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Messages - wolwerin

Pages: 1 ... 3 4 [5]
61
Resources / Re: New ships [UFO/TFTD]
« on: December 17, 2019, 09:28:22 pm »
№: G0004
Class Ship: Inquisitor.
Size: Large.
Game: UFO Defense.

  - type: UFO_G0004
    terrains:
      - U_EXT02
      - U_WALL02
      - U_PODS
      - U_BITS
    category: UFO
    group: ufoShips

62
Resources / Re: New ships [UFO/TFTD]
« on: December 17, 2019, 09:25:08 pm »
№: G0003
Class Ship: Looking
Size: Average.
Game: UFO Defense.

  - type: UFO_G0003
    terrains:
      - U_EXT02
      - U_WALL02
      - U_BITS
    category: UFO
    group: ufoShips

63
Resources / Re: New ships [UFO/TFTD]
« on: December 17, 2019, 09:23:09 pm »
№: GT0002.
Class Ship: Dreadnought.
Size: Very large.
Game: TFTD.

  - type: UFO_GT0002
    terrains:
      - UEXT2
      - UEXT3
      - UINT1
      - UINT2
      - UINT3
    category: USO
    group: tftdShips

64
Resources / Re: New ships [UFO/TFTD]
« on: December 16, 2019, 03:30:47 pm »
As someone who has built a few UFOs in my time, i think im qualified to say Nice work mate, i especially like the TFTD one above.
Thank you, glad that you liked :)

65
Resources / Re: New ships [UFO/TFTD]
« on: December 15, 2019, 10:00:06 pm »
№: GT0001.
Class Ship: Terror
Size: Large.
Game: TFTD.

  - type: UFO_GT0001
    terrains:
      - UEXT2
      - UEXT3
      - UINT1
      - UINT2
      - UINT3
    category: USO
    group: tftdShips

66
Resources / Re: New ships [UFO/TFTD]
« on: December 15, 2019, 09:58:21 pm »
And a little for underwater adventures :)
ps: I think I will put no of the vehicle roof, and takes up more space.

№: GT0000.
Class Ship: Worm.
Size: Small.
Game: TFTD.

  - type: UFO_GT0000
    terrains:
      - UEXT2
      - UEXT3
      - UINT1
      - UINT2
      - UINT3
    category: USO
    group: tftdShips

67
Resources / Re: New ships [UFO/TFTD]
« on: December 15, 2019, 09:40:23 pm »
This is the first strangest idea for a ship. ;D

№: G0002
Class Ship: Executioner.
Size: Very large.
Game: UFO Defense.

  - type: UFO_G0002
    terrains:
      - U_EXT02
      - U_WALL02
      - U_PODS
      - U_BITS
    category: UFO
    group: ufoShips

68
Resources / Re: New ships [UFO/TFTD]
« on: December 15, 2019, 09:37:10 pm »
№: G0001.
Class Ship: Stealer.
Size: Large.
Game:  UFO Defense.

  - type: UFO_G0001
    terrains:
      - U_EXT02
      - U_WALL02
      - U_OPER2
      - U_BITS
    category: UFO
    group: ufoShips

69
Resources / New ships [UFO/TFTD]
« on: December 15, 2019, 09:32:09 pm »
Hi Guys. There was an interest in the creation of ships for x-com games, and that they are not lost in the depths of the hard drive, I will spread them here. :)
I hope they will be of more benefit here than just lie images on the desktop. And maybe someone will use it as a new map for your fashion.

ps: Now there are a lot of ideas in my head (in addition to ships), but it takes time, and sometimes a lot of time to implement them.  :D
pss: I'll Start with the smallest and simplest ship ;D

№: G0000.
Class Ship: Dragonfly.
Size: Small.
Game: UFO Defense.

  - type: UFO_G0000
    terrains:
      - U_EXT02
      - U_WALL02
      - U_BITS
    category: UFO
    group: ufoShips

ps: The ship was corrected, added the missed plate. :)

70
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« on: June 26, 2019, 04:15:28 pm »
Oh, that seems I provided wrong info, sorry about that. This run is over anyway. Well if you'll fix it next patch in would be great, now the question about changing pools a little, may be moving stairs to different place or redesign it completely.
P.S.
This mod just loves me. It's wanna kill my run again. Hey aliens why not build you base just in one mile of mine HQ base next time? Why so far now?

Any suggestion what should I do, consider what I'm just building my Barracuda? Funny stuff. Save file for enthusiasts who may want play from this moment.
As they like to do it, they did not give rest to one my base, about 7-9 times were under construction nearby. And it made it burn. :D

71
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« on: June 20, 2019, 09:38:32 pm »
There is something wrong with the faces of guys in Exosuits in the newest version (upgraded from 2.27 to 2.30)... the colors seem off.
They have not faded, and finally cleaned the suit from the inside, and now they are more visible :D

72
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« on: June 16, 2019, 11:12:28 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.
Yesterday passed this mod. It is really difficult and sometimes difficult to find the right resource, but not to such an extent that it is directly impossible. But the game has smoke, which saves from many problems, there are drones and tanks that do not allow you to run out of the ship to your soldiers at MK When exploring protected Aquanauts from MK, no problems at all. Worms for study, you can kill drones and Tanks(but really long). There is a gas weapon that kills at the beginning and mid-game almost all easily, poyus laser weapons, plus there is a melee weapon that can kill even Lobstermen. Just with this weapon, you can safely pass the alien base (checked personally). For all game I didn't feel problems with their research was more than enough, I didn't investigate everything up to the end. To not withdraw in minus, with those missions where 2 level. You can always perform the first level and fly from the second, the rating will be in the black, and what was produced at the first level will fly with you to the base. There was always a penalty of 50% if the Aquanaut sees no purpose.(Just like in other mods). Again, there is Smoke that will Save us from the aliens.
And do not forget that this is a Mod that Complicates the game, and makes it more interesting this. And you can always find an approach and a solution to any mission, even the barge was taken with gas weapons.

73
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
« on: May 27, 2019, 11:17:02 pm »
This guy face, a little Hitler one, is he wearing moustache?

Or he gay and it's black lipstick?
P.S.
New soundtrack not bad but how I can set standard geoscape music? And for new soundtrack - it will be nice to upload full album somewhere, so people can change music themselves, even using  standard names.
It's just a black mustache.
Press the End key and choose the music that you like.))

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