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Messages - Legacy

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
« on: May 08, 2024, 03:46:03 am »
Another year another attempt to defeat the challenges this mod has to offer. Thank you for putting so much work into this mod, Nord

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 27, 2023, 07:20:51 am »
I build 5 - torpedo defenses in each base  (usually the first attached facilities  are Sub Pen, General Stores, Torpedo defense  , Radar)   
  - most bomber subs need like 1 or to shots to destroy them

I modified facilities.rul  according to common sense
 - so  you can build  any  advanced  defense  over existing other in short time   (like  improved med-bay )
The torpedo defenses were a great idea! I am so used to them being useless I hadn’t even thought of it. They started to bomb my other main base but I was able to get defenses up to stop them

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 24, 2023, 03:22:47 am »
To Nord - don't forget fix "Headquarters" word too. It has double "a" in it's word. Same if you decide to build it at new base, same error in facilities list.
To Legacy - SH no thanks. I tried few years ago, with great random I managed survived year and half until aliens build so many bases what I can even fly safe to simple mission because HK's just spawns everywhere. The most big problem for me is insane MC control even on lowest difficulties. I thinking now made adjustments in mine QoL submod to make  easy things easy but hard is hard. But I need read wiki 1st before change MC stats according difficulty levels. And those commanders which I made too no longer needed since any officer could unlock 2 important researches.
SH is hard but after trying Genius and Veteran so many times I actually find it easier in some other ways  that I can better manage. There are way more aliens, which means more points and loot, so I can make up for negative missions like abandoning mind worms or 2 parters I’m not ready for. There is enough points to score that I can still make up the month if I tighten up. On other difficulties if I really blew it in one or two missions it felt like the run was over. The extra loot also lets me hire more soldiers (since I suck and people die a lot) and I can do a lot more with base building.

Of course, the battle scape is a lot harder too, but in my opinion the rewards are worth it

I rarely use grenades now. It’s mostly gas cannons with hydro jets and torpedos for underwater or lasers for the surface (assuming no better weapon tech). I like the proximity grenades because the AI will try to avoid it (assuming they don’t immediately tank it) so it allows for some zone control and warnings if they start approaching you from a different direction

On that note, I haven’t been able to build a Barracuda yet, and the aliens have found and are bombing my manufacturing capitol repeatedly. Oof :-[

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 21, 2023, 04:07:08 pm »
Have not played this mod for a while, so I forgot what MC Lab require and got confused with it. Research it now require advanced technician too? Man this mod was pain already but now it's became even harder.
And here I was getting excited about my research. Sounds like I have more to do  :D

Still surviving SH so far, although I’m playing less regularly than I used to. I was about to be eliminated due to my ineffectiveness at protecting civilians from carcharodons and bio drones but luckily the Naha showed up with medium USOs and aquanauts were ready for an easier challenge.

This kid has also gotten me into the practice of rotating squads that go into the field, which I hadn’t normally done before. Sending the fish food out to mutant missions or to fight naga to train up while the elites rest has really helped me recover when something bad happens to a squad now. I’ve also recently been enjoying the bubble, something I thought wasn’t very useful before lets even the weakest recruits become cannon turrets that can secure the area around the LZ

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 15, 2023, 04:53:49 pm »
The shorter range on throwing explosives and flares I ended up compensating for with phosphorous heavy weapons and using torpedos/other cannons more than I would before. I think it helps incentivize using some other weapons in the arsenal

Last night I knocked out a bio drone with one stab of a Knife. That surprised me, I’m going to have to use knives more

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 12, 2023, 04:34:35 pm »
I’m back to trying to beat this mod, this time running on Superhuman again. With all I’ve learned from previous runs I’m finally having some great success, even successfully defending a week 2 base invasion. It helps to know the critical live captures too. I lost 4 guys trying to get that Aquatoid medic alive with just harpoons but I did it!

So far looking gun, but I’ve got a 2 parter night ship mission up next to annihilate my squad with. I think I actually hate the Triton; deploying from it is awful. Sea master is so much better at clearing the LZ (or dying extremely quickly :p)

Thank you for making a mod that has revived so many attempts to beat TFTD for me!

