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Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.61)  (Read 677405 times)

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #600 on: September 28, 2018, 09:34:47 pm »
1. Yes, because of additional message on that screen.
2. Dreadnought crew contains one commander inside the ship. There is a bug with sorcerors, i has found it. Update soon.
4. thin point with this, because of possibility to sell quest items.
5. it is not vanilla doors, Leviathan was modded. Will fix.
Thanks for the answer. I've searched through topic research. There is no unit called naga commander. Naga soldier, warrior, sorceror and lord. If it's naga lord, then I've met the creature already in naga temple and it did not tell me about location of naga city. Naga city appeared as a mission by itself without sorcerors inside.
« Last Edit: September 28, 2018, 09:38:50 pm by 5taras »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #601 on: September 28, 2018, 10:24:56 pm »
As i said, there is a bug with sorcerors, now they can be encountered only on land.
Naga lord have a commander rank.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #602 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.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #603 on: September 28, 2018, 10:57:40 pm »
Where do I get Alien Implanter from? Need those for my labs.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #604 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.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #605 on: September 29, 2018, 07:00:35 am »
So, naga city appears randomly, no naga lord interrogation is needed for it. Thanks for the answer.
You need to research naga lord, then, after the beginning of a next month, the naga city missions will spawn.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #606 on: September 29, 2018, 01:32:42 pm »
Does it only seem to me but artifact sites have greatly reduced map-sizes in this mod?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #607 on: September 29, 2018, 04:42:24 pm »
Does it only seem to me but artifact sites have greatly reduced map-sizes in this mod?
They have exactly the same size as in vanilla: 50x50x4

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #608 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.
« Last Edit: September 29, 2018, 06:31:05 pm by 5taras »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #609 on: September 29, 2018, 06:23:54 pm »
It was horror.
Then i succeeded. Thanks.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #610 on: September 29, 2018, 08:46:15 pm »
Can it be the Calcinite is very seldom in that game? I encountered in year 2 only one mission with it.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #611 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.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #612 on: September 29, 2018, 10:49:02 pm »
On what missions do I meet Bio Drones?

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #613 on: September 29, 2018, 10:55:39 pm »
On what missions do I meet Bio Drones?
Terror missions or base defense.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #614 on: September 29, 2018, 11:13:50 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.