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Messages - Shiroi Bara

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241
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« on: June 17, 2019, 07:19:47 pm »
If it's not possible to change this map due to Triton, Poseidon etc ship limitation, is it possible:
1. Change exit tiles, so coward and whine players like me just abort it without risk be killed by reaction fire
2. Increase amount of tiles for same purposes
3. Initially place all units on tiles only
Thanks for you patience and answers

242
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« on: June 17, 2019, 04:16:10 pm »
Can you remove Tritons from sub pens in base defense mission and make that area clean like in original UFO? This would be nice, because sub pens contains not Tritons only and showing Tritons there every time is not correct. If you decide do it that should be mod on this forum what can help modify files.

243
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« on: June 17, 2019, 12:40:38 am »
Well, congrats to you with finishing it. And I did blocking doors with drones and tanks, but aliens likes open the Triton doors and first (not Turtle) tanks usually not even survive one sonic shot. 50% weapons penalty may be ok, but why we have it on throwing too? Especially on flares what likes drops to you feet even you guys has more than 100 throwing accuracy.

244
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« on: June 16, 2019, 06:20:07 pm »
Zero balance of mod. Unwinnable. Aliens has infinite MC attack range, you aquanauts hasn't. Impossible to get MC protected guys from beginning. As soon as terror missions and 2 stage missions begins, you forced to lose them because can't just resist MC attacks. Aborting them gives you big negative score. Monster attack, terror mission, include Antarctica base attack and Artifact site appears in one same month forcing you lose game in 2 next months due to negative score. Basic guided weapons with 2 points only has crappy accuracy, why they're just present in the game? I guess for mockery. No Navigators shows at all at beginning, so 0% progress in research and eventually losing game due to lack of tech. Alien implants are too rare to obtain. Magna pack explosives can't kill unarmored mutant or deep one even it landed just to their bare feet. Barracudas very fast losing armor, and repairs hell know how long when you need them just for protect you Tritons. Sonic manufacture tech not allow you manufacture ammo for pistols, rifles, etc. Seriously? 50% penalty for line of sight but aliens hasn't it. Balance.... no not heard about it.

245
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
« on: June 07, 2019, 10:44:32 pm »
It is impossible due to game engine.It is needed by game engine. You can just ignore this weapon.
Ok, then why underwater drone has no weapon, but has a sensor instead of it? Is it possible for underwater only? If not, I have suggestion make same for land and replace what exists now, but of course it's need be unlocked when Particle disturbance sensor has been researched too.
P.S.
Why some Naga has no weapon? I found them on medium or larger ships, 100% not panic or berserk. Screenshot and save file:

246
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
« on: June 06, 2019, 06:13:36 pm »
Excuse me, 799 Time Units to use Aimed Shot on Scout Drone?

Not checked it yet as it correct on not, just want inform you immediately. Check save file.
P.S.
According wiki it has no weapon and it's power 0. But if it is, why then reticle present and one of the slots? May be is better remove it completely? This is 799 Time Units just confuse.

247
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
« on: June 03, 2019, 09:59:47 pm »
Please remove option spawn missions inside Alien colony radius. Not every time I have Barracuda researched. And even I have it, there is chance get shielded USO what will kill it instant.

248
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: June 02, 2019, 04:20:25 am »
Assigned for Martial training aquanauts lose it if Triton was destroyed and they had arrived back to the base.

249
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
« on: June 01, 2019, 11:00:09 pm »
I lost my try, this base too. Builded it with 10 only soldiers. It was main nstorage base. All zbrite and resources are f....ed. My fault anyway. For fun staff: Air Lock Area looks crazy:


The main problem what I can't get any live navigator or even technician, Nagas don't have those ranks, haven't counter gilmans very large too. Did once  very large Nagas and failed (aborted) on aquatoids - insane MC... And those implants - I did artifact site with gilman - 0 implants from it (. It will be glad if you change research system or may be increase amount drops on implants. Failed on December 1ts year. Sometimes I think what this game on highest difficulty is just a lottery of getting necessary aliens and items before certain point or you will lose due to lack of  technology.

250
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
« on: June 01, 2019, 09:20:50 pm »
Another base defense. Naga spawns inside large storage facility, 1st turn, screenshot and save file:

P.S.
More of them spawns inside the base, I guess it because I don't have Sub Pens. But why not spawn them all inside Air Lock then?

251
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
« on: June 01, 2019, 06:59:59 pm »
Base defense mission, my tank can't move because no 2x2 ways for it exists. You might need change some structures and test it deeply. Save file attached:

P.S.
Actually it can moves, but can't leave small area (2 training pools) and go to another part of the base.

252
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
« on: May 31, 2019, 12:54:03 am »
For some strange reason doors missing where they should be. This is famous "penis" layout ship. Look at screenshot. And yes, ship was almost destroyed by Barracuda, but why doors gone? Or this is new ship from pack what has different doors placement? Just in case attaching save file. Don't forget set Ironman=false if you want to experiment with it.

P.S.
Ok, never mind, this is new layout, I just moved deeply at ship and have found it. False call.

253
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 28, 2019, 09:32:31 pm »
How to block ability enter aliens to the ship? My people wiped out due to reaction fire. I know what I can nullify  time units, but at Vanilla they can't enter it. Any scripts or options to disable it?

254
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 27, 2019, 08:47:08 pm »
Got it. Sir! It seems my weapons or missing or not produce fatal wounds.

255
OpenXcom Extended / Re: OXCE (OpenXcom Extended) main thread
« on: May 27, 2019, 07:50:04 pm »
Not sure what this right forum but since I'm using OXCE asking here: is it possible to add stun, wounded and other marks to 2x2 enemies like Hallucinoids? Or this is already present?  May be I just missing it with my guns, so no damage signs?

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