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Brutal AI / Re: [WIP][SOURCEMOD][OXCE] Brutal-AI
« on: November 26, 2022, 01:44:20 am »
I think it would be neat to have a random chance that the AI uses new tactics, old tactics, sneaky tactics, etc. just to mix up battle even more

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: October 22, 2022, 06:06:27 am »
Wow that sounds like I have quite a long way to go. And indeed skipping the barracudas has made intercepting anything infeasible as of about September. I’ve been scraping by with land missions especially after getting gauss but haven’t been able to deal with the mind worms yet. I think I’ll have kicked the bucket this run by the end of the year. I think I’m gonna do a run of vanilla UFO next, the TWOTS grind is burning me out. I did have the best run yet at least ;D

It’s a shame the cormorant is so bad it’s not even worth producing, I’ve had a lot more success sticking DUP torpedos on sea masters, and its a couple less things that I have to manufacture myself (another tiring mechanic, imho)

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: October 21, 2022, 05:02:03 pm »
Are there any details on what advancing the plot of the game does? I’ve stalled by not researching the church data bank, but I finally bagged a navigator so I’m planning to start pushing that research.

First run where I’ve made exposuits too, and I have to say I love these things

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: October 19, 2022, 05:07:47 pm »
For some reason, you can see an alien inside a medium sub from a certain point. The ufo had landed, so it should not be damaged in any way, Maybe a bug in the definion of the medium sub? See screenshot and a save.

I've independently run into this issue as well in the hunter which looks to be the same sub. Not only can I see through the floor to the second floor, the aliens can as well and try to fire repeatedly through the floor at the aquanaut I have standing there. This can be funny if the DPL wielders decide to do the same. I've attached a screenshot and a save file of the instance I see as well in case anyone cares to look into it. My save file isn't iron man if that changes anything, but is still SH


(edit ignore that the sub name is wrong in the files, there are only two medium subs and I still picked the wrong one  :P )

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: October 14, 2022, 07:00:04 am »
Good to hear you made it through that, I’m gonna have to prep my bases just in case I get the same thing.

I had to start over again, and I decided to go with a non-ironman superhuman. The tactical battles are so much more crowded and the firefights are much more intense, I ironically lose less soldiers too. I think I was getting too careless before and SH keeps me on my toes. I’m trying to avoid the temptation to save scum, but I’m also bad at the game. I save at the start of the battle and let myself retry it once or twice if I blow it and get wiped out. It makes for much better practice

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: October 13, 2022, 01:54:31 pm »
That’s a classic issue from vanilla if I remember correctly, I try to make sure I have one by March because it’s so much harder to get them later. I think it would be neat to have the Medic in the Sirius mission carry one but I think they sell for too much to get them that reliably and easily

Unless TWOTS changed it, I think you can always find one during an alien base mission too. I think it’s on the first part but this is all stretching my memory back to 1998

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: October 08, 2022, 05:24:22 pm »
Thank you for all the help! I haven’t really dived into OpenXCom before, I mostly played Xcom growing up. I’m similar in that I find the game must less interesting once you hit the point that nothing can really stop you winning. I don’t know if I’ve ever even finished one of the games, I’ll get bored of it being too easy before I get to the final mission. I think this mod’s difficulty has made the game a lot more interesting ;D

I’m in February Veteran on my new run and just started building the alien containment. This time I’ll be trying to capture a lot more aliens instead of blowing everything up. I’ll also try to lose less soldiers. I should’ve screencapped the summary from the last game but I spend wayyy too much on hiring aquanauts. So far my average mortality rate is much lower but we’ll see how that goes :p

I’m also trying to use hard suits again. I thought they were bad because I would have someone fly up and they’d just get sniped but I think that was my fault for using them wrong. I’d really like having someone on top of USOs for breaching and see if that might help lower my casualties there

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: October 08, 2022, 07:36:06 am »
Lost again in September on Veteran. I had finally gotten a Moray and enjoyed actually shooting down some of the USOs, but couldn’t keep my score positive.

Is there a way to see the tech tree? I have learned a lot of it but need to plan my research better for the next attempt. Debating trying SH again but since I get butt kicked on Veteran I don’t think it’ll go well  ;D

Play of the game goes to the able seaman who friendly fired the gas cannon into 3 friendlies which sent everyone into a panic loop and lost me a base. Maybe a little less explosives next time!

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
« on: October 06, 2022, 07:58:31 pm »
That was the point. :-)
Working as designed then :p
I’ll just stop feeling cheap for throwing my rookies at them then. Thank you for all of your work!

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