpast|Darkpast]] 11:16, 27 September 2010 (EDT)<br />
<br />
:: What I'll do is copy everything that has been done over here for reference and we can start adding changing and moving stuff about as necessary. The one thing I do want to do is put the briefing in a reference quote block like the ones in the weapon section. -[[User:NKF|NKF]] 18:58, 27 September 2010 (EDT) <br />
<br />
= Old TFTD page contents =<br />
<br />
This is a three part mission. Note that this is a DO OR DIE mission. If you fail or hit abort at any time, the entire campaign ends, you lose. To have this mission available, you must research "T'leth the alien's city", and access it by launching a Leviathan sub. It'll either give the option to go to intercept or to T'leth. The "T'leth" button is at the top of the screen if you have a Leviathan selected in the Geoscape. <br />
<br />
<br />
=Alien city level 1=<br />
<br />
==Briefing==<br />
<br />
"We are entering the unknown, from here on in there could be anything waiting for us. We know there are 2 further levels to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
==Description==<br />
<br />
Looks much like the second part of an [[Artefact Site]] mission, but the map layout is different and there are only two levels. You must kill all aliens or move your units to the lift (bright yellow floor) and press the "abort mission" button. Note that this lift is on the upper level (l1).<br />
<br />
Aliens encountered: <br />
*Aquatoid Navigators and Commanders (all M.C. capable) armed with Disruptor Pulse Launchers (most of your opponents on this level, some 15-20 of them)<br />
*Hallucinoids (a few)<br />
<br />
<br />
=Alien city level 2=<br />
<br />
==Briefing==<br />
<br />
"Further into the unknown, from here on in there could be anything waiting for us. We know there is a further level to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
(note that the briefing is almost identical to the previous one)<br />
<br />
==Description==<br />
<br />
Looks like the the second part of a [[Colony Assault]] mission, but again there's only 2 levels. Once again, you need to kill all aliens or find the access lift to the third level. This can be difficult, because to do it you must first climb to the upper level, cross to the corner of the map opposite your starting location, and then descend to the ground level. Another problem is that some of the corridors will be too narrow for your SWSs - use Sonic Cannons or Disruptor Pulse Launchers to widen the door and corridors. <br />
<br />
Note that the lift has only room for 25 aquanauts, so if you took a fully-crewed Leviathan to the mission you must either kill all the aliens or be prepared to leave someone behind. If it comes to that, the best choice is a SWS, because their mobility is greatly restricted in the third level.<br />
<br />
Aliens encountered: <br />
*Aquatoid Soldiers, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 5 or so)<br />
*Lobster Men Soldiers & Squad Leaders, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 10 in all)<br />
*Deep Ones (several)<br />
*Tentaculats (a few)<br />
*Hallucinoids (several)<br />
*Xarquid (one or two)<br />
<br />
Make sure to save RIGHT at the end of Part 2, because...<br />
<br />
<br />
=Alien city level 3=<br />
<br />
==Briefing==<br />
<br />
"The end is in sight, from here on in we are searching for the crypt of the Ultimate Alien. Destroy the 8 power feeds to the tomb to finish off the Alien threat. Don't give up now! Aborting will terminate the mission."<br />
<br />
==Description==<br />
<br />
You can't save during part 3! No more save reload abuse! As against that, all you need to do is have ONE agent complete the mission, you should be able to manage this, right?<br />
<br />
The map is roughly a spiral leading to the Ultimate Alien's coffin. Aside from not being able to save, your overhead map will not function properly! You won't be able to see the terrain, only your agents, aliens and dropped items. Also, your SWSs can't move through the doors unless you knock them down with Disruptor Pulse Launchers. You'd need a LOT of ammo to knock down all the doors you need to pass to reach the end, so it's probably not worth taking the SWSs beyond the first two rooms.<br />
<br />
Fortunately, the map is mostly straightforward, with only a couple of dead-ends. It's also quite large, so your agents will run out of energy if you advance too quickly. All that said, the aliens on this map aren't particularly tough, and most of them will be in the first two rooms; take them out and the rest should be easy.<br />
<br />
When you reach the central chamber, be careful of Tentaculat ambushes. Remember that, unlike in Enemy Unknown, you can't kill the alien mastermind. Instead, destroy the power cylinders around him to win.<br />
<br />
Aliens encountered: <br />
*same as in part 2.<br />
<br />
<br />
=Tips=<br />
<br />
*It goes without saying, bring the best troops you have. As many as possible should have Mag. Ion Armour. You'll have a much easier time if your Aquanauts have high MC ratings. Because of the 80 item limit, 26 Aquanauts is probably impractical, so it's probably a good idea to take along 2-3 Displacers.<br />
<br />
*You can take some MC-weaklings along, as long as you keep them unarmed (or armed with Gauss Pistols) on the first level. The vast majority of your opponents there will be Aquatoids, so you don't need powerful weapons anyway. After the first level there are no more MC-capable aliens, so your MC-weaklings are no longer in danger.<br />
<br />
*The aliens are armed exclusively with Disruptor Pulse Launchers and Thermal Shock Launchers. This means you can't rely on scavenging Sonic weapons or ammo. So be careful, as your Sonic Cannons are likely to out of ammo if you don't bring reloads.<br />
<br />
*Spread out! Especially on the first level. You don't want a Disruptor Pulse Launcher to take out half your squad, do you?<br />
<br />
*The 80 item limit really hurts. So make sure you only bring along stuff that's essential. There's no sense in taking along more than a couple of Disruptor Pulse Launchers or bombs, since you'll be able to scavenge plenty from the aliens. Instead, make sure to have MC Disruptors, Medi-Kits, Sonic weapons (and ammo) and close combat weapons.<br />
<br />
*Unlike on Cydonia, there's no outdoor level: all the fighting will be done in corridors and rooms. Also, there's more light than on Mars's surface, so incendiary ammo is less useful (though not completely useless). Plan and equip your aquanauts accordingly.<br />
<br />
*Tactics to deal with specific enemies:<br />
<br />
:Aquatoids: dangerous but very vulnerable. On the first level they all have MC abilities and Disruptor Launchers. Luckily, they almost always die in one hit, and won't survive even on the outskirts of an explosion. On the other two levels they're more of a nuisance, as no longer have MC and most have Thermal Shock Launchers. Still, one or two might be toting a Disruptor Pulse Launcher, so don't ignore them.<br />
<br />
:Lobster Men: dangerous and very tough, but no MC ability. They usually survive even a direct hit from a Disruptor Pulse Launcher! Most of them are coincidentally armed with just that, but others wield Thermal Shock Launchers and are therefore less dangerous. Your best bet is to use MC attacks and Melee weapons against them. Don't forget they have a natural melee attack!<br />
<br />
:Tentaculats: as dangerous as ever, Tentaculats are surprisingly rare in T'leth. Just like in Colony Assaults, they tend to hide in small rooms and nooks and ambush nearby aquanauts. Be alert, and let Displacers or MC-ed aliens do the scouting.<br />
<br />
:Xarquid: rare and not very dangerous, Xarquid tend to keep their distance and snipe at your men. Interestingly, they're one of the few enemies in T'leth that has a non-explosive attack. Overall, they shouldn't give you much trouble.<br />
<br />
:Deep Ones: a weak and uncommon enemy in T'leth, chances are you haven't seen them for a while. Unlike most aliens here, Deep Ones have neither explosives nor a melee attack. They're vulnerable to just about anything you throw at them, so they're unlikely to cause you any problems.<br />
<br />
:Hallucinoids: although they have a powerful melee attack, Hallucinoids are no more than a nuisance at this point. Just blast them with whatever is at hand.<br />
<br />
== Finding the exit on Level 2 ==<br />
<br />
I'm in that place where, on Level 2, I can find neither the last alien, nor the exit. Is the layout always the same, and does the exit lift always look the same? I started at the top left and have searched the whole map, both levels, but can't find any yellow grid. [[User:4th Cuirassier|4th Cuirassier]] 04:42, 7 February 2011 (EST)<br />
<br />
: Not sure about the first level, but the layout of the second and third level are indeed static. The exit area for the second level is in the darker area in the middle of the map on the lower levels. Have a careful search of it and you'll find the little room with the exit pads. It's quite a small exit area, so if you're hoping to bring lots of aquanauts and tanks along, you'll need to clear out all the aliens on the map. -[[User:NKF|NKF]] 05:59, 7 February 2011 (EST)<br />
<br />
:: Hmm, don't know how I'm missing that...must go back and scrutinise. [[User:4th Cuirassier|4th Cuirassier]] 06:45, 7 February 2011 (EST)<br />
<br />
: I have the memory from my last mission on T'leth (which was years ago) that the 2nd level exit appeared on one corner of the map. Again, been a long time and my memory might be tricking me. [[User:Hobbes|Hobbes]] 13:56, 7 February 2011 (EST)<br />
<br />
:: I've searched the whole map and it's not there. Is this a first?[[User:4th Cuirassier|4th Cuirassier]] 18:28, 7 February 2011 (EST)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32994Artefact Site2011-02-07T18:28:35Z<p>4th Cuirassier: /* Mission structure */</p>
<hr />
<div>== Alien Activity Site Mission ==<br />
<br />
Artefact sites start to appear some months into the game, usually before alien colonies. Once both have started to appear, they continue to do so for the balance of the game. It is possible to complete all the research and submarine construction necessary to embark upon the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. <br />
<br />
Artefact sites are short-lived, typically lasting about 5 hours, so unless the site is near one of your bases, you will normally need to man and despatch an assault craft almost immediately in order to get to it in time. This means that, usually, you will not have the luxury of timing your arrival for daybreak, so as to assault them in better light. Failure to act against an Artefact site at all results in a large (2,000-point) penalty.<br />
<br />
The "Artefact" is the so-called "Synomium Device", whose purpose is unexplained but which is also a feature of the control centre in alien colonies. Artefact sites may be a precursor to colonies, although Artefact sites left undisturbed do not usually turn into colonies in the same location.<br />
<br />
==In game messages==<br />
<br />
Artefact sites can be detected by your patrols but are often simply reported by an in-game message in the Geoscape screen, as happens with ship and port attacks. The alert message describes them as alien "activity", but thereafter they are referred to as "Artefact sites". <br />
<br />
On landing at the site, the screen messages you receive are as follows:<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
==Mission structure==<br />
<br />
The mission itself is a 2-part assignment. The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large, spanning 4 floors and with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
The second part is inside a 4-floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device (silvery object, top left)<br />
</gallery><br />
<br /><br />
<br />
The device can be destroyed by all weapons other than melee weapons. One hit from any explosive, Gauss or Sonic weapon is sufficient. <br />
<br />
==Points==<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
==Enemies encountered==<br />
<br />
Typical aliens defending Artefact sites include Tasoths, Tentaculats, Aquatoids, and Hallucinoids.<br />
<br />
In particular, there may be a large number of Tentaculats on the lower level (as many as 10 have been reported). A recent mission on Superhuman had 44 aliens present, though some were XCom agents turned to zombies. Up to 20 aliens can be expected per mission part.<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. A sample haul is as follows: <br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32993Artefact Site2011-02-07T18:27:59Z<p>4th Cuirassier: /* In game messages */</p>
<hr />
<div>== Alien Activity Site Mission ==<br />
<br />
Artefact sites start to appear some months into the game, usually before alien colonies. Once both have started to appear, they continue to do so for the balance of the game. It is possible to complete all the research and submarine construction necessary to embark upon the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. <br />
<br />
Artefact sites are short-lived, typically lasting about 5 hours, so unless the site is near one of your bases, you will normally need to man and despatch an assault craft almost immediately in order to get to it in time. This means that, usually, you will not have the luxury of timing your arrival for daybreak, so as to assault them in better light. Failure to act against an Artefact site at all results in a large (2,000-point) penalty.<br />
<br />
The "Artefact" is the so-called "Synomium Device", whose purpose is unexplained but which is also a feature of the control centre in alien colonies. Artefact sites may be a precursor to colonies, although Artefact sites left undisturbed do not usually turn into colonies in the same location.<br />
<br />
==In game messages==<br />
<br />
Artefact sites can be detected by your patrols but are often simply reported by an in-game message in the Geoscape screen, as happens with ship and port attacks. The alert message describes them as alien "activity", but thereafter they are referred to as "Artefact sites". <br />
<br />
On landing at the site, the screen messages you receive are as follows:<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
==Mission structure==<br />
<br />
The mission itself is a 2-part assignment. The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large, spanning 4 floors and with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
----<br />
<br />
The second part is inside a 4-floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device (silvery object, top left)<br />
