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Let's discover X-Com's fate in Superhuman TFTD - Update #52

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,281
Location
Poland
Your mind is weak! The mind is quicker than the eye!
 

korenzel

Educated
Joined
May 18, 2010
Messages
278
Pope Amole said:
Can I ask for a Pope to be fitted with a disruptor? Yeah, I know he's below the norm, but not that hugely, just 3 points, besides, evangelizing aliens seems like his kind of job. And it's not like he has any real talent in combat anyway.
The current Pope isn't so bad, he's close to sniper requirements and his strong mind should prevent any M.C. attack. Your request for a M.C. Disruptor is denied, the Pope does not need mind control to bring doom to his foes, as you'll soon see. The end draws near and you wouldn't have had enough time to train to decent levels anyway.

----------------------------------

UPDATE 45 - Traitors

The last update covered the events up to September. At the end of the month, X-Com was shocked to learn of USA's betrayal.

JQls4.png


Another activity site is starting to emit a powerful M.C. field. Pacific team's previous experience should help it shut this one off as well.

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These Tasoths arrive a little late, the colony is already destroyed.

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Hmm, did they build another one nearby ? There sure seems to be a lot of aliens about.

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One more ship, with a more common mission.

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All the aliens subs are shot down.

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The batch of 20 power armors is finished.

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Pacific team arrives near the artefact site, while in the dark. The base did not have enough time to build or receive M.C. Disruptors for our controllers, so they were left on the base to train.

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First targets are spotted quickly, as soon as the Displacer drives out of the Triton.

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A M.C. reading reveals the nature of the shadow. A Tasoth soldier.

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Pulsers are thrown to kill it and another shadow to the west.

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Lindblum is revealed as a traitor. Unarmed, he storms out the sub and tries to rally the alien's rank.

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More pulsers are thrown to deal with approaching Tasoths.

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And the Displacer occasionally fires its cannon as well.

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Although pulsers are still needed to finish the beasts off.

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Pope Amole misses his target.

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The Displacer does not.

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An Aquatoid tried to stun our tank. Big mistake.

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It is shot down the following turn.

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Leaza is a traitor as well !

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Unarmed aliens are found nearby, maybe our soldiers are just under alien influence.

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Tasoths are shot down before any drastic measure is taken.

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Knives Plot surprises a Tasoth hiding in a pyramid-shaped structure.

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He manages to sneak up to it without triggering reaction fire, and drills it to death.

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Stereotypical Villain finds the elevator to the artefact site, far to the west.

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Knives Plot resists as best he can the attempts of Molecular Control, but his mind can't handle the horrors for long.

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Weakened and in a state of panic, he's easy prey for the molecular control takeover.

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The Displacer scouts about for aliens, and finds two targets.

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The aquatoid is shot down with ease.

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But the Tasoth is a master of dodging.

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Either that, or the brain operating our tank isn't the best shot.

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Finally, it finds its target.

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Scouting further ahead reveals another team of one Aquatoid and one Tasoth.

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The Tasoth is in bad shape, and panics as it sees our tank approach.

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So does the Aquatoid.

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The Displacer cannon is fired once again, as soldiers are too busy making it to the elevator while evading the traitors.

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Both aliens are killed.

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Even though the Tasoth required two shots.

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Another alien shoots at our tank from inside a massive pyramid.

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Damaged, our tank retreats and joins the soldiers. Everyone is here save for Lindblum, Knives Plot and Leaza.

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Aliens scream in a fit of rage.

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Others do out of fear.

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Juggernaut couldn't handle the wails and tried to make it back to the sub.

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The three traitors are still actively under molecular control.

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There's no alien nearby, and I don't want a repeat of the last mission, in which controlled soldiers miraculously recovered.

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Leaza is executed by the Displacer.

RIP Leaza :salute:, you won't scare the other aquanauts ever again.

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While Stereotypical Villain executes Knives Plot.

RIP Knives Plot :salute:, traitor or puppet, you won't be able to do harm to X-Com anymore.

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Lindblum is too far away to be dealt with. We wait until a temporary moment of sanity, and leave him with his new friends.

RIP Lindblum :salute:, you'll soon find out aliens don't care much about prisoners.
 
Joined
May 22, 2010
Messages
2,608
Location
Airstrip One
RK47 said:
This makes perfect sense! Obama bin Laden was buried in the sea + X-Com is operating from underwater bases. 1+1=2. It's so clear now!


