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Kret

Site Staff
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Everything posted by Kret

  1. Only light suits allow crawling and going prone, the "Ninja" suits are considered to be medium size. Of course, mods can change this.
  2. Nothing of the like exists so far. Changes to the names and nicks should be doable with a mod, but the backgrounds I believe are kept inside the localization.vfs file. It's doable, but it requires that you keep a backup of that file if you want to revert the changes, while in the case of the mod you would simply remove it without touching any of the key files.
  3. To unlock the prone and kneeling stances aswell as the crawling movement type you need minor suit wearing. The stealth training simply adds a bonus factor to it's stealth. IIRC, the "lower" stances and slower movement types increse stealth against some detection types. There's no actual "sneak mode" that you can set your units to.
  4. It's the only retirement that happens during the game, and is linked to the master key gate mission. You may get his daughter if he's KIA, but she won't have the "Fast learner" training, a great training if you ask me.
  5. I wouldn't consider it wise to "do whatever the hell they want with their drivers" if this includes alienating buyers from their products. As for Vista being a "poor OS to maintain", if others have managed to keep their drivers from crashing bellow a given percentage, how come nVidia hasn't? Whoever fault's it is, both Microsoft and nVidia are suffering from it as their products are being labeled to be buggy and should try to cooperate with each other to solve the issue. A lawsuit from Microsoft to nVidia won't help the consumers with their problems.
  6. It could be a bug. The game is detecting there's no more officer "slots" available and thus doesn't bother to perform a promotion check for rookies to become squadies.
  7. That's a matter of opinion, I for one didn't like the large number of weapons, particulary when there was little difference between weapons of the same class (rifles, guns, SMGs, etc...)
  8. You shouldn't have to. Anyway, try clearing the science bay by moving everyone to the residential area and then put the units you want back in there, see if that helps.
  9. Well, unless you let the BM take back a few territories whenver they manage to get pass your rocket defenses you're pretty much at a dead end. An alternative would be to edit a save game to turn over some of your territories to the BM, missions should start spawning after loading the modified save. You could also create a custom mod to remove the shaman interrogation prerequisite from the research topics you have locked by it.
  10. I'm not so sure myself, I just vagely recall something like that. I should pick up the game again sometime.
  11. IIRC, you don't actually research the aqua plastics, but rather a 2nd Deep One corpse. Anyway, here's the wiki about research glitches for TFTD Just scroll down to the "The Good Bit" part
  12. You've been mislead Azrael, I DON'T have access to the source. Maybe I should consider requesting this... I'll think about it.
  13. If you're interested in what UAC is then read this
  14. Kret replied to Tifi's topic in Modding
    What did you open it with?
  15. Very interesting and truly bizarre. This would mean that cyberdisc explosions follow their own set of rules.
  16. It's like the japanese word "Katana". Nowadays it simply translates to 'sword' or 'japanese sword' when in fact it was a certain type of sword. It's use gets generalized and thus is used for anything like it. The word 'revolver' for the french seems to be used for any type of pistols instead of the word 'pistolet'.
  17. It is irrelevant how "strong" a unit is when the explosion goes off if it dies, since the check is done against the explosive resistance of the corpse, not the unit. The sequence of checks an explosion seems to place units before objects (I think tiles are the first thing that it checks). If during the unit check the explosion kills or otherwise incapacitates the unit then a corpse object would be created and the object check would then destroy the corpse if the damage resistance of the corpse is equal or lower than the damage rating of the exposion in that tile, thus a corpse could never remain intact at GZ of a cyberdisc explosion. That civilian had to been killed at a later turn after it felt curious about the newly created crater. I'm also fully aware that the cyberdisc explosion only occurs at the level the cyberdisc was flying at and that it's not performed right after it's death, but queued after the last unit's action. In this case, if a unit fired in autoshot mode against a cyberdisc and the 1st hit kills it, the corpse would be created and the explosion queued at the end of the autoshot, so two more shots would still be fired and then the explosion would go off. I've never seen cyberdiscs fail to explode aside from becoming stunned (from stun or explosives).
  18. Who said I'm fighting it? I'm just giving you the clear cut explanation to what happened there, that situation isn't that strange. Strange would be having a unit get psi-panicked and run through the wall of the back side of the western wing of a terror ship or through a wooden fence, in both cases moving southwards.
  19. I doubt that civilian was killed by the explosion. This is because nothing remains after a cyberdisc's detonation, not even it's shell. Even if the game chocked and shifted the X,Y,Z coordinates of the explosion to antoher unit, no corpse would remain, or at least not at or near GZ. As for the cyberdisc dropping and not going off, this is quite common. Explosive damage will cause some stun damage, if this is enough to drop the cyberdisc unconcious, then it won't detonate. This is why one of the recommended safe methods of neutralizig cyberdiscs is the use of stun bombs.
  20. In the end, this only contributes into releasing a patch that changes the check frequency so it is only performed the first time after installation which simply add up to extra costs added to the loss of sales from the piracy they try (and eventually fail) to prevent.
  21. What about research? There's 2 sections inside the R&D screen. Did you overlook the research section?
  22. Could you list the items in the "Ready for Development" and "Not Ready for Development" in the Development/Manufacturing tab aswell as the ones in the "Ready for Research" and "Not Ready for Research" of the Research tab?
  23. Kret replied to MouseCo's topic in Pocket UFO
    I don't think post merging and flood control applies for admins. I'm not sure if you can configure this per group.
  24. In 1.5 and prior, capture missions still generate after capturing all possible targets for the BM and Martian factions, reticulan factions will give you only 1 chance for a soldier capture and then another for a commander no matter if you have managed to capture any or not. In 1.6 the game will continue to spawn capture missions for all factions until you've succesfully captured all possible targets for that faction, which at that moment will stop generating any new ones. If you can produce mines and grenades then you should also be able to produce dismantling sets. Check the Devices tab, then the Technical subtab in the production screen.
  25. As you've stated the game has two possible targets for martians. These are marked internally by the game and you don't actually get to see the difference. Oddly enough, there's no martian commander interrogation, so such capture is useless. The game will try to alternate targets, but it didn't seem to work properly and was somewhat random, the only mission where you could guarantee a martian soldier capture is the 1st one that spawns for that faction. All of this is fixed and corrected in the 1.6 patch. The interrogations of either reticulan factions don't bring forth anything of value. The rebel commander does unlock a research topic about the psionic healing devices, but this doesn't unlock any item, structure or other research. Other than checking a tech tree made by some fans there's no easy way about checking for missing subjects Story related, not a bug. You may proced to it's destruction at your own leisure. In version 1.5 and prior the missions where you're supposed to capture a Matriarch are bugged, the mission gets generated, but the target you will see in most cases is a Chief or another beastman type, but never a Matriarch. You'll still get the matriarch interrogation if the mission is sucessful tho. This is also fixed in the 1.6 patch

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