OK, turnset played, quite an exciting struggle.
Unfortunately my brain failed to remember which game I was playing and I used the wrong key for screenshots, so I have no images.
Would have worked fine in Wesnoth....
Turnset started on May 28th with about $3.7 million, so we are in very good shape.
I don't want to recruit anyone so close to the end of the month, but I go ahead and start an MC Lab at our second base. We will have troops there to be assigned for July, we might even want two MC Labs there so we can screen more troops per month. I do go ahead and transfer some weapons and gear to the second base, so our soon-to-be-recruited defenders will have something to fight with.
I leave the small gillman USO alone and it vanishes during the night. The next day a small lobsterman cruiser on an alien interdiction mission appears but it outruns our Barracuda -- the new fighter sub can not be finished soon enough.
A General Stores module finishes at our second base, and the same lobsterman cruiser is briefly (like 5 seconds) visible over the Med (its reported destination). I send the Atlantic Barracuda to search but it finds nothing.
All remains quiet for the rest of May. Our sponsors are very happy with our excellent month (2135 score!) and boost funding by $760 000.
I assign 20 aquanauts to MC Implantation at our main base, and recruit 10 aquanauts for our second base. I also recruit 36 additional techs, as the second workshop will be done by the time they actually show up.
Less than 30 minutes into the new month, we receive an alert for a shipping attack off the west coast of North America. Time to get to work, so I assign some extra soldiers and tinker with the equipment load, then send out the Triton. Too bad I forgot that DPL launchers do not work out of water...oh well.
The Triton lands at the north end of the ship on a playing field of some sort. We are surrounded by a balcony on the deck above us -- perfect sniping positions for aliens.
I would complain about the Triton pilot, but I guess there aren't really many places you can land an assault sub on a cruise ship.
Round 1
Cyneheard v2 opens the hatch and moves south after not seeing anything at first. He spots a gillman on the upper balcony (what did I tell you?). Novice v2 steps out of the hatch and calmly shoots it in the head.
The squad starts deploying, moving for the two exits from our landing area: a stairway to the balcony in the west, and a door to the east.
IBT we hear a single civilian die.
Round 2
Pling leads a squad through the east door, finding some rooms and a corridor leading south. Dave V 2.0 leads the rest of the troops up the stairs to the west. No aliens are seen, and IBT nothing happens. Where are the aliens?
Round 3
Seifer MD leads several soldiers upstairs in the east, gaining a vantage point on the second deck. The west squad also reaches the second deck.
IBT we hear two civilians killed, then we see a glimpse of a grenade being thrown. It explodes, and an alien death scream is heard. A poor throw, methinks.
Round 4
Sandover on the west deck approaches the stairs back down and gets shot at by an alien lurking below. No one has LOS, so he pulls back. (This was a perfect opportunity for a DPL...and I discovered they don't work out of water.
)
Iainuki on the second deck moves towards the doors into a large dining area, and is shot through a window, fortunately for no damage. He looks but can not see the shooter.
On the lower deck Pling continues advancing south down the east corridor, coming to an intersection. There is a dead civilian, but no aliens visible.
IBT we spot a gillman in the dining area elevator, and a deep one in the cross corridor.
Round 5
Sandover approaches the stairs down from the north this time, and sights the lurking gillman who shot at him last round. He kills it with an aimed shot.
Iainuki enters the dining area and spots a gillman behind the bar. Sampling earth's alcoholic beverages, perhaps?
Iainuki shoots but misses, and the gillman fires back and hits twice. No damage, though -- Ion armor is great stuff. Iainuki fires and this time connects, killing the gill man.
No one can get LOS on the gillman in the dining area elevator; hopefully it won't kill anyone.
On the lower deck Pling kills the deep one spotted last round.
IBT a gill man walks out of the west corridor and shoots Novice v2, injuring him badly (6 health left).
Our reaction fire misses.
The elevator gillman walks around a bit but doesn't fire. A civilian on the third deck is shot from the southeast.
Round 6
Pling plays medic and heals Novice v2's two critical wounds. He somehow manages to prime a grenade and pass it to Amelia2 during this, and she throws it to the west corridor corner where the gill man walked out of sight.
SeiferMD mvoes south along the eastern edge of the second deck and spots a gill man, probably the one who shot the civilian. Serdoa v2 fires twice and kills it.
Inside the dining area, Iainuki moves to the elevator, opens the door, and blasts the gill man. Cyneheard v2 is also in the dining area, and spots 2 aliens down some stairs to the south but can not get LOS.