</gallery><br />
<br /><br />
<br />
The device can be destroyed by all weapons other than melee weapons. One hit from any explosive, Gauss or Sonic weapon is sufficient. <br />
<br />
==Points==<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
==Enemies encountered==<br />
<br />
Typical aliens defending Artefact sites include Tasoths, Tentaculats, Aquatoids, and Hallucinoids.<br />
<br />
In particular, there may be a large number of Tentaculats on the lower level (as many as 10 have been reported). A recent mission on Superhuman had 44 aliens present, though some were XCom agents turned to zombies. Up to 20 aliens can be expected per mission part.<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. A sample haul is as follows: <br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32992Artefact Site2011-02-07T18:26:58Z<p>4th Cuirassier: /* In game messages */</p>
<hr />
<div>== Alien Activity Site Mission ==<br />
<br />
Artefact sites start to appear some months into the game, usually before alien colonies. Once both have started to appear, they continue to do so for the balance of the game. It is possible to complete all the research and submarine construction necessary to embark upon the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. <br />
<br />
Artefact sites are short-lived, typically lasting about 5 hours, so unless the site is near one of your bases, you will normally need to man and despatch an assault craft almost immediately in order to get to it in time. This means that, usually, you will not have the luxury of timing your arrival for daybreak, so as to assault them in better light. Failure to act against an Artefact site at all results in a large (2,000-point) penalty.<br />
<br />
The "Artefact" is the so-called "Synomium Device", whose purpose is unexplained but which is also a feature of the control centre in alien colonies. Artefact sites may be a precursor to colonies, although Artefact sites left undisturbed do not usually turn into colonies in the same location.<br />
<br />
==In game messages==<br />
<br />
Artefact sites can be detected by your patrols but are often simply reported by an in-game message in the Geoscape screen, as happens with ship and port attacks. The alert message describes them as alien "activity", but thereafter they are referred to as "Artefact sites". <br />
<br />
On landing at the site, the screen messages you receive are as follows:<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
----<br />
<br />
==Mission structure==<br />
<br />
The mission itself is a 2-part assignment. The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large, spanning 4 floors and with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
----<br />
<br />
The second part is inside a 4-floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device (silvery object, top left)<br />
</gallery><br />
<br /><br />
<br />
The device can be destroyed by all weapons other than melee weapons. One hit from any explosive, Gauss or Sonic weapon is sufficient. <br />
<br />
==Points==<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
==Enemies encountered==<br />
<br />
Typical aliens defending Artefact sites include Tasoths, Tentaculats, Aquatoids, and Hallucinoids.<br />
<br />
In particular, there may be a large number of Tentaculats on the lower level (as many as 10 have been reported). A recent mission on Superhuman had 44 aliens present, though some were XCom agents turned to zombies. Up to 20 aliens can be expected per mission part.<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. A sample haul is as follows: <br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32991Artefact Site2011-02-07T18:26:35Z<p>4th Cuirassier: /* Alien Activity Site Mission */</p>
<hr />
<div>== Alien Activity Site Mission ==<br />
<br />
Artefact sites start to appear some months into the game, usually before alien colonies. Once both have started to appear, they continue to do so for the balance of the game. It is possible to complete all the research and submarine construction necessary to embark upon the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. <br />
<br />
Artefact sites are short-lived, typically lasting about 5 hours, so unless the site is near one of your bases, you will normally need to man and despatch an assault craft almost immediately in order to get to it in time. This means that, usually, you will not have the luxury of timing your arrival for daybreak, so as to assault them in better light. Failure to act against an Artefact site at all results in a large (2,000-point) penalty.<br />
<br />
The "Artefact" is the so-called "Synomium Device", whose purpose is unexplained but which is also a feature of the control centre in alien colonies. Artefact sites may be a precursor to colonies, although Artefact sites left undisturbed do not usually turn into colonies in the same location.<br />
<br />
==In game messages==<br />
<br />
The screen messages you receive are as follows:<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
----<br />
<br />
==Mission structure==<br />
<br />
The mission itself is a 2-part assignment. The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large, spanning 4 floors and with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
----<br />
<br />
The second part is inside a 4-floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device (silvery object, top left)<br />
</gallery><br />
<br /><br />
<br />
The device can be destroyed by all weapons other than melee weapons. One hit from any explosive, Gauss or Sonic weapon is sufficient. <br />
<br />
==Points==<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
==Enemies encountered==<br />
<br />
Typical aliens defending Artefact sites include Tasoths, Tentaculats, Aquatoids, and Hallucinoids.<br />
<br />
In particular, there may be a large number of Tentaculats on the lower level (as many as 10 have been reported). A recent mission on Superhuman had 44 aliens present, though some were XCom agents turned to zombies. Up to 20 aliens can be expected per mission part.<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. A sample haul is as follows: <br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32990Artefact Site2011-02-07T18:26:01Z<p>4th Cuirassier: /* Alien Activity Site Mission */</p>
<hr />
<div>== Alien Activity Site Mission ==<br />
<br />
Artefact sites start to appear some months into the game, usually before alien colonies. Once both have started to appear, they continue to do so for the balance of the game. It is possible to complete all the research and submarine construction necessary to embark upon the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. <br />
<br />
Artefact sites are short-lived, typically lasting about 5 hours, so unless the site is near one of your bases, you will normally need to man and despatch an assault craft almost immediately in order to get to it in time. This means that, usually, you will not have the luxury of timing your arrival for daybreak, so as to assault them in better light. Failure to act against an Artefact site at all results in a large (2,000-point) penalty.<br />
<br />
Artefact sites can be detected by your patrols but are often simply reported by an in-game message in the Geoscape screen, as happens with ship and port attacks. The alert message describes them as alien "activity", but thereafter they are referred to as "Artefact sites". The "Artefact" is the so-called "Synomium Device", whose purpose is unexplained but which is also a feature of the control centre in alien colonies. Artefact sites may be a precursor to colonies, although Artefact sites left undisturbed do not usually turn into colonies in the same location.<br />
<br />
==In game messages==<br />
<br />
The screen messages you receive are as follows:<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
----<br />
<br />
==Mission structure==<br />
<br />
The mission itself is a 2-part assignment. The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large, spanning 4 floors and with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
----<br />
<br />
The second part is inside a 4-floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device (silvery object, top left)<br />
</gallery><br />
<br /><br />
<br />
The device can be destroyed by all weapons other than melee weapons. One hit from any explosive, Gauss or Sonic weapon is sufficient. <br />
<br />
==Points==<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
==Enemies encountered==<br />
<br />
Typical aliens defending Artefact sites include Tasoths, Tentaculats, Aquatoids, and Hallucinoids.<br />
<br />
In particular, there may be a large number of Tentaculats on the lower level (as many as 10 have been reported). A recent mission on Superhuman had 44 aliens present, though some were XCom agents turned to zombies. Up to 20 aliens can be expected per mission part.<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. A sample haul is as follows: <br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32989Artefact Site2011-02-07T18:25:16Z<p>4th Cuirassier: /* Alien Activity Site Mission */</p>
<hr />
<div>== Alien Activity Site Mission ==<br />
<br />
Artefact sites start to appear some months into the game, usually before alien colonies. Once both have started to appear, they continue to do so for the balance of the game. It is possible to complete all the research and submarine construction necessary to embark upon the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. <br />
<br />
Artefact sites are short-lived, typically lasting about 5 hours, so unless the site is near one of your bases, you will normally need to man and despatch an assault craft almost immediately in order to get to it in time. This means that, usually, you will not have the luxury of timing your arrival for daybreak, so as to assault them in better light. Failure to act against an Artefact site at all results in a large (2,000-point) penalty.<br />
<br />
Artefact sites can be detected by your patrols but are often simply reported by an in-game message in the Geoscape screen, as happens with ship and port attacks. The alert message describes them as alien "activity", but thereafter they are referred to as "Artefact sites". The "Artefact" is the so-called "Synomium Device", whose purpose is unexplained but which is also a feature of the control centre in alien colonies. Artefact site smay be a precursor to colonies, although Artefact sites left undisturbed do not usually turn into colonies in the same location.<br />
<br />
==In game messages==<br />
<br />
The screen messages you receive are as follows:<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
----<br />
<br />
==Mission structure==<br />
<br />
The mission itself is a 2-part assignment. The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large, spanning 4 floors and with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
----<br />
<br />
The second part is inside a 4-floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device (silvery object, top left)<br />
</gallery><br />
<br /><br />
<br />
The device can be destroyed by all weapons other than melee weapons. One hit from any explosive, Gauss or Sonic weapon is sufficient. <br />
<br />
==Points==<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
==Enemies encountered==<br />
<br />
Typical aliens defending Artefact sites include Tasoths, Tentaculats, Aquatoids, and Hallucinoids.<br />
<br />
In particular, there may be a large number of Tentaculats on the lower level (as many as 10 have been reported). A recent mission on Superhuman had 44 aliens present, though some were XCom agents turned to zombies. Up to 20 aliens can be expected per mission part.<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. A sample haul is as follows: <br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32988Artefact Site2011-02-07T18:21:13Z<p>4th Cuirassier: </p>
<hr />
<div>== Alien Activity Site Mission ==<br />
<br />
Artefact sites start to appear some months into the game, usually before alien colonies. Once both have started to appear, they continue to do so for the balance of the game. It is possible to complete all the research and submarine construction necessary to embark upon the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. <br />
<br />
Artefact sites are short-lived, typically lasting about 5 hours, so unless the site is near one of your bases, you will normally need to man and despatch an assault craft almost immediately in order to get to it in time. This means that, usually, you will not have the luxury of timing your arrival for daybreak, so as to assault them in better light. Failure to act against an Artefact site at all results in a large (2,000-point) penalty. <br />
<br />
==In game messages==<br />
<br />
The screen messages you receive are as follows:<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
----<br />
<br />
==Mission structure==<br />
<br />
The mission itself is a 2-part assignment. The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large, spanning 4 floors and with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
----<br />
<br />
The second part is inside a 4-floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device (silvery object, top left)<br />
</gallery><br />
<br /><br />
<br />
The device can be destroyed by all weapons other than melee weapons. One hit from any explosive, Gauss or Sonic weapon is sufficient. <br />
<br />
==Points==<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
==Enemies encountered==<br />
<br />
Typical aliens defending Artefact sites include Tasoths, Tentaculats, Aquatoids, and Hallucinoids.<br />
<br />
In particular, there may be a large number of Tentaculats on the lower level (as many as 10 have been reported). A recent mission on Superhuman had 44 aliens present, though some were XCom agents turned to zombies. Up to 20 aliens can be expected per mission part.<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. A sample haul is as follows: <br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32987Artefact Site2011-02-07T18:10:13Z<p>4th Cuirassier: /* Finding the Device */</p>
<hr />
<div>{{REWRITE NEEDED}}<br />
<br />
== Alien Contact Site Mission ==<br />
<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
----<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device (silvery object, top left)<br />
</gallery><br />
<br /><br />
<br />
----<br />
<br />
===Points===<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
----<br />
<br />
