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Messages - shinr

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XPiratez / Re: Does anyone know how to disable missiles?
« on: February 07, 2022, 05:20:28 pm »
Do missiles scale with time/difficulty?

XPiratez / Re: Stuff I'd love to see in XPiratez!
« on: January 08, 2022, 09:28:45 am »
! and * symbols in the mission/important research topics extended to !!! and ***, so that we could search for them in both bootypedia and tech viewer easily.

XPiratez / Re: A thread for little questions
« on: January 07, 2022, 09:32:53 pm »
A couple of Back to School questions:

1) *Mutant Alliance* is required for it, but surface search through the forum suggested not to rush it. Why, and when is the good time to research it?

2) Is it intentional to be able to bypass *MA* via Dr. X research (thanks to a captured Academy Esper from the Mansion robbery)?

XPiratez / Re: A thread for little questions
« on: December 30, 2021, 10:58:18 am »
Just realized that in my current run (currently in March of the second year) I never encountered the Cannibal Gals (and they showed up only once in my previous runs too).

Should I worry?

XPiratez / Re: A thread for little questions
« on: December 27, 2021, 02:55:45 pm »
Is the Farm service that the Plantation provides critical beyond early game? Asking because I demolished it to make room.

XPiratez / Re: A thread for little questions
« on: December 15, 2021, 09:43:31 pm »
I started playing this recently, and got a question:

In one of my failed runs I researched the Shadowbat, Shadowtech and the Cloaking Device, and I assumed that the Cloak could be installed in one of Shadowbat's non-weapon slots, but I couldn't. Assuming that Shadowbat comes with one baked in, I tried to place the Cloaking Device in other ships with non-weapon slots, but I couldn't.

Is there is something obvious I'm missing after trying re-read the bootypedia and tech tree viewer several times?

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: November 27, 2021, 05:46:05 pm »
I'm in what I assume to be the end game, and that means a lot of M.C. Shielded Freaks.

Is there is a reliable way to quickly bring those shields down? When they are bunched up together two disruptor bombs (one to bring them down to low levels or completely and the other to finish the job) does the trick, but that is overkill for a single abomination.

Suggestions / Re: I wish I could call airstrikes down.
« on: November 19, 2021, 10:14:27 am »
On a related topic, is it possible to mod a function for X-COM crafts to bomb the downed UFOs/USOs if they have ammo left?

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: November 18, 2021, 11:32:57 am »
I've just built my first Cormorant, but it seems it can only be equipped with cannon. Fine, but there are no cannons available to purchase. Isn't the craft gas cannon supposed to be available from the beginning? Looking through the research file, I can find no reference to it at all.

The craft weapons file lists CRAFT_GAS_CANNON, but the research file does not. The only work-around I know how to do is to give the Cormorant the same weapons options as the Barracuda.
Edit: actually, that didn't work either, and I have no idea why.

It seems an oversight that I'm able to research a craft way before I'm able to research suitable weapons for it. And how was I to know that the craft I was researching couldn't mount the weapons I had stockpiled. As it is, since I couldn't possibly know ahead of time that the Cormorant was a tiny little drone, I have wasted about half a month's worth of research, not to mention the money that went into the project. Since the craft gas cannon is such a crappy weapon anyway, I see no reason why it shouldn't be unlocked together with the Cormorant.

In my admittingly limited experience I found the Cormorants to actually perform better than the Barracudas against early game small USOs, mostly because they were dodgy enough to ignore enemy fire, so them needing to be nearly face-to-face to use their gas cannons is a non-issue for a while.

Once the medium USOs start to become common, though, you will need Barracudas to hold the line before getting their Aqua-Plastic cousin, the Moray.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« on: October 15, 2021, 10:00:32 pm »
Drifted away from OXC for 6 or so years, and then nostalgia struck me and decided to check it out.

And to my delight one of the first things I see is a major mod for TFTD, my favorite of the series.

Installed it, started it, on the 3rd of January my first battle is with the Hallucinoids who are more or less invincible to my starting "Weaponry".

Got more lucky on my next run, starting with the vastly more manageable creepers... and then the Cultists attack one of the shipping lanes before the proper weaponry could be delivered, and had to resort to battlefield scavenging to stand a chance.

Other than those unlucky moments, I'm liking it so far.

Any beginner's tips?

The Historical section of X-COM origins doesn't match with any canon material that I know of (not counting XCOM2012) beyond the basics, and why move the timeline of UFO up to 2017?

Here is a fluff only idea:

USOPaedia pages for the new tech will have shorts excerpts at the beginning in the style of Alpha Centauri quotes (related question: if there is no space for additional text, is it possible to make the text scroll-able or have the page have sub-pages of its own?)

Example (Tentaculat Autopsy):
"When the aquanauts made first contact with this specimen, the terrorist-type auxiliary unit now commonly referred as Tentaculat despite my objections, they initially though it to be specialized in molecular control thanks to its appearance resembling that of a large brain, and the soldiers changed their tactics based on this assumption. The first sign of disaster came when instead of conducting MC attacks, the specimen swam towards them at alarming speed, and before anyone could react it latched onto Ensign Hans with its tentacles before piercing him with what we latter will know as an ovipositor. The Specimen took a disturbing amount of punishment before it expired, and by then it was already too late, for the poor Ensign was already, excuse me for using such a term, "zombified". We were all raised on the Chryssalid horror stories, so I don't have tell you what happened next.
-X-COM Senior Scientist Prokhor Zakharov, "Complied Commentaries on The Second Alien War"

Work In Progress / Re: [TFTD] An independent X-COM?
« on: October 05, 2015, 10:29:05 am »
The way I see it, while X-COM could theoretically fight without the support of the Funding Nations with little to no degradation in efficiency, it is just that the Aliens getting all of the Nations' defacto approval to do whatever they want is such a huge strategic and tactical advantage that unless X-COM performs a miracle within one month or less, the war is effectively lost for humans.

And the aliens usually destroy Earth soon after, rendering any guerrilla activity useless.

As for Story and Gameplay segregation of "everything is fine as long as Russia alone keeps funding us", well, in most of games you either win or more likely lose long before getting to that point.

Released Mods / Re: [TFTD] [MODPACK] UFOnizing TFTD
« on: September 26, 2015, 10:36:02 am »
My impression is that you want to play UFO with some TFTD things added in.

In that case, why bother heavily modifying TFTD into the game we already have instead of making some mods for UFO that add TFTD elements?

So we need a stand-alone grenade launcher, and later on research the Cthulhu-magic that allows the aliens to throw theirs, which will allow us to manufacture upgraded versions of our grenades that can be thrown underwater.

And technically, you are not supposed to throw shaped charges, but plant them.

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