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Messages - Zaradur

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Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
« on: May 24, 2017, 04:18:53 pm »
Copied the wrong lobster man. BTW why an Navigator would be an Technican not a better choice? Technican, machines and so on.

I start over and make a new game. to skip the start a little bit i cheatet a little bit so i got the contaiment und the taser from the scratch.
Now i try play a close combat squad maybe this time it get better than before.

I got nothing in store so i think even an medic can't help out.

Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
« on: May 23, 2017, 06:35:14 pm »
So look into a little further.

so i need:

for sonic weapons
      - STR_ALIEN_IMPLANTS -> this four things if i get it right

      - STR_ALIEN_IMPLANTER -> maybe i'm really unlucky never captured one, played possible every mission (minimum 55 Missions, one soldiers do so many missions). Where are they to find?
      - STR_ALIEN_MOLECTRONIC -> got it
      - STR_MC_READER -> seems buggy i got 3 of them can use them in fight but got no ufopedia entry and can't manufacture one, my save file even says i got it
      - STR_ZRBITE -> got it

for gauss:


If i only need one alive for gauss it's ok but would be nice if there where a hind in some ufopedia entry.

Maybe a new topic depends only on an live alien.

"Weapon suggestion"

"After interrogate the Alien our scientist think they hide something. They feel scary about our way of thinking and our understandig in technique and weapons.
We talk to our enginers about that. They think if they are the so scared about us maybe we can invent some weapons so they have an even better reason to be scared.
Maybe an Alien Enginner can have the right know how what we need."

that could be a really great reason to get a lot of live aliens.

When i faced the lobster man the first Time and i can't hurt them i just skipt them.
There is a big difference compared to vanilla. if i played vanilla and an alien is to strong i think maybe later and research other stuff until i get new weapons and give it a new try.
in the mod i don't know what to do and so i think the when the aliens are too strong i have to research more other stuff first.
it's like the mod feels. at the start i'm not supossed to reach every mission cause the first craft has not enough fuel.
and so i think i was supossed to skip the lobster man until i get something new.

Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
« on: May 22, 2017, 03:46:38 pm »
I stopped playing u're mod. I don't know if i'm just terrible Bad and made one mistake after another.
But it's know October in game and is still stuck with only conventional weapons and this some improved conventional weapons like heavy gas cannon or advanced torpedo luncher.

I got nothing to fight with. I need a hole squad to wipe out a single lobster man.

I was trying to study some rulesets. I look for example guass weaponery.
All research depends on the rifle but there is no entry for the rifle so i can't research the gauss technology.

And i even can't find the bioflare in the manufacture ruleset.

I got no gauss or sonar technology i got really nothing.

Is this really supossed to be so?

Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
« on: May 19, 2017, 11:32:50 pm »
I played a lot but get a little bit frustrating. I Just starting only with some Gas Heavy cannon, Hydrojet a lot explosive and a lot guys get only explosives and thermo taser.
Maybe it get better over time.

I found some little little bug.
I was not trying to fix it by myself cause i don't want me to spoiler myself in the rulsets.

It's just cosmetic.
cattlefish light drone. If u stand above a dead one there is not a correct name. Instead theres only the variable "STR_CORPSE_A_DRONE".

BTW i resarched the bioflare but i can't manafuctere it or can buy it. The ufopedia entry doesn't look like there have to been something else to do.

Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
« on: May 16, 2017, 09:19:44 pm »

Was my fault didn't had understood the last screen after succesful mission. I thought not only my soldiers just die normal by the aliens, i was thinking that there is too a randaom event that even after succesful mission some soldiers didn't make it and i lost more soldiers than i had expected. But would be a good challenge. :-)

Weapon Damage = I learned the hard way to just abort a mission when i saw the first lobster. They are so incredible tanky that i didn't do them a scratch. *GG*

Ok i now focus now on this stuff which i don't need in vanilla.

It's just me or shoot the i think it was the gas cannon now like an "arc" (it flies like a grenade i think). I really like this mechanic.
Vanillia had to be just a straight line i think.

And the cruise/ship mission only 1 level und not as big as in vanilla. thats really good.

I just play on the rookie difficulty don't want to suffer too much. :-)

But enough alien hunting for today. can't await the new reserches.
Kepp working on it. :-)

Released Mods / Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
« on: May 15, 2017, 09:02:03 pm »
Hi Nord,

great Work. Feels like a decade that i had give TFTD a chance. I always preffered UFO. But it feels pretty good at as this time.
Played the first couple of Hours. No Bugs at the moment.

