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Messages - LouisdeFuines

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16
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
« on: October 15, 2018, 08:16:42 pm »
@Nord, could you please post the changelog for v2.19?

17
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 06, 2018, 10:56:47 pm »
One bugreport from me too. My people can see through the 2 doors of the Leviathan and being seen.

Aliens shot my people through the closed doors (and vica-versa).

18
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 06, 2018, 02:17:02 pm »
But won`t they generate more Jellyman-Bases? Or do they stop after the treaty?

In other words: What`s the treaty good for?

19
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 06, 2018, 11:03:49 am »
So cruising missions generate no more negative points after the Treaty, yes?

20
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 04, 2018, 07:48:38 pm »
I researched the Jellyman Treaty. There should be peace now between humanity and Jellymen. But the still start cruising missions. Why that?

And the Jellyman colonies still remain hostile.

21
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 11:36:00 pm »
As a rule they do.
Even the lobsterman commander? Can you by this bypass the alien colony?

22
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 11:15:48 pm »
Do Commanders appear on Dreadnoughts (very large USO) too?

23
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 05:14:44 pm »
Thank you @Nord.

@all:
Tell me please, has every usual colony have a lobsterman commander? I just raided a base and there was no commander there, just: technicians, squad leaders, navigators and soldiers.

In vanilla there had been at least 2 commanders in the building with the synomium device.

24
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 04:42:06 pm »
Can it be, the Jellyman-Colony has no sub-interceptor-circle around it? I`ve got such a base on my map.

25
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 03:54:51 pm »
Ok, Naga tree is researched. I got the Alien Key.

How do I get peace with the Jellyman? I got already the Jellyman origin.
Where do I find that Jellyman Ruler?

26
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 11:40:43 am »
I did the naga society research, but still no temple shows up.

Did I do something wrong?

There don`t show up any very large USOs with Nagas at all.

EDIT:
Ok, patience was necessary. The temple appeared. :-)

Edit2:
Ok, I got that Naga Lord reserarched. It gabe me the ultimate threat. Do I need a second one for Naga City?

27
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: October 02, 2018, 06:28:03 pm »
Strange, according to the Pedia, the Leviathan should be able to carry 2 torpedos and 2 cannons. I equipped 2x S. Oscillator and one Ajax Torpedo. The third slot doesn`t allow me to equip a second Ajax torpedo.

EDIT: Just checked it: Slot 1 - 3 is for cannons, I just equipped 3 S.Oscillators. Then the pedia is lying on me. :P

28
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: October 01, 2018, 11:35:14 pm »
Ok, I DO mind:
In vanilla I could mind controll the whole map with my Aquanauts and and soldiers sitting in their transport. This with each single f... try.

But I noticed here, that my best MC soldier seems to be capped to skill 70. Maybe that plays an important role.

In vanilla there was that cap at about 103.

29
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: October 01, 2018, 11:14:04 pm »
IIrc it wasn`t that way in vanilla, but nevermind.

30
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: October 01, 2018, 11:02:12 pm »
yes
Is this due to OXCE or mod-based?

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