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Messages - 5taras

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1
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 19, 2020, 06:25:33 am »
Could you add jellymen's dreadnought as well?

2
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: June 17, 2020, 02:22:46 pm »
Yeah, it sucks.

3
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« on: May 18, 2020, 08:09:56 pm »
Seems that game went harder after my last play on superhuman.

4
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« on: May 16, 2020, 01:55:34 pm »
One could put freaks with hellcrabs in T'leth levels instead of squishy aquatoids. It would make the game more amusing. Why not? Please add them in final levels.

5
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« on: May 11, 2020, 08:34:56 pm »
For those who are interested, this guy posted his walkthrough of TWOTS on Ironman level of difficulty.
https://www.youtube.com/watch?v=2eYxy2HuwdI

6
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: August 27, 2019, 11:50:26 am »
1. On the second stage of T'leth mission one cannot put all the 30+ aquanauts on evacuation zone.
It's does not sound logical. Only if all the present aliens are killed then one can use all live aquanauts for the 3rd state.
2. Why not replace all aquanauts in T'leth with armored aquanauts or at least with freaks and hellcrabs to make the life of a gamer more amusing?
3. How the freaks can move in land if they seemingly don't have legs? Same for nagas. I don't know any animal that type of anatomy. Snakes don't have hands.

7
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: August 08, 2019, 10:02:27 am »
One cannot throw grenades to an elevator platform.

8
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 19, 2019, 06:57:00 pm »
I played on Superhuman. It was disaster. If someone is a masochist, he's welcome. There is a project named ufo alien invasion. I wonder, if it will be ever finished.

9
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« on: July 18, 2019, 12:02:57 pm »
Question: how strong are Freaks supposed to be?

On my first (well technically second) encounter with them (small landed USO, episode #109), they panicked 2-3 of my MC-Shielded guys (all 100 MC Strength) without problems and mind-controlled on the second turn.
Was I just unlucky or should I avoid them completely? :)

Quite strong. Sonic autoguns work against them. Their shield is regenerating. Several shots at one turn is necessary to remove shield. Shock launcher works but still not at first shot. May be bio weapons are effective. Never tried. You need to research bio-weapons or sonic autoguns to oppose heavily armored hellcrabs which will appear soon as pets of freaks.

10
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
« on: June 03, 2019, 02:22:22 pm »
Use drones carrying armed mines. It will help to stop waves of incoming aliens in most cases besides raids of lobstermen.

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 21, 2019, 10:24:52 am »
As discovered Meridian aquanauts can not carry bodies of sleeping civilians.

12
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 20, 2019, 05:24:34 am »
I hope scout drone can carry bombs as underwater one.

13
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« on: May 15, 2019, 07:35:32 pm »
And question regardless  the base at mid terrain - it has no warning detection circle. Why? Because I have no radar there (out of my detection range)? Or some bases not protected by aliens?
Jellyman colonies do not have warning detection circle.

14
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« on: May 15, 2019, 12:50:49 am »
I created an account just to say that this mod is hands down the best x-com experience I've ever had (I've played all clones, hell yeah). I'm sorry, but I'm playing at the lowest difficulty, and run into a problem... I already researched 91% of the tech tree and have nothing else to do... So I'm wondering what I am missing. Do I have to destroy all alien bases? Do I have to do something to the "Sea Horrors" ships that sometimes appears? Is the game complete?
Sea horrors are to be shot down only as far as I know. You need to find two keys. One from jellyman ruler that lives in jellyman colony. The other key is from naga city that should open the next month after interrogation of naga lord. I am not sure if you need to interrogate lobsterman commander. Probably, you need. Also, you need to build flounder type ship to arrive safely to deep water alien central base. The game is finished.

15
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« on: May 07, 2019, 11:27:45 pm »
Could one add the condition that if peaceful treatment with jellymen is signed then all their bases vanish including their scouting raids?

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