Artefact sites start to appear some months into the game, usually before alien colonies. Once both have started to appear, they continue to do so for the balance of the game. It is possible to complete all the research and submarine construction necessary to embark upon the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. <br />
<br />
Artefact sites are short-lived, typically lasting about 5 hours, so unless the site is near one of your bases, you will normally need to man and despatch an assault craft almost immediately in order to get to it in time. This means that, usually, you will not have the luxury of timing your arrival for daybreak, so as to assault them in better light. Failure to act against an Artefact site at all results in a large (2,000-point) penalty. <br />
<br />
----<br />
<br />
The mission itself is a 2-part assignment. The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large, spanning 4 floors and with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids<br />
<br />
----<br />
<br />
The second part is inside a 4-floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids<br />
<br />
* There's a LOT of Tentaculats on this level. On my last play-through, there were 10 of them! A recent mission on Superhuman had 44 aliens present, though some were my own agents turned to zombies. So expect about 20 aliens per mission part.<br />
<br />
----<br />
<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. The one time I've managed to do this resulted in the following, your results may vary.<br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32986Artefact Site2011-02-07T18:09:39Z<p>4th Cuirassier: /* Points */ tidied up a bit</p>
<hr />
<div>{{REWRITE NEEDED}}<br />
<br />
== Alien Contact Site Mission ==<br />
<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
----<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device<br />
</gallery><br />
<br /><br />
<br />
----<br />
<br />
===Points===<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
----<br />
<br />
Artefact sites start to appear some months into the game, usually before alien colonies. Once both have started to appear, they continue to do so for the balance of the game. It is possible to complete all the research and submarine construction necessary to embark upon the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. <br />
<br />
Artefact sites are short-lived, typically lasting about 5 hours, so unless the site is near one of your bases, you will normally need to man and despatch an assault craft almost immediately in order to get to it in time. This means that, usually, you will not have the luxury of timing your arrival for daybreak, so as to assault them in better light. Failure to act against an Artefact site at all results in a large (2,000-point) penalty. <br />
<br />
----<br />
<br />
The mission itself is a 2-part assignment. The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large, spanning 4 floors and with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids<br />
<br />
----<br />
<br />
The second part is inside a 4-floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids<br />
<br />
* There's a LOT of Tentaculats on this level. On my last play-through, there were 10 of them! A recent mission on Superhuman had 44 aliens present, though some were my own agents turned to zombies. So expect about 20 aliens per mission part.<br />
<br />
----<br />
<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. The one time I've managed to do this resulted in the following, your results may vary.<br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32985Artefact Site2011-02-07T17:59:37Z<p>4th Cuirassier: Undo revision 32984 by 4th Cuirassier (talk)</p>
<hr />
<div>{{REWRITE NEEDED}}<br />
<br />
== Alien Contact Site Mission ==<br />
<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
----<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device<br />
</gallery><br />
<br /><br />
<br />
----<br />
<br />
===Points===<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
----<br />
<br />
It is possible to reach the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. The mission itself is a 2-part assignment. The mission has a short window, during which you can attempt it (about 5 hours). Failure to do so results in a large -2000 point penalty. A recent mission on Superhuman had 44 aliens present, though some were my own agents turned to zombies. So expect about 20 aliens per mission part.<br />
<br />
----<br />
<br />
The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large spanning 4 floors, with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids<br />
<br />
----<br />
<br />
The second part is inside a 4 floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids<br />
<br />
* There's a LOT of Tentaculats on this level. On my last play-through, there were 10 of them!<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. The one time I've managed to do this resulted in the following, your results may vary.<br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32984Artefact Site2011-02-07T17:59:10Z<p>4th Cuirassier: /* Alien Contact Site Mission */</p>
<hr />
<div>{{REWRITE NEEDED}}<br />
<br />
== Alien Contact Site Mission ==<br />
<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site. There are 2 levels to the site, the seabed with its Alien pyramids and a hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission goals are clear. Penetrate the heart of the Alien facility and destroy the Synomium Molecular Control Device to complete the mission.<br />
<br />
----<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device<br />
</gallery><br />
<br /><br />
<br />
----<br />
<br />
===Points===<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
----<br />
<br />
It is possible to reach the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. The mission itself is a 2-part assignment. The mission has a short window, during which you can attempt it (about 5 hours). Failure to do so results in a large -2000 point penalty. A recent mission on Superhuman had 44 aliens present, though some were my own agents turned to zombies. So expect about 20 aliens per mission part.<br />
<br />
----<br />
<br />
The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large spanning 4 floors, with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids<br />
<br />
----<br />
<br />
The second part is inside a 4 floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids<br />
<br />
* There's a LOT of Tentaculats on this level. On my last play-through, there were 10 of them!<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. The one time I've managed to do this resulted in the following, your results may vary.<br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Weapons_(TFTD)&diff=32983Talk:Weapons (TFTD)2011-02-07T16:58:24Z<p>4th Cuirassier: /* Real Manufacturing Costs */</p>
<hr />
<div>= What Happened to First Alien War Weapons ? =<br />
<br />
Is there any reasonable excuse why we can't use good old Heavy Plasma, or any weapon from First Alien War, on land combat? [[User:L-Zwei|L-Zwei]] 23:44, 25 July 2006 (PDT)<br />
<br />
----<br />
<br />
I have been wondering that myself. Let's see: X-Com operatives are required to prepare for undersea combat, regardless the original destination of their transport. A commander may decide to send a midair Triton undersea, and as soon as the doors are opened, any non water proof equipment inside would be damaged. That's also the reason why soldiers take their diver suits on land. It's not that good of an excuse, but it's something. --[[User:Trotsky|Trotsky]] 01:50, 26 July 2006 (PDT)<br />
<br />
----<br />
<br />
If you could use the Plasmas, then why not the craft engines? My bet is the Elerium mines weren't set up at that point, meaning there was nothing to power these devices with.<br />
<br />
- [[User:Bomb Bloke|Bomb Bloke]] 02:56, 26 July 2006 (PDT)<br />
<br />
:The official story goes thus: sea water aggressively corrodes Elerium (and by extension anything made from alien alloy), and plasma weapons EXPLODE when fired underwater, as some unlucky scientists found out. Microprose released a couple short stories before the launch of TFTD to explain the backstory that closed the gap between the two episodes, and the technological issues were briefly hinted at --[[User:KJK::Hyperion|KJK::Hyperion]] 15:14, 17 April 2007 (PDT)<br />
<br />
----<br />
<br />
The economy argument seems more plausible. Once the war was finished, there would be no reason not to sell recovered Elerium for use as power source, especially since X-Com was disbanded shortly after.--[[User:Trotsky|Trotsky]] 11:05, 26 July 2006 (PDT)<br />
<br />
----<br />
<br />
Plus Elerium was consumed by research on interstellar travel.<br />
<br />
As a side note, the Gauss weapons aren't as bad as many say. For example, people also say lasers are bad, although a Laser Rifle can kill a Muton in one hit. Why people doesn't like it? Because there are better weapons (plasma). Same with Gauss: people use Sonic instead because of the higher damage. I personally prefer the Gauss's accuracy and one-shot-one-kill technique. Plus if you get in close range and miss a snapshot, you will be killed by reaction fire. However, a point-blank Gauss auto is too strong to survive and too fast to counter.<br />
<br />
On the other hand, Gauss weapons are a bit more... realistic. Small pistols which fire a sonic wave with sniper-level accuracy over the map? Come on... Plus you can distinguish yourself from the aliens by not using mainstay alien equipment :D--[[User:Amitakartok|amitakartok]] 15:00, 11 November 2008 (CST)<br />
<br />
:Fluff stories released by Microprose indicate that the Funding Nations basically divvied up X-COM 16 ways after the war, including all resources, and wasted most of it(including Elerium, to the point that they sent X-COM down to UFOs that crashed in the ocean to try and find more. This is when they learned that both Elerium is rendered inert by sea water, and Alien Alloys DISSOLVE in it.)<br />
<br />
:As for Gauss/Sonic, well, I've had a Tasoth kill a trooper with reaction after soaking up 3 Auto shots from a Pistol. I understand the difference though, and it is a issue of personal choice. Whether you get more shots in a small time frame or less shots but more power. Of course, there is something that offers both power and speed...and it's immensely satisfying sometimes to just run up to the aliens and fight them with power tools! (Idly, a Muton with 125 HP cannot be 1-shotted by a Laser Rifle, since LR damage maxes out at 120.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 11 November 2008 (CST)<br />
<br />
<br />
:: Lobstermen. First time I ever met one, I emptied all of my gauss and harpoons into it and got royally slaughtered. Much fun. Gauss weapons are near useless against them - and perhaps the main reason why you must have sonic or power tool support by the time you meet them. <br />
<br />
:: By the way, players are split down two camps with regards to the weapons in UFO. There's the ever present Laser Rifle vs. Heavy Plasma debate that always flares up from time to time. Both weapons are jolly good in their own respect (I'm in the arm-laser-rifle-on-Skyranger-but-pick-up-HPs-in-Combat-when-necessary camp) so there's no loss of love for the laser weapons. <br />
<br />
:: TFTD's gauss weapons lost a lot of favour with their ammo requirements. I don't mind that at all - I adore the gauss pistol and its massive (and cheap) 20 round clip. However their (the Gauss weapons in general) loss in effectiveness against enemies with lots of external armour (large units) and the lobstermen do hurt them quite a bit. Absolutely essential weapons to get at the start of the game though unless you stick to the Gas Cannon - which is awesome but you've got to be careful with the ammo levels. <br />
<br />
:: I've always been intrigued by the idea of alien alloys melting in salt water. How fast though? I keep getting these funny mental images of soldiers in Power Suits being air dropped into salt water, and then having them trudge up onto a desert island with their suits melting away to expose their jumpsuit underneath. Recently added the image of water squirting out of the cracks. - [[User:NKF|NKF]] 22:56, 11 November 2008 (CST)<br />
<br />
:It's not quite that fast, but the [http://www.xcomufo.com/stories/moray.html fluff from Microprose ] indicates that in the time period of "over a year" in the seawater(so 12-23 months), the navigation consoles of a Large Scout have melted into "silvery goo", as well as eaten away enough of the hull for craft to flood. They found some inert and ruined Elerium in a Plasma Rifle; the power source was gone(ejected before impact, according to the story). So while the scenario you gave isn't exactly accurate, it would happen over time. Enough to seriously degrade a Power Suit over a period of months, if not weeks. If the Power Source leaked, the whole suit would stop functioning in short order as well. And to boot, there isn't any Elerium left to power the things anyways. (Although we must not forget the simply out-of-game reason for all of this: X-COM 2 would be way the hell too easy if you could use Plasma weapons and Flying Suits off the bat). [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:15, 11 November 2008 (CST)<br />
<br />
= Favourite Weapon Mix =<br />
<br />
OK, what's your favourite weapon mix and progression in TFTD? Here's mine (based on limited play):<br />
<br />
== Starting Weapons ==<br />
<br />
* Stock up on HydroJet Cannon (HJCs) and Gas Cannon (GCs), enough for ''every'' Aquanaut (15 or so of each).<br />
* Get a healthy supply of regular grenades, and some explosives and disturbance mines. This is just to tide you over until you research Sonic Pulsers.<br />
* As soon as the extra Gas Cannons arrive, sell all the Dart Guns and Jet Harpoons. The only reason not to sell these right away is in case you have an early land mission (unlikely).<br />
* Sell Dye Grenades right away, they are rubbish.<br />
* Don't bother with flares. HJC-IC clips create light multiple times, at greater range and less TUs, for the same space/item limit. <br />
* For water missions, equip mostly HJCs, with some GCs as heavy weapons. Carry mostly AP for the HJCs, an even mix of HE and AP for GCs. <br />
* For land missions, carry all GCs and mostly AP rounds - designated heavy weapons units should chamber HE and carry both types. <br />
* GCs with AP are your "tank-busters". Even on an underwater mission, carry more GCs if you expect tough (armoured) opposition. If you are not sure what to expect, bring enough spare GCs to switch up to half of your Aquanauts to GCs.<br />
