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Destroying the contents of the room on the second floor of the Command Center renders the base destroyed for all intents of a base assault. Specifically, you must destroy all 16 sections of the 4 purple octagonal tables (normally these are UFO Navigations). A single Blaster Bomb to the upper level will usually set off a chain reaction: if you hear 16 explosions in a row, you're all set. If you abort the mission after destroying the Command Center, the mission will end and the base will be destroyed. Be sure to move all your troops onto the green tiles in the "exit areas" on the upper level. Any troops not on a green tile (including those on the red lift tiles in the exit rooms) will be counted as MIA.
Endless Mike wrote:Yes yes yes, Firaxis making a new turn-based XCOM!!!!!
Endless Mike wrote:Yes yes yes, Firaxis making a new turn-based XCOM!!!!!
Endless Mike wrote:Yeah, there's some changes, but TFTD is pretty similar. If I remember correctly, though, UFOD had a bug where no matter what difficulty you set, it was always on the easiest, and TFTD had a bug to do the opposite.
Adacore wrote:I believe the UFOD difficulty bug was fixed, though, right? If you get the Steam version then difficulty settings should work ok.
Adacore wrote:I believe the UFOD difficulty bug was fixed, though, right? If you get the Steam version then difficulty settings should work ok.
Adacore wrote:There also used to be a bug that meant TFTD was impossible to complete if you did research in the wrong order. Did they fix that, or is it still an issue?
Izawwlgood wrote:You have done the equivalent of walking into a fine steak house with McDonalds, and asking how they compare. That guy sitting at the table slowly drinking 60 year old Scotch is gesturing to his 7 ft tall Samoan body guard, and affording you the faintest head nod. You may have noticed the piano player has switched keys, no, wait, he's playing left handed, because his right hand is slowly inching towards his boot and reaching for cold, folded steel. Conversation has stopped, and the maitre d' is calmly heading to a table of shocked onlookers, assuring them their meal will be free tonight.
What now?
Izawwlgood wrote:I was under the impression that raiding the final Alien city required Magnetic Ion Armor (or whatever it's called) because you needed to ascend/descend into parts of the base.
CorruptUser wrote:Apoc is the XCOM game that could have been.
Izawwlgood wrote:Oh right, the subs.CorruptUser wrote:Apoc is the XCOM game that could have been.
After seeing how bad Apoc was, I believe you meant 'Enforcer' was the game that could have been. I was quite clear about what Apoc was.

Ghostbear wrote:Endless Mike wrote:Yeah, there's some changes, but TFTD is pretty similar. If I remember correctly, though, UFOD had a bug where no matter what difficulty you set, it was always on the easiest, and TFTD had a bug to do the opposite.
Almost- UFOD did have that bug. TFTD did not have a bug, but they received lots of criticism about how easy UFOD was even on the hardest difficulty, so they kicked it up a few notches, having been ignorant of the original bug. So the difficulty in TFTD was an intentional design decision.
Adacore wrote:Learning to be ruthless with psi-failures in the early days (before you have any screening) is vital. If you keep the weak psi troops around then every mission against sectoids will be tough, and any fight against ethereals will be a total bloodbath. Soldiers that are vulnerable to psi aren't just 'weaker soldiers', they're 'alien surprise attacks waiting to happen' - having them on a mission is actually worse than not having those soldiers at all.
Silas wrote:Nobody who gets paid by the hour invents a cotton gin.
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