User:Tauon
Appearance
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.