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Messages - long6oarder

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31
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
« on: February 03, 2018, 12:19:05 pm »
Please find attached the latest updates for the English translations for version 2.06.

It includes all the latest spelling corrections and all formatting corrections. It is true to the story created by Nord. :)

The date of this English translation update is written at the bottom of the file. Be careful not to spoil things for yourself!

32
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
« on: January 03, 2018, 09:50:28 am »
Hello there! Out of curiosity: does anyone elve have experienced with this? (clik to see)

Hey mate,

Yes, I had this happen to me just yesterday. I had shot and killed an enemy on a rooftop, and suddenly the game crashed. I reloaded from an autosave, and I tried to reproduce the crash (see attachement), but it never happened again. I thought maybe it could have something to do with the Coup deGrace feature, so before the mission ended, I had a recruit put a sleeping enemy in one hand, knife in the other, but did not execute him. I then finished the mission, and no crash happened. Also, when the crash happened the first time, I believe the enemy that I killed was not the last one (so the bug may not be related to end of mission). This was a shore settlement mission.

Moreover plase may the difficulty levels have some "tampering"? I mean, for instance at superhuman level in x-piratez i manage to reasonably progress - though i'm a supersuper newbie - while inTWoTS in the first 3 months i was not able even to beat a single mission? Seems that difficulty level is the same as vanilla TFTD, tha is to say almost impossible!!! So i wish superhuman may mo a bit more human  ;D

Spoiler:
Regarding the difficulty, I have started a game on Genius, mostly because I wanted to play through and check my English translations, and also because I don't want to struggle. However, it is actually surprisingly easy on this setting. I don't have many missions come up, but my score doesn't seem to be suffering either. The missions themselves are not bloodbaths, and I typically succeed. The one exception, though, is the underwater missions with Polyphs. I haven't had a chance to play one of those missions with my new Triton, so the three missions I have tried against Polyphs so far had my aquanauts fully exposed, and those missions were all horrible. It was like sending my squad to the firing line to watch while they are executed. I've only ever killed one Polyph and it cost me five agents to do it. Now I just skip those missions with hopes that maybe when I get the DPL I can kill one.

So, other than the Polyphs missions everything else is going well. So far at this difficulty level I have unlocked new guns faster than the missions come up, so I have only deployed about half of the firearms I've researched. Often, I can wait for more research to unlock the next upgrade. To me, this makes it seem like the missions should be more frequent than they have been. Perhaps Nord has focused on pacing the game for the veteran difficulty setting, since nearly everyone will choose that.

Overall, I am really enjoying the mod so far. :)



33
I see. Thanks, you two.

I will try to regenerate this condition and get back to you. :)

34
Hello all,

Thanks to everyone who makes this community excellent!! I am constantly impressed by what you all create and how tirelessly you are work to create interesting and thoughtful enhancements for these games. :)

I hope this is the right place to ask about this. I have always noticed that at the end of a successful mission, I still get warning messages about how I am low on ammo or guns or something needed to fully re-equip my squad.

The line of reasoning for the game's behavior makes sense to me for most cases:

  • Mission failed, and everyone dies: all lives and ammo/guns are lost, and so is the craft (or even your base).
  • Mission aborted, some recruits escaped: all ammo/guns left on the battlefield are lost, but any corpses, artifacts, live aliens, wounded/stunned recruits on board the ship when aborting are saved/collected.
  • Mission successful, no one dies: all (not destroyed) loot/corpses are collected, and any fired-off ammo is subtracted from your stores (I have no idea how this has been implemented for the ammo: is it an exact count? or only half-empty magazines are lost?)
  • Mission successful, some recruits died: 'a standard end of mission' screen shows you the loot/corpses/artifacts/live aliens you collected, and anyone not dead is saved. However, all dead recruits guns/ammo which have not been deliberately picked up by another recruit during the mission is lost.

This last scenario is what I would like to discuss. So if we are to believe a clean-up crew sweeps the site after a successful mission (or even if the last recruit(s) does it) and collects all the not-blown-up (not destroyed) artifacts, ammo, and corpses, why won't they also grab any X-com guns/ammo/equipment?

Of course, bodies and guns/ammo that get blown up/blown away shouldn't be available to retrieve, and in fact, I love that about the game. How many times have you thrown a grenade near a stunned recruit (who you thought was dead) only to accidentally finish them off? OOPS! By the way, whoever created the new zzZ icon over stunned bodies is a genius/superhuman.

But for those piles of X-com loot scattered throughout the site (sometimes easily spotted because they are marked with a dead human being), can't we recover those? Perhaps the half-used magazines could be ignored, or a percentage of items could be considered 'lost' because the clean-up crew won't spend hours looking for e.g. a single primed proximity mine (better to let a civilian child find it).

So I guess you understand what I am asking about: why doesn't the 'clean-up crew' collect all (or most) of the remaining X-com equipment after the missions?

