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Author Topic: X-Com:TTS Multiplayer [Human Thread] 2.0!  (Read 11799 times)

Delta Foxtrot

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #15 on: April 03, 2012, 07:57:40 pm »

I could get Prox 'Nades and mine the entryway, but I keep forgetting.

Forgotten explosives? In my X-COM? For shame.
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mainiac

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #16 on: April 03, 2012, 09:08:37 pm »

You should just pack some heavy explosives and blow a hole in the ufo side instead of going in the front door next time.  Never know what hit 'em.
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Ancient Babylonian god of RAEG
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"Don't tell me what you value. Show me your budget and I will tell you what you value"
« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
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warhammer651

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #17 on: April 04, 2012, 09:24:36 am »

I don't think you can do that in this game, and I know you can't do it in any unmodded xcom game
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Jacob/Lee

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #18 on: April 04, 2012, 09:35:22 am »

In the unmodded game it takes heavy plasmas or blaster launchers to blow a hole in a UFO. Not sure about this one, though.

USEC_OFFICER

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #19 on: April 04, 2012, 09:58:33 am »

In the unmodded game it takes heavy plasmas or blaster launchers to blow a hole in a UFO. Not sure about this one, though.

According to UFOpeadia, only blaster launchers can destroy the outer hull of UFOs, but the inner walls can be destroyed by plasma fire (and if you can somehow manage to get it inside, a laser tank can also destroy them). UFOpaedia doesn't say anything about High Explosives destroying UFO walls (inner or outer), but I have no idea how far X-COM:TTS diverges from the original game.

As an experiment, try bringing three High Explosives the next time you down a small/medium scout. See if one high explosive can destroy the outer walls, and if that doesn't work try two at the same time. If two High Explosives can't breach it, then you'll have to wait till you get Blaster Launchers. I would also suggest testing them against the inner walls of the UFO, but none of the alien craft have inner walls yet.
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mainiac

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #20 on: April 04, 2012, 06:00:34 pm »

I remember blowing holes in something back in the day.  Wonder what it was.
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Ancient Babylonian god of RAEG
--------------
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"Don't tell me what you value. Show me your budget and I will tell you what you value"
« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
mainiac is always a little sarcastic, at least.

Flying Dice

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #21 on: April 04, 2012, 07:10:45 pm »

I believe TTS includes the addon that allows the destruction of UFO hull walls with HE.
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Comp112

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #22 on: April 05, 2012, 01:34:22 am »

Alright, after playing this game a lot with Orb, the only thing that can blow a hole in ship walls are the high explosive chargers, and be  very careful with them as well. That was one of my strategies when I played him, he will be prepared.

Prox grenades are your friend!
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mainiac

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #23 on: April 05, 2012, 07:08:11 am »

Are doors equally resilient?
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Ancient Babylonian god of RAEG
--------------
[CAN_INTERNET]
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"Don't tell me what you value. Show me your budget and I will tell you what you value"
« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
mainiac is always a little sarcastic, at least.

JacenHanLovesLegos

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #24 on: April 05, 2012, 12:35:54 pm »

Posting to watch.
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Comp112

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #25 on: April 05, 2012, 11:43:15 pm »

Are doors equally resilient?

Yup.

Also, cores will only pop from high explosives as well, but it is so satisfying setting a high explosive trap next to one...
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Burnt Pies

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #26 on: April 05, 2012, 11:50:50 pm »

Yeah, might be satisfying, but that's 150k worth of trap. Not one I'm particularly wild to try given the difficulties I have with money right now.
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Flying Dice

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #27 on: April 05, 2012, 11:54:27 pm »

Yeah, why would you willingly blow up the equivalent of 2.5 scientists?
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EuchreJack

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #28 on: April 06, 2012, 01:25:34 am »

Because the game doesn't let you blow up 2.5 actual scientists?  :P

Flying Dice

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Re: X-Com:TTS Multiplayer [Human Thread] 2.0!
« Reply #29 on: April 06, 2012, 08:47:49 am »

Because the game doesn't let you blow up 2.5 actual scientists?  :P
Civilians make for acceptable substitutes. Though you may have trouble with the 1/2.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable
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