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Sectiplave

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Everything posted by Sectiplave

  1. I think I'm at that stage NoX, my next play through I'm going trying to figure out some weird restrictions to impose. Melee weapons and grenades only? Something silly like that would be amusing for me now.
  2. From memory the first time I finished TFTD was before the year 2000. Since then over the years I keep coming back to this game, and without a shadow of a doubt it is my favorite strategy game. All up I'm going to be conservative and say I've finished the game between 8 to 10 times fresh start to end, it wouldn't be uncommon to start a fresh playthrough during school holidays and be well beyond the point of being able to finish the game by the end of the holiday season. The majority of these play throughs were based on the Vanilla DOS version so I became familiar with all the bugs. I think my most memorable play through was when I had a competition with a school mate to see how ridiculous we could get our save file (money, bases, soldiers) he ended up the winner months down the line when I went and played on his save file and saw that his USO number was in the thousands and the colonies had reached the 100's, the list of "retired" soldiers on each side was similar. (Retired meaning core stats were about to roll over the 255 limit and make them useless) It's been a couple years since I have played Xcom UFO or TFTD (I have played a lot of Xenonauts during this time) and I'm having an absolute blast playing TFTD via OpenXcom, I have been playing this for only 2 days and the 'quality of life' changes in OpenXcom very likely mean I'll not be able to return to Vanilla. Seriously the keybinds and battlescape scaling making playing the battlescape scenarios much more enjoyable for me.
  3. In relation to OpenXcom, you can also vary the level of the battlescape zoom to original or 1.5x / 2x original. I understand what you are saying about atmosphere, I personally play on 1.5x original view space as it gives a nice amount of view, but still retains the claustrophobic atmosphere that I enjoy in TFTD. You also have remappable key bindings to all actions in the battlescape with OpenXcom, I have view movement mapped to WASD, tab to switch soldiers 1,2,3 centers on spotted aliens, spave to end turn etc. e to use weapon, and once you become proficient with these changes, I find you can significantly increase the speed with which you conduct the battlescape scenarios. Add one vote to Maurice76's idea, it might be worth doing a voice over separate to the video clip if you are concerned about how you are conducting your commentry while playing the game and it is impacting your decision making. I can identify with your thought patterns when it comes to gaming and conversing with team members or doing recording. I am an introverted individual so I analyse myself regularly but doing this while gaming does give you less mental focus on the actions you take. I'd say try the post recording method (that might also fix voice volume vs game volume) and that the more you practice the easier it will become I have found. The idea of raiding the first stage of the colony for supplies makes more sense and it is actually a good tactic with high risk vs high reward doing it in the early stages of the game. It'd be cool to see another attempt based on what you've learned soo far and with your focus on the game and then add voice over secondary. I'm currently playing TFTD on OpenXcom on Genuis but I'm now inspired to do a Superhuman Ironman play through next.
  4. You are a very brave commander assaulting a colony with soo many unarmoured Aquanauts! I've only watched bits and pieces of the vides but the #1 feedback from me is your voice is too quiet compared to the game Audio, many people are hesistant to put themselves out there but the voice over is VERY important to make videos more interesting. I really like this challenge you have set for yourself with Ironman Superhuman and I may try something similar. Just a note, have you played with OpenXcom now that it supports TFTD? It has an Ironman mode you can enable to keep you honest and it fixes many of the games bugs while being very stable
  5. Just popping in to say nice work on the give away Zombie! I hope all the winners enjoy TFTD even half as much as I did! (still do). I recommend anyone to play a vanilla playthrough and enjoy the game in it's original glory. If you feel the urge to play again I'd highly recommend the TFTD extender which fixes many of the games bugs and has some interesting mods.
  6. Sectiplave

    TFTD Extender

    I am using your method to get around this issue also. However going back to 1.7.0 I get a guaranteed crash if my soldier throws a grenade on the battlescape so have to have "hot grenades" turned off but I really like this mod Guess I need to wait for the next patch to get the best of both worlds. Starting a new game after 2 years away with almost all mods turned on, thanks for the fun Tycho
  7. Sectiplave

    UFO Extender

    TFTD counts as a more recent version of XCOM right?
  8. Sectiplave

    TFTD Extender

    Very cool to see this is still getting updated. I don't think I've played since the alien bases were being fixed. Will be very interested to see how they play out now as in vanilla they would give me many odd problems.
  9. Sectiplave

    TFTD Extender

    I think these changes sound great! It will give more enjoyment to do multiple base raids without them feeling too long and boring. This sounds like a good idea for maps that contain smaller craft, at the moment I have to use 2x sonic displacers as they have 100TU and good scouting capabilities or it can take too long. Speaking of the Sonic displacer, I find their starting position on the Leviathan is very poor considering they are 2x2 you need to move many troops which defeats the point of having a HWP scout in my opinion. Is there anyway to alter the starting position or even possibly move the door from the side of the Leviathan to the bottom?? Just an idea I keep having.
  10. Sectiplave

    TFTD Extender

    Nice update! Save Equipment saves a lot of time on tactical missions.
  11. Sectiplave

