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Messages - CaptainMagicono

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 29, 2020, 07:28:41 pm »
Likely because you destroyed a colony in their waters. I think my highest score in one month was like 12K and none of the countries came back to funding me that were already gone.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 25, 2020, 07:29:07 am »
How to find S.O.R.E.S.O Crash Site, or actually Khimtar black box?? I'm at 15/08/2038, and still stuck with Cormorant :/ I could really use Barracudas, as retaliating UFOs are growing problem.

You have to capture a live Church of Sirius Cultist and then interrogate them. Once you do that, you will be able to get the mission to raid one of their churches. In said church raid, you will obtain their computer databank, researching that will give you the ability to do the Khimtar black box mission and so on.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: January 05, 2020, 07:42:55 pm »
Hopefully that works. Base "five" is the one with the Transmission Nexus. I did notice one single ship after I posted before actually showed the proper info, but it then immediately disappeared off radar like a second after. I looked at the "info for nerds" section of the facility and it said something about 2% detection chance or something, maybe that's the problem? It's just not 100% chance like in vanilla x-com transmission resolver?

Anyway, hopefully the save file will explain better.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: January 05, 2020, 06:08:59 am »
So I built the Transmission Nexus over my Naval Control Center, and after being built I was still not seeing the extra information about alien subs and their mission/race, etc. I never built the 1x1 Transmission Resolver since I figured the Nexus was just an upgraded version. Also it seems like the function of the Naval Control Center is no longer functioning either after replacing it with the Nexus. Is this a bug? or did I do something wrong here? Do I need to first build a Resolver for the Nexus to work?

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 28, 2019, 04:35:18 am »
Oh wow, I was so confused just now when I saw my arrival of "new" troops was actually the same soldiers that I thought were dead with all the armor as well. That is actually a lot more lenient then I was expecting from this mod honestly. Now that I know this I am curious if my assumption was correct in that soldiers can't really be "killed" through the Geoscape engine events? Or at least they can't have a proper death report made for them and such.

Thanks for the quick reply btw.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 28, 2019, 03:52:14 am »
So this is my sixth attempt at beating this mod in Veteran Ironman and I have to say I have been really enjoying the mod, good job to everyone that has worked on, thanks for making it.

I think I found a bug involving the aliens intercepting X-com craft and destroying them though and i'm not really sure if anyone has mentioned this already since I can't really search for any specific term for the bug.

Anyway, I one of my Tritons leaving base to get to a terror site, a few moments after departing I got the pop-up that the Triton was about to be intercepted, well shit, this is why you always bring an escort after a point. So the Triton got one shot by the interceptor, stung since it had 9 soldiers and most of that bases gear inside it, oh well, I still have my other base and soldiers to compensate until I build up that bases squad and equipment again.

Thing I realized after this happened though, the base they came from still had the living quarters filled up as if those soldiers were still alive and taking up space, but the ship they were in was destroyed. So these dead soldiers are still taking up living space.

I would have to assume this is some behavior that only happens because they died on the Geoscape rather than the Tactical engine or something. I assume this because they did not even get memorial entries, it's like they just vanished out of all history after the transport they were in was shot down. I have not noticed if this also happens if a X-com piloted fighter craft like a Moray is shot down, I have not checked if that one pilot still takes up a living quarters slot or not.

If this has not happened for anyone else, maybe my situation was different, I did notice that the Triton was shot down in basically a single volley rather than a few on the interception screen, which I had not seen before, so that could have something to do with it.

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Programming / Re: OpenTFTD Question
« on: November 17, 2014, 03:30:02 pm »
I even made a "dark abyss" avatar, to subtly show interest and support in TFTD.

Looks pretty good.

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Programming / Re: OpenTFTD Question
« on: November 17, 2014, 02:54:55 pm »
Alright, I just thought I was doing something wrong  when looking for any information :P. For the time being though, I don't think I will be able to play vanilla TFTD. I really find it difficult to think others have gotten used to the old DOS restricted UI, so many clicks.... Glad you all have made OpenXcom though, I would probably not have been able to enjoy the original so thoroughly otherwise, thanks.

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Programming / OpenTFTD Question
« on: November 17, 2014, 06:11:14 am »
Hey, this might not be the right place to ask this, but is there any part of this forum that is being devoted to covering OpenTFTD development? I have tried to play Xcomutiled TFTD, but I have been far too spoiled by the comforts and conveniences of OpenXcom to not cring every time I need to move an aquanaut at the speed of frozen tar.

Thanks.

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Open Feedback / Re: Any way to disable Psi for both aliens and X-com?
« on: August 02, 2014, 11:55:05 pm »
Not a bad idea actually, I did enjoy Psi to an extent but it does get a little silly once you feel obligated to just camp in the Skyranger playing mind games with the aliens.

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Open Feedback / Re: Any way to disable Psi for both aliens and X-com?
« on: August 02, 2014, 05:44:59 pm »
OpenXCom comes included with most of XComUtil's funcionalities, including no Psionics. To enable it go to game options on the start menu and it is listed under Mods.

Thanks, I was using version 0.9 and not 1.0 when I was looking.

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Open Feedback / Any way to disable Psi for both aliens and X-com?
« on: August 02, 2014, 10:00:05 am »
I have recently been watching a lets play of TFTD and the player had disabled Psi abilities entirely with XcomUtil. While many may not agree with this action, I do

agree that after a point Psi actually takes away from the fun and tactics of the game. I am wondering if there is a way to disable Psi in this way with Openxcom?

Thanks.

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