User:Tauon

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Revision as of 23:12, 3 November 2010 by Tauon (talk | contribs) (Created page with "I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series. == Things to do/wish list/questions == <ul> <li>...")
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I finished TfD twice before I played ufo years later. So contrary to the majority I really prefer the second part of the series.

Things to do/wish list/questions

  • identify the usos/map modules which have routing/or alien placement errors
    • battleship: large terror units become stuck in the left stairs on the ground floor, esp. nasty if its a Xarquid(full TU, covers entrance)
    • heavy cruiser: alien tends to get stuck in the right elevator, often on ground level(hard to get without something to crack the inner wall)
    • port map: tricences get stuck/placed in the wire fences
    • artefact map: hallucinoid can get stuck in a small hollow pyramid - it can move but the exits are to small for it
    • colony map: similar to above - stuck in a small compartment with a single door
    • (artefact map: infamous hallucinoid at bottom of the lift map, quite hard to motivate to leave this spot sometimes but this can leave)
    • unaccessible areas for example the top right corner of the bottom level of the pyramid with the 9 or so columns in the artefact map; top level cargo ship(2nd part) section above the engines - can not move to the far right- the overhead map says the should be a coridor of width 1; sometimes if the uso is parked close to the map border units get problems moving around them.
  • tftd terrain description analog to ufo
  • which tiles burn longer then 1-2 turns?
  • optimal disembark order for tftd crafts(which soldier to move where, sniper with Mag armor on top of craft?)
  • base development of first base after the initial additions
  • base defence layout
  • learn when to use pulsers, DPL - keep lugging the around only rarely using them if i'm really out of other ideas in order to get a hard to get alien;usually MC and drills are enough to finish most uso maps without losses&reloads by end of July
  • try using Hydrojet cannon to get a better idea about its usefulness; so far I hardly see a use except for short term lighting; the close range idea with HE kinda works but destroys a lot of equipment.