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Prrsha

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  1. I have no idea why the supply ship and battleships didn't show up. The just well... didn't... I had no trouble from the central asia infiltration fleet for over a month except I did notice they attacked my home HQ in rather a short amount of time. India hasn't signed a pact with the aliens in 2 months and counting and no further ships have appeared with the mission listed on their ufos. Also the attempted inflitration happened around the 10th of the month, so I doubt time ran out on their mission. I'm using the fully patched na vanella version. The only thing that was altered is that I used ufoutil to fix the "beginner difficulty" bug but other then that no changes were made. I forgot to add that I am also using the DOS version. Maybe this was just a bug or a fluke of luck? Whatever it was I'm counting my lucky stars! I have the save files if someone wants them for further examination...
  2. tftdextender had a fix but however it is for windows only and not dos... Would anyone out there like to make a mod for dos? The coelacanth worked fine in tftd 1.0 This has been a long standing bug that breaks the coelacanth and I am sure many fans of the series would love it to work again!
  3. I've discovered something interesting about alien inflitrations. I have two scenerios for an example. #1 In the beginning of a month a wave of 3 ships headed to brazil under a base construction mission. the fleet consisted of 2 battleships and one supply ship. The very second the supply ship entered the south america zone (not just brazil) an alien base appeared right under the nose of my patroling sky ranger (in the center of Brazil). It built at exactly the same area every time with a reload. Once the base was built Brazil flagged as defected. A few mins later 2 battleships appeared but downing the 3 ships over land had no effect. #2 In the middle of the month an alien inflitration fleet headed to India. 4 ships appeared in sequence over a 5 hour peroid in this order: a large scout, a terror ship, a base supply ship and finally a battleship.Dowing all of the ships over land had no effect and India signed a pact with the aliens. I reloaded and an earlier save point a few hours prior and this time the scout appeared over my base in the usa headed to india. I sent a firestorm after it while it was over the water. Meanwhile the terror ship appeared in Africa near one of my bases, I took 3 regular interceptors to intercept it. My firestorm then downed the scout over the ocean right near africa. My 3 interceptors downed the terror ship in the african desert. After that to my shock.... no supply ship arrived or a battleship. India didn't defect. My thoughts are maybe if you down the scout before it flies over land on the target continent... It haults all other ships from appearing like the supply ship. In my experience once the supply ship appears the base is built and the country defects. Another though is that maybe killing the scout and terror ship was enough to hault (and forget) the mission and instead trigger an alien retaliation mission?
  4. A user on the steam forums mentioned the bug and offered a fix at the bottom of the thread..... Does this mod work? http://www.strategycore.co.uk/files/x-com-2-enhanced/
  5. Hmm... that's a good idea I'll install both patch versions and pour through the hex values for anything related to the gauss SWS. In theory just altering the correct value that doesn't match both 2.0 and 1.0 might revert it back to 1.0 settings. In 1.0 it behaved much like a laser tank, however I fear that just reverting the tank values might not be enough if the 2.0 version has an extra line of code that calls for altered tank to be refilled as soon as you return to base (which may crash the game) It may do the trick though. If it does, it would be a great boon for those people with the same problem).
  6. I don't have the steam version as I love my midi card on my old rig with the game, so I am limited to dos. I shall try the fix you mentioned but it would effect all gauss weapons like the rifle. Fixing the SWS is a trade off I can live with however. If only extender worked in dos my problems would be solved. The odd thing is that in version 1.0 of tftd, the tank had no ammo but the weapons did. The devs changed that in 2.0 along with some critical bug fixes. I wonder if a modder could just compare both versions and tweak 2.1's SWS to match the 1.0 code. Would that be hard to do I wonder? I still have both versions of the game if that is of any help to any modder. Anyhow, thanks for the suggestions...
  7. I currently have the dos floppy version of tftd (patched to version 2.1). I love using the coelacanth/gauss SWS but I am plagued with the inherent bug in tftd that makes you lose all of your gauss ammo when you unload the SWS. I don't have the CE version, just the dos one. Can a kind soul direct me to a patch that just fixes this bug alone? Or better yet move the SWS in the research tree to where it's counterpart is (the laser tank) in Ufo:eu? Right when you finish heavy gauss tech? I cannot use extender because it doesn't work in straight dos... :/ Just fixing the reload bug would be a major fix for me however. I've been a fan of the series when I 1st got my 486 PC. Any help would be greatly appreciĆ ted, thanks!
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