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 - Unmadesoldier

Pages: [1] 2
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« on: May 14, 2020, 09:31:13 pm »
Can you make the gauss sniper rifle and gauss autogun subject to the oxce infinite gauss option?

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: April 18, 2020, 04:21:33 pm »
Since auto laser weapons are a thing and we have pulsed laser craft weapon as well as plasma equivalents wouldn't it be fair to get auto laser tanks and auto plasma gun hover tanks?

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« on: April 06, 2020, 08:42:33 pm »

It's not entirely clear as to what exactly gauss weapons are as the tftd source material and ufopedia seem to contradict each other. The wiki says that gauss weapons are particle beam weapons...and the heavy gauss is a projectile weapon that is powered by particle accelerators that feed a combination of matter and antimatter into each shell.

In your mod plasma weapons and gauss weapons are distinct weapon types.

I just wasn't sure what the specific differences were in your mod so I suggested a lighter version of the human tech plasma gun that's already in the mod.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« on: April 05, 2020, 05:58:09 am »
A secondary type of plasma gun? More like a rifle but with the capability to have 2-3 snapshots or 1 aimed and one snap shot. Does 60 damage and is unlocked by researching elerium exchange, gauss technology, alien cryogenics, and ion-beam accelerators.

This would give us a superb late-game surface only alternative to sonic weapons.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« on: March 30, 2020, 10:14:01 pm »
Gauss and sonic weapons are the most effective against charcharodons.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« on: March 29, 2020, 05:04:55 am »
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?

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 18, 2020, 11:22:11 pm »
Gauss grenades and explosives?

They'd be more powerful than the magna blast grenade and explosive but cannot be purchased and must be manufactured they shouldnt require magnetic navigation to manufacture.

Could we also get a surface usable heavy laser?

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: February 06, 2020, 05:25:45 pm »
After testing, I found that auto laser weapons have a mixed effectiveness. They tend to work well for ufo breaching and base defense. Though the only truly useful auto laser weapon is the auto heavy laser.

Personally I find auto laser weapons to be pretty underwhelming considering that they are the next research after normal laser weapons. Their only benefit of a more accurate auto shot doesn't make them particularly appealing in general.

Plus, one thing I find strange is that power armor and flying suits dont augment strength of my troops. Is this intentional or is it a bug?

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: February 01, 2020, 04:01:47 am »
Apparently the heracles and the stalker are locked behind the mind shield. Who would have thought.

Plus, I would like to ask what the purpose of auto laser weapons is...

They seem like they're only useful for selling. They don't offer any significant advantages over conventional laser weapons.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 29, 2020, 05:01:47 am »
Female mutants? If it's possible It would be interesting to see them.

IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: January 26, 2020, 02:24:23 am »

I've played through this mod twice already and I havent been able to unlock the stalker or heracles crafts at all. Is there a particular way to do this or have they been removed from the mod?

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 25, 2020, 03:39:20 am »
It's not a glitch. You need to first research elerium 115 in order to make alien laser rifle clips.

Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 07, 2020, 02:35:01 am »
Too flat?

I mean, the heavy suit could be locked behind advanced firearms and high explosive ammo.

The alloy heavy suit should be locked behind alloy ammo.

The cyber armor could be locked behind ufo navigation and alien power systems and feature a greater vulnerability to lasers.

The plasma eliminator/precision plasma could be disassembled for one alien electronics, a piece of alloy, and 4 elerium, and should be locked behind the same things that power armor is.

A gym and medical bay would be nice but not necessary yet.


Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 06, 2020, 04:12:13 am »
Only 5 things I'd like to see added to fmp:

- armored heavy suit, alloy heavy suit, and cyber armor from xcf added to the mod.

- alien precision plasma/plasma eliminator from xcf/piratez. (Should be rare and require alien electronics to manufacture.

- add light cannon into mod, I'd love it as a sort of heavy shotgun.

- add alloy buckshot ammo for the autocannon and heavy cannon for extra versatility.

- make juggernaut suit look less like an ugly Fischer price chew toy. I mean, come on man!

Pages: [1] 2