Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.51)  (Read 425769 times)

Online Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 7379
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #750 on: December 30, 2018, 09:33:20 am »
Yeah, that was a cool thing! I think Meridian overreacted to the polyps. He didn't lose any soldiers, and got some cool loot. I'd have been excited!

Uhm, I didn't get any loot... or am I missing something?

Offline Nord

  • Commander
  • *****
  • Posts: 1421
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #751 on: December 30, 2018, 01:15:53 pm »
Well, only noticeable loot from polyphs is an availability to research hydrophobic acid.

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1473
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #752 on: December 31, 2018, 04:31:04 pm »
Uhm, I didn't get any loot... or am I missing something?

Didn't you get a black box or something?

edit: You got Old Alien Flight Records. Looks weak, but maybe it's better than it looks.
https://youtu.be/KSlziUMbAAQ?t=1567
« Last Edit: December 31, 2018, 04:33:16 pm by The Reaver of Darkness »

Offline 5taras

  • Colonel
  • ****
  • Posts: 159
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #753 on: January 21, 2019, 07:12:28 pm »
I wonder if anyone would like to make a playthrough of this mod on ironman.

Offline Amoebka

  • Captain
  • ***
  • Posts: 77
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #754 on: January 22, 2019, 10:45:18 am »
Haven't kept up with the mod, have the issue of spawning way too many small USOs been adressed since 2.16?

Offline Abyss

  • Colonel
  • ****
  • Posts: 163
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #755 on: January 22, 2019, 12:54:46 pm »
I wonder if anyone would like to make a playthrough of this mod on ironman.

Like 200 hours of gameplay not only for joy but commenting it while being recorded? Eh eh

Offline Niewiem

  • Captain
  • ***
  • Posts: 87
    • View Profile
    • Email
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #756 on: January 22, 2019, 01:18:02 pm »
Looking on Meridian Let`s Play I would say that there is still to many errors to play(as this is work in progress mod) on Iron Man. You could loose your whole playthrough due to mod error so I doubt anyone will do it ;)

Offline Nord

  • Commander
  • *****
  • Posts: 1421
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #757 on: January 22, 2019, 01:34:33 pm »
Looking on Meridian Let`s Play I would say that there is still to many errors to play(as this is work in progress mod) on Iron Man. You could loose your whole playthrough due to mod error so I doubt anyone will do it ;)
Wow, wow. What bugs can ruin a play?
I think i fixed them all...

Offline Niewiem

  • Captain
  • ***
  • Posts: 87
    • View Profile
    • Email
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #758 on: January 22, 2019, 02:34:26 pm »
What I meant was that he spent like two episodes troubleshooting things. I did not want to offend you and I am pretty sure that all that he found were fixed but I myself would not risk playing Ironman on any mod unless it is fully released and tested :) It is far better to just do Ironman yourself(not using button but playing like that - just have more saves in case something happens). I am doing this during my playthrough of XCom Files just in case something breaks(better safe than sorry) ;)

Offline Nord

  • Commander
  • *****
  • Posts: 1421
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #759 on: January 22, 2019, 03:05:57 pm »
Well, i dont like ironman myself, but need to inform all who want, that modded game at this stage can be won. No critical bugs are left, maybe a pair of cosmetical ones missed.

Offline Abyss

  • Colonel
  • ****
  • Posts: 163
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #760 on: January 22, 2019, 03:38:19 pm »
Well, i dont like ironman myself, but need to inform all who want, that modded game at this stage can be won. No critical bugs are left, maybe a pair of cosmetical ones missed.

True for Ironman in Piratez and XCF modes too. Besides there's different atmosphere with no saves both in the perception of the story and during the battles.

Offline SIMON

  • Commander
  • *****
  • Posts: 645
    • View Profile
    • Email
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #761 on: January 22, 2019, 04:46:51 pm »
Do craft shields multiply ie is there any point in putting more than one on a craft?

Offline 5taras

  • Colonel
  • ****
  • Posts: 159
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #762 on: January 22, 2019, 09:33:26 pm »
In my opinion mind worms and locusts have unfair advantage for unprepared players. If one plays honestly without a preliminary knowledge of these creatures, he/she surely will lose a team of aquanauts during first terror mission unless there is a robot on the transport ship to evacuate sleeping team.

Offline Nord

  • Commander
  • *****
  • Posts: 1421
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #763 on: January 22, 2019, 09:44:15 pm »
Do craft shields multiply ie is there any point in putting more than one on a craft?
Yes, shields will stack up.
In my opinion mind worms and locusts have unfair advantage for unprepared players. If one plays honestly without a preliminary knowledge of these creatures, he/she surely will lose a team of aquanauts during first terror mission unless there is a robot on the transport ship to evacuate sleeping team.
This is discussed. Can nerf a bit. Not bigbug though.
« Last Edit: January 23, 2019, 04:55:33 pm by Nord »

Offline SIMON

  • Commander
  • *****
  • Posts: 645
    • View Profile
    • Email
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
« Reply #764 on: January 23, 2019, 04:42:33 pm »
In my current game I've got 84% of research done and approaching the end of the second year. I was wondering on 2 points. Firstly can 100% of research be achieved and secondly
Spoiler:
what is the best way to deal with freaks/hellcrabs as they seem to shrug off sonic at a whim and I've found that it takes several dpl's to take down either 1 freak or hellcrab.