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Messages - Unmadesoldier

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IDT Modding Hub / Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« on: February 21, 2022, 07:13:58 pm »
Reaver,

I am having absolutely ridiculous hidden movement alien turns that lag my computer to ridiculous levels on Cydonia. It's so bad that I often have to wait half an hour just for the aliens to end their turn!

I don't know why this is.

Any help/suggestions?

2
Reaver, out of pure curiosity, what are your plans following the advanced alien plasma rifles? It would be neat if we could manufacture some kind of new weapon out them?


3
>i still haven't figured out how to get plasma working yet. I know i need some sort of implants but thats about all i know LOL.

You need to research/interrogate a live alien engineer to unlock plasma weapons among other things.

Also, word of advice: the plasma devastator beam weapon for your interceptors is arguably better than the medium plasma beam. Rate of fire is very important in this mod, somewhat more so than range.

4
IDT Modding Hub / Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« on: December 30, 2021, 01:54:35 am »
Reaver,

Another thing I have noticed is that the plasma weapons are kind of underwhelming for their tier. I have had a lot of trouble taking down basic mutons with them. I have seen mutons take 3+ hits from the heavy plasma without going down.

The most reliable weapon to use against mutons is the plasma shotgun. I have been able to consistently take down mutons with 1-2 shots from the plasma shotguns.

It also does not help that celatids and silacoids are almost as resilient as the mutons themselves. And if I'm not mistaken, the celatid is supposed to have a corrosive acid arcing projectile. It seems to do absolutely nothing to armored soldiers. Is that a bug or was that intended?

5
IDT Modding Hub / Re: Reaver's Harmony Megamod - A Massive X-Com Expansion
« on: December 25, 2021, 09:15:37 am »
Dear Reaver,

I generally like the expansions this mod has over your previous megamod though I am finding that this megamod is suffers from the same problems that plague other megamods:

-excessively long research times for topics to advance in the game. I am having to throw too large an amount of scientists to any given topic to make any sort of progress at a reasonable time.

-pointless research topics. Why does alloy ammo need to exist in this mod? Its benefits are marginal at best and laser weapons are just simply better.

- the craft upgrade systems are very confusing and feature craft modules that dont need to exist. Like...really? Alloy fuel tanks? Alloy jet engines? Alloy armor plating? Really? It feels really redundant.

-upgrade packages are not well explained as to how you equip them onto your craft.

Other than those 3 things, the mod is pretty darn good.

6
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: February 06, 2021, 03:50:01 am »
Bug: I somehow got a -7k score despite doing everything to thwart the aliens. I dont know if it was because I'm playing an older version or not but that was very weird. Lost the game instantly for that.

7
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 24, 2021, 09:02:58 pm »
Four suggestions:

A sick bay / infirmary: unlocked after you research medkits. Increases the recovery speed of wounded agents.

A gym: allows you to train up your agents to a certain level of improvement. Any further improvements have to be earned by sending agents on missions (and hopefully survive).

Make tritanium vests and personal armor more resistant to plasma weapons? As it stands both are almost entirely useless against anything more than ayy laser weapons (which they don't use that much of.)

Change the assault rifle to fire the same 5.56mm nato round and give it 26-28 damage and 30 round magazines vs sharing the same ammo as the rifle? This would give a much bigger difference between the weapons and really make commanders think about which weapons to bring.

9
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?

10
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?

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« on: April 06, 2020, 08:42:33 pm »
@Nord

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.

12
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.

13
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.

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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?

15
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?



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