Here we go again! This will be an Ironman playthrough of Terror From the Deep on Superhuman difficulty, similar to my previous one of X-COM: UFO Defense. You can find the thread for that game here. I go over the game basics in that thread, and TFTD is mechanically much like its predecessor, so if you need a quick review the first few pages should get you up to speed. I'll only be covering mechanics that are new or different in TFTD.
Part 1:
Speaking of differences, this time I'll be adding on some simple mods and options to make things a little tougher. Pictured are the mods being used:
Aliens Pick up Weapons: If a gun-wielding alien becomes disarmed for any reason, they may pick up a new one from the ground. They'll even pick up human weapons and use them against you - careful not to leave any torpedo launchers lying around.
Alien Subs Add-on: As shown, this mod adds several variants for alien USO interiors, so you can't rely on memory each time.
Always Nighttime: All battles will take place at night, limiting X-COM's visibility.
And a couple of cosmetic mods - Statstrings appends some text to a soldier's name depending on their most notable stats, while Poet's Colored Armor lets you color-code your troops; it's handy when you have ten or more of them to manage.
I will also be running the option setting of Alien weapon self-destruction. This means that if an alien is killed, anything in their inventory will disappear; only knocking them unconscious will drop their stuff on the ground. Without easy access to alien weapons and ammo, researching them takes longer, keeping your own alien weapons supplied is more expensive, and assaulting USOs becomes a lot less profitable. It should make for an interesting change of pace. Finally, I'll attempt to avoid manufacturing items for profit. In this game as in the first, the best way to make money is to constantly build craft weapons and sell them; your monthly income and even sales of alien items quickly pales in comparison. Combined with alien weapons disappearing on death, the money situation will be a lot tighter than usual.
Have I mentioned that I've never beaten TFTD at all before? This might end up being a short game.
TFTD's first change comes immediately: your bases must be placed at sea, not on land. Not only that, but intercepting USOs over land is impossible. Your subs can (incredibly) fly into the air, but firing their weapons is a no-go.
For that reason, my first base will go in the Pacific Ocean, far from any continents. Next to Midway is as good a spot as any.
This time I'm running the default base layout. The starting facilities and loadout is identical to what you'd get in UFO Defense, though the names and details have been modified slightly to fit the nautical setting.
After ordering an Alien Containment and additional storage space, the first order of business is to do something about that horribly insecure Sub Pen (Hangar equivalent) arrangement. Two new ones are penciled in on the north side of the base; once they're done we can transfer the two Barracuda interceptors over and demolish the Sub Pens at the bottom.
Available technologies are just like in X-COM. Gauss Technology is going to be the first goal, since it may be a while before alien weapons are readily available.
Storage starts out almost filled to the brim, so it'll be a few weeks before much can be purchased.
So we'll be spending on a second base with Wide Array Sonar, instead.
After the first week, we spot our first USO. Both Barracudas are scrambled to intercept, but the sub evades them after a brief tussle and touches down near our base. After taking a minute to sort everyone's equipment, it's time to sortie.
In contrast to the Skyranger, the Triton of TFTD incorporates highly advanced door technology. X-COM starts out at the northeast corner of the map and there's not much to see here, so Seaman Fenn takes the first bold step into the unknown.
Sadly, that first step is his last - an unseen assailant shoots him dead from afar. Better perhaps to just toss out a flare and a dye grenade and sit tight.
Turn 2:
The crew (very carefully) peeks out of the Triton, but the coast seems clear now. Everybody files out and throws some dye grenades to provide cover, while one of the torpedo-carriers takes position on top of the Triton.
Turn 3:
Nothing much happens on the alien turn, but on X-COM's turn aquanaut Ed Dodge lives up to his name and avoids a shot from this Sectoid-like creature.
Daniel Fitzgerald has a good angle here, and kills the alien with one burst from his Jet Harpoon. By the way, X-COM starts out with harpoon launchers and dart pistols and torpedo cannons. Unlike UFO Defense, the starter pistol and rifle are really quite bad in general, which is why I'm looking to replace them with Gauss weapons straightaway.
At any rate, up north the aquanauts spot a suspicious structure in the deeps. This must be the USO.