The executions were too clean. The only way to make sure they're dead is to drill them from behind. Their screams could be faked. :smug:
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,288
We're in luck, aRyan started in view of the control center right from the start.
:obviously:

aRyan stuns it and grabs both live aliens. As he retreats to the elevators, Shepard shoots at the Synomium device and destroys it.
EiCTu.png


An aryan ubermensch and a cybernegro. Alien didn't know what hit them...

9DxKX.jpg


:yeah:

It's a sad day for Atlantic team, but the commander is abandonned on the alien colony.
RIP TripJack, hopefully your death will be swift when you wake up.
:salute:

Great job with the news, RK-47. :salute:
 

korenzel

Educated
Joined
May 18, 2010
Messages
278
Lindblum said:
I'm not even worth the effort of being shot!?

Lindoblum signing up!
Well, the only way to shoot you would have been a disruptor torpedo, and a soldier is not worth the three Zrbite it costs. Spending more time hunting you down would have meant more panicked or missing soldiers for the next part.

I'll keep Lindoblum on the list of potential candidates, but Lindblum's story hasn't ended yet.

--------------------------------------------

UPDATE 46 - Weirdness

When we left off, Pacific team was descending into the depth of another artefact site.

0nVxA.png


Wait a minute, we just executed Knives Plot before going further !

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And Leaza was dead as well...

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Well, that fixes it. Both soldiers die before the second part even begins.

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Pope Amole discovers a very large room to the east. The control center.

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Generally Fatal tries his luck against a nearby Tasoth.

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He's no sniper, and misses, but so does the Tasoth.

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Looks like Leaza and Knives Plot are still alive... somehow.

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Generally Fatal is shot in the chest, but still lives.

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A shot in the side from a hidden sniper takes him out.
RIP Generally Fatal :salute:, you were not as deadly as your nickname suggested.

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Knives Plot and Leaza die... for the third time.

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All these strange events are wreaking havoc on our soldiers' morale. Time to bring out the big guns and take out some aliens.

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Boom ! mediocrepoet brings morale back up by killing a Hallucinoid.

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He is shot on the side as well, but unfortunately survives.

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Unfortunately, because some Tentaculats were right around the corner, and he's bitten.

RIP mediocrepoet :salute:, you were one of the best torpedo operatives yet.

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Pope Amole begins the cleanup, and hatches the Tentaculat egg inside the former ensign.

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He then drills the Tentaculat, and moves back up the elevator.

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It's Gondolin's turn to go down, and he manages to kill the nearby Tentaculat, revealing a much unwelcoming committee.

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Vlad II goes down his elevator and programs a Torpedo. It's risky, but it could kill both aliens in one shot.

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It was too risky. An alien is stunned, another still standing, and Vlad II died at the edge of the blast.

RIP Vlad II :salute:, your sacrifice will hopefully make us turn the mission to our advantage.

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Gondolin peeks down the elevator and finds a Tasoth.

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He rushes and kills it, and spots another as he goes back up the elevator.

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This one is taken care of by Pope Amole.

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M.C. attacks are stronger than ever, and Gondolin cannot resist for long. He goes berserk.

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Pope Amole descends down to the lower level, and spots a Tasoth in the distance.

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He goes back up to fetch a sonic cannon, and is greeted by a very angry Gondolin.

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Stereotypical Villain picks up and reloads mediocrepoet's Torpedo Launcher. He doesn't take any risk in programming a path to deal with a nearby Tentaculat.

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That's one less chance to end up a zombie.

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They're everywhere, but Pope Amole is armed now.

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As he turns to shoot it, he discovers a Hallucinoid right next to him.

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Stereotypical Villain drills it repeatedly, without having much success.

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Gondolin is now permanently under alien control of panicked on the elevator.
That's bothersome, because our Displacer is right above and needs the four squares free to descend.

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A sonic blast ends the Hallucinoid for good.

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Stereotypical Villain tries to remember the control room layout and program a torpedo to go straight for the synomium device.

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The missile blows up halfway through, killing some Aquatoids.

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Soldier Gondolin is still blocking the elevator.

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Stereotypical Villain uses the last of mediocrepoet's torpedoes, but the missile is again stopped halfway through.
The explosion kills Tentaculats or Hallucinoids, maybe both.