I am a little embarrassed to admit this, but I can't tell you how many chemical flares I have picked up off the ground during the last few turns when I know the mission will be a success. It's pathetic, I know. But I have also run out and fetched sonic cannons from nearby dead aliens just before aborting a mission just to try to pay the next meat shield's salary for a few months. Here's to all the X-Com penny pincher's out there!  8)

I would love to hear people's thoughts about this. :)

35
Help / Re: Can I make a retaliation lander slow down first?
« on: December 26, 2017, 03:58:31 pm »
LOL!

36
Open Feedback / Re: Change Geoscape Background?
« on: November 12, 2017, 03:52:13 pm »
I see. Thanks for replying. :)

Has anyone done a LP of Area 51 which shows this 'improved nations' mod in action?

37
Open Feedback / Re: Change Geoscape Background?
« on: November 11, 2017, 11:43:12 am »
Hey Hobbes,

Do you know if there has ever been any talk about updating the geoscape itself? It seems like it would be possible to change it to something that better reflects the quality of the rest mods and updates rather than the low-poly, chunky geoscape leftover from the original game.

38
Troubleshooting / Re: Please help a rookie install TFTD
« on: September 23, 2017, 09:34:59 pm »
Okay. Whelp, I found it.

https://www.ufopaedia.org/index.php?title=Installation_FAQ_(OpenXcom)

And of course, IvanDogovich made a youtube video for fools like me.

https://www.youtube.com/watch?v=L1WUpX9n7gY

Fantastic work on these you guys. Thanks for making it easy!

Also, to get to TFTD you go to the MODS tab and at the upper right select TFTD from the drop down menu.

39
Troubleshooting / Please help a rookie install TFTD
« on: September 23, 2017, 08:23:45 pm »
Hello everyone!

I am sorry to have to ask this, but I cannot understand how to install Terror from the Deep. I bought both games on Steam last year, and I successfully installed OpenXcom (UFO) and FMP, but I can't remember what the hell I did. I do recall struggling, and I had to ask for help then, too.

I am quite embarrassed to ask for help with this because I know many of you have taken the time to write out instructions that are clear enough for complete rookies to understand. The problem is: where are those instructions for OpenTFTD, and how can I tell if I am reading the most recent instructions?

It seems like openTFTD isn't as popular as OpenXCOM (UFO), so I wonder if downloading the latest nightly build has anything to do with TFTD, or if all the attention is only focused on OpenXCOM (UFO).

I have been looking all day, and I will keep looking, but if anyone knows where I can find the latest and greatest build for TFTD, I would greatly appreciate some links. Specifically, I am looking for:
  • OpenTFTD which has the same interface as OpenXcom
  • Reassurance that the most basic patches/bug fixes are dealt with in that first installation (so that Original TFTD would be patched and stable at that point, or if not, what else do I need to do)
  • Instructions for how to add individual mods
  • Instructions for how to add Full Game mods, like the ones new_civilian or Nord made

Thanks in advance, and again I am grateful for your patience.




40
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« on: September 23, 2017, 05:59:48 pm »
Hello all!

How exciting to stumble across this thread! I've been looking for a full game mod of TFTD and it looks like I have found one.

@Nord , if no one has done it already, I would be happy to proofread/spellcheck the English in your mod. I can help with American English better than UK English. Proofreading may end up spoiling the game for me, but since I haven't contributed anything to the community yet, I will still gladly do it. Just let me know how I can do that for you. Do I just read through and edit the "plain text" portions of the code and then send it back to you?

What is the status of this mod? Is it ready/stable enough for a playthough? May I ask how it compares to Civilian's mod of TFTD? Since I am not too good at fixing errors if something in the game is broken, I would like to play the more stable mod for TFTD. Even if you all think I'd be better off playing new_civilian's mod, I would still like to help with the spellchecking of this mod.

I'm excited to play this game again while waiting for OpenXCOM 2.0!

EDIT:

So I have been trying to get this mod going, but after I have read through this thread, I can see that I am very far behind. My goal here is to play a TFTD mod for the whole game, which is what TWoTS+ seems to be (even though I don't even know what the acronym means). However, in this thread there are mentions of OCXE+, new_civilians combo patch, and other mods.

Could somebody please tell me which mods are relevant here? I know you don't need to have every single mod going, but it seems stupid to try to play a random handful of mods just to have the game unbalanced or crash from conflicts.

What is OXCE+?
OXCE+ information: https://openxcom.org/forum/index.php/topic,5251.msg78299.html#msg78299

What is new_civilians combo patch? What other mods should be installed to go with TWoTS+?

I was able to figure out how to install the lastest nightly build, and I was able to also install the latest version of FMP, which is not relevant for TFTD, but I wanted to be sure I could do it.