Turn 4:
Moving forward to throw a flare, Fitzgerald stumbles upon another alien. Rather than try and shoot it one-handed, an aquanaut further back throws a grenade under its feet. Otherwise it seems safe enough for the rest to move in closer, though a few agents keep circling west to check for any more aliens wandering around outside.
The grenade explodes right under the alien's feet...but it's somehow only knocked out, not slain outright. At least we can take its equipment this way.
The alien turn sees another creature walking about south of the USO...
Turn 5:
...And agent Sungur finds another just outside the doors.
Let's get to work. Two agents in the south team combine to take down the first enemy, with Pawel Kaminski's incendiary bolts dealing the final blow.
Efforts in the north are...less than successful. Mr. Vilfort here misses horribly with his explosive shell, killing one of his fellow agents. One of the torpedo-ers has better aim, and blows up the alien nicely.
That done, everyone else moves up. The alien phase passes without incident and it's on to Turn 6.
We've run out of dye grenades at this point, so hopefully there's nobody else waiting for us outside. Checking the entryway to the USO reveals nothing moving, and the squad creeps closer...
Nope - there's two more aliens out there, one of whom guns down Pawel Kaminski.
Turn 7:
Henry Sutherland exchanges fire with the nearby alien. He lands one hit, but so does his opponent, and that's the end of Henry. Further east, this alien shrugs off an exploding(!) bolt to the back - adding a harpoon produces the desired results.
After Henry's death, there's only Ed Dodge near the western foe. Can he handle this on his own?
At the same time, the USO team checks out almost the entire ship...until this aquanaut finds an alien lurking in the very last corner, right as they run out of Time Units.
Oops.
Turn 8:
On the bright side, Ed Dodge managed to avoid a second point-blank shot in one night, and has no trouble dispatching his target.
The USO alien is easy to find as well, and goes down to a taser jab, bringing the mission to a close. That could have gone better, but rookie aquanauts are easy come, easy go, and we did manage to recover the weapons of two aliens.
OpenXCOM recently added a feature to view soldiers' stat gains after each mission. It makes for more relevant reading than the promotions screen, if I'm being honest.
Like last time, if you want an Aquanaut named after you, let me know. Same thing goes for any comments or suggestions about the reports - I'm trying out 800x600 screenshots this time to make the text more readable. I can't guarantee quite as fast or regular an update pace as the previous playthrough, but we'll see how busy I find myself.
Index:
Part 1:
Speaking of differences, this time I'll be adding on some simple mods and options to make things a little tougher. Pictured are the mods being used:
Aliens Pick up Weapons: If a gun-wielding alien becomes disarmed for any reason, they may pick up a new one from the ground. They'll even pick up human weapons and use them against you - careful not to leave any torpedo launchers lying around.
Alien Subs Add-on: As shown, this mod adds several variants for alien USO interiors, so you can't rely on memory each time.
Always Nighttime: All battles will take place at night, limiting X-COM's visibility.
And a couple of cosmetic mods - Statstrings appends some text to a soldier's name depending on their most notable stats, while Poet's Colored Armor lets you color-code your troops; it's handy when you have ten or more of them to manage.
I will also be running the option setting of Alien weapon self-destruction. This means that if an alien is killed, anything in their inventory will disappear; only knocking them unconscious will drop their stuff on the ground. Without easy access to alien weapons and ammo, researching them takes longer, keeping your own alien weapons supplied is more expensive, and assaulting USOs becomes a lot less profitable. It should make for an interesting change of pace. Finally, I'll attempt to avoid manufacturing items for profit. In this game as in the first, the best way to make money is to constantly build craft weapons and sell them; your monthly income and even sales of alien items quickly pales in comparison. Combined with alien weapons disappearing on death, the money situation will be a lot tighter than usual.
Have I mentioned that I've never beaten TFTD at all before? This might end up being a short game.
TFTD's first change comes immediately: your bases must be placed at sea, not on land. Not only that, but intercepting USOs over land is impossible. Your subs can (incredibly) fly into the air, but firing their weapons is a no-go.
For that reason, my first base will go in the Pacific Ocean, far from any continents. Next to Midway is as good a spot as any.
This time I'm running the default base layout. The starting facilities and loadout is identical to what you'd get in UFO Defense, though the names and details have been modified slightly to fit the nautical setting.
