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Messages - Suppanut

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: August 08, 2020, 06:53:08 am »

To Suppanut: Handheld m.c. shield can be acquired from Jellymen, if you conduct peace treaty, you missed it.


May I ask for string name of items I likely miss as my tech tree progress is now 98%.

At least now I'm sure that handheld mc shield is one of the thing I miss. but I'm not sure what else could I miss.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: August 01, 2020, 10:42:46 am »
Ah ok. Somehow I remember the vanilla game to decode 100% of transmissions. Would adding additional Transmission Resolvers help?

I don't think so unless detection chance subtract by difficulty level which I don't sure. I don't miss any alien sub after I built transmission resolvers in all bases around the globe, now my graph show no alien activity at all due to I sink every of them and my transmission nexus allow me to never lost track any of them. By time you have transmission resolver, player would need coverage more.

Btw, now my tech tree progress is stuck at 98%, where could I find handheld M.C. shield? now it seem to be only tech entry that I still missing. I plan to not attack T'lath before I earn total 100% of all possible tech in tree.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 31, 2020, 07:56:51 pm »
Question about Tranmission Resolver:
Is it normal that it only decodes 1 out of 10 USO's?

If I recalled correctly, it mean 10% chance for detection of that object per sonar sweep which is every 15 minutes in game.

Now I have reach tech tree progress 98%, I still have to identify which tech that I still missing. Where could I found handheld M.C. shield?

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 27, 2020, 01:58:23 pm »
He mentioned somewhere that ion weapons show up when you start having a bad score, so let the aliens win a bit.

Thank you, Apocca.

Is there any mindworm mission chain after gain mindworm hatchery? it said effect story progression, what it really do?

@Nord, you ask me earlier that what should be reward for Tasoth Guardians research, I think I have answer for you now, advance hybrid armour. as there is no hybrid sidegrade of advance bionic armour yet.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 27, 2020, 11:33:32 am »
@Nord

Now my research progress is stuck at 89% and in-game time is May 2039 at beginner difficulty and now research queue is empty. When aliens would deploy ion weapons and solitone bomb? I decide to research all of tech tree (100%) before assault on T'lath.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 20, 2020, 08:21:40 pm »
Now my research tech tree progress is 88% and already has alien key. I have plan to complete research tree (100%) before assault on T'leth but I have not yet see any ion weapons and solitone bomb yet. Where, when, and how would I encounter them? (At first I think pulse wave launcher would be my worst nightmare, when I discover something I have not yet encounter from tech tree, I realized that my nightmare not yet over and it still not yet reach its abyss.)

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 19, 2020, 09:32:10 am »
Naga Temple or Naga Dreadnaught. Probably also base defense, never checked.

Thanks for information. I have checked my own saved data history and found that I have unknowingly kill 2-3 of them in the past without know that they are naga lords.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 17, 2020, 08:32:10 pm »
Is there anyway to prevent alien colony from spawning? Almost immediately after I destroy last of its colonies (I raid 12 colonies in last two months, already have lobsterman commander, and sick of colony already), it found new one almost immediately after a few days in the same month (know that due to I check savegame data to make sure none of them left and this month is spawning colonies after I keep squashing their "last" colony).

And where could I find Naga Lord?

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 15, 2020, 12:58:38 pm »
Thanks for replied, @amanaman3600.

Where could I find naga lord? large naga ship? or terror site? or naga temple?

I can't remember that I ever catching it as I seem to assume that I caught  all those matter long ago.

Edited: I have already checked, I have yet to catch the nagalord, I found several naga sorcerors, and captured some honor guards, but I have not access to nagalord yet. Where could I catch it?

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 14, 2020, 08:00:31 pm »
@amanaman3600 Triscene would show up in terror mission which involve Tasoth on land but its position would be in competition with Bio-drone so you would not found them so often. (I regret to sell its corpse due to I didn't know that cyclops armour require this corpse as component at that time due to this is my first playthrough.)

How to go into naga city? What is condition to trigger it? I get mission of naga temple a few times and total research progress is now 81% and have already research "T'leth, alien city" but no yet able to access to Laviathan and have yet to get to naga city.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 12, 2020, 05:54:05 pm »
I don't know why but MC shield of MC battlearmour is gradually deminish instead of recharge. Is it a bug?

How and where could I find alien key?

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 11, 2020, 06:24:33 pm »
after played progress up to 80% of tech trees, I think I know much enough to suggest some equipment that I think it would be nice to have.

1) Phosphorus/Incendiary granade, working like phosphorus round of gas cannon, damage may not great and not scale so well in late game but it is very useful give temporary bright vision early game when player still not yet access to bio-flare.
2) Gas cannon's dye/smoke rounds and acid rounds. Gas cannon type weapons should have secondary role as utility granade launcher equipment (acid round here also reference to Resident Evil series too)
3) Heavy gas cannon's phosphorus rounds, dye/smoke rounds, and acid rounds, reason similar to 1) and 2)

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 08, 2020, 07:27:13 pm »
Why although has advanced bionic armour, there is no advanced hybrid armour? And why hybrid armour has +5 fire accuracy but bionic armour and advanced bionic armour does not have this bonus?

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 07, 2020, 10:21:36 am »
I admit my own noob for play on beginner difficulty after last time play UFO defense (not even TFTD) 25 years ago but I notice that the same enemy get tougher and tougher both in term of weapons they carry and toughness to tank damage I deal to them (such as after one year has passed in game most enemy now carry sonic cannon as their common weapon of choice as other lighter weapons only mostly phased out and thing even worse in alien bases as they using disrupter pulse launchers without concern property damage in their own base. I also used to able to kill hellcrab with 3 shots of gauss rifle but now 6 shots and it still stand, etc) is it feature of game/mod or it is just my false perception?

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 06, 2020, 05:42:19 pm »
Cocoon's description need some correction. it should be "thrown" instead of "trown" which using in description.

And why MC projector is 2-handed weapon? with its damage output and range it should be only 1-handed pistol-like weapon.

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