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Messages - 5taras

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46
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: October 02, 2018, 09:12:57 pm »
New version is up.
Changelog:
 - minor fixes;
 - naga sorceror fix;
 - decreased chances for alien biolab to spawn;
 - new english translation by long6oarder;
 - proudly present to you: new TRITON appearance, gratefully stolen from Carlos Cabrera (original art: https://img00.deviantart.net/2777/i/2010/060/d/4/xcom_fanart_by_artbycarlos.jpg)
Carcharodons can be recycled now? Captured biodrones executed?

47
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: October 02, 2018, 05:06:58 am »
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.
I think that MC skill can be higher than 70 if trained in MC lab. Training on the field indeed did not raise higher than 70. I had MC skill 73. Perhaps, it is not the limit. It was not critical although. More important was that there were no soldiers that could not fall against mind worms, locusts.

48
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: October 01, 2018, 09:20:30 pm »
Ah, ok. I never had a naga temple before!

Do I have to do something for it to appear?
Perhaps, you need to interrogate naga warrior until he will tell you about naga society.

49
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: October 01, 2018, 09:15:53 pm »
Where can I find that Naga Lord? Is this a special mission? How is it triggered, if?

So far I skipped the Alien Barge and the special Jellymen mission.
Naga lord: naga very large subs, your base defense, random naga temple mission (1 or 2), ship defense from naga terror, possibly naga barge mission. I have no idea how is it triggered.
I did alien barges 5-10 times and jellyman mission 1 time.
By the way, jellyman ruler provide special research to reach peace with jellyman, including some biotech. Jellyman colonies will become peaceful as well.

50
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 30, 2018, 11:28:23 pm »
Do shields of Freaks take damage of every weapon?

And where do I get the Alien Key from?
I think yes.
Alien key is in naga city. One need to interrogate naga lord and naga city will appear one day.
You play so fast. It took me many days to get to freaks.

51
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 30, 2018, 10:30:11 pm »
Can Thermal Tazers and the Thermal Shok Launcher breach the shields of Freaks?
It is possible to stun freaks with multiple attacks.

52
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 30, 2018, 06:43:52 pm »
Is there any difference between the Ion-Armor and the Zrbite-powered-armor? Both look the same.
I bet Zrbite armor offers lower defense. Ion-armor has mc shield that regenerates in two turns besides normal protection, while Zrbite has only normal one. Unfortunately, even magnetic ion-armor is not enough to protect from a direct explosion of sonic grenade or sonic cannon.

53
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 30, 2018, 04:27:43 pm »
So the Disruptor gives only MC Panic?
Exactly. MC armor gives both panic and mc control. MC battle armor lets aquanaut make quite powerful pyrokinetic attack on short range.

54
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 30, 2018, 04:12:48 pm »
I got a living mind worm and now the M.C. Disruptor. But I can`t mind control aliens with it. What is necessary?
I had similar problem. You need live freak squad leader, freak commander, oct. Live octs appear in carcharodons' very large subs. It's easy to capture octs using shock launcher. They don't wake up.
Then you will be able to research MC armor and MC battle armor.
Freak medic might be useful too but for other stuff.

55
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 29, 2018, 11:32:49 pm »
What race is accompanied by bio drones on terror mission? Or does it not matter what race?


Besides: I maybe found a bug on an artifact mission:
That yellow tile shouldn`t be there.
On base defense: carcharodons, tasoths, lobstermen.
On terror missions: tasoths. Also with tasoths arrive triscenes and aquatoids.
I've never met lobstermen or carcharodons on land terror missions. Once I had to defend underwater jellyman outpost against carcharodons.

56
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 29, 2018, 10:55:39 pm »
On what missions do I meet Bio Drones?
Terror missions or base defense.

57
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 29, 2018, 09:42:30 pm »
Can it be the Calcinite is very seldom in that game? I encountered in year 2 only one mission with it.
Weird. I've met lots of Deep ones, especially in the end of the game.

58
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 29, 2018, 05:50:34 pm »
1. Aquanaut in ogre armor cannot walk up the ladder to the second floor. Aquanaut can walk on the ladder but cannot make the final step above. May be it's worth fixing.2. I did interrogated the creature for a couple of months. Naga city appeared after I've extracted everything naga lord knew. 3. I've finished the game using save-reload approarch. The only thing I did not research were ion sidearm weapons (have no idea what creature uses it), sorcerors (possibly misspelling of the word "sorcerer"?) and a zombie (I bet it's a tentaculat-made zombie). Ogre armor is fun to use, kills a lobsterman in one autoshot but may die from tentaculat :(. Stingrays, hybrid fighters I found useless due to their low speed. Hybrid torpedoes are not quite useful due to their price and low range. Deep angels were useful for some time. Sonic, pwd defenses are quite expensive (25 and 50 zrbite) considering that most of the shot subs have no ready zrbite. Pw torpedoes are very expensive, costing 7 zrbite (I had not to use them to save zrbite). Hybrid-type armors is fun but who would want to lose an aquanaut due to their low-protection rating. Hopefully, small non-jellyman cruises always have 20 zrbite. Worm hatcheries have no any use. May be it could be used to make MC weapons or else. Cyborg units unfortunately are dangerous in the latest game to use due to their low MC strength (may be it is worthy to be reconsidered). MC focuses and projectors are next to useless in my opinion. Tried several times to use focuses on units in vain.
Thanks for attention and for the mod. Pretty heavily overloaded with options and events mod. It was horror. I cannot believe that I was addicted to it.

59
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 28, 2018, 11:06:04 pm »
Where do I get Alien Implanter from? Need those for my labs.
It appear in alien biolabs, barge missions, in some alien subs probably.

60
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« on: September 28, 2018, 10:42:30 pm »
So, naga city appears randomly, no naga lord interrogation is needed for it. Thanks for the answer.

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