(I regret not having the screenshots to make the layout of the ship clearer; there are stairs and elevators and balconies all around, with lots of places for aliens to lurk. I have to split the squad up into smaller and smaller groups, trying to cover all possible areas while slowly sweeping south. It is a very difficult environment.)
IBT the grenade kills the gillman in the west corridor. A deep one moves around on the third deck's west side.
Round 7
Dicorian v2 goes down the dining area's east elevator, finding nothing. Iainuki goes down the west elevator and finds a deep one. He fires and misses, so he retreats back up the elevator. (I realize after the move that this was a mistake -- the bottom armor is the weakest aspect of our defenses.
)
Cyneheard v2 moves closer to the stairs down and spots a gillman and deep one lurking below. He shoots the gillman but can not get LOS on the deep one, so he retreats again.
Dave V 2.0 climbs some stairs to the third deck's west side, and spots the deep one to the south which was seen moving earlier. His angle is bad, so Kyan v2 throws a grenade next to it.
IBT the grenade kills the deep one. Iainuki is shot but takes no damage, but a deep one and a gillman rise up the elevator next to him!
Another deep one is spotted on the third deck near the just exploded one; it heads south into the gaming area.
Round 8
Iainuki blasts the gill man and deep one sharing his elevator at point blank range -- "This is a fancy restaurant! No shirt, no shoes, no service!"
Cyneheard v2 moves south and spots yet another gill man down that same set of stairs, along with the same deep one as before. In a repeat of last round he shoots the gill man but can't get LOS on the deep one, and retreats.
Squads are continuing to move south through the east and west corridors on the lower deck, along the sides of the second deck, and moving onto the third deck. With lots of rooms to check and angles to cover, progress is slow.
IBT something shoots at Cyneheard from below the same set of stairs, but misses.
Round 9
Amelia2 is moving south in the west corridor, and finally gets LOS on the deep one below Cyneheard v2's stairs. She kills it with an aimed shot.
We continue advancing south. Serdoa v2 has moved up to the third deck and is heading for stairs to the top deck. Brian Shanahan finishes checking the northwest area and moves to rejoin the group moving down the west corridor.
IBT...zzzzzz.
Round 10
More moving south. Serdoa v2 reaches the top deck, so we finally have someone on all levels.
IBT...zzzzzz.
Round 11
haphazard v4 has been checking rooms, and opens a door to find a gillman. He blasts it with a shok bomb.
Cyneheard v2 has moved south into the second dining area, and spots a deep one behind some crates. His first shot blasts a crate, but the second kills the alien.
Dave V 2.0 enters the third deck gambling area through a destroyed wall and spots the deep one which was moving around a couple turns ago. He blasts it.
IBT...zzzzzz. The alien round is getting shorter, which is a good sign.
Round 12
Kyan v2 reaches the south end of the ship. More rooms are checked....
IBT...zzzzzz.
Round 13
Only the south end of the bottom deck (state rooms) and the south end of the top deck remain to be checked.
Round 14
More checking.... IBT a gill man squad leader goes berserk, revealing his location.
Round 15
Pling kills the berserk gill man, and the first part of the mission is over.
Throughout the first mission segment, I had our troops picking up weapons from dead aliens so they would carry over to the second mission segment. This was also helpful for our troops armed with DPL (useless) and Shok Launchers (not really needed against gill men and deep ones).
First mission segment honorable mention: Iainuki (4 kills)
We descend the cargo elevator to the lower decks....
Round 1
Our troops are overloaded, so everyone drops extra weapons and gear. Now that the second mission has started, nothing will be lost. Assuming we complete the mission, of course....
The lower decks are a horrible maze.
Tons of little rooms, with lots of areas that are multi-level with mesh gratings on the upper levels so you can sort of see between levels. Many upper levels have open sides where your troops can drop through to the lower levels, and there are many stairs and elevators. The layout is even tougher than the first mission segment, IMO.
Sandover spots a deep one on the grates above but has no LOS. Serdoa v2 has an opening and kills it.
Cyneheard v2 spots a gill man above and kills it with an aimed shot.
IBT a gill man pops out from behind some crates and kills a civilian. Sandover reaction fires but misses.
Round 2
Sandover tries again and this time connects, killing the gill man.
IBT two more civilians are killed. Lots (lots and lots) of door/elevator sounds are heard.
Round 3
The starting area is very cluttered, so movement is slow as our troops shuffle in file towards the two exits. Pling is leading the way through the hatch on the second deck, while Dave V 2.0 leads a squad to the elevator.
IBT we see 4 gill men and a deep one moving about. Amelia2 reacts and kills a deep one when it opens the door in front of her. Pling is shot 3 times and injured, but reacts and kills one of her gill man attackers.
