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Messages - andre2

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1
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 06, 2020, 05:39:41 pm »
:/ Right. I havent played for 2 weeks and forgot that. Sorry for the additional work caused. I just checked it by aborting the mission.

2
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 05, 2020, 08:31:07 pm »
Bug: I had a base mission going at the bottom level in Ver 2.36. I converted to 2.37 and finished the mission.
The Transport started but the base was not removed.
This is bad. I had to play ~1.5h in 2.37. Base missions are boring. I dont want to do it again in 2.36 and then convert to 2.37.
:-(

Can I remove the base somehow in 2.37?

The save "10 After mission.sav" is made with 2.37 with the returning craft.
The save "!!!.sav" was made in 2.36.

3
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 17, 2020, 10:26:36 pm »
@ Nord: No, I dont have Naga City yet. I asume the 2nd Lobsterman Commander knows more about that.  ;)

In ever knew you need 2 of them in Vanilla. I´m already in the 2nd level of a base with 18 dudes and 60 stun bombs. Stun first, ask later.

4
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 17, 2020, 11:47:44 am »
Her is the save file.

In the above 2 screenshots you can notice, that once the Lobster Man Commander is darkened out and once, at the other screenshot, the letters are still lightened.

5
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 16, 2020, 11:22:02 pm »
Hi
Bug report (Ver 2.36):
The SHARD PISTOL has like two entities.
I could research it twice.
It is listed twice in USOpedia.
It has 2 entries in inventories on top of each other.

Also I cant get the nessecary research for T´Leth. Do I have to research a Lobster Man Commander twice?


6
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 20, 2019, 02:23:07 pm »
Maybe he wants it for a roleplaying aspect.

7
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 18, 2019, 07:48:21 pm »
I had to remove a transmission resolver, because I placed it bad and my base planning would not have worked. I lost 4 of the 5 last magnetic navigations and the only alien synomium decive part.
That is so cruel. Cant there be a full refund of theese things? The facility had a build progress of 1 day.

8
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 17, 2019, 11:15:20 pm »
I double checked. The information about the fact that only one per base is too deeply hidden. It is like games from 20 years ago, where searched for 3-5 hours on how to progress in the level. When internet was not around.

Maybe you can ad one line in the first stage of description.
"Only one biolab per base."

Like for the naval fleet control center. There it says: "EXPENSIVE!".

Also I only now found out that the transmission resolver can replace sonar. A text like: "The transmission resolver can replace the advanced sonar. It has a little bit more range and also decrypts the mission and species of the craft."

9
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 17, 2019, 12:46:56 am »
Bug?:
I can only build 1x Biolab at my research base. After placing the first, the entry in the build menu for the Biolab jumps to the very bottom of the list. Also then, when you click the entry, no sub menu opens, where the needed items are listed.

I opened the build list at another base. There the Biolab was in the middle of the list.

Savegame is attached.

10
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 16, 2019, 10:38:32 pm »
I dont understand the weaknesses report for the Bio-Drone.
So does it still explode when shot by stun or HE ammo? The text could be a little bit more presice.
I asume it tries to say, if you shoot HE at it, you may already have a little savety distance to your dudes. So you just dont care about it´s own blast so much.

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 16, 2019, 10:11:43 pm »
@ Nord: thanks for the offer. I believe that I maybe would not deliver that text so well. I havent understood the whole fighter crew thingy yet.

I really like the Seamaster and the gamestart. Such a fight vs. aliens should start as an uphill battle.
Like when the americans landed in Guadalcanal, they lost 2 CA Cruisers and DDs and almost all the "dropships" erm... their freighters full of supplies for the marines by japanese night action.

BTW, Church of Sirius guys just climbed my sub and even threw an explosive of a weak kind at my smoked up door team. WOW. O_O
I´m having fun here.

12
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 16, 2019, 01:49:39 am »
I had an enhanced Aquatoid taking stun harpoons from the Jet Harpoon and it got the blood drops over it, rather than the ZzzzZZZzzzz.
And Im pretty sure that he only took stun Harpoons. As I spotted an enhanced Navigator among them via the Mind probe thingy. As I wanted such a one.
I dont know if that is intended or a bug.
I made a save of it.

It is the one who lies at the bottom level at the corner of that one room.

13
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 15, 2019, 08:52:22 pm »
I just have researched the Baracuda and built the first one. In my opinion the mod would profit from a tutorial entry about manning USOs in the USOPEDIA in the first section.
There are three properties that matter:
ACC
BRA and
REA.
A little text about what is what would be helpful for new guys.

14
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 14, 2019, 05:22:41 pm »
Hey Nord,
I got your mod by MOD.IO.
I dont know if there are other sources for it. But what kind of is missing is a guide about how to update. I have Ver 2.34 and I would like to update without screwing up my game progress.

15
Hey,
is there some info about that out there?  guys wrote a little bit about that here in the forum. I could not find the info with an initial forum search.

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