* Regular grenades are most useful for attacks where you can't get a line of sight, which is a common situation in many TFTD terrain types. Due to the weak power of the regular grenade, against targets in the open, an HE round fired from a GC or HJC is usually more efficient. <br />
* I'm not convinced the Torpedo Launcher is worth bringing in any quantity. Its warhead is not sufficiently stronger than GC-HE to make it worth while. I would carry 2 at most in a sub. Even less useful once you have Sonic Pulsers - obsolete in fact. <br />
<br />
== Progression ==<br />
<br />
* If the absolute priority was winning battles, I would research the Sonic Pulser first, as the quickest way to equalise firepower with the enemy. It will make short work of targets that you would struggle to kill even with Heavy Gauss, so it's a great leap forward. However, relying on Pulsers does not leave much booty left on the battlefield, so it can hurt your finances. Nor is it a terribly safe tactic for rescuing civilians!<br />
* So for economic reasons I prefer to start down the Gauss route asap. This provides a steady stream of finesseful weapons of steadily increasing power. It also sets you up for profitable manufacture.<br />
* Nonetheless by the time Tasoths start showing up you will need (well OK, ''I'' need) Sonic guns to deal with them without incurring heavy losses. <br />
* Or Thermal Shok Launchers, which are quicker to research and have other advantages. Maybe a better choice. (I believe these also help with Lobstermen, though I've never got far enough to see one. )<br />
* Particle Sensors can also be a good re-equaliser if you are often outgunned and on the defensive (as I always seem to be). Plus they are a good profit making item. So, a good early research choice.<br />
* Medi-Kits and Armour - Nah, just encourages your Aquanauts to be careless. Who wants to live forever anyway? ;) <br />
<br />
OK that's my mix, what's yours? <br />
[[User:Spike|Spike]] 13:16, 12 November 2008 (CST)<br />
<br />
<br />
=Complete Weapon Rebalancing?=<br />
<br />
I'm sure it's obvious to many that the TFTD weapons aren't exactly balanced. Some weapons serve [[Dart Gun|no purpose]] [[Dye Grenade|at all]], while others are [[Sonic Cannon|overpowered]] almost to the point of being broken. Especially annoying is the rounded numbers used in every stat for the weapon.<br />
<br />
A friend suggested doing a mod(either by a single hex-edited weapons file which could be manually pasted in, which I could make myself, or an actual automated program, which someone else would have to make) where the weapons were rebalanced a bit. So I'm just opening up the discussion for people to voice opinions on. Would anyone be interested? What ideas do you have? [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:15, 19 December 2008 (CST)<br />
<br />
: I don't mind how some of the plain vanilla weapons are balanced too much. Some of them are actually quite good. <br />
<br />
: As for the broken weapons like the dart gun. If it were rebalanced - perhaps something closer to the UFO pistol, then all will be right again in the world. The jet harpoon only really needs more ammo. <br />
<br />
: Another weapon that needs some attention is the magna pack explosive. In UFO there wasn't an ultimate grenade. Instead, you had a choice between the heavier High Explosive for more firepower, or the alien grenades that were lighter and dealt mid-weight damage. In TFTD, Sonic pulsers are THE grenade, and you will probably never use the Magna Packs except when you're on a tight budget. Perhaps the Magna-Pack could be revitalized by setting it to 150 damage and weigh it down by 9 units. (that's 3 weight units per 50HE). <br />
<br />
: The Sonic Blasta rifle could do with some changes. It only excels at being average and doesn't really stand out. One way to balance the cannon and rifle at the same time would be to simply swap the accuracy levels round. The sonic cannon is overpowered, but you only get so many shots and it takes forever to fire. Making them a bit less accurate would even things up. If damage levels do need to be changed, don't forget to factor in the increased armor levels of the TFTD suits. -[[User:NKF|NKF]] 18:46, 19 December 2008 (CST)<br />
<br />
Perhaps one way to make the Sonic Blasta Rifle stand out is to give it something no other Sonic weapon has: Auto fire. In order to balance, it'd have to be very expensive in TUs(possibly 70-80%) or have poor accuracy(maybe a combo of both), but it would make it stand out in the field. (I'd considered dropping the damage down, but that means the aliens can't use it effectively, which is bad.) ;) [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:14, 19 December 2008 (CST)<br />
<br />
=Proposed weapon infobox=<br />
<pre><br />
{{Infobox open}}<br />
{{Infobox module/weapon<br />
| weapon =<br />
| height = <br />
| width = <br />
| weight =<br />
| grip =<br />
| damagethreshold =<br />
| weaponimage = <br />
| acc_auto = <br />
| acc_snap = <br />
| acc_aim = <br />
| fcost_auto = <br />
| fcost_snap = <br />
| fcost_aim = <br />
| saleprice = <br />
| research =<br />
| acquisition =<br />
}}<br />
{{Infobox module/ammo<br />
| weapon = <br />
| ammo = <br />
| weight =<br />
| height = <br />
| width = <br />
| damagethreshold =<br />
| ammoimage = <br />
| damage = <br />
| capacity = <br />
| saleprice = <br />
| research =<br />
| acquisition =<br />
}}<br />
{{Infobox close}}<br />
{| align="center" style="background-color:lightGray;" cellspacing="0" border="1"<br />
{{Infobox module/keyfeatures<br />
| features =<br />
* <br />
| pros =<br />
* <br />
| cons =<br />
* <br />
}}<br />
|}<br />
<br />
acquisition filled by an empty or:<br />
{{Manufacturing|(cost)|(time)|(wkspace)|(materials)}}<br />
{{Purchasing|(cost)}}<br />
replace the parenthetical words with appropriate values.<br />
like<br />
{{Manufacturing|88000|820|4|1 Aqua Plastics}}<br />
</pre><br />
[[User:Madned|Madned]] 16:43, 28 December 2010 (EST)<br />
<br />
: I'm thinking that the pro/con box should probably be left separate from the stat-box and be used simply as a quick summary for the descriptive text - either before or after. Partly to simplify the stat box. -[[User:NKF|NKF]] 17:34, 28 December 2010 (EST)<br />
<br />
:: samples of two styles [[Sonic-Blasta Rifle]]: key-feature section leading description, [[Gauss Pistol]] integrated in infobox. [[User:Madned|Madned]] 00:56, 29 December 2010 (EST)<br />
<br />
:::Dunno what resolutions you guys are running, but at 1024x768 the box is a bit overbearing. Other then that it looks quite good to me; but perhaps if it were to span across the page horizontally, and be positioned under the "flavour" text at the top of the page? Dunno. - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 06:35, 29 December 2010 (EST)<br />
<br />
:::: I'm also using 1024x768, but the page area on my browser window's is actually smaller than that since I have the bookmark panel open, and everything is running together very tightly. Perhaps all that needs to be done is replace the bulleted list with the table where they currently reside. It would give more flexibility with the spacing of the contents and the cells. -[[User:NKF|NKF]] 09:02, 29 December 2010 (EST)<br />
<br />
:::1280x1024 here. I suspect the color scheme could use some work too. lemme rig up a lateral variant. [[Sonic Pistol]], another thought is to drop the infobox below the official blurb so they don't knock heads so much. [[User:Madned|Madned]] 19:21, 29 December 2010 (EST)<br />
<br />
::::I looked at it using 1280x800 and 1280x1024. I must say I definitely prefere the sidebox variants(Gauss Pistol, Sonic Rifle in that order) - it looks more organized that way. And it is what is used in the english wikipedia to present a general overview and numbers(e.g. for military engagements or similar topics). --[[User:Tauon|Tauon]] 05:57, 30 December 2010 (EST)<br />
<br />
The wide version looks good, and the borderless key feature box does look spiffy. What about right-aligning the feature box off to the side of the descriptive blurb? <br />
<br />
As for the colour scheme for the stat box, perhaps you could trial using the same scheme as nav-box. It's lighter and easier on the eyes. The navbox uses the stdTable and stdTable Sub_Heading templates for its formatting. -[[User:NKF|NKF]] 19:49, 29 December 2010 (EST)<br />
<br />
: altered the formatting so the box is skinnier. uses one less column and 4 more rows. also changed [[Sonic-Blasta Rifle]] layout, popped the pedia ref above sections and dropped the infobox inside the section. skinny form doesn't look as good for the sonic pistol variant though.[[User:Madned|Madned]] 14:39, 30 December 2010 (EST)<br />
::I'm very much liking the blasta rifle page at the moment. - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 17:13, 30 December 2010 (EST)<br />
<br />
::: I agree. The Sonic-Blasta Rifle's layout looks friendlier even on my smaller browser area. Easier to quickly scan the stats too. <br />
<br />
::: Sorry to be a pain, but I had this niggling feeling there were a couple more useful stats that were missing. Purchase price, weapon grip and the item destruction threshold. That last one's a mouthful, basically 'item armor' or how much HE damage is needed to destroy it. Not really a major stat for UFO, but is present. TFTD makes heavy use of it. -[[User:NKF|NKF]] 17:26, 30 December 2010 (EST)<br />
<br />
:::: Usually better to get the parameters captured earlier than later. modifying existing template entries across many pages is a bit of a pain. another thought is to split off the ammo into it's own section and redirect inquiries about the ammo item there. also converted templates to use an acquisition parameter, intended to be used with [[:template:Purchasing]] or [[:template:Manufacturing]]. an example of purchasing can be seen on [[Jet Harpoon]]. [[User:Madned|Madned]] 19:31, 30 December 2010 (EST)<br />
<br />
If you don't mind, I'll try fiddling with the colour scheme a little. -[[User:NKF|NKF]] 04:47, 31 December 2010 (EST)<br />
: I've used lighter subheadings and whitened the background and it doesn't look too bad. All I haven't done is alter the colour for the title bars, which should be separate from the stats. Two ways we could go about this. Have a light gray that is darker than the subheadings, or colour code them to match the game. Will have to think over that. -[[User:NKF|NKF]] 05:20, 31 December 2010 (EST)<br />
<br />
:: looks good. i probably mind (in some poorly mannered part of my psyche), but i'll get over it, it's a wiki! :P [[User:Madned|Madned]] 13:56, 31 December 2010 (EST)<br />
<br />
::: I was pondering the complexities of how this can be adapted for the other items types with minimal changes (there are several solutions), but my mind wandered to another thing I was wondering about. So far the infobox seems to encapsulate everything just nicely, but it's done in the open/close template format. Would it be easier just to keep it as a single template or is there a plan for whatever is to be sandwiched between the open/close templates? -[[User:NKF|NKF]] 02:36, 2 January 2011 (EST)<br />
<br />
:::: primary reason to open-close is if you plan on putting multiple adapted templates inside. ie: weapon-ammo-key features. float formatting doesn't interact nicely if you have multiple tables with float properties. it'll just stack em laterally, which generally defeats the purpose of floating/infoboxing in the first place. so open-close lets you put together a single table from components as needed. putting the table tags inside a template just ensures that it remains consistent and can be edited across all calls by updating the open template. close is just there for consistency. you could just replace it with a wikitable close tag, but that would make debugging more difficult b/c you're switching from a template call to a wikitable tag.<br />
<br />
::::in the absence of combination there's very limited reasons to continue the practice. in fact it's generally going to be advantageous to just pack each template with complete table formatting, simplifying usage.<br />
<br />
::::the other option you seem to be considering is to have all the formatting in one template so you'd feed empty ammo capacity info for example if you have a weapon like lasers which don't for instance have ammo. workable, but looks better if the blank stuff doesn't appear, which in turn will probably require parser functions (#ifeq etc to operate smoothly). this can be sidestepped with the same sort of solution as the manufactured-purchased section, but that tends to reintroduce the nested templating issue.<br />
<br />
::::the most obvious disadvantage of the open-close format is that the templates that get called together have to have been designed to work together or you end up with odd column formatting. <br />
<br />
::::in the absence of a complete formatting design, open-close offers minimal editing work for pretty good flexibility. once the formatting is locked down it may be advantageous to optimize them away. [[User:Madned|Madned]] 22:40, 2 January 2011 (EST)<br />
<br />
I just wanted to get better clarity on it. I was thinking about it in terms of the component templates, which do stand on their own. I don't know about creating one sole template to do all the work, but a small selection of sub templates with logical groupings may do the trick. <br />
<br />
We could structure it like this: <br />
<br />
<pre> <br />
{{Infobox open}}<br />
{{Infobox module/itemcommon<br />
| item =<br />
| height =<br />
| width = <br />
| weight = <br />
| damagethreshold = <br />
| image = <br />
| saleprice = <br />
| research = <br />
}}<br />
{{Infobox module/action<br />
| action = <br />
| cost = <br />
| effect = <br />
}}<br />
{{Infobox module/ammo2<br />
| damage = <br />
| capacity = <br />
}}<br />
{{Infobox module/firing<br />
| grip =<br />
| acc_auto = <br />
| acc_snap = <br />
| acc_aim = <br />
| fcost_auto = <br />
| fcost_snap = <br />
| fcost_aim = <br />
}}<br />
{{Infobox module/manufacture|(cost)|(tech hours)| (workspace) | (materials) }}<br />
{{Infobox module/purchase|(cost)}}<br />
{{Infobox close}}<br />
</pre> <br />
<br />
The first template is to present all the properties common to all items. The Ammo infobox I think is a very good example where almost all of these common properties are covered. (We may need to add "store space") <br />
<br />
