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Messages - 5taras

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106
Open Feedback / Re: rng
« on: August 31, 2018, 03:03:35 pm »
I assume he's playing a mod... probably it's not a Dreadnaught.
I play Twots. In a few days dreadnought attacked the base. I have no idea what was the ship that crashed from one torpedo attack.


107
Open Feedback / Re: How to execute captured live aliens?
« on: August 31, 2018, 02:54:56 pm »
Just out of curiosity: What's in it for you? Do killed aliens give more points in a mission? I always thought, it's the other way around. If it's not about scores for battles: What's wrong with selling it? Money for more space in alien containment doesn't seem to bad of a deal to me.
In Twots bio-drone corpse is used to make useful drone.

108
Open Feedback / Re: grenades in lift schaft
« on: August 30, 2018, 08:06:34 am »
And in what game? TFTD or X-COM?
I tried to throw grenade to airlock floor in TFTD Twots. I can just leave it on the floor through inventory interface. Aliens can shoot through the airlock shaft from above or below. Thrown grenade could help but I cannot throw it to airlock shaft bottom level.

109
Open Feedback / How to execute captured live aliens?
« on: August 30, 2018, 05:51:41 am »
Hi, everyone. Sorry for asking. I play TFTD Twots.
I managed to capture live biodrone. I can sell it. How can I execute this creature?
Thanks

110
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: August 30, 2018, 02:59:44 am »
I've noticed that aquanauts start to panic or going berserk due to destroyed drones or rooms. In my opinion it's weird for an aquanaut to lose inner control because of destroyed robot. Thanks for attention.

111
Hi, everyone. Sorry for disturbance.
I play Twots 2.16. Due to peculiar game mechanics I don't have molecular control ability at the moment.
My base to my horror was attacked by more than 10 walking lobsters and nasty biodrones. May be the total number of invaders is about 17. 
I have about 25 aquanauts, many sonic weapons, some thermal shock launcher, few thermal thazers and couple of vibro blades and thermic lances. Also, I have few disruptor pulse launchers, although they doubtly work on air.
Do I have any chance to win?
Thank you.

112
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 17, 2018, 10:07:24 pm »
Cyborgs have same names as normal people. Cant remember why, but when i do it i have some reason.
Map in dungeons is blacked. It is as it must be.
Tsunami control upper level looks like crossroad with lifts.
Could add a sign, anything, showing that a person is a cyborg, please, if it's not hard. To make finding them faster. Thank you.

113
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 17, 2018, 02:24:50 pm »
2. It will probably spawn again this mission, do not worry you will have more attempts
1. Oh mein Gott. I have to visit this cloaca full of freaks with disgusting weapons again. Thanks for the answer.
2. Cyborgs can be differentiated by the letter "c"? For example, cSnpr means cyborg sniper? 3. Playing the ancient dungeon map I don't see the scheme on minimap. Yellow points on black square.

114
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 16, 2018, 02:15:23 pm »
1. What device am I supposed to destroy in laboratory and tsunami center?
I searched all the lab and did not find synonium device? Or I am supposed to kill all the enemies in this hellish places. Why I cannot choose not to split the team on two parts in tsunami center or alien colony? Am I general commander or not? 2. In tsuname generator mission I failed to capture jellyman ruler. Am I supposed to capture him alive? 3. I've noticed that some research topics happen to appear twice. For example, after researching naga warrior topic, it appeared again. Same with gillman techinician topic. 4. How to differentiate cyborg from the list of simple aquanauts? Cyborgs cannot raise their physical parameters by training? 5. In Twots 2.15 this bug was not present.
    5. In laboratory missions extra equipment is not moved from surface level to underwater level. Only the one what was equipped by aquanauts. Artefact mission second level keeps all the equipment. It poses some problems. Thanks

Yes, i see it. But can not understand why. :-(
Quote

115
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 16, 2018, 01:25:01 pm »
1. What device am I supposed to destroy in laboratory and tsunami center?
I searched all the lab and did not find synonium device? Or I am supposed to kill all the enemies in this hellish places. Why I cannot choose not to split the team on two parts in tsunami center or alien colony? Am I general commander or not? 2. In

116
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 15, 2018, 12:44:21 am »
1. I have to complain. Such a thing like a xarquid manage to kill aquanauts in exosuits in one shot with sniper's precision not mentioning hard suits. Perhaps, they bring a surplus of damage. 2. How to use mc gifted aquanauts? I don't see an option to apply their skills? I have already MC lab but dont have any MC disruptor. Where is it? 3. Why would not unite topics for research for weapons and their ammo together? 4. I may be wrong, but at first sight bionic armor is less protective that plastic armor. It's true? One-shot from sonic rifles and cannons? 5. In laboratory missions extra equipment is not moved from surface level to underwater level. Only the one what was equipped by aquanauts. Artefact mission second level keeps all the equipment. It poses some problems. Thanks

117
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 14, 2018, 04:39:34 pm »
I find logical problem in the fact that alien advanced weapons, magna-pack explosives do not damage transport ships of humans but destroy ships of aliens made from advanced materials. Although if alien weapons would be able to destroy Triton then it would make the game almost impossible to play. One shot from pulse launcher could kill the entire team on start of mission. Aliens have ridiculously good eyesight, what fishes and sonar drones lack. Even mutated humans and paladins.

118
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 14, 2018, 04:25:41 am »
What's the purpose of creating cyborgs?

119
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 12, 2018, 10:34:12 am »
1. Barge mission crashed on start again. Once I reloaded the mission started. 2. In my opinion the sonic weapons become available for research almost the same time with gauss weapons. I've already met lobsterman in small UFO and had to use thermal shock launcher to deal with him. Gauss weapons are marginal against lobstermen and tasoths and possibly enchanced aquatoids and gillmen. I found myself using mainly gas cannon with HE ammo despite the barbaric destruction of precious loot.

120
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« on: August 11, 2018, 02:20:24 pm »
1. One can recycle palandin's broken armor for aqua plastics but cannot recycle broken exosuits and plastic armor of operatives. Contradiction. 2. How to execute live aliens from alien containment facility? They don't die once I release them from facility and stay in storage. I can sell them but not execute.

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