I'm Just a little confused. There seems to be a very different gameplay than i was supposed to used to. Not sure if this a correct sentence. *GG*

I think i'm supossed to expand really early i miss up to 4-5 Mission because the sub haven't enough fuel. Thats really annoying if you used to the normal Transporter wich can fly/dive for

And i don't really get how MIA works. Why did they get missing? Sure cause to make it more difficult (and it's realistic anyway they get lost in the fight) but is there some rule so that more often rookies disappear than the good ones?

Any Tipps for the Armory? At this Point i use the Rifles i can just buy after reserach the point wich i forgot. :-)
Is this Mod suppossed to use the convenctional wapons longer? Maybe i think otherwise there is no sense to make them buildable i think.

General tipps are also welcome. :-)

So enough Question time for things i really like.

First Mission i didn't know what could happen and how the harpoon works. First a shock only one shoot and then reload.
Other half of team got just a knife. WTF i thought that's wrong, i can't be. :-) But it was a very fair fight, enemies are either meele und two guy's with an harpoon.
Was a great surprise this mission.

This "Alien do things" sights. At the Moment little Mission with new enemies and easy to get a feel for all. Really nice.

Even like the Ufopedia entries. Don't know if all in right gramma i'm not a native speaker. But i get the point and it's intresting.
Even the pics are really nice.

Bye the way is there anyway to play all mission at day like UFO? I really hate night missions. :-)

Just play TFTD cause i'm watching at this time your LP from TFTD from 2013/2014. :-)
Really good understandable speaking of u for an not native speaker like me. I like it.

I hope everbody get my point even with all this mistakes in my sentences.
English reading, writing and speaking are really different. :-)


Released Mods / Re: [HWP] Drones - Power suit HWPs
« on: November 25, 2013, 08:17:03 pm »
Yes ur'e right. Was my fault. I thought the weapons are fixed like the other HWP like the Tank. So i thought that the Medic is Useless but you can still Equip him with stuff.
I was trying to figure out why the Medic doesn't work but i can't find the problem. :-( The only thing i could mange was that the kit was not fixed so i was able to equip it. Maybe better than it's fixed in the backpack with no use.

I don't like it that the Drones can Acces their Inventory. I think it's better to make an Decision wich Drone i built and use in combat. Now there is only a difference in the Main Weapon but alle Drones can shot with an secondery weapon. So there is no need to built different drones. But that's only my Opinion!

I played a little bit with Notpad++ to edit your rul and i edit the xcom1rulset to figure out when an iventory is accesable. So i think it depends on the DrawingRoutine. But i found no way to get it work probaly.

Is Notepad++ good to edit the rul's? Or is some other Editor better?

Btw i added the translation with the normal notepad is there any chance that it's not working problaly like an real YAML Editor?

Released Mods / Re: [HWP] Drones - Power suit HWPs
« on: November 24, 2013, 06:09:30 pm »
Hi Everyone,

i modified both Rulesets. I Add an German Translation und i set an Exclamation Mark (i don't know i'ts the right word, i'm German) "#" to the Medic wich don't work so it's no longer buildable. I Named the Drones in my german translation to "S.H.I.V.'s". Lend it form the Remake. ;-) . I think it fit's better than an simple Drone.

While a Medic Drone is in the ruleset it doesn't work due to a quirk of battleType and inventory placement.

I use Debug Mode to check Ufopedia and made an short skrimish Test. There was no Problem.

Best regards

Released Mods / Re: [WEAPON] Custom Grenades
« on: November 24, 2013, 04:31:56 pm »
Hi Everyone,

i was watching an Ufo Let's Play so i decide to play it by my self. I was setting my Usual Ufo Extender setup. But i was looking for something new and i found Openxcom and this forum. So i download nearly all of the Mod's but i wan't the Discreption in German. So I just added a Translation for this Mod for German language.

Your *.rul is a little bit messy i was trying format it to human better readable format but i was not lucky so it's just an Translation.

I read the last Post that the Locolization is now over Getlocalization but i didn't find anything to tranlate for this Mod. So i guess it's just the Translation for the "Vanilla" openxcom without Mods.
Or miss i something?

Btw. The registration for this Forum was the Frustrating i ever got. I needed 15 Minutes to Figure out that the Question after the Project isn't "Operation Mogul" insted of openxcom is. I thought of the scound Question after Roswell they asked after the Projectname of the Roswell Incident. *GG* And the Captcha was a torture too!

So Translated Rul is attached.

Best regards

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