The next is to present the properties unique to the item. In other words: firing and usage costs. Weapons would have an accuracy/cost box. Tools would have an action/cost box that covers between 1 - 3 possible actions, with each action manually specified by the user. Items that don't use either can just leave this blank. The Blaster/Disrupter Pulse Launcher are the odd one out, needing both. <br />
<br />
Manufacture/Purchase templates - as you have done. <br />
<br />
I think that should just about cover every possible item type in the game with minimal effort. A bit of parsing could be used to exclude a few field rows that aren't used like ammo count and item damage. -[[User:NKF|NKF]] 03:14, 3 January 2011 (EST)<br />
<br />
:: concept demo [[Medi-Kit (TFTD)]] [[User:Madned|Madned]] 15:07, 3 January 2011 (EST)<br />
<br />
::: Looking better every day! -[[User:NKF|NKF]] 14:43, 4 January 2011 (EST)<br />
<br />
== Real Manufacturing Costs ==<br />
<br />
Sorry to come to the party late, but as you are going through the weapon listings, do you think you could add the ''real'' cost of manufactured weapons, SWSs, craft weapons, and ammo? These can be computed approximately from 3 columns in the Manufactured items table in [[Buying/Selling/Transferring_(TFTD)#Table]] using the following formula: <br />
<br />
Real Manufacturing Cost = Sale Price - ($Profit/Hr x Engineer Hours)<br />
<br />
(Be sure to keep the sign of the $Profit - negative profit implies to a higher cost, positive profit implies a lower cost).<br />
<br />
Or if it's easier I can send you the original spreadsheet (if I didn't upload it here already). The real manufacturing costs include the costs of the labour and materials inputs, and they paint quite a different picture of the relative usefulness of the weapons. [[User:Spike|Spike]] 17:08, 21 January 2011 (EST)<br />
<br />
:The listed calculation values seems a bit high I used the calculation on [[Thermal Shok Launcher]] page. worked the calculation, see the logic and put it in the documentation for the template: profitcalc (may need to rename it later). Also I'm considering switching to a simple 2 cell table and accepting a values for both cells, usu. label and value. [[User:Madned|Madned]] 18:11, 2 February 2011 (EST)<br />
<br />
:: Isn't the cost of a weapon the sale value, less the opportunity cost of the components, less also the opportunity cost of the engineer hours - based on the most profitable thing they ''could'' have been making instead? <br />
<br />
:: I.e. if I want to build a Mag Ion armour I need something like 16 Xrbites and 10 Aqua Plastic. <br />
<br />
:: The production cost of the suit is the cash upfront, plus what I could have sold the materials for anyway without making a suit. The cost of the engineer hours is not their hourly rate, but rather, whatever they could have been ''earning'' by making Sonic Oscillators, Particle Displacement Doodads, or whatever piece of kit is your most profitable line at the time. <br />
<br />
:: Basically, when you make something that's not your most profitable item, there's a cost involved. <br />
<br />
:: The net value is then listed sale price, less the above. I have a feeling this would give subtly different answers to those we have now. This is only because it embeds opportunity cost into the item's production cost, rather than leaving you to work it out manually by comparing specific items with (eg) the Sonic Oscillator. [[User:4th Cuirassier|4th Cuirassier]] 06:03, 4 February 2011 (EST)<br />
<br />
Profit in that table is a measure of what 1 engineer hour is worth for producing that one item, and just that item. Take the difference between item's total cost to build and its sale price, then divide by the number of engineer hours needed to make it. Rent, salaries and other items aren't factored in at this stage. <br />
<br />
Just hazarding an opinion here, but I feel that we're in danger of moving from simply presenting the factual data (both visible and hidden) about the weapon if we start mixing in derived data like profit. It's not volatile information as such, but it's still something that would be better suited to a table in a separate profit analysis section (in the page content - with a lot of the data moving to the side table, we're starting to get thin on page content!) or on a separate page that covers all objects and goes into greater detail. Just something to consider. -[[User:NKF|NKF]] 08:34, 4 February 2011 (EST)<br />
<br />
: Yes that's a fair point NKF. First of all I'm not totally confident in my numbers and I should 'show my work' by uploading the original spreadsheet, which I can't find. I don't think that the calculated total direct costs are that controversial, but I agree it starts to get into subjective territory. My numbers deliberately don't include opportunity cost, they are only the total of all direct and indirect costs. The problem with opportunity cost, or one of the problems, is that it's a kind of circular argument. You can't calculate the opportunity cost until you know the most profitable item. So my table is a starting point for opportunity cost. But I don't think it's that cut and dried. Not everyone wants to be bothered cranking Gauss Cannon out all the time. And actually there are higher opportunity costs - more valuable things to produce - that are hard to quantify. There are things you need to manufacture to survive, and to win, that aren't commercially viable - but what price do you put on the survival of XCom and the human race? So I think the opportunity cost argument is a very subjective area. The total direct+indirect costs is not a grey area, and printing the "face value" costs of manufactured items, without giving any qualification, gives a very misleading impression of the actual economics of the game. I think that at least, the nominal costs and the real direct+indirect costs, should be presented side by side. The table I linked to does not do this in a very helpful way because it's focused on describing hourly rates of profit, rather than per unit cost. So I will try to find the original data. [[User:Spike|Spike]] 14:35, 4 February 2011 (EST)<br />
<br />
:: Well, it's not a huge point, I just thought it was interesting. Eg, the profit per hour from making Gauss Cannon, based on sales price less cost divided by tech hours, is $97. So let's take that $97 per hour to be an opportunity cost of production, i.e. it's what you ''could'' have been making. If you make Particle Disturbance Sensors instead, they cost $34,000 plus 220 tech hours @ $97 each. This is a gross cost of $55,340. They sell for $45,600, so each PDS you make costs you $9,740 ''compared to making Gauss Cannon instead''. <br />
<br />
:: In effect, a table on this basis would always show the best item as being worth 0, with other items worth progressively less. I would need to go through it, and see if the resulting sequence is any different to the one we already have. The main reason it would be interesting is in the early and mid-game, where you would be comparing what you're making with what you ''could'' be making at the moment. The latter would change, as you develop techs, and might to some extent be a driver of what techs you make and when. <br />
<br />
:: Clearly, this takes no account of the value obtained from developing and building things that stop troopers getting killed. I'm assuming you'd do that first. What I was interested in, to some extent, was managing the path to victory efficiently, notably at the points in the game when you're short of scientists and gear, and you want to figure out what to research and build, in what order. <br />
<br />
:: I have just attacked T'Leth in July on Superhuman without researching any Gauss weapons, and having skipped the Sonic Blasta and Oscillator. I only researched the drills because I was waiting for the engineers to finish building a Leviathan, and the scientists (per Spike's advice I had 100 of them) were paid for and had nothing else to do. I'm now wondering how quickly it is possible in the game calendar to get to T'Leth, given that you need only attack one dreadnought and one base to get the necessary two Lobsterman Commanders. A big part of the answer is money, I suspect. [[User:4th Cuirassier|4th Cuirassier]] 07:02, 7 February 2011 (EST)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:Weapons_(TFTD)&diff=32982Talk:Weapons (TFTD)2011-02-07T12:02:22Z<p>4th Cuirassier: /* Real Manufacturing Costs */</p>
<hr />
<div>= What Happened to First Alien War Weapons ? =<br />
<br />
Is there any reasonable excuse why we can't use good old Heavy Plasma, or any weapon from First Alien War, on land combat? [[User:L-Zwei|L-Zwei]] 23:44, 25 July 2006 (PDT)<br />
<br />
----<br />
<br />
I have been wondering that myself. Let's see: X-Com operatives are required to prepare for undersea combat, regardless the original destination of their transport. A commander may decide to send a midair Triton undersea, and as soon as the doors are opened, any non water proof equipment inside would be damaged. That's also the reason why soldiers take their diver suits on land. It's not that good of an excuse, but it's something. --[[User:Trotsky|Trotsky]] 01:50, 26 July 2006 (PDT)<br />
<br />
----<br />
<br />
If you could use the Plasmas, then why not the craft engines? My bet is the Elerium mines weren't set up at that point, meaning there was nothing to power these devices with.<br />
<br />
- [[User:Bomb Bloke|Bomb Bloke]] 02:56, 26 July 2006 (PDT)<br />
<br />
:The official story goes thus: sea water aggressively corrodes Elerium (and by extension anything made from alien alloy), and plasma weapons EXPLODE when fired underwater, as some unlucky scientists found out. Microprose released a couple short stories before the launch of TFTD to explain the backstory that closed the gap between the two episodes, and the technological issues were briefly hinted at --[[User:KJK::Hyperion|KJK::Hyperion]] 15:14, 17 April 2007 (PDT)<br />
<br />
----<br />
<br />
The economy argument seems more plausible. Once the war was finished, there would be no reason not to sell recovered Elerium for use as power source, especially since X-Com was disbanded shortly after.--[[User:Trotsky|Trotsky]] 11:05, 26 July 2006 (PDT)<br />
<br />
----<br />
<br />
Plus Elerium was consumed by research on interstellar travel.<br />
<br />
As a side note, the Gauss weapons aren't as bad as many say. For example, people also say lasers are bad, although a Laser Rifle can kill a Muton in one hit. Why people doesn't like it? Because there are better weapons (plasma). Same with Gauss: people use Sonic instead because of the higher damage. I personally prefer the Gauss's accuracy and one-shot-one-kill technique. Plus if you get in close range and miss a snapshot, you will be killed by reaction fire. However, a point-blank Gauss auto is too strong to survive and too fast to counter.<br />
<br />
On the other hand, Gauss weapons are a bit more... realistic. Small pistols which fire a sonic wave with sniper-level accuracy over the map? Come on... Plus you can distinguish yourself from the aliens by not using mainstay alien equipment :D--[[User:Amitakartok|amitakartok]] 15:00, 11 November 2008 (CST)<br />
<br />
:Fluff stories released by Microprose indicate that the Funding Nations basically divvied up X-COM 16 ways after the war, including all resources, and wasted most of it(including Elerium, to the point that they sent X-COM down to UFOs that crashed in the ocean to try and find more. This is when they learned that both Elerium is rendered inert by sea water, and Alien Alloys DISSOLVE in it.)<br />
<br />
:As for Gauss/Sonic, well, I've had a Tasoth kill a trooper with reaction after soaking up 3 Auto shots from a Pistol. I understand the difference though, and it is a issue of personal choice. Whether you get more shots in a small time frame or less shots but more power. Of course, there is something that offers both power and speed...and it's immensely satisfying sometimes to just run up to the aliens and fight them with power tools! (Idly, a Muton with 125 HP cannot be 1-shotted by a Laser Rifle, since LR damage maxes out at 120.) [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:33, 11 November 2008 (CST)<br />
<br />
<br />
:: Lobstermen. First time I ever met one, I emptied all of my gauss and harpoons into it and got royally slaughtered. Much fun. Gauss weapons are near useless against them - and perhaps the main reason why you must have sonic or power tool support by the time you meet them. <br />
<br />
:: By the way, players are split down two camps with regards to the weapons in UFO. There's the ever present Laser Rifle vs. Heavy Plasma debate that always flares up from time to time. Both weapons are jolly good in their own respect (I'm in the arm-laser-rifle-on-Skyranger-but-pick-up-HPs-in-Combat-when-necessary camp) so there's no loss of love for the laser weapons. <br />
<br />
:: TFTD's gauss weapons lost a lot of favour with their ammo requirements. I don't mind that at all - I adore the gauss pistol and its massive (and cheap) 20 round clip. However their (the Gauss weapons in general) loss in effectiveness against enemies with lots of external armour (large units) and the lobstermen do hurt them quite a bit. Absolutely essential weapons to get at the start of the game though unless you stick to the Gas Cannon - which is awesome but you've got to be careful with the ammo levels. <br />
<br />
:: I've always been intrigued by the idea of alien alloys melting in salt water. How fast though? I keep getting these funny mental images of soldiers in Power Suits being air dropped into salt water, and then having them trudge up onto a desert island with their suits melting away to expose their jumpsuit underneath. Recently added the image of water squirting out of the cracks. - [[User:NKF|NKF]] 22:56, 11 November 2008 (CST)<br />
<br />
:It's not quite that fast, but the [http://www.xcomufo.com/stories/moray.html fluff from Microprose ] indicates that in the time period of "over a year" in the seawater(so 12-23 months), the navigation consoles of a Large Scout have melted into "silvery goo", as well as eaten away enough of the hull for craft to flood. They found some inert and ruined Elerium in a Plasma Rifle; the power source was gone(ejected before impact, according to the story). So while the scenario you gave isn't exactly accurate, it would happen over time. Enough to seriously degrade a Power Suit over a period of months, if not weeks. If the Power Source leaked, the whole suit would stop functioning in short order as well. And to boot, there isn't any Elerium left to power the things anyways. (Although we must not forget the simply out-of-game reason for all of this: X-COM 2 would be way the hell too easy if you could use Plasma weapons and Flying Suits off the bat). [[User:Arrow Quivershaft|Arrow Quivershaft]] 23:15, 11 November 2008 (CST)<br />