After ordering an Alien Containment and additional storage space, the first order of business is to do something about that horribly insecure Sub Pen (Hangar equivalent) arrangement. Two new ones are penciled in on the north side of the base; once they're done we can transfer the two Barracuda interceptors over and demolish the Sub Pens at the bottom.
Available technologies are just like in X-COM. Gauss Technology is going to be the first goal, since it may be a while before alien weapons are readily available.
Storage starts out almost filled to the brim, so it'll be a few weeks before much can be purchased.
So we'll be spending on a second base with Wide Array Sonar, instead.
After the first week, we spot our first USO. Both Barracudas are scrambled to intercept, but the sub evades them after a brief tussle and touches down near our base. After taking a minute to sort everyone's equipment, it's time to sortie.
In contrast to the Skyranger, the Triton of TFTD incorporates highly advanced door technology. X-COM starts out at the northeast corner of the map and there's not much to see here, so Seaman Fenn takes the first bold step into the unknown.
Sadly, that first step is his last - an unseen assailant shoots him dead from afar. Better perhaps to just toss out a flare and a dye grenade and sit tight.
Turn 2:
The crew (very carefully) peeks out of the Triton, but the coast seems clear now. Everybody files out and throws some dye grenades to provide cover, while one of the torpedo-carriers takes position on top of the Triton.
Turn 3:
Nothing much happens on the alien turn, but on X-COM's turn aquanaut Ed Dodge lives up to his name and avoids a shot from this Sectoid-like creature.
Daniel Fitzgerald has a good angle here, and kills the alien with one burst from his Jet Harpoon. By the way, X-COM starts out with harpoon launchers and dart pistols and torpedo cannons. Unlike UFO Defense, the starter pistol and rifle are really quite bad in general, which is why I'm looking to replace them with Gauss weapons straightaway.
At any rate, up north the aquanauts spot a suspicious structure in the deeps. This must be the USO.
Turn 4:
Moving forward to throw a flare, Fitzgerald stumbles upon another alien. Rather than try and shoot it one-handed, an aquanaut further back throws a grenade under its feet. Otherwise it seems safe enough for the rest to move in closer, though a few agents keep circling west to check for any more aliens wandering around outside.
The grenade explodes right under the alien's feet...but it's somehow only knocked out, not slain outright. At least we can take its equipment this way.
The alien turn sees another creature walking about south of the USO...
Turn 5:
...And agent Sungur finds another just outside the doors.
Let's get to work. Two agents in the south team combine to take down the first enemy, with Pawel Kaminski's incendiary bolts dealing the final blow.
Efforts in the north are...less than successful. Mr. Vilfort here misses horribly with his explosive shell, killing one of his fellow agents. One of the torpedo-ers has better aim, and blows up the alien nicely.
That done, everyone else moves up. The alien phase passes without incident and it's on to Turn 6.
We've run out of dye grenades at this point, so hopefully there's nobody else waiting for us outside. Checking the entryway to the USO reveals nothing moving, and the squad creeps closer...
Nope - there's two more aliens out there, one of whom guns down Pawel Kaminski.
Turn 7:
Henry Sutherland exchanges fire with the nearby alien. He lands one hit, but so does his opponent, and that's the end of Henry. Further east, this alien shrugs off an exploding(!) bolt to the back - adding a harpoon produces the desired results.
After Henry's death, there's only Ed Dodge near the western foe. Can he handle this on his own?
At the same time, the USO team checks out almost the entire ship...until this aquanaut finds an alien lurking in the very last corner, right as they run out of Time Units.
Oops.
Turn 8:
On the bright side, Ed Dodge managed to avoid a second point-blank shot in one night, and has no trouble dispatching his target.
The USO alien is easy to find as well, and goes down to a taser jab, bringing the mission to a close. That could have gone better, but rookie aquanauts are easy come, easy go, and we did manage to recover the weapons of two aliens.
OpenXCOM recently added a feature to view soldiers' stat gains after each mission. It makes for more relevant reading than the promotions screen, if I'm being honest.
Like last time, if you want an Aquanaut named after you, let me know. Same thing goes for any comments or suggestions about the reports - I'm trying out 800x600 screenshots this time to make the text more readable. I can't guarantee quite as fast or regular an update pace as the previous playthrough, but we'll see how busy I find myself.
Index: