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Messages - Apocca

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76
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: August 01, 2020, 10:21:14 am »
Ah ok. Somehow I remember the vanilla game to decode 100% of transmissions. Would adding additional Transmission Resolvers help?

77
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 30, 2020, 03:57:46 pm »
Question about Tranmission Resolver:
Is it normal that it only decodes 1 out of 10 USO's?

78
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 28, 2020, 10:18:43 am »
Can someone explain how to go about getting a biolab?  I see it is a prerequisite for a lot of things on the tech tree but have no clue as to how to unlock it.

@Booster: you need Examination Room. I forgot where you get it.

79
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 27, 2020, 05:31:27 pm »
Also, been playing the v.2.47 version. Balance seems to be good so far (I am in Feb 39 and still doing well)

Spoiler:
Though I think I was lucky to get an Aquatoid Navigator in the beginning without even using a stun weapon :D
Did struggle in the beginning to get an Alien Containment, I think that happened in month 3.

Managed to pull off an Alien base attack with just Gauss and allot of melee/stun weapons and got those live Lobster Navigator and Technician in the process. Damn that was a hard mission!
And managed to get a live Naga lord from a ship before I researched Naga Society (though I did not research Naga lord yet, wanted to do the temple mission first)
I was tempted to try and get a live Oct during an artifact site, but didn't want to risk it. Got a live one later though ;D

I do tend to look at the Tech tree to see what I need from time to time. But most of the time it's like the original game. Get enough live aliens.
Though I seem to be missing the Bio-drone corpse. I see they explode when they die. Is this a bug?

I have 2-3 crew with bionic armor but the rest is still using aqua plastic armor. And I have 2 crew with Sonic Cannons the rest is still using Gauss + Acid and in their backpack the best Vibro blade. They seem to be able to handle most missions.

Furthermore I have 3 'main' bases and 4 bases just for radar coverage with sub-pens. nr 1 For crew/research, nr 2 for research and nr 3 for manufacture.

I really enjoy your mod Nord!

80
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 27, 2020, 11:40:07 am »
He mentioned somewhere that ion weapons show up when you start having a bad score, so let the aliens win a bit.

81
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 23, 2020, 02:41:20 pm »
Most of it is just like the original game. You need to capture certain live aliens like [species] Navigator.
Where are you in the game? What did you research?

82
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 23, 2020, 02:36:37 pm »
There is one in-game when you press Q.

I found this link with some hotkeys: https://openxcom.org/forum/index.php?topic=6424.0 that also work for TWoTS

83
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 20, 2020, 02:16:49 pm »
I found a 'Research Barge' filled with Aquatoids but I just started the game.

84
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 16, 2020, 02:09:00 pm »
Cool, I'm excited to see what this mod has in store for me :D

85
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: July 16, 2020, 10:40:16 am »
Just started this awesome mod!
I've captured a live Deep One. Does it still have the old tftd bug that you need to wait to research it until after you get Ion-Beam Accelerators?

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