The trouble now is that the one simple TFTD mod I tried to install only shows up in the UFO Defense MODS list. It was just a simple sound mod (for the Deep One's noises), so I copied it into the /mod folder in my 'user' folder, but it doesn't show up for TFTD, only UFO Defense. Where are TFTD mods supposed to be placed?
For some reason that particular mod didn't work for me. However, I've successfully installed new_civilian's My_TFTD_Mod v.1.02 just by copying it into the /mods folder (same as FMP). This time the mod showed up in the list for TFTD.
https://openxcom.org/forum/index.php/topic,4931.15.html

I am feeling about 97%96%91% incompetent. I have been searching the forums, but this place is so full of information and conversations, both recent and woefully outdated, that it's extremely difficult to find the best and most current info on any given topic. I commend you guys for keeping it straight because I am hopelessly lost. I guess I am good for now. I am excited to see what becomes of TWoTS+ someday.

Okay, I was finally able to get this mod installed, too. I don't know what the hell I was doing wrong the other night. Now it seems pretty straight forward.

Also, Nord has allowed me to contribute by proofreading the US English translation of his work. I won't spoil anything, but from what I am reading this is a really cool and impressive mod!

41
Sorry for the late reply. Great to hear you are also getting married. Remember happy wife, happy life!

I told my cats you said hello, they looked and meowed as per standard so I think thats message understood. The recordings are into mid game now, so you will be joining the ranks in a while. Will see what i can do regarding a sniper position coming up :-)

No worries on the long reply. :) Glad to see that you're back! Thanks for accepting my enlistment application!

42
Hello Richard!

I have been listening to your Let's Play for the past few months while I am at work. It's nice to have on in the background while I am doing the more menial tasks that are part of a desk job. :) Plus if something crazy happens I typically alt-tab and rewind.

Congratulations on getting married! I am also getting married in three weeks! I mentioned to my fiance that I was listening to another LP (since I went through Meridian's twice now), and she said, "MORE X-com?" Uhh, yes. MORE X-COM!

I had quite a good laugh at around 24 minutes into EP03 of your LP when WarBoy accidentally shot a rocket basically at his own feet and killed himself and three others.  LOL! The poor bastards!

If you are still recruiting, I'd love to join the ranks. If I may make requests, I would like a sniper, and if I somehow make it to the late game, I would like to wield a Plasma Blaster or a Scatter Laser. Those things are hot shit! My name is Long Boarder, and it can also be spelled "long6oarder" with a 6 instead of a 'b'.

I hope you are enjoying your new house and new marriage. Tell Socks and Apollo I said "Hi!".

43
Troubleshooting / Re: Please help a desperate rookie :'(
« on: July 02, 2016, 04:55:53 am »
Hello all,

Just quickly checking in. I finally started the game! I did not notice the option called "Item is destroyed on research". Has that been included automatically now?

Thanks,
Chase

44
Troubleshooting / Re: Please help a desperate rookie :'(
« on: June 30, 2016, 09:10:50 pm »
Hello everyone! (as Meridian would say)

I just wanted to check in to say thanks again and also to give a run down of what worked for me in case others show up and read through the post.

I followed Hobbes' rundown very closely but I had to make a couple of changes. I will repost his outline and add my comments:

* Get the nightly and unzip it to your Desktop
____done.
* Open the original game's folder. Copy the GEODATA, GEOGRAPH, MAPS, ROUTES, SOUND, TERRAIN, UFOGRAPH, UFOINTRO and UNITS folders to the /openxcom/UFO/ folder of the nightly
____done. The original game folder for me was found in (I am pulling this from memory so I hope it is close to correct): C:/Program Files (x86)/Steam/steam apps/common/Xcom/UFO
* Run the nightly to create the C:/users/yourname/Documents/OpenXCom (if it isn't already created)
____done. This did work and the folder was created in the /Documents folder.
* Copy the FMP folder to C:/users/yourname/Documents/OpenXCom/mods/
____I tried this and got nothing. What ended up working for me instead was copying the FMP folder into the OpenXCom/mods/ folder which is within the nightly build folder that I just put on my desktop. I also deleted the copy in the /Documents folder and the FMP still worked.
* I don't know how Lorcan's mod works - you either use it to replace the files on the /SOUND folder of /openxcom/UFO/, or you need to install it by copying its folder to C:/users/yourname/Documents/OpenXCom/mods/
____I tried to make a SOUNDS folder in the OpenXCom/mods/ location just like I did with the FMP, but that did not work. I did get it the new music to work by directly substituting Lorcan's .ogg files for the original .mid files in the SOUNDS folder which I had just copied and was now in the nightly folder on my desktop.
* Start OpenXCom. Go to options and select the FMP on the mod list.
____done.

Upon starting the game the new music plays and the main menu shows the release date of the latest nightly. So far so good. I also was able to locate and switch on the FMP in the MODS section of the main menu. I then quickly started a new game and looked through the options of base facilities to build. Large Living Quarters is available, and as far as I can tell that is part of the FMP, so I believe the installation was a success.

Now all I have to do is read through all the mod options in the main menu and actually start playing the damn game!!

45
Troubleshooting / Re: Please help a desperate rookie :'(
« on: June 27, 2016, 07:52:49 pm »
Excellent. Thank you all!

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