<br />
= Favourite Weapon Mix =<br />
<br />
OK, what's your favourite weapon mix and progression in TFTD? Here's mine (based on limited play):<br />
<br />
== Starting Weapons ==<br />
<br />
* Stock up on HydroJet Cannon (HJCs) and Gas Cannon (GCs), enough for ''every'' Aquanaut (15 or so of each).<br />
* Get a healthy supply of regular grenades, and some explosives and disturbance mines. This is just to tide you over until you research Sonic Pulsers.<br />
* As soon as the extra Gas Cannons arrive, sell all the Dart Guns and Jet Harpoons. The only reason not to sell these right away is in case you have an early land mission (unlikely).<br />
* Sell Dye Grenades right away, they are rubbish.<br />
* Don't bother with flares. HJC-IC clips create light multiple times, at greater range and less TUs, for the same space/item limit. <br />
* For water missions, equip mostly HJCs, with some GCs as heavy weapons. Carry mostly AP for the HJCs, an even mix of HE and AP for GCs. <br />
* For land missions, carry all GCs and mostly AP rounds - designated heavy weapons units should chamber HE and carry both types. <br />
* GCs with AP are your "tank-busters". Even on an underwater mission, carry more GCs if you expect tough (armoured) opposition. If you are not sure what to expect, bring enough spare GCs to switch up to half of your Aquanauts to GCs.<br />
* Regular grenades are most useful for attacks where you can't get a line of sight, which is a common situation in many TFTD terrain types. Due to the weak power of the regular grenade, against targets in the open, an HE round fired from a GC or HJC is usually more efficient. <br />
* I'm not convinced the Torpedo Launcher is worth bringing in any quantity. Its warhead is not sufficiently stronger than GC-HE to make it worth while. I would carry 2 at most in a sub. Even less useful once you have Sonic Pulsers - obsolete in fact. <br />
<br />
== Progression ==<br />
<br />
* If the absolute priority was winning battles, I would research the Sonic Pulser first, as the quickest way to equalise firepower with the enemy. It will make short work of targets that you would struggle to kill even with Heavy Gauss, so it's a great leap forward. However, relying on Pulsers does not leave much booty left on the battlefield, so it can hurt your finances. Nor is it a terribly safe tactic for rescuing civilians!<br />
* So for economic reasons I prefer to start down the Gauss route asap. This provides a steady stream of finesseful weapons of steadily increasing power. It also sets you up for profitable manufacture.<br />
* Nonetheless by the time Tasoths start showing up you will need (well OK, ''I'' need) Sonic guns to deal with them without incurring heavy losses. <br />
* Or Thermal Shok Launchers, which are quicker to research and have other advantages. Maybe a better choice. (I believe these also help with Lobstermen, though I've never got far enough to see one. )<br />
* Particle Sensors can also be a good re-equaliser if you are often outgunned and on the defensive (as I always seem to be). Plus they are a good profit making item. So, a good early research choice.<br />
* Medi-Kits and Armour - Nah, just encourages your Aquanauts to be careless. Who wants to live forever anyway? ;) <br />
<br />
OK that's my mix, what's yours? <br />
[[User:Spike|Spike]] 13:16, 12 November 2008 (CST)<br />
<br />
<br />
=Complete Weapon Rebalancing?=<br />
<br />
I'm sure it's obvious to many that the TFTD weapons aren't exactly balanced. Some weapons serve [[Dart Gun|no purpose]] [[Dye Grenade|at all]], while others are [[Sonic Cannon|overpowered]] almost to the point of being broken. Especially annoying is the rounded numbers used in every stat for the weapon.<br />
<br />
A friend suggested doing a mod(either by a single hex-edited weapons file which could be manually pasted in, which I could make myself, or an actual automated program, which someone else would have to make) where the weapons were rebalanced a bit. So I'm just opening up the discussion for people to voice opinions on. Would anyone be interested? What ideas do you have? [[User:Arrow Quivershaft|Arrow Quivershaft]] 18:15, 19 December 2008 (CST)<br />
<br />
: I don't mind how some of the plain vanilla weapons are balanced too much. Some of them are actually quite good. <br />
<br />
: As for the broken weapons like the dart gun. If it were rebalanced - perhaps something closer to the UFO pistol, then all will be right again in the world. The jet harpoon only really needs more ammo. <br />
<br />
: Another weapon that needs some attention is the magna pack explosive. In UFO there wasn't an ultimate grenade. Instead, you had a choice between the heavier High Explosive for more firepower, or the alien grenades that were lighter and dealt mid-weight damage. In TFTD, Sonic pulsers are THE grenade, and you will probably never use the Magna Packs except when you're on a tight budget. Perhaps the Magna-Pack could be revitalized by setting it to 150 damage and weigh it down by 9 units. (that's 3 weight units per 50HE). <br />
<br />
: The Sonic Blasta rifle could do with some changes. It only excels at being average and doesn't really stand out. One way to balance the cannon and rifle at the same time would be to simply swap the accuracy levels round. The sonic cannon is overpowered, but you only get so many shots and it takes forever to fire. Making them a bit less accurate would even things up. If damage levels do need to be changed, don't forget to factor in the increased armor levels of the TFTD suits. -[[User:NKF|NKF]] 18:46, 19 December 2008 (CST)<br />
<br />
Perhaps one way to make the Sonic Blasta Rifle stand out is to give it something no other Sonic weapon has: Auto fire. In order to balance, it'd have to be very expensive in TUs(possibly 70-80%) or have poor accuracy(maybe a combo of both), but it would make it stand out in the field. (I'd considered dropping the damage down, but that means the aliens can't use it effectively, which is bad.) ;) [[User:Arrow Quivershaft|Arrow Quivershaft]] 19:14, 19 December 2008 (CST)<br />
<br />
=Proposed weapon infobox=<br />
<pre><br />
{{Infobox open}}<br />
{{Infobox module/weapon<br />
| weapon =<br />
| height = <br />
| width = <br />
| weight =<br />
| grip =<br />
| damagethreshold =<br />
| weaponimage = <br />
| acc_auto = <br />
| acc_snap = <br />
| acc_aim = <br />
| fcost_auto = <br />
| fcost_snap = <br />
| fcost_aim = <br />
| saleprice = <br />
| research =<br />
| acquisition =<br />
}}<br />
{{Infobox module/ammo<br />
| weapon = <br />
| ammo = <br />
| weight =<br />
| height = <br />
| width = <br />
| damagethreshold =<br />
| ammoimage = <br />
| damage = <br />
| capacity = <br />
| saleprice = <br />
| research =<br />
| acquisition =<br />
}}<br />
{{Infobox close}}<br />
{| align="center" style="background-color:lightGray;" cellspacing="0" border="1"<br />
{{Infobox module/keyfeatures<br />
| features =<br />
* <br />
| pros =<br />
* <br />
| cons =<br />
* <br />
}}<br />
|}<br />
<br />
acquisition filled by an empty or:<br />
{{Manufacturing|(cost)|(time)|(wkspace)|(materials)}}<br />
{{Purchasing|(cost)}}<br />
replace the parenthetical words with appropriate values.<br />
like<br />
{{Manufacturing|88000|820|4|1 Aqua Plastics}}<br />
</pre><br />
[[User:Madned|Madned]] 16:43, 28 December 2010 (EST)<br />
<br />
: I'm thinking that the pro/con box should probably be left separate from the stat-box and be used simply as a quick summary for the descriptive text - either before or after. Partly to simplify the stat box. -[[User:NKF|NKF]] 17:34, 28 December 2010 (EST)<br />
<br />
:: samples of two styles [[Sonic-Blasta Rifle]]: key-feature section leading description, [[Gauss Pistol]] integrated in infobox. [[User:Madned|Madned]] 00:56, 29 December 2010 (EST)<br />
<br />
:::Dunno what resolutions you guys are running, but at 1024x768 the box is a bit overbearing. Other then that it looks quite good to me; but perhaps if it were to span across the page horizontally, and be positioned under the "flavour" text at the top of the page? Dunno. - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 06:35, 29 December 2010 (EST)<br />
<br />
:::: I'm also using 1024x768, but the page area on my browser window's is actually smaller than that since I have the bookmark panel open, and everything is running together very tightly. Perhaps all that needs to be done is replace the bulleted list with the table where they currently reside. It would give more flexibility with the spacing of the contents and the cells. -[[User:NKF|NKF]] 09:02, 29 December 2010 (EST)<br />
<br />
:::1280x1024 here. I suspect the color scheme could use some work too. lemme rig up a lateral variant. [[Sonic Pistol]], another thought is to drop the infobox below the official blurb so they don't knock heads so much. [[User:Madned|Madned]] 19:21, 29 December 2010 (EST)<br />
<br />
::::I looked at it using 1280x800 and 1280x1024. I must say I definitely prefere the sidebox variants(Gauss Pistol, Sonic Rifle in that order) - it looks more organized that way. And it is what is used in the english wikipedia to present a general overview and numbers(e.g. for military engagements or similar topics). --[[User:Tauon|Tauon]] 05:57, 30 December 2010 (EST)<br />
<br />
The wide version looks good, and the borderless key feature box does look spiffy. What about right-aligning the feature box off to the side of the descriptive blurb? <br />
<br />
As for the colour scheme for the stat box, perhaps you could trial using the same scheme as nav-box. It's lighter and easier on the eyes. The navbox uses the stdTable and stdTable Sub_Heading templates for its formatting. -[[User:NKF|NKF]] 19:49, 29 December 2010 (EST)<br />
<br />
: altered the formatting so the box is skinnier. uses one less column and 4 more rows. also changed [[Sonic-Blasta Rifle]] layout, popped the pedia ref above sections and dropped the infobox inside the section. skinny form doesn't look as good for the sonic pistol variant though.[[User:Madned|Madned]] 14:39, 30 December 2010 (EST)<br />
::I'm very much liking the blasta rifle page at the moment. - <span style="font-size:xx-small">&nbsp;[[User:Bomb_Bloke|Bomb Bloke]] ([[User_talk:Bomb_Bloke|Talk]]/[[Special:Contributions/Bomb_Bloke|Contribs]])</span> 17:13, 30 December 2010 (EST)<br />
<br />
::: I agree. The Sonic-Blasta Rifle's layout looks friendlier even on my smaller browser area. Easier to quickly scan the stats too. <br />
<br />
::: Sorry to be a pain, but I had this niggling feeling there were a couple more useful stats that were missing. Purchase price, weapon grip and the item destruction threshold. That last one's a mouthful, basically 'item armor' or how much HE damage is needed to destroy it. Not really a major stat for UFO, but is present. TFTD makes heavy use of it. -[[User:NKF|NKF]] 17:26, 30 December 2010 (EST)<br />
<br />
:::: Usually better to get the parameters captured earlier than later. modifying existing template entries across many pages is a bit of a pain. another thought is to split off the ammo into it's own section and redirect inquiries about the ammo item there. also converted templates to use an acquisition parameter, intended to be used with [[:template:Purchasing]] or [[:template:Manufacturing]]. an example of purchasing can be seen on [[Jet Harpoon]]. [[User:Madned|Madned]] 19:31, 30 December 2010 (EST)<br />
<br />
If you don't mind, I'll try fiddling with the colour scheme a little. -[[User:NKF|NKF]] 04:47, 31 December 2010 (EST)<br />
: I've used lighter subheadings and whitened the background and it doesn't look too bad. All I haven't done is alter the colour for the title bars, which should be separate from the stats. Two ways we could go about this. Have a light gray that is darker than the subheadings, or colour code them to match the game. Will have to think over that. -[[User:NKF|NKF]] 05:20, 31 December 2010 (EST)<br />
<br />
:: looks good. i probably mind (in some poorly mannered part of my psyche), but i'll get over it, it's a wiki! :P [[User:Madned|Madned]] 13:56, 31 December 2010 (EST)<br />
<br />
::: I was pondering the complexities of how this can be adapted for the other items types with minimal changes (there are several solutions), but my mind wandered to another thing I was wondering about. So far the infobox seems to encapsulate everything just nicely, but it's done in the open/close template format. Would it be easier just to keep it as a single template or is there a plan for whatever is to be sandwiched between the open/close templates? -[[User:NKF|NKF]] 02:36, 2 January 2011 (EST)<br />
<br />
:::: primary reason to open-close is if you plan on putting multiple adapted templates inside. ie: weapon-ammo-key features. float formatting doesn't interact nicely if you have multiple tables with float properties. it'll just stack em laterally, which generally defeats the purpose of floating/infoboxing in the first place. so open-close lets you put together a single table from components as needed. putting the table tags inside a template just ensures that it remains consistent and can be edited across all calls by updating the open template. close is just there for consistency. you could just replace it with a wikitable close tag, but that would make debugging more difficult b/c you're switching from a template call to a wikitable tag.<br />
<br />
::::in the absence of combination there's very limited reasons to continue the practice. in fact it's generally going to be advantageous to just pack each template with complete table formatting, simplifying usage.<br />
<br />
::::the other option you seem to be considering is to have all the formatting in one template so you'd feed empty ammo capacity info for example if you have a weapon like lasers which don't for instance have ammo. workable, but looks better if the blank stuff doesn't appear, which in turn will probably require parser functions (#ifeq etc to operate smoothly). this can be sidestepped with the same sort of solution as the manufactured-purchased section, but that tends to reintroduce the nested templating issue.<br />
<br />
::::the most obvious disadvantage of the open-close format is that the templates that get called together have to have been designed to work together or you end up with odd column formatting. <br />
<br />
::::in the absence of a complete formatting design, open-close offers minimal editing work for pretty good flexibility. once the formatting is locked down it may be advantageous to optimize them away. [[User:Madned|Madned]] 22:40, 2 January 2011 (EST)<br />