Round 4
Amelia2 moves through the hatch and drops off the grating to the lower deck, where she finds a deep one and kills it.
Brian Shanahan breaks out his medkit and heals Pling's 3 critical wounds. Our fearless leader dismisses them as "just flesh wounds" and sets off in pursuit of the other two gill men who shot her.
Dave V 2.0's troops deploy out of the elevator onto the third and fourth decks, which are more corridors lined with state rooms. Lots and lots of places to check...I wish I had more soldiers, as there are not enough to cover everywhere. I prefer to have a bit more support and not be so spread out.
IBT two more civilians die. A gill man shoots at Tatan v2 but misses; Tatan v2 reacts with accuracy and the gill man is killed.
One of the gill men she is chasing takes a shot at Pling but misses; she blasts it apart with her sonic cannon. Two more gillman are visible to her north and east.
Round 5
Tatan v2 spots another gillman and kills it.
Pling goes through a hatch and finds another gill man, and kills it. Checking the next hatch she spots yet another gill man, but is low on TUs so she hides behind the wall.
IBT Serdoa v2 is shot by a gill man but takes no damage. He returns fire but misses. Somewhere, a gill man squad leader panics.
Round 6
Serdoa v2 advances north, and takes another shot at the annoying gill man who shot him. This time he kills it.
Pling opens the hatch again and spots the same gill man. With plenty of TUs this round she kills it with an aimed shot. Since she was shot, Pling has killed a gill man each round for four consecutive rounds -- wounding her only makes her more dangerous!
Brian Shanahan on the level directly below Pling moves through two hatches and spots a gill man. He kills it with a snap shot, only to reveal a deep one directly behind it. SeiferMD drops down from the level above and kills the deep one.
IBT a gill man is spotted north of Serdoa v2. The alien round is getting shorter.
Round 7
Serdoa v2 moves north and spots the moving gill man; a quick aimed shot removes the problem.
Sandover opens a hatch and finds a gill man staring him in the face. So he shoots it in the face.
IBT we hear a door open; the alien round is very short now, maybe one or two aliens left.
Round 8
Serdoa v2 moves north into another multi-level area and spots an alien lurking in the darkness on the lower level. He shoots and kills it, revealing that it was a deep one.
Lots of rooms are being checked and cleared, but there is still a LOT of ship left to check. Bug hunt underway!
The TFTD AI pathing algorithm for your troops isn't very good -- Pling walks off the side of a grating and falls to the level below when given a simple command to advance to a door.
IBT we get a glimpse of movement, but I can not pin down just where it was.
Round 9
From her new position on the lower level, Pling moves north and spots a deep one. She immediately shoots it. I take back what I said about the pathing algorithm -- there is method in her madness!
IBT is just a brief blink; there must be only one more alien somewhere in the ship.
Rounds 10 - 12
More rooms to check, corridors to advance down, etc. Finally in the IBT after round 12 the gill man squad leader panics and reveals his position.
Round 13
Amelia2 is closest, and manages to gain sight of the last alien. She shoots the gill man and the mission is complete (at last!).
We score 890 points and collect a lot of loot.
And no losses, although Pling will be in hospital for 2 days and Novice v2 for considerably longer. With the new soliders recruited for the second base we also get a bunch of promotions -- Pling is now a Captain, and Sandover advances to Commander.
Overall mission MVAK (most valuable alien killer) is Pling with 7 kills. Amelia2 and Serdoa v2 got 5 each, and Cyneheard v2 and Iainuki got 4 apiece. In fact, if I have tallied correctly only Dicorion v2 did not get a kill; everyone else got at least 1.
I sell the fresh corpses but nothing else; we now have $2.74 million. There are plenty of weapons if we need to raise more cash. I play through the end of June 1st (about 4 hours game time), and the second workshop finishes. I assign the 14 idle techs to the Manta project, cutting the time to 10 days or so. Once the 36 new techs arrive in 2 more days this should drop to about 4 days, so maybe 6 more days total.
Once the new sub is done, we need to build sonic oscillators to arm it. Then maybe some more armor, a few more medkits -- we are getting a bit low.
Research on the new fighter/transporter Hammerhead completes as well, and I start Heavy Thermic Lance for lack of better options. We should probably start researching some of the live aliens, although the new alien containment at the second base will finish soon. Also we should research Alien Origins now that Hammerhead is done, just so that we do not forget to have it done before we capture and interrogate a lobsterman commander.
From Catwalk's message he will not be back until the 27th, so I believe Ug is next.
Ug <--- up
Dazed
Uberfish
Haphazard
Catwalk - out until May 27th
ASM - on indefinite skip