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Finally, Gondolin is back under our control. Aquanauts step out of the elevator and let our Displacer brave the control room with all its Tentaculats.

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Here's one.

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Pope Amole ties to go fetch Vlad II's DPL, but finds three aliens on the way.

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Our tank makes it to the top of the control room unhindered.

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A single shot is all it takes to destroy the synomium device.

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Gondolin proves he can still be useful by drilling one of his tormentors.

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Pope Amole throws a grenade to kill the other two aliens.

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Mission accomplished, but we're not out of the waters yet.

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Aliens panic as they realize the site is lost.

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On its way back, the Displacer is ambushed by a Tentaculat. It tries to shoot it but misses.

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Pope Amole throws another grenade in the previous area. Some Tasoths die.

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But M.C. attacks are stronger than ever.

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The Displacer is attacked by two Tentaculats, and takes at least a dozen bites.

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Gondolin was asked to grab a gun before we departed. A mistake we now have to fix before he kills other soldiers.

RIP Gondolin V :salute:, you almost made it out alive.

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The Displacer manages to kill one of the Tentaculats, but fails to deal with the other. It's down to 27 HP now...

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A miracle occurs. Our tank manages to withstand more than ten bites without a single point of damage.
The alien is shot down before our luck runs out.

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And the tank is safely driven back to the elevator.

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More than fifty percent of our soldiers were lost, but the survivors can be proud as they storm off.

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That's... a rather strange mission report. Ten operative killed ? We arrived with ten and left with three.
Minus one missing soldier ? Actually giving us twenty points ? We shouldn't leave report writing to interns.

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Well, that was expected at least.

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And it looks like Lindblum wasn't left on the colony upper level after all.
XComUtil still needs some serious debugging.

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Back to normal operations, research completes.

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It is finally designed. Here is "The" sub. Better than all the others in every respect. Faster than the Manta. Carrying twice the number of soldiers the Triton can. Holding enough fuel to reach any point on Earth in mere hours. And a hull able to handle the highest pressures.

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We can now research some module to help base defense. We haven't been bombarded yet though.

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We transfer Atlantic's Barracuda to a sonar base. We need a free hangar.

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A Leviathan is ordered from the technicians. It's costly, but not that much considering how good it is.

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It will take the better part of the month to build.

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Meanwhile, aliens resume their normal behavior.
Their end is near, so X-Com lets this dreadnought cruise around in peace.
 

Orgasm

Barely Literate
Joined
May 4, 2010
Messages
1,360
You didnt do a single Dreadnought yet, did you?
A must-have before Alien Base. Kekeke.
 

Gondolin

Arcane
Joined
Oct 6, 2007
Messages
5,827
Location
Purveyor of fine art
Gondolin is now permanently under alien control of panicked on the elevator.
That's bothersome, because our Displacer is right above and needs the four squares free to descend.

Should've shot me.

Gondolin proves he can still be useful by drilling one of his tormentors.

Payback time, mofos!

Gondolin was asked to grab a gun before we departed. A mistake we now have to fix before he kills other soldiers.
RIP Gondolin V, you almost made it out alive.

Oh, well. Sign me up for another tour of duty if you still need soldiers.
 

Pope Amole

Educated
Joined
Dec 26, 2010
Messages
138
Wow, that wasn't just pushing button to make something awesome happen - that was like mashing it a couple dozen of times in rapid succession! Pope IV really rehabilitated himself here, quickly proved to be the most useful of all Popes to this date. Hope he'll last 'til the T'leth.

And it was a really intense update, without really knowing who'll survive and who'll not, some great drama here.
 

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,281
Location
Poland
For a moment there I thought you are going to lose this mission. If only aliens used grenades...
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
11,806
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
korenzel said:
Boom ! mediocrepoet brings morale back up by killing a Hallucinoid.

Kick ass! :thumbsup:

RIP mediocrepoet :salute:, you were one of the best torpedo operatives yet.

DAMMIT! Just another victim of deep sea tentacle rape... :x

---

Nice mission though. Too bad about all the weird bugs - I was thinking about trying xcomutil the next time I fire the game up, but I think some of the glitches would make me mental.
 

korenzel

Educated
Joined
May 18, 2010
Messages
278
Orgasm said:
You didnt do a single Dreadnought yet, did you?
A must-have before Alien Base. Kekeke.

