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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?
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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?
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.
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.