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turb

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  1. I am planning to take another try with TFTD but this time I want more challenging task. I wonder what do you think about my 'house rules'? Last time I started on superhuman and done really well for few months but when I started to build M.C. Labs I thought that the rest will be too easy. That's beacause I finished the game once some years back (not on SH and I think that I done some reloading then) and felt that its too easy with M.C. Control, DPLs and ion armours. My restrictions: 1. No realoading, except crashes (obvious) 2. No throwing underwater (key one) 3. No XP training, I first heard about it here, and didn't use it. Nothing new. 4. DPL w one waypoint only 5. No M.C. attacks, M.C. Labs ok, 6. No Sonic Reasearch until all Gauss related thing are discovered. 7. No grenade/medkit relay. 8. I am thinking about not using multiple nades thrown at one target, to add some realism 9. Maybe some reasearch slowing, f.e. allowing only 50 scientists per base. No modding, I like the game as it is. The one I could possibly think about would be increasing TU cost of using Medi-kit maybe to 20 or so. What do you thing? Artifact and Alien Colony missions could be a slaughter... and aquanauts average service time would drop, but it seem to be achievable.
  2. Hello everyone here! Fine forum. I am planning to play TFTD once again (I've played it in the past few times). I never really search the web for tips clues info about the game earlier, and since I read here that there are some crucial bugs like switch diffculty to begginer, research tree bug etc., I had a question to you guys here, what version do you recommend to start now, Dos w xcomutil, CE with fixes? and which? I am not interested in modding the game I am just looking for the least bugged one. Best regards,
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