    TFTD Extender

    Tested and the leviathan bug is fixed. I never ran into any issues with PWT launcher, still working fine.
  12. Sectiplave

    TFTD Extender

    I am running Win7 32bit myself, so I still have the issue of not being able to assign technicians to manufacture the Leviathan. I'll see if I can can put in some time to try re-create a save of the reaction fire bug that I had noticed, will post up when I have one that can show it reliably.
  13. Sectiplave

    TFTD Extender

    Cheers for the info, wasn't aware Gauss ammo was limited to 5 technicians. I have turned off the manufacture rate limit fix and have started manufacturing Leviathan's without any issues, will turn it back on again once I've made enough of them. I am running "Start with Alternate Tech Tree=1" I was wanting to check, how do I actually set it to level 3 if I wished to? "Start with Alternate Tech Tree=3"?
  14. Sectiplave

    TFTD Extender

    Nice work! Just played a terror mission and items were working on land. I have encountered a manufacturing bug at the moment, I am unable to assign any technicians to build the Leviathan, I am also limited to assigning 5 technicians at maximum to make Guass Cannon Ammo. I noticed the cannon ammo bug was present in (patch 1.05p1.1) but was not far enough along to know if the Leviathan was also the same. Attached save game with the manufacturing bug.
  15. Sectiplave

    TFTD Extender

    It looks like I have misread the wiki, I currently have it set as "Start with Alternate Tech Tree=1" I was not aware of how you specify the level of alternate tree you were wishing to use. For future clarification, if you wished to use level three it would look like "Start with Alternate Tech Tree=3"? It might be worth exanding on in the UFOpaedia entry if that is the case. Thanks for that updated research.dat! I will use that. EDIT; Have also found MOD; Use All Items On Land is not functioning, Gas cannons and standard missile launcher will not fire. Mag ion doesn't allow flying.
  16. Sectiplave

    TFTD Extender

    Hello again, Yes I will be able engineer a save file for the reaction fire bug, I spotted it a total of three times in my play through so far, so it shouldn't take too long, will post again once I have one for you to test with. Here is a copy of my research file to download; http://homepages.ihug.co.nz/~shamarhenderson/RESEARCH.DAT I would go as far as to say that once you have played with the extender, you could never go back, such a great improvement. Look forward to your next updates and will continue to spread the word of the TFTD extender. Cheers!
  17. Sectiplave

    TFTD Extender

    Hello, Just have to open by saying I've been waiting for someone to get the extender running on TFTD, great work! After finishing the new XCOM I'm having fun on a new play through of TFTD (probably my 6th or 7th over all since years ago) on true Genius difficulty, I wasn't aware that every time I played the old DOS version I was playing beginner regardless of what I chose Just wanting to report in on a few bugs I have noticed, for reference I am using the TFTD CE edition files from Steam, I started a fresh install and new game with TFTD extender 'patch 1.05p1.1' installed (installed as per the post by JurrasicUtility), and have upgraded to 'patch #2 for version 1.05' when it was released. BUG; Aquanaut firing after an alien reaction shot uses alien weapon; I have noticed this on a few occasions as early on I was using full Guass tech, if I spotted an alien and went to shoot at it, and the action of my aquanaut turning on the spot caused the alien to fire a reaction shot, when it came time for my aquanaut to fire he would fire with the same weapon the alien was holding, the visual effect and sound effect matched the aliens weapon, interesting to see Gauss visual shooting sonic shots. BUG; Explosives going off in an aquanauts hand are centered where they started the mission; If you arm an explosive and let it explode in your soldiers hands (yeah my time unit management isn't great sometimes) the explosion is centered on where the soldier was standing at the start of the mission, not based on his actual location. I've had this demonstrated by Magna grenades as well as dye grenades exploding inside my craft even though they were well away from there. BUG; Crash when entering stage 2 of Alien Artifact mission; When attempting to transition to the second part of the Alien Artifact two part mission it crashes and states that it was "unable to fit Y axis" if you view the Terror from the deep.exe window MOD; Save equipment doesn't appear to function; I have noticed the same issues as Nilex, it is assigning some troops a gun plus an extra magazine while assiging other troops empty weapons. MOD; Alternate tech tree (Vibro blade); I currently have a vibro blade in my stores, I have not researched a Calcinite but the option to research the Vibro blade is not appearing. The alien sub and ion / Mag ion armours did work as mentioned in the mod. Hopefully this information is helpful, I can supply a save game to show my research for the vibro blade not appearing as well as a save for the alien artifact part 2 causing a crash if required. If these issues are unique to myself and not happening to others I'd be interested to know as well. Can I please get confirmation on a OBDATA change I am wanting to do to make the magna pack USO breachable, this would be "MAGNA-PACK Damage=200" listed under the current OBDATA mods in the extender correct? Also does anyone know if changing the damage, also changes the explosion radius? I cannot tell you enough how much I am enjoying a playable version of TFTD on current computers, thanks for your efforts Tycho and Kyrub! Edited; 24/10/12 for easier to read layout.
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