Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Cristao

Pages: 1 ... 22 23 [24] 25 26
346
Playthroughs / Re: Let's Play OpenTFTD *commendation mod
« on: September 30, 2015, 08:43:19 pm »
You were asking on either episode 1 or 2 how to run, it's actually simple enough though it took me ages to work it out. First of all these screenshots are from my run through of hardmode on ufo but the principle is the same for TFTD. Make sure you have alternate movement methods enabled in advanced within options (picture one), then as you can see in picture two moving your unit without holding the ctrl button on the keyboard moves normally and with ctrl held (picture three) uses less time units. A word of warning though, your units use energy much faster when they're running all the time and can become exhausted and unable to move no matter how many tu's they have left as the amount of energy you recover each turn is the tu's your toop had when he was hired/3 rounding down ie the max energy recovery/turn that a veteran troop with 50 missions could have would be 20. Hope this helps.

This craft!!

347
Playthroughs / Re: Let's Play OpenTFTD *Soldier diaries*
« on: September 30, 2015, 05:18:41 pm »
What is the name of that craft - I would like to have it.

348
XPiratez / Re: Let's play X-PirateZ
« on: September 30, 2015, 05:13:00 pm »
If you are asking for volunteer names, use mine ...

349
Released Mods / Re: [COMPILATION][RESEARCH] Final Mod Pack (FMP)
« on: September 29, 2015, 03:36:08 pm »
This looks like another one that I am going to give a try with my cheat modes ...

350
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 28, 2015, 09:23:00 pm »
Graphic fixes for the alloy clips, more variety of races during alien Terror missions (before it was limited to only 6 different alien combinations, now its 30 or 40), plus the correction on the Phaser's Stun/Smoke settings. Probably a few other minor tweaks/fixes that I'm not remembering now but nothing really important.

At this stage I'm not going to add new content like weapons, aliens or missions, but I might add more new terrains or civilian units. I want to finish this expansion so that I can start working on other stuff :)

Nice one. In my culture, we would say the Lord God enrich thy creative bank such that you may continue producing such marvels.

351
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 28, 2015, 05:52:14 pm »
This has been discussed for years and the OXC developers looked into the original game code to confirm it: you can't prevent bases or infiltrations by shooting down the UFOs, only delay them. When the final UFO is spawned the base is automatically placed by the game, doesn't matter if it has reach land or not.

Interesting - I feel a bit better. I was getting disappointed.

PS what are the other differences between 0.7.2 and 0.7.3?

352
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 28, 2015, 02:46:23 pm »
If infiltration mission succeeds and country signs a pact, the base is auto build then.

That would explain the American base. It is just a pity after destroying the two bases in that region - that funding is still nil. Perhaps I should tamper with the code .. when I get home.

353
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 28, 2015, 09:36:35 am »
As in the original game, it is impossible to stop certain alien missions from being completed such as base and infiltration - as soon as all UFOs spawn the mission will be considered complete and the alien base will be placed.


Not entirely true with respect to base. During an investigative mood, I had actually stopped a base from being constructed if I prevent the craft from reaching the land mass. How did I check this - In the first run, I let the craft reach the land mass and then checked the area and there was a base. In the second and third runs, I destroyed the crafts before they could see land and there were no bases.

However I think there are some that do not require a craft to be generated per se. I still need to do more research on this. Curiously the bases that I couldn't recall any crafts for were located in regions which weren't shown e.g. Central America.

354
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 27, 2015, 11:08:54 pm »
Hobbes, I come to thee once with graver tidings. Alas I hath attempted upon my steed to research either of Sectoid Commander or Gazer Commander having pummelled their fortress to the ground and making away with their bodies for further understanding of their foul arts. Unfortunately my steed hath suffered a 'CTD' and can no longer proceed.

As usual I have attached the culprit save file. I must give credit - even with my cheats the game is very enjoyable!!

355
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 27, 2015, 10:08:32 pm »
I've double checked the live aliens go for 60k.

Depends on which alien. Soldiers go for 40k. Higher ranks go for 60k.

356
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 27, 2015, 10:07:06 pm »
I am getting worried about the mechanics for setting up bases. I discovered I had three bases despite successfully shooting down every single bit of Alien Craft that I saw. PS I have 8 bases and all of them cover the earth with 100% accuracy (changed that little setting in the ruleset)

I have also had two countries (USA and India) pull out of funding .. Thank goodness I am a communist!

357
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 25, 2015, 09:59:35 pm »
LOL!! How does one kill them - throw a smoke grenade and run?

358
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 25, 2015, 08:16:09 pm »
Stunning works very well with Phasers ..

359
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 25, 2015, 01:20:31 am »
I might have had a little problem. I seem to be very good at destroying enemy vessels. I have not had an alien base and I need an ethereal one to get Cydonia. Do I (horror of horrors) allow the creation of an ethereal base? There are the ones I want.

360
Area 51 / Re: Re: [BETA][EXPANSION] UFO Redux - Playtesters needed
« on: September 23, 2015, 09:47:04 pm »
Area 51 is tough and I am not even playing Superhuman. And oh yeah AP kills overlord!! Imagine my glee when I found that out!!

Took me a good 10+ solid minute and I got all three data discs. Research time.

Pages: 1 ... 22 23 [24] 25 26