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Messages - 5taras

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31
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« on: April 19, 2019, 10:17:29 pm »
Squid Light Drones cannot stun mind worms or locusts, they always miss... intended?
I've managed to stun mind worms with drones. Depends on luck. I don't remember whether I stunned locusts with drones. Perhaps, I did. They can destroy a drone so one need to be careful.
I've failed to stun or mind control zombies. I wanted to stun or mind control a hellcrab or a triscene. I am not sure if it's possible. By the way, lobstermen under your control cannot use their claws for a melee combat.

32
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« on: April 16, 2019, 12:08:39 am »
Retain interrogated option?
As far as I understand interrogated aliens die during research process. But is it possible to execute aliens that are not interrogated due to the fact that they don't have anymore interesting to add?

33
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« on: April 15, 2019, 11:58:23 pm »
Could one add an option to euthanize captured live aliens in laboratory? It's actually useful if one has live biodrones, triscenes to produce flying drones and cyclop armors.

34
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« on: April 13, 2019, 09:38:34 pm »
It is possible by two ways: routes leading non-flying units out of roof(No, checked four times), or breaking  existing floor(also no, no such weapons they have).
It is possible to make holes in the floor in barge with magna-pack explosives using the game option to add more damage. The aliens may fall to the bottom of the dark screen.

35
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« on: April 08, 2019, 12:43:31 pm »
Aquatoids, armored aquatoids, gillmen, armored gillmen, tasoths and nagas. No place for lobstermen and freaks.

36
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« on: April 07, 2019, 10:03:05 pm »
1. Are there barges guarded by freaks or lobstermen present in the game? Perhaps, it makes some sense to add chance to have such a luck. 2. What apparatus is needed to destroy to finish biolab mission successfully without killing all the aliens? Anything I destroyed did not bring me a message allowing to abort mission safely. May be I am wrong.

37
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« on: January 22, 2019, 09:33:26 pm »
In my opinion mind worms and locusts have unfair advantage for unprepared players. If one plays honestly without a preliminary knowledge of these creatures, he/she surely will lose a team of aquanauts during first terror mission unless there is a robot on the transport ship to evacuate sleeping team.

38
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« on: January 21, 2019, 07:12:28 pm »
I wonder if anyone would like to make a playthrough of this mod on ironman.

39
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 07, 2018, 04:57:51 am »
1. It's a bit strange to destroy jellyman colonies after peaceful treaty. How can they tolerate that and stay calm?
2. Also, I have to defend jellyman outposts from another aliens after the treaty. If I ignore the mission, with what nation I shall spoil relations?
Thanks

40
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 06, 2018, 06:13:54 am »
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.
I've asked that before already in the forum. Cruising missions of jellyman do not spoil relations with nations according to the developer. There is some natural logic that jellyman colonies remain hostile to non-jellyman visitors as it's their private territory. I don't know whether destruction of any jellyman colony after treaty will improve relations with nations or not.
 

41
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 11:40:31 pm »
Even the lobsterman commander? Can you by this bypass the alien colony?
Yep. Capture 2 commanders from dreadnought if they survive the explosion of their sub.

42
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 11:29:27 pm »
Do Commanders appear on Dreadnoughts (very large USO) too?
As a rule they do.

43
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 04:44:16 pm »
Can it be, the Jellyman-Colony has no sub-interceptor-circle around it? I`ve got such a base on my map.
may be

44
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 04:40:40 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?
Tsunami generator or jellyman colony. It looks like as normal colony on map. From jellyman colonies arrive many jellyman subs. Magnetic buyos can help to locate hidden colonies. Capture a ruler or two and interrogate.

45
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« on: October 03, 2018, 02:27:22 pm »
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 gave me the ultimate threat. Do I need a second one for Naga City?
Naga city is not a research. I don't know. Naga city suddenly appeared after I've learnt everything naga lord knew.

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