I did, in update #30, appropriately named "Dreadnought". It was arguably the easiest dreadnought possible, being crewed with Gillmen.

mediocrepoet said:
Nice mission though. Too bad about all the weird bugs - I was thinking about trying xcomutil the next time I fire the game up, but I think some of the glitches would make me mental.
XComUtil 9.7 works pretty well for most of its features, but the recovery of missing soldiers is really bugged. In fact, it's supposed to be removed from the utility but there's apparently some leftover code that runs it during the transition between two-part missions. It shouldn't be an issue in UFO, since there's only one multi part mission. In TFTD, it comes up more often.

---------------------------------------

UPDATE 47 - M.C. Abuse

At the end of the last update, the ultimate flying sub was put into construction.

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Aliens are sensing their days are numbered, and double their attacks. We shoot them all down.

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The interrogation of the second lobsterman commander is complete. It didn't yield any valuable info.

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New soldiers replace the latest fallen in Pacific Base.

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More alien attacks.

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And aquatoid are, as usual, sent on primary missions.

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Another colony expansion ?

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Research finishes.

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We now know where the aliens' main base of operations lies. We'll need a Leviathan to reach it.

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A Dreadnought on alien colony expansion ? This isn't good.

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Both Atlantic and Pacific Mantas are sent to intercept it.

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Our ships manage to shoot it down, but suffer heavy damage in the process.

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Interrogation of an aquatoid medic reveals more details about the dreaded Bio-Drone.

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For once, this sub isn't looking for our base.

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The problem is, we have no interceptors to reach it, as both our Mantas are stuck being repaired for a long time.

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Out of options, Triton-1 is sent to pursue and follow it around. The aliens touch down, and the Triton is there to intercept them soon after.

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The Displacer is the only one out, and spots a Tasoth.

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It's not even a challenge to Banelion. He takes over control.

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Making it move a bit further, two more aliens are spotted.

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Banelion can control two soldiers at the same time, and soon will be able to get three.

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He uses one of the controlled puppets to shoot the other alien. These Tasoths sure are accurate.

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Deadly so.

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Oh no ! Something shoots at our puppet during the alien turn !

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There he is. aRyan shoots it down, and Banelion moves his puppets closer to the sub.

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lightbane manages to control one two. We now have three aliens under our control.

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There's two more.

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And another one shoots at one puppet, before retreating in the sub.

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Yet another shoots lightbane's Tasoth, killing it.

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There it is. Banelion takes over control.

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While our Displacer cleans up the unarmed puppets left behind.

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Banelion induces another friendly fire incident.

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An alien is spotted to the north.

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And Tasoths from the sub peek their heads out.

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One even dares shooting at Banelion's puppet.

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Azira IV earns his first kill.

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And Banelion makes his puppet pursue and wound the Tasoth. He can't take over the mind of this one, it must be a squad leader.

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Yes, it is.

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Black IV kills one Tasoth as Banelion makes it retreat in his line of fire.

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Black IV kills another.

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There's still a hidden alien. Shepard and Baybee storm the sub and find one. It has full TUs, but Banelion easily takes over its M.C. chip.

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He moves it close to the door, and Shepard drills it to death without any risk involved.

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A textbook M.C. heavy assault. Extremely safe, extremely boring.

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Some soldiers earn the right to wear armor.

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And aliens try to sway away more countries.

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As we shoot their sub down, they invariably send search parties. They all fail.

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Interrogation of another medic reveals some details about an alien we only got a glimpse of.
 
Joined
Nov 15, 2009
Messages
2,815
Location
Third Reich from the Sun
By the way does any know if it is possible to reduce the length of the whole "hidden movement" thing. It's a fun game and all, but I quit playing just because missions took way to much time, especially terror missions with all the civilians and shit moving around making each alien turn taking several minutes.
 

Orgasm

Barely Literate
Joined
May 4, 2010
Messages
1,360
Merkwürdigliebe said:
By the way does any know if it is possible to reduce the length of the whole "hidden movement" thing. It's a fun game and all, but I quit playing just because missions took way to much time, especially terror missions with all the civilians and shit moving around making each alien turn taking several minutes.
You are doing something vevy wrong. Dosbox or CE? Tried upping the alien fire and movement speed to max in the options of the tac screen?
 

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