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Messages - Vakrug

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46
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 23, 2023, 09:58:50 am »
adding another ship
Oh, yes. Almost forgot to mention this. This mod (as well as the base game) really needs some improvements with ship terror missions. The significant part of X-COM success is due to randomly generated maps. And in TFTD we have only 2 static ships. Adding to the game more ship maps is actually not very good solution, because, no matter how many static maps are added to the game, they cannot compensate random generation. I don't know how hard it will be (if possible at all) to make alien spawns more random. Static maps by themselves are not particularly big problem. But aliens spawning at the same places over and over again definitely is a problem.

47
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 21, 2023, 09:28:52 pm »
And when oxygen runs out you die!
Yet another way to get squad wipe by failing to find last alien!

48
XPiratez / Re: A thread for little questions
« on: November 21, 2023, 06:30:37 pm »
Looks like you were prepared much better than I was.
And no psionics - I feel comfortable to use them only in the original version, not in mods
Nerfed to uselessness. Well, not exactly. VooDoo is very useful against demons, megapol and mercenaries. But not against Sky Gods, especially when there are 100 of them.
Thank God, some aliens suicided on that floors, so I got the idea immediately ;)
Oh, you smart guy! And I don't even remember how many of my gals died to them before I figured out that this is not something like "aliens mastered reactive VooDoo attacks". By the way, looks like red shields are immune (or have protection) to killing floors.
The worst trap was that explosion chamber on the technical floor.
I think you were very unlucky. Or you were cursed for breaking too many plastasteel walls. In my game the explosion happened far before I could reach that area. I don't know what actually caused an explosion. I guess Shadowmasters tried to help that way.
And thank you again for your advice! Hope I will survive...
Well 2x2 units are probably doomed because they cannot replenish freshness. You can try to search for hidden stashes of goodies on each level. Photonic blades will help, probably. And don't try to kill them all, there are some hidden Killer Droids in the walls.

49
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 21, 2023, 11:52:47 am »
They can be obtained, for example, from medium USOs as well.
Good to know, thanks. I somehow missed them...

50
XPiratez / Re: A thread for little questions
« on: November 21, 2023, 11:47:52 am »
I cleared all the map
Wow!  :o You are a monster! Tell us more: your armor, weapons, crew composition, etc. How bad was that turn 1 reinforcement? What do you think about killing floors? About doors with 150 TU to open?
I don't understand how to finish it.
Well, you can't. There are inaccessible turrets below ship that prevent victory.
Could you give a hint where is it hidden?
No, brain is not here.
In fact, final mission have 5, not 2 parts! I hope you have brought means to replenish freshness...

There are exit tiles below big elevator in the upper left part of the map. Very easy to miss, it is dark there. Also, there are tunnels and many interesting loot including some freshness and items unobtainable by other means.
So frustrating.  :D
Oh, there are so much things to be frustrated about!

51
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 20, 2023, 10:24:01 pm »
The fact that an Aquatoid Navigator can only be acquired at Terror missions is ridiculous if not horrible. Terror mission are literally the last place to look for a navigators. Navigators are supposed to be where alien navigations are -- in Usos! Is this mod is build around that a player already knows what and where to get in order to proceed?

52
The X-Com Files / Re: Bugs, crashes, typos & bad taste
« on: November 17, 2023, 10:37:01 pm »
Has anyone else noticed...

- it takes 4TU's to kneel.
- It takes 8 TU's to stand up again.


Is this by design ??
What would be super nice if picking items from the floor while kneeled would cost less than 14 TU.

53
XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: November 17, 2023, 04:35:46 pm »
Please list the number of midgame missions you do with an uber with bare fists who wears armor that is immune to everything.
::) Pretty much every mission that is available from day one (Scientific Experiments, Temple Raid, ...).
All Bounty Hunt Lvl D missions.
Some Bounty Hunt Lvl C missions (Humanist Arsenal, Reservoir Dog).
Some other early day missions (most notably Warehouse Wars).
An armor I am talking about is mostly "HEAVY SUIT".
You are not only incorrect, you are confidently lying, just to prove a point. So. List them.
Let's just agree that we are playing different games.
It does not. Evasive maneouvers that you only get vs HK type ships doubles your effective dodge.
Are you saying that 1 of 2 available buttons is for evasive maneuvers? I'll check that next time...

