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Messages - Unmadesoldier

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16
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.


17
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.

18
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?

19
Released Mods / Re: [TFTD][WEAPONS] Expanded Gauss Arsenal
« on: November 09, 2019, 09:20:39 am »
Is this compatible with TWOTS?

20
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?

21
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.

22
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.

23
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?

24
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« on: October 27, 2019, 05:38:19 am »
Hi Nord. Would you consider adding this weapon to TWOTS?


The QBS-06 chinese underwater rifle based on the venerable Soviet/russian aps rifle.

25
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« on: October 21, 2019, 03:41:37 am »
@Nord

There is a nice resource for undersea warfare i think you should take a look at: H.I Sutton.

Here is a link to his blog on a topic I think you might find useful.
http://www.hisutton.com/Biomimetic_Autonomous_Underwater_Vehicles.html


26
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« on: October 18, 2019, 05:39:39 pm »
Thank you Nord.

Also, I found that the alien ADS clip cant be manufactured.
Is this a bug or is it intentional?

Not like it really matters as by the time I see it being used by those former church of Sirius chumps better weapons are already available.

27
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« on: October 17, 2019, 11:36:20 pm »
There are at least 3 more big issues with the mod that I see.

1. Ion weapons are not manufacturable unless that was the intention.

2. The hyper dense alien materials are kind of useless. They cant be used to make better armors or new ammo types for more weapons, and no use in craft torpedo weapons.

3. Getting the cyclop mechanized armor is not possible and I've genuinely tried to get my hands on it. Has it been removed from the mod or am I missing something?

28
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« on: October 17, 2019, 07:22:24 pm »
Well, how do I put this...This is hands-down the worst xcom tftd megamod I have ever played.

versions 2.32 and 2.33 both crash as I send the flounder craft to t'leth with some B.S maperror that says that abomination enemy not found.

please fix.

- a very pissed off yet still polite user.

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