Difference between revisions of "Talk:TRTBAG"

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(→‎Invalid aliens: Reply to NKF (sorry for the 3-month delay!))
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: Not capturing or seeing some of the aliens, I believe, is quite random. I never saw some of the aliens (or get MC tech) on my very first play through the game, but encountered them in a later play through. -[[User:NKF|NKF]] 20:00, 5 September 2009 (EDT)
 
: Not capturing or seeing some of the aliens, I believe, is quite random. I never saw some of the aliens (or get MC tech) on my very first play through the game, but encountered them in a later play through. -[[User:NKF|NKF]] 20:00, 5 September 2009 (EDT)
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::I captured Tasoth Commanders in the unpatched DOS version which I played a lot in late 90s. I never saw a Tasoth Commander in the patched version I got on Steam, but that's probably because they can only be found in Dreadnoughts, which I tend to avoid at all times unless they happen to land. I saw a Gill Man Commander yesterday, but they're documented as valid aliens (the only Gill Men capable of Molecular Control attacks). I don't know about availability for research, I just killed the bastard :D.
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::Nonetheless, I have all techs researched in my current game, save for sonic weapons, which I intentionally skipped. If I happen to encounter a landed Dreadnought with something else than Lobster Men, I'll assault it and make sure I stun the alien Commander instead of blowing his brains out. After all, I won't lose the T'Leth research item now that it's already in my UFOpaedia. [[user:mingos|mingos]]
  
 
==Things that are not bugs==
 
==Things that are not bugs==

Revision as of 21:09, 10 December 2009

The Deep One Dilemma

Too lazy to check, but are there really no Deep Ones in Gill Man Bases? After all, a base is considered dry ground... --Schnobs 07:03, 10 November 2007 (PST)

Well, X-Com base attacks by Gillmen have Deep-Ones, but not in Colonies built by Gill-Men. These are underwater. Even so, Gillmen will only supply the base, the base itself will have a fixed selection of crews involving Tasoth on the first level and Lobstermen on the second level.
The only place you'll find a Deep One underwater naturally is in the final mission. - NKF

Interesting. You guys say that the Tasoth commander can block the final research and prevent you from completing the game. Can't you just hex-edit so that the research will be available like the other one? I know it's cheating, but cheating for a good purpose.--amitakartok 06:31, 5 May 2009 (EDT)

Invalid aliens

So the Tasoth Commander is not treated as a valid alien? Interesting, I very often captured live aliens, including Tasoth Commanders, and found that they did not become available for research. Does this happen with more race and/or race+rank combinations? I know I never ever managed to capture and research a live terrorist, save for Deep Ones, Tentaculats and Bio Drones. I remember getting Xarquid, Hallucinoid and Triscene in the UFOpaedia by interrogating Aquatoid Medics, but in my whole life (over 10 years playing TFTD!) I had the opportunity to see the Calcinite UFOpaedia entry once and only once (Aquatoid Medic). This particular alien is interesting for me because the article states that it can substitute a live Deep One for M.C. Lab. In other words, at least in the patched version, which I acquired very recently via Steam and am still trying to beat for the first time, alien terrorists are recognised without problems? Mingos @ 01:55 AM (CET), 5 September 2009

Ah, so someone else who's seen a Tasoth Commander! Knew I wasn't going mad. What version of the game did you recall seeing this on? Have been having a lot of trouble trying to locate one in-game to re-test the notes I took when I was writing this article.
Not capturing or seeing some of the aliens, I believe, is quite random. I never saw some of the aliens (or get MC tech) on my very first play through the game, but encountered them in a later play through. -NKF 20:00, 5 September 2009 (EDT)
I captured Tasoth Commanders in the unpatched DOS version which I played a lot in late 90s. I never saw a Tasoth Commander in the patched version I got on Steam, but that's probably because they can only be found in Dreadnoughts, which I tend to avoid at all times unless they happen to land. I saw a Gill Man Commander yesterday, but they're documented as valid aliens (the only Gill Men capable of Molecular Control attacks). I don't know about availability for research, I just killed the bastard :D.
Nonetheless, I have all techs researched in my current game, save for sonic weapons, which I intentionally skipped. If I happen to encounter a landed Dreadnought with something else than Lobster Men, I'll assault it and make sure I stun the alien Commander instead of blowing his brains out. After all, I won't lose the T'Leth research item now that it's already in my UFOpaedia. mingos

Things that are not bugs

Alien interrogations having to be the last prerequisite makes sense, because you have to know what to interrogate for. It's not a bug, so we shouldn't list it.

This covers Deep One for Ion Armour, Tasoth for M.C. Disruptor and the high-ranking aliens for The Ultimate Threat/T'leth, the Alien's City. Magic9mushroom 05:32, 5 September 2009 (EDT)

True, these aren't bugs as such, just technicalities. They are mostly mentioned for completeness sake and to alleviate any confusion that might arise when players don't see the research when they know they've researched that alien before. Not everyone knows the correct order to research the aliens and may end up feeling like they are unable to progress the game.
The Deep One however is a real bug in the sense that if you research one, it won't always re-appear on the research list for you to research again. If it does appear, then you're fine. If it doesn't appear, then you're stuck. -NKF 20:09, 5 September 2009 (EDT)