54
XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: November 17, 2023, 12:42:08 pm »
Feels like we are playing different games. Without comparisons arguments are dubious. May be XPiratez is hard, but to me it is the easiest mod I have tried yet. (Again, easy to play, not easy to finish!) Which mods do you think are easier?
My main argument why I think XPiratez is easy is that at some point you just stop loosing units (at least ubers) because in most missions there are simply no enemies that can penetrate your armor. And this state of the game is quite long.
The most horrible things in this mod are probably base bombardments, but is that enough to call the mod hard?
Xpiratez is difficult to play like a modern CRPG, without an insane anount of metaknowledge.
Xpiratez is deep, indeed, but I don't think that it is absolutely required to know all of that stuff. You can go pretty far with basic shotguns available from almost start of the game.
If you go into it and attempt to YOLO it, it also gets hard because it is so long, so lucky streaks will run out.
Again, question above: which mods allows yoloing? Or may be the original game?
In one word - there will be no easy park walk. Đ¢here will be no mercy.
We saying NO to crying vanilla soya eaters!
Only true hardcore!
Only sweat, tears and hard rock!
Looks like a review on "The World of Terrifying Silence" I tried to play recently. And not on XPiratez where many (if not most) missions are doable with 1 uber with decent armor and bare fists.
Did you know enemy craft size affects only gun accuracy but not pilot or hull accuracy?
Ooops! Just realized I am not taking into account the size of UFO at all in my calculations... Actually 053 tells about that.
Did you know that, as opposed to your 50-100% dmg roll, the enemy does 0-100% dmg roll?
Pretty common knowledge: https://www.ufopaedia.org/index.php/Craft_Combat_Mechanics#UFO_Damage_Mechanics

What is truly the mystery is how Cautious attack mode affect evasion. Nothing can be found about that.

55
XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: November 16, 2023, 11:45:53 am »
since the game has an atrocious difficulty
Never understood what people mean by saying "XPiratez is difficult". After ninjas were nerfed this mod became very easy. At least after you get bikes. Most missions even do not get more difficult with time. XPiratez is difficult to actually finish, but this is different story.
Sidenote: there was also a mission in siberia about an abandoned base that i do not see since varius relases ago  :o might be done something about it?
You need "Guild Rep". Several times until you get "GUILD REP'S SECRETS".
I've engaged some vessels in combat but in dogfight screen are displayed as "jammed", there Is some craft device that allows to see these?
As far as I know, no. This is just a picture.
I need also some hypno panels, where i can get those?
Most of them are found on "Heavy Freighters".

56
The X-Com Files / Re: FR: Bonus points for finishing a mission in one turn
« on: November 14, 2023, 09:07:38 pm »
How about an automatic bug report to the mod author about found exploit that allowed to finish mission in 1 turn? (The infamous zombie in hospital mission.)

57
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 14, 2023, 11:28:18 am »
If you refer to the worm nesting area where new worms pop up in their craters...
No, I am talking about regular worm island where non-flying worms are hiding in their holes (I don't thin they respawn there) and are very hard to be seen. This mission should be doable by having 1 scout drone equipped with laser pistol, but for reasons unknown it wasn't in the craft. May be I misclicked and brought the underwater one.


Nord has been putting a lot more time on X-Chronicles lately. This mod has been in low maintenance mode for a while. So I wouldn't be holding my breath for significant updates to this mod (unless someone creates a fork).
:-\ I can swear I saw a post from Nord in X-Chronicles with plans to remove from TWoTS "unimportant" stuff, but now I cannot find this post. Sense is leaving me again...

58
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« on: November 13, 2023, 11:19:28 pm »
Worm island obliterated me again...  :'(
Looks like this mod is too much for me...  :'( Hunter UFOs are nightmarish. They can be everywhere and often they are. How many crafts one supposed to loose to them?
Before I close this sad chapter of my life, I want to report about few things:
Many ufopedia articles about aliens were taken directly from the original game and in some cases are inaccurate. The Deep One is not electrical in this mod. It is acidic. Tasoths are not an example of courage. Most of them have pathetic 60 bravery which makes them the most cowardly among aliens.
Are there are really 12 alien activity sites? Also "stopping them at all cost" does not feel like -750 for aborting.
I heard rumors about next improved version of this mod. May be I will be more lucky when it will come out.

59
XPiratez / Re: [MAIN] XPiratez - N6 03-Oct-2023 Zany Cats
« on: November 09, 2023, 10:27:28 pm »
Are there any plans for expanding the "Cultural Wealth" usage? Right now the only "Cultural Wealth" usage are "Land Deeds", but "Land Deeds" becomes available far later then you contact Museum and are able to mass produce "Cultural Wealth". And you can't really stash it for later use. 0.1 size is pretty noticable.
I think resource with such promising name should have many interesting implications.

60
I knew that something is wrong with "evacuation", but I couldn't figure out what exactly, because problem seems to be very inconsistent. Now I know that  "Disengage" button is the culprit. Thanks!

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