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Messages - gfzuglian

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The X-Com Files / Re: The X-Com Files - 2.0: We Will Be Watching
« on: September 23, 2021, 03:27:59 pm »
Thanks for your response!

Is it possible to achieve 100% research? I'm looking into the tech tree and I haven't encontered lobstermen  biologist, technician and overlord. Same with charcharodon vivisector, mechanic and warlord. Are they in the game? Sometimes being a completionist kinda sucks, lol

The X-Com Files / Re: The X-Com Files - 2.0: We Will Be Watching
« on: September 22, 2021, 06:37:42 pm »

I play X-com since 1994, played a lot of clones and have to say that this mod blows my mind in terms of content. What a beast.

I've been playing for a couple months and this week unlocked what is supposed to be the final mission (
. But I still have osirion, hybrids and MiB missions, and I'm unable to progress in their arcs. My research tab is empty (90%), got everyone of them hybrids and MiB and Osirion types alive for interrogation but cannot proceed. Am I missing a key element?

I'm also stuck on the underwater missions. The farthest I went was
destroying the tasoth facility and taking escort subs
, nothing new is happening.

Thanks for the great mod!

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 22, 2019, 01:37:52 pm »
IMHOA best tactic for snipers is to equip floating suit and go as high as possible, preparing to bring death and purgation from the sky.. i mean in most effective way.

You are absolutely right. But that can only happen in subsea missions. I tought it was just anti strategic to loose this height advantage.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 22, 2019, 04:09:24 am »
I loved to use snipers on the ship's roofs, but it cannot be done with the Leviathan, unless if one's using flying armor. Is it a valid request?

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« on: May 20, 2019, 01:39:00 pm »
Well, just update my game to 2.28 (I was playing with 2.24) and
the special naga city event just appeared and  I got the key.

I wonder if its coincidence or there was a bug in 2.24.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« on: May 17, 2019, 10:28:01 pm »
Is there any feature that creates a save file with all the equipment in any mission? For example, when doing alien base missions (again) I use one equipment configuraton in the first level and another in the second level. I basically swap every weapon for heavy sonic. I initially thought that the save button served for this mechanic.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« on: May 15, 2019, 10:25:45 pm »
The overwhelming number of missions in the beginning of the month are one of only two things I disliked in this mod, the other one being alien bases. It's just tedious to sweep three (or four) levels looking for a panicked lobsterman, with all that doors, walls and crevices to hide. Maybe if they could start being very agressive when close to the synonium device, the level could be more enjoyable.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« on: May 15, 2019, 05:21:38 am »
Thanks for the reply.  I Wonder how I'm gonna get the Jellyman key, since I already made peace with them... Do I have to wait until a jellyman colony is being attacked and do something to the Jellyman ruler? I haven't seen any key th research, neither this flounder type ship. The most advanced one I have is the Leviathan.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« on: May 13, 2019, 04:57:19 am »
I created an account just to say that this mod is hands down the best x-com experience I've ever had (I've played all clones, hell yeah). I'm sorry, but I'm playing at the lowest difficulty, and run into a problem... I already researched 91% of the tech tree and have nothing else to do... So I'm wondering what I am missing. Do I have to destroy all alien bases? Do I have to do something to the "Sea Horrors" ships that sometimes appears? Is the game complete?

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