aliens

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - zrau

Pages: [1]
1
Open Feedback / Re: TFTD Stopping Alien infiltration
« on: August 21, 2018, 05:05:48 pm »
Trying to remember but I've no recollection of seeing that come up. I suppose the only explanation is I did somehow. Well, thanks very much for looking in to it and your work on this excellent project. :)

2
Open Feedback / Re: TFTD Stopping Alien infiltration
« on: August 21, 2018, 03:14:49 pm »
Here is the save.  :)

3
Open Feedback / Re: TFTD Stopping Alien infiltration
« on: August 21, 2018, 01:28:54 pm »
Thanks for the reply! I just missed an artifact site so I'll need to knock out two alien bases to even up the month score so it will be some time before I can find out what happens at end of this month.

I did encounter something else though. Are the prerequisites for Sub Construction the same in Openxcom? I have Zrbite and Transmission Resolvers researched and visible in the ufopedia. I have one sample of Subconstruction in research base that I made sure was present before researching either prerequisite. Subconstruction is not showing up. I've double checked everything and I'm not sure what the issue could be.

4
Open Feedback / TFTD Stopping Alien infiltration
« on: August 19, 2018, 01:55:42 pm »
I'm playing vanilla TFTD with the latest nightly. An Alien Infiltration mission began in Indian Ocean and all the usual USO's spawned including both Very Large ships which should have meant that the mission was successful for the aliens. For some cash I knocked out both the landed Very Large ships and the Supply ship with ground assault.  The remainder flew away unmolested and at the end of the month no new country had signed a pact and no new base was created.

According to the wiki the aliens should have fulfilled the mission once the larger ships spawned. All you can do is delay by shooting down the scouts. This has always been my experience as well. I'm wondering if what I encountered was a bug or were the rules changed? Just curious, possibly it's a good thing to give player a chance at stopping these missions.


5
Troubleshooting / Re: UFO tracking
« on: April 12, 2016, 07:30:54 pm »
I can confirm that last known position works in weird way, but that should only happens if you enabled "Predict UFO trajectory". Just look another post

Interesting. In my case that predict trajectory option was definitely set to off though.

6
Troubleshooting / UFO tracking
« on: April 12, 2016, 03:43:05 pm »
 I'm using nightly 2016-04-07 and I see an issue where losing 'vision' of a UFO will give you the normal prompt to go to last known UFO position however the interceptor en-route will always get assigned a useless waypoint in pretty much the opposite direction. This happens every time that prompt comes up.

UFO Redux mod is in use if that would matter.

7
Open Feedback / Re: Odd Gender Ratios
« on: August 26, 2015, 05:03:03 pm »
default is 1:1, xcom1ruleset makes it 3:1, we're not gender biased, vanilla ruleset is.
these ratios can also be overridden by the .nam files, so recruits from the planet amazonia can have a 100% female ratio.

This is not possible. I tried it and it just crashes the game. It looks like a .nam requires names from both genders. Unless you figured out a different way of doing this.

Pages: [1]