<br />
I just wanted to get better clarity on it. I was thinking about it in terms of the component templates, which do stand on their own. I don't know about creating one sole template to do all the work, but a small selection of sub templates with logical groupings may do the trick. <br />
<br />
We could structure it like this: <br />
<br />
<pre> <br />
{{Infobox open}}<br />
{{Infobox module/itemcommon<br />
| item =<br />
| height =<br />
| width = <br />
| weight = <br />
| damagethreshold = <br />
| image = <br />
| saleprice = <br />
| research = <br />
}}<br />
{{Infobox module/action<br />
| action = <br />
| cost = <br />
| effect = <br />
}}<br />
{{Infobox module/ammo2<br />
| damage = <br />
| capacity = <br />
}}<br />
{{Infobox module/firing<br />
| grip =<br />
| acc_auto = <br />
| acc_snap = <br />
| acc_aim = <br />
| fcost_auto = <br />
| fcost_snap = <br />
| fcost_aim = <br />
}}<br />
{{Infobox module/manufacture|(cost)|(tech hours)| (workspace) | (materials) }}<br />
{{Infobox module/purchase|(cost)}}<br />
{{Infobox close}}<br />
</pre> <br />
<br />
The first template is to present all the properties common to all items. The Ammo infobox I think is a very good example where almost all of these common properties are covered. (We may need to add "store space") <br />
<br />
The next is to present the properties unique to the item. In other words: firing and usage costs. Weapons would have an accuracy/cost box. Tools would have an action/cost box that covers between 1 - 3 possible actions, with each action manually specified by the user. Items that don't use either can just leave this blank. The Blaster/Disrupter Pulse Launcher are the odd one out, needing both. <br />
<br />
Manufacture/Purchase templates - as you have done. <br />
<br />
I think that should just about cover every possible item type in the game with minimal effort. A bit of parsing could be used to exclude a few field rows that aren't used like ammo count and item damage. -[[User:NKF|NKF]] 03:14, 3 January 2011 (EST)<br />
<br />
:: concept demo [[Medi-Kit (TFTD)]] [[User:Madned|Madned]] 15:07, 3 January 2011 (EST)<br />
<br />
::: Looking better every day! -[[User:NKF|NKF]] 14:43, 4 January 2011 (EST)<br />
<br />
== Real Manufacturing Costs ==<br />
<br />
Sorry to come to the party late, but as you are going through the weapon listings, do you think you could add the ''real'' cost of manufactured weapons, SWSs, craft weapons, and ammo? These can be computed approximately from 3 columns in the Manufactured items table in [[Buying/Selling/Transferring_(TFTD)#Table]] using the following formula: <br />
<br />
Real Manufacturing Cost = Sale Price - ($Profit/Hr x Engineer Hours)<br />
<br />
(Be sure to keep the sign of the $Profit - negative profit implies to a higher cost, positive profit implies a lower cost).<br />
<br />
Or if it's easier I can send you the original spreadsheet (if I didn't upload it here already). The real manufacturing costs include the costs of the labour and materials inputs, and they paint quite a different picture of the relative usefulness of the weapons. [[User:Spike|Spike]] 17:08, 21 January 2011 (EST)<br />
<br />
:The listed calculation values seems a bit high I used the calculation on [[Thermal Shok Launcher]] page. worked the calculation, see the logic and put it in the documentation for the template: profitcalc (may need to rename it later). Also I'm considering switching to a simple 2 cell table and accepting a values for both cells, usu. label and value. [[User:Madned|Madned]] 18:11, 2 February 2011 (EST)<br />
<br />
:: Isn't the cost of a weapon the sale value, less the opportunity cost of the components, less also the opportunity cost of the engineer hours - based on the most profitable thing they ''could'' have been making instead? <br />
<br />
:: I.e. if I want to build a Mag Ion armour I need something like 16 Xrbites and 10 Aqua Plastic. <br />
<br />
:: The production cost of the suit is the cash upfront, plus what I could have sold the materials for anyway without making a suit. The cost of the engineer hours is not their hourly rate, but rather, whatever they could have been ''earning'' by making Sonic Oscillators, Particle Displacement Doodads, or whatever piece of kit is your most profitable line at the time. <br />
<br />
:: Basically, when you make something that's not your most profitable item, there's a cost involved. <br />
<br />
:: The net value is then listed sale price, less the above. I have a feeling this would give subtly different answers to those we have now. This is only because it embeds opportunity cost into the item's production cost, rather than leaving you to work it out manually by comparing specific items with (eg) the Sonic Oscillator. [[User:4th Cuirassier|4th Cuirassier]] 06:03, 4 February 2011 (EST)<br />
<br />
Profit in that table is a measure of what 1 engineer hour is worth for producing that one item, and just that item. Take the difference between item's total cost to build and its sale price, then divide by the number of engineer hours needed to make it. Rent, salaries and other items aren't factored in at this stage. <br />
<br />
Just hazarding an opinion here, but I feel that we're in danger of moving from simply presenting the factual data (both visible and hidden) about the weapon if we start mixing in derived data like profit. It's not volatile information as such, but it's still something that would be better suited to a table in a separate profit analysis section (in the page content - with a lot of the data moving to the side table, we're starting to get thin on page content!) or on a separate page that covers all objects and goes into greater detail. Just something to consider. -[[User:NKF|NKF]] 08:34, 4 February 2011 (EST)<br />
<br />
: Yes that's a fair point NKF. First of all I'm not totally confident in my numbers and I should 'show my work' by uploading the original spreadsheet, which I can't find. I don't think that the calculated total direct costs are that controversial, but I agree it starts to get into subjective territory. My numbers deliberately don't include opportunity cost, they are only the total of all direct and indirect costs. The problem with opportunity cost, or one of the problems, is that it's a kind of circular argument. You can't calculate the opportunity cost until you know the most profitable item. So my table is a starting point for opportunity cost. But I don't think it's that cut and dried. Not everyone wants to be bothered cranking Gauss Cannon out all the time. And actually there are higher opportunity costs - more valuable things to produce - that are hard to quantify. There are things you need to manufacture to survive, and to win, that aren't commercially viable - but what price do you put on the survival of XCom and the human race? So I think the opportunity cost argument is a very subjective area. The total direct+indirect costs is not a grey area, and printing the "face value" costs of manufactured items, without giving any qualification, gives a very misleading impression of the actual economics of the game. I think that at least, the nominal costs and the real direct+indirect costs, should be presented side by side. The table I linked to does not do this in a very helpful way because it's focused on describing hourly rates of profit, rather than per unit cost. So I will try to find the original data. [[User:Spike|Spike]] 14:35, 4 February 2011 (EST)<br />
<br />
:: Well, it's not a huge point, I just thought it was interesting. Eg, the profit per hour from making Gauss Cannon, based on sales price less cost divided by tech hours, is $97. So let's take that $97 per hour to be a cost of production. If you make Particle Disturbance Sensors instead, they cost $34,000 plus 220 tech hours @ $97 each. This is a gross cost of $55,340. They sell for $45,600, so each PDS you make costs you $9,740 ''compared to making Gauss Cannon instead''. <br />
<br />
:: In effect, a table on this basis would always show the best item as being worth 0, with other items worth progressively less. I would need to go through it and see if the resulting sequence is any different to the one we already have. The main reason it would be interesting is in the early and mid-game where you would be comparing what you're making with what you could be making at the moment. The latter would change as you develop techs and might to some extent be a driver of what techs you make and when. <br />
<br />
:: Clearly this takes no account of the value obtained from developing and building things that stop troopers getting killed. I'm assuming you'd do that first. What I was interested in, to some extent, was managing the path to victory efficiently, notably at the points in the game when you're short of scientists and gear and you want to figure out what to research adn build in what order. <br />
<br />
:: I have just attacked T'Leth in July on Superhuman without ressearching any Gauss weapons, and having skipped the Sonic Blasta and Oscillator. I only researched the drills because I was waiting for the engineers to finish building a Leviathan, and the scientists (per Spike's advice I had 100 of them) were paid for and had nothing else to do. I'm now wondering how quickly it is possible in the game calendar to get to T'Leth, given that you need only attack one dreadnought and one base to get the necessary two Lobsterman Commanders. A big part of the answer is money, I suspect. [[User:4th Cuirassier|4th Cuirassier]] 07:02, 7 February 2011 (EST)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Talk:T%27leth&diff=32981Talk:T'leth2011-02-07T11:45:15Z<p>4th Cuirassier: /* Finding the exit on Level 2 */</p>
<hr />
<div>== Old Talk == <br />
Feel free to add to the journal,feel free to write about other personnel,making the story more addictive.<br />
<br />
Did anyone read H.P. Lovecraft? If not, here's a small example: ''"The nightmare corpse-city of R'lyeh ... was built in measureless eons behind history by the vast, loathsome shapes that seeped down from the dark stars. There lay great Cthulhu and his hordes, hidden in green slimy vaults . . . until the end."'' A Cthulhu-related phrase from a cultist: <br />
<br />
''"That is not dead which can eternal lie.<br />
''And with strange æons even death may die."<br />
<br />
According to the same cultist (Old Castro), Chthulhu was one of the Great Old Ones, who ''"were not composed altogether of flesh and blood. They had shape...but that shape was not made of matter. When the stars were right, They could plunge from world to world through the sky; but when the stars were wrong, They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R'lyeh, preserved by the spells of mighty Cthulhu for a glorious resurrection when the stars and the earth might once more be ready for Them."''<br />
<br />
We need to put some info spoiler too about the map of R'lyeh.<br />
<br />
== Rewrite == <br />
<br />
I don't check this part of the wiki very much, but I think this section definitely needs some time spent on it. At least to take out the non-canon content to begin with. . -[[User:NKF|NKF]] 15:35, 24 September 2010 (EDT)<br />
<br />
Ok, I've rewritten the article to be more in line with the Cydonia one, though it still needs the official briefings (I'll see to that in a day or two) and maybe some maps or tables. Also, the numbers of aliens are for Experienced difficulty. I've removed the non-canon stuff, though I think it might make for a good Data Canister. If someone agrees, I can add it there. --[[User:Darkpast|Darkpast]] 10:25, 27 September 2010 (EDT)<br />
<br />
: I've added the briefings. Sooner than expected :) --[[User:Darkpast|Darkpast]] 11:16, 27 September 2010 (EDT)<br />
<br />
:: What I'll do is copy everything that has been done over here for reference and we can start adding changing and moving stuff about as necessary. The one thing I do want to do is put the briefing in a reference quote block like the ones in the weapon section. -[[User:NKF|NKF]] 18:58, 27 September 2010 (EDT) <br />
<br />
= Old TFTD page contents =<br />
<br />
This is a three part mission. Note that this is a DO OR DIE mission. If you fail or hit abort at any time, the entire campaign ends, you lose. To have this mission available, you must research "T'leth the alien's city", and access it by launching a Leviathan sub. It'll either give the option to go to intercept or to T'leth. The "T'leth" button is at the top of the screen if you have a Leviathan selected in the Geoscape. <br />
<br />
<br />
=Alien city level 1=<br />
<br />
==Briefing==<br />
<br />
"We are entering the unknown, from here on in there could be anything waiting for us. We know there are 2 further levels to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
==Description==<br />
<br />
Looks much like the second part of an [[Artefact Site]] mission, but the map layout is different and there are only two levels. You must kill all aliens or move your units to the lift (bright yellow floor) and press the "abort mission" button. Note that this lift is on the upper level (l1).<br />
<br />
Aliens encountered: <br />
*Aquatoid Navigators and Commanders (all M.C. capable) armed with Disruptor Pulse Launchers (most of your opponents on this level, some 15-20 of them)<br />
*Hallucinoids (a few)<br />
<br />
<br />
=Alien city level 2=<br />
<br />
==Briefing==<br />
<br />
"Further into the unknown, from here on in there could be anything waiting for us. We know there is a further level to the Alien city and your squad must race to the exit on this level to enter the next. Place all aquanauts on the exit and click the 'Abort Mission' icon to advance. Aborting elsewhere will terminate the mission."<br />
<br />
(note that the briefing is almost identical to the previous one)<br />
<br />
==Description==<br />
<br />
Looks like the the second part of a [[Colony Assault]] mission, but again there's only 2 levels. Once again, you need to kill all aliens or find the access lift to the third level. This can be difficult, because to do it you must first climb to the upper level, cross to the corner of the map opposite your starting location, and then descend to the ground level. Another problem is that some of the corridors will be too narrow for your SWSs - use Sonic Cannons or Disruptor Pulse Launchers to widen the door and corridors. <br />
<br />
Note that the lift has only room for 25 aquanauts, so if you took a fully-crewed Leviathan to the mission you must either kill all the aliens or be prepared to leave someone behind. If it comes to that, the best choice is a SWS, because their mobility is greatly restricted in the third level.<br />
