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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« on: September 29, 2020, 02:25:19 pm »
I appreciate the new update, yay.
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There is a plenty of possibilities.You're totally right!
Wait, modders and players were complaining about moving base buildings? I totally heard this story wrong.I was somewhat confused as ufopaedia mentions rearranging buildings yet the function is actually removed.
Erm... you can not acquire valuable results by avoiding complicate missions. It is a rule number 1. Equip explosives, smoke grenades and torpedo launchers, take vibro blades or at least hooks and go get some seafood. If you will fear anything, invasion will not spare you.I tried an artifact mission, where Shark guys negate direct hits from Gas Cannon...
High explosive jet harpoon bolts? Because I like having a mini hydro-jet cannon HE but without the heavy weight. Also can we have heavy lasers and more human plasma weapons for surface use?I personally want to suggest giving an incentive to interrogating alien technicians.
Getting live Navigator is pretty annoying sometimes. They're only present on Terror missions, middle or larger USO's.It's August of the 1st year, and Gas Cannons don't work well against Tasoth at the communication site mission...mmmm.
I've tried to play this three or four times but have given-up before the end of the first year because of the useless weapons, even on the easiest setting. Lasers on the surface are ok, but underwater-wise we need better early weapons (and aquanauts that didn't go to the Stormtrooper School of Shooting).Interrogating an alien navigator leads to Gauss Weapons, you can check tech tree viewer by pressing Q on geoscape.
Poseidon - oh. "We had 6 bugs, 4 fixed, 5 left." Thanks, will fix.I hope the next patch will come soon, don't want to hurry you but you know, x-com always needs more hands to defend HOLY TERRA.
As of polyps - try something else than explosives.Thanks guys, soooo jet harpoons seem to be powerless against Polyphs, I need to find more powerful weapons.