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Messages - Unmadesoldier

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16
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: February 06, 2020, 05:25:45 pm »
After testing, I found that auto laser weapons have a mixed effectiveness. They tend to work well for ufo breaching and base defense. Though the only truly useful auto laser weapon is the auto heavy laser.

Personally I find auto laser weapons to be pretty underwhelming considering that they are the next research after normal laser weapons. Their only benefit of a more accurate auto shot doesn't make them particularly appealing in general.

Plus, one thing I find strange is that power armor and flying suits dont augment strength of my troops. Is this intentional or is it a bug?


17
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: February 01, 2020, 04:01:47 am »
Apparently the heracles and the stalker are locked behind the mind shield. Who would have thought.

Plus, I would like to ask what the purpose of auto laser weapons is...

They seem like they're only useful for selling. They don't offer any significant advantages over conventional laser weapons.

18
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 29, 2020, 05:01:47 am »
Female mutants? If it's possible It would be interesting to see them.

19
IDT Modding Hub / Re: [UFO MEGAMOD] Reaver's Faithful Megamod
« on: January 26, 2020, 02:24:23 am »
Hi,

I've played through this mod twice already and I havent been able to unlock the stalker or heracles crafts at all. Is there a particular way to do this or have they been removed from the mod?

20
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 25, 2020, 03:39:20 am »
It's not a glitch. You need to first research elerium 115 in order to make alien laser rifle clips.

21
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 07, 2020, 02:35:01 am »
Too flat?

I mean, the heavy suit could be locked behind advanced firearms and high explosive ammo.

The alloy heavy suit should be locked behind alloy ammo.

The cyber armor could be locked behind ufo navigation and alien power systems and feature a greater vulnerability to lasers.

The plasma eliminator/precision plasma could be disassembled for one alien electronics, a piece of alloy, and 4 elerium, and should be locked behind the same things that power armor is.

A gym and medical bay would be nice but not necessary yet.

 

22
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: January 06, 2020, 04:12:13 am »
Only 5 things I'd like to see added to fmp:

- armored heavy suit, alloy heavy suit, and cyber armor from xcf added to the mod.

- alien precision plasma/plasma eliminator from xcf/piratez. (Should be rare and require alien electronics to manufacture.

- add light cannon into mod, I'd love it as a sort of heavy shotgun.

- add alloy buckshot ammo for the autocannon and heavy cannon for extra versatility.

- make juggernaut suit look less like an ugly Fischer price chew toy. I mean, come on man!

23
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: January 06, 2020, 04:02:14 am »
I'm not sure if this would make a ton of sense for the mod so here goes:

Terran plasma guns in the mod?

I know we have one already, but its really difficult to use. So perhaps we could eventually learn how to make them?

To unlock them you'd have to first research magnetic navigation and gauss technologies and then research alien cryogenics and ultradense materials.

Magnetic navigation and gauss technologies will allow for improved plasma generation/containment, ultradense materials and alien cryogenics would allow for improved plasma fuel storage and allow for the production of metastable metallic hydrogen which is very energy dense and could serve as the basis for terran plasma weaponry. Granted these are surface only weapons, and are not as effective as sonic weapons but they do a decent job.


24
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« on: December 20, 2019, 01:41:31 am »
Could it be possible to buy the officers laser pistol after researching it in a future update? By the way, the scorpenae is a damn good craft.

25
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« on: November 12, 2019, 01:51:45 am »
Different craft gas cannon ammo options? Options like supercavitating ammo, superdense needle ammo, high explosive, and zrbite craft gas cannon ammo.

Also, superdense needle shotgun ammo for hydrojet cannon.
Maybe also add superdense needle darts and jet harpoons?

26
Released Mods / Re: [TFTD][WEAPONS] Expanded Gauss Arsenal
« on: November 09, 2019, 09:20:39 am »
Is this compatible with TWOTS?

27
Released Mods / Re: [Mega-Mod TFTD] My_TFTD_Mod v.1.02
« on: November 09, 2019, 09:09:48 am »
Link for mod doesn't work. Alternate link please?

28
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« on: November 04, 2019, 05:14:08 am »
I see.


Here's an idea I thought could be implemented into the mod:

Heavy lasers as a purchasable surface weapon.
Used by exoskeleton equipped military personnel.

29
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« on: November 03, 2019, 03:14:23 am »
A better detection vessel?

There are a few possible candidates for this. Chief among them are:

- the status-6/poseidon russian nuclear powered intercontinental super torpedo but with a removed nuclear payload and a massive alien/hybrid tech sensor suite installed.
Pros: unlimited underwater range, faster than any bouy, and relatively inexpensive to make as it is a retrofit of an existing weapon.

Cons: really fragile, the smallest of alien craft can take these out, unarmed and cant defend itself.

A completely new design based on hybrid technology that is powered by zrbite and has a faster speed and a weapons pod that allows it to defend itself. Not a substitute for a dedicated undersea interceptor tho.

Pros: superior speed, very few usos can catch it. Can match the speed of a hammerhead, has a singular cannon mount for self defense, aqua plastic construction so it can take a beating.

Cons: pretty expensive. Losing one will set you back a good deal, needs to refuel periodically.

30
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« on: October 28, 2019, 03:45:50 am »
Fair enough.

Though I did notice something rather odd, or rather, logically inconsistent with TFTD in general.

Why dont craft sonic oscillators work above the sea? We see man-portable sonic weapons as well as alien craft sonic weapons working just fine above water in game and the latter in the original beginning cutscene.

I also noticed a major lore inconsistency with regards to t'leth and some of the aliens namely the ones that originated on earth. If T'leth was originally a colossal interstellar alien colony ship that crashed into the earth as the giant asteroid that wiped out the dinosaurs, how the hell were the aliens able to get the gillmen and triscenes to side with them after the fact? Its outright stated that the gillmen and Triscenes are in fact prehistoric races and or species from the cretaceous era. And the Naga's....where did they come from? Are they an earth-evolved species? Alien created? As well as the lobstermen, charcharodons, tasoths (possibly), octs, and freaks...they do not appear to be alien in origin but rather genetically engineered from earth organisms by I presume to be the ultimate alien or the aquatoids or jellymen.


Is there an in-universe explaination for this or is it a simple oversight on behalf of microprose or others?

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