Talk:TRTBAG

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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)

@Amitakartok: yes, you can hex-edit the save. I remember doing it a few times after researching a Tasoth Commander. It worked fine.
@Schnobs, @NKF: Deep Ones also appear in mixed crew Dreadnoughts (also underwater). If the RNG picks the correct race mix, that is. If luck shines on you, you will find exactly one Deep One in such a ship. The problem is finding a mixed crew Dreadnought. I noticed that mixed crews start appearing after exactly one year has passed (ie, on the 1st of January 2041) and never become a frequent sight. Surviving the year without advanced armour and M.C. is the difficult part, although with some luck, you might also get M.C. from another live terrorist, not just the Deep One.
Also, note that the inavailability of the Ion Armour didn't use to be a nuisance in the unpatched DOS version. I learned about the existence of Ion Armour quite recently, when I failed at researching a live Deep One at the correct time in the patched TFTD version which I play now. In fact, I think I managed to finish the game without ever researching a live Deep One at some point ~10 years ago (although my memory might be deceiving me). mingos
  • The listed research is misleading you can research all of it out of order just so long as you get the Plastic Aqua Armor and IBA before a Live Deep one. In both 2.1 and CE, I was able to do the flowing research.
   Project              New Research
1. Live Deep One      - Alien origins  M.C.-Lab
2. Dead Deep One      - Aquaplasitcs
3. IBA                - Nothing
3. Mag Nav            - Trans Resolver
4. Live Deep One      - Nothing
5. Aqua Plastics      - Plastic Aqua Armor
6. Live Deep One      - Nothing
7. Plastic Aqua Armor - Nothing
8. Live Deep One      - Ion Armor
9. Ion Armor          - Mag Ion Armor

Using the route listed on the article page misses the opportunity to have transmission resolver early on. --BladeFireLight 01:43, 5 March 2010 (EST)

Well that was odd. my browser crashd and now the aritcal no longer says you should research in the displayed order. ??? --BladeFireLight 01:54, 5 March 2010 (EST)

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)


Graphical tech tree

How about adding a graphical tech tree like the one found here [1] which contains all the needed info at a glance? Another incomplete version would be [2]). --Tauon 16:41, 13 November 2010 (UTC)

That's not a bad idea. It would a good way to summarize the article. NKF 09:29, 14 November 2010 (UTC)

Alien Origins

I've just started a game using version 1.0. The Alien Origins topic only appeared after I did the live Deep One research (I had completed both the live Gillman and Aquatoid). Is this a difference between versions? Hobbes 14:57, 3 January 2011 (EST)

It could very well be. Are you able to run a few more quick tests to verify? -NKF 14:45, 4 January 2011 (EST)
Just tested but this time a live Aquatoid unlocked Alien Origins. Weird. But this is a game where I cant manufacture Ion Beam Accellerators, for some reason Hobbes 15:03, 4 January 2011 (EST)

Alien Re-Animation Zone

I can't research it on v1. Does the same happens on v2? Hobbes 19:24, 4 January 2011 (EST)

Blind Alleys

A number of techs seem to be blind alleys, in that you can research them, but they don't give you any new technology nor do they help you win the game. Examples would be Alien Reanimation Zone, Alien Learning Arrays, and possibly others.

There are also a number of "discretionary" technologies, meaning you do get something extra if you research them, but you don't need it. Examples would be blade / drill weapons, the DPL, and MC.

Is the above supposition correct or are all technologies, even if useless in themselves, gateways to other techs? 4th Cuirassier 09:28, 17 January 2011 (EST)