<br />
Aliens encountered: <br />
*Aquatoid Soldiers, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 5 or so)<br />
*Lobster Men Soldiers & Squad Leaders, armed with a mix of Disruptor Pulse Launchers and Thermal Shock Launchers (around 10 in all)<br />
*Deep Ones (several)<br />
*Tentaculats (a few)<br />
*Hallucinoids (several)<br />
*Xarquid (one or two)<br />
<br />
Make sure to save RIGHT at the end of Part 2, because...<br />
<br />
<br />
=Alien city level 3=<br />
<br />
==Briefing==<br />
<br />
"The end is in sight, from here on in we are searching for the crypt of the Ultimate Alien. Destroy the 8 power feeds to the tomb to finish off the Alien threat. Don't give up now! Aborting will terminate the mission."<br />
<br />
==Description==<br />
<br />
You can't save during part 3! No more save reload abuse! As against that, all you need to do is have ONE agent complete the mission, you should be able to manage this, right?<br />
<br />
The map is roughly a spiral leading to the Ultimate Alien's coffin. Aside from not being able to save, your overhead map will not function properly! You won't be able to see the terrain, only your agents, aliens and dropped items. Also, your SWSs can't move through the doors unless you knock them down with Disruptor Pulse Launchers. You'd need a LOT of ammo to knock down all the doors you need to pass to reach the end, so it's probably not worth taking the SWSs beyond the first two rooms.<br />
<br />
Fortunately, the map is mostly straightforward, with only a couple of dead-ends. It's also quite large, so your agents will run out of energy if you advance too quickly. All that said, the aliens on this map aren't particularly tough, and most of them will be in the first two rooms; take them out and the rest should be easy.<br />
<br />
When you reach the central chamber, be careful of Tentaculat ambushes. Remember that, unlike in Enemy Unknown, you can't kill the alien mastermind. Instead, destroy the power cylinders around him to win.<br />
<br />
Aliens encountered: <br />
*same as in part 2.<br />
<br />
<br />
=Tips=<br />
<br />
*It goes without saying, bring the best troops you have. As many as possible should have Mag. Ion Armour. You'll have a much easier time if your Aquanauts have high MC ratings. Because of the 80 item limit, 26 Aquanauts is probably impractical, so it's probably a good idea to take along 2-3 Displacers.<br />
<br />
*You can take some MC-weaklings along, as long as you keep them unarmed (or armed with Gauss Pistols) on the first level. The vast majority of your opponents there will be Aquatoids, so you don't need powerful weapons anyway. After the first level there are no more MC-capable aliens, so your MC-weaklings are no longer in danger.<br />
<br />
*The aliens are armed exclusively with Disruptor Pulse Launchers and Thermal Shock Launchers. This means you can't rely on scavenging Sonic weapons or ammo. So be careful, as your Sonic Cannons are likely to out of ammo if you don't bring reloads.<br />
<br />
*Spread out! Especially on the first level. You don't want a Disruptor Pulse Launcher to take out half your squad, do you?<br />
<br />
*The 80 item limit really hurts. So make sure you only bring along stuff that's essential. There's no sense in taking along more than a couple of Disruptor Pulse Launchers or bombs, since you'll be able to scavenge plenty from the aliens. Instead, make sure to have MC Disruptors, Medi-Kits, Sonic weapons (and ammo) and close combat weapons.<br />
<br />
*Unlike on Cydonia, there's no outdoor level: all the fighting will be done in corridors and rooms. Also, there's more light than on Mars's surface, so incendiary ammo is less useful (though not completely useless). Plan and equip your aquanauts accordingly.<br />
<br />
*Tactics to deal with specific enemies:<br />
<br />
:Aquatoids: dangerous but very vulnerable. On the first level they all have MC abilities and Disruptor Launchers. Luckily, they almost always die in one hit, and won't survive even on the outskirts of an explosion. On the other two levels they're more of a nuisance, as no longer have MC and most have Thermal Shock Launchers. Still, one or two might be toting a Disruptor Pulse Launcher, so don't ignore them.<br />
<br />
:Lobster Men: dangerous and very tough, but no MC ability. They usually survive even a direct hit from a Disruptor Pulse Launcher! Most of them are coincidentally armed with just that, but others wield Thermal Shock Launchers and are therefore less dangerous. Your best bet is to use MC attacks and Melee weapons against them. Don't forget they have a natural melee attack!<br />
<br />
:Tentaculats: as dangerous as ever, Tentaculats are surprisingly rare in T'leth. Just like in Colony Assaults, they tend to hide in small rooms and nooks and ambush nearby aquanauts. Be alert, and let Displacers or MC-ed aliens do the scouting.<br />
<br />
:Xarquid: rare and not very dangerous, Xarquid tend to keep their distance and snipe at your men. Interestingly, they're one of the few enemies in T'leth that has a non-explosive attack. Overall, they shouldn't give you much trouble.<br />
<br />
:Deep Ones: a weak and uncommon enemy in T'leth, chances are you haven't seen them for a while. Unlike most aliens here, Deep Ones have neither explosives nor a melee attack. They're vulnerable to just about anything you throw at them, so they're unlikely to cause you any problems.<br />
<br />
:Hallucinoids: although they have a powerful melee attack, Hallucinoids are no more than a nuisance at this point. Just blast them with whatever is at hand.<br />
<br />
== Finding the exit on Level 2 ==<br />
<br />
I'm in that place where, on Level 2, I can find neither the last alien, nor the exit. Is the layout always the same, and does the exit lift always look the same? I started at the top left and have searched the whole map, both levels, but can't find any yellow grid. [[User:4th Cuirassier|4th Cuirassier]] 04:42, 7 February 2011 (EST)<br />
<br />
: Not sure about the first level, but the layout of the second and third level are indeed static. The exit area for the second level is in the darker area in the middle of the map on the lower levels. Have a careful search of it and you'll find the little room with the exit pads. It's quite a small exit area, so if you're hoping to bring lots of aquanauts and tanks along, you'll need to clear out all the aliens on the map. -[[User:NKF|NKF]] 05:59, 7 February 2011 (EST)<br />
<br />
:: Hmm, don't know how I'm missing that...must go back and scrutinise. [[User:4th Cuirassier|4th Cuirassier]] 06:45, 7 February 2011 (EST)</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Artefact_Site&diff=32978Artefact Site2011-02-07T09:46:15Z<p>4th Cuirassier: /* Points */</p>
<hr />
<div>== Alien Contact Site Mission ==<br />
<br />
<b>Seabed</b><br />
<br />
This mission is a raid on a freshly activated Alien communications site.<br />
There are 2 levels to the site, the seabed with its Alien pyramids and a<br />
hidden Alien complex.<br />
<br />
<b>Alien complex</b><br />
<br />
Having negotiated the Alien structures and entered the complex the mission<br />
goals are clear. Penetrate the heart of the Alien facility and destroy the<br />
Synomium Molecular Control Device to complete the mission.<br />
<br />
----<br />
<br />
==Finding the Device==<br />
<br />
It can be difficult to find the Synomium Device if you don't know what to look for:<br />
[[Category: TFTD]]<br />
<gallery widths="283px" heights="124px"><br />
Image:Synomstairs.jpg|The path to the device<br />
Image:Synomdev.jpg|The Synomium Device<br />
</gallery><br />
<br /><br />
<br />
----<br />
<br />
===Points===<br />
<br />
750 Successful destruction of the Synomium Device<br />
-750 Landing at the mission, but failing to destroy the Synomium Device<br />
-2000 Ignoring the mission site<br />
<br />
----<br />
<br />
It is possible to reach the T'Leth mission without having to fight any Artefact site missions, but this appears to be unusual. The mission itself is a 2-part assignment. The mission has a short window, during which you can attempt it (about 5 hours). Failure to do so results in a large -2000 point penalty. A recent mission on Superhuman had 44 aliens present, though some were my own agents turned to zombies. So expect about 20 aliens per mission part.<br />
<br />
----<br />
<br />
The first part is on the seafloor with green pyramid buildings. The objective here is to get to the site entrance (or kill all the aliens). This is in a long, thin pyramid with only 1 floor. The pyramids are quite large spanning 4 floors, with many "windows" cut into the walls. Be watchful of snipers from many angles.<br />
<br />
As with all 2-part missions, nothing from the first part will be recovered except what you're carrying with you.<br />
<br />
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids<br />
<br />
----<br />
<br />
The second part is inside a 4 floor structure. There will be two randomly placed XCOM spawn points on the top floor (L3). However, some team members may be placed at any level including L0. L0 is the main floor and connects to the shaft leading to the Synomium Device. The Synomium Device is located on L3, and you must go up the shaft to get to it. Destruction of the device will complete the mission and you can then get your team back to the spawn points and evacuate successfully.<br />
<br />
The room surrounding the shaft leading to the Synomium Device is heavily guarded with Tasoths, Aquatoids, Tentaculats, and a Hallucinoid. There are coves containing aliens at each of the 4 corners on L1 (typically Tentaculats), as well as 2 larger balconies on L2 (typically Tasoths or Aquatoids). Given there higher elevation, these aliens can be quite hard to see. A Hallucinoid may be at the bottom of the shaft on L0. Several Tentaculats are usually found on L2 in a side room off the shaft, or in the shaft itself. The room actually containing the Synomium Device is usually unguarded.<br />
<br />
Typical aliens: Tasoths, Tentaculats, Aquatoids, Hallucinoids<br />
<br />
* There's a LOT of Tentaculats on this level. On my last play-through, there were 10 of them!<br />
<br />
Killing or incapacitating all aliens will result in substantial equipment recovered. The one time I've managed to do this resulted in the following, your results may vary.<br />
<br />
==Potential recovered items==<br />
'''Ion-Beam Accelerators''' 10<br />
'''Alien Sub Construction''' 1<br />
'''Alien Cryogenics''' 12<br />
'''Alien Learning Array''' 1<br />
'''Alien Implanter''' 2<br />
'''Aqua Plastics''' 484<br />
'''Alien Re-Animation Zone''' 3<br />
<br />
== See Also ==<br />
{{Mission Types Navbar (TFTD)}}</div>4th Cuirassierhttps://www.ufopaedia.org/index.php?title=Ship_Rescue_Mission&diff=32977Ship Rescue Mission2011-02-07T09:44:06Z<p>4th Cuirassier: /* Ship Rescue Mission */</p>
<hr />
<div>== Ship Rescue Mission ==<br />
<br />
Though the opening slideshow or cinematic portrays the aliens to be aggressive against ships, they do not scuttle them. Instead, like common pirates, they board and take the ship and its crew hostage. <br />
<br />
The shipping lane terror mission can be one of the most common 2-parter missions in TFTD, although it is equally possible to play through to the final assault - the T'Leth mission - without having to deal with any ship attacks. <br />
<br />
From the ship's heli-pad, your team must secure the deck of the ship by defeating or knocking out all alien forces, and attempt to keep civilian losses to a minimum. After that, the team must head below and secure the lower deck. <br />
<br />
There are two distinct flavors of maps: '''Pleasure Liner''' and '''Cargo Ship'''. <br />
<br />
The pleasure liner is your typical Love Boat - it has a casino, a well stocked kitchen, a theater and pleasant accommodation with all the accoutrements. <br />
<br />
The cargo ship is a typical boat that transports goods containers and other bulk goods. Strangely enough, all of the containers that you can get into are empty. It also has sufficient accommodation for the crew. The inside of the ship is primarily a container storage area. <br />
<br />
In both below deck maps, you will find the engine room towards the rear (North) end of the ship. <br />
<br />
Shipping lane missions have a tendency to be very long. The maps are claustrophobic with many narrow hallways with lots of stairwells and grav-lifts scattered throughout the ship that will keep you on your toes. There are many rooms where any number of aliens can hide in ambush. When not fighting in narrow hallways, you will find yourself fighting in wide open areas with inadequate cover.<br />
<br />
== Mission Text == <br />
<br />
This mission is a bug hunt, eliminate all Alien units on the ship, and preserve the lives of any civilians onboard. The Aliens are dispersed above and below decks, secure the upper decks before entering the lower ones.<br />
<br />
== Tips == <br />
<br />
Always thoroughly check the rooms. Because of the tight spaces, you can easily overlook aliens that might just be standing behind a door or partition. <br />
<br />
Like the top-side portion of an alien colony, the above deck ''and'' below deck maps for shipping lane missions will always have the same layout so you can use this to your advantage to identify the most common spots where you encounter any aliens. <br />
<br />
Due to the close proximity of the combat in general, [[Weapons_(TFTD)#Melee|drills]] and the [[Thermal Tazer]] are in their element. Auto-fire weapons like the [[Gauss Pistol]] and [[Gauss Rifle]] can be used effectively in close proximity. <br />
<br />
Be especially vigilant of the terror units that will appear in battle. The alien's general purpose terror unit for use on land, the [[Bio-Drone]], is easy to spot if you notice any burn trails in the deck. The [[Xarquid]], a terror unit usually employed for underwater sorties, can also appear on the below-deck map on occasion. <br />
<br />
== Recovering Items ==<br />
<br />
Items and bodies littering the above-deck portion of the battle are not recovered. If you wish to recover anything, you must carry everything you want to save before heading to the next section. Items left inside the Triton are lost. <br />
<br />
Live aliens cannot be carried into the next map this way. If you find a research critical alien on the first level, you can only recover it by bringing it to the Triton and dusting off from the site. In this case, items left in the Triton are safely recovered.<br />
<br />
==See Also==<br />
{{Mission Types Navbar (TFTD)}}<br />
[[Category: TFTD]]</div>4th Cuirassier