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Messages - murkhach@centrum.cz

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31
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) New USO
« on: April 14, 2023, 10:28:50 pm »
High I tried design new USO (3 different interiors variants included)
 - the idea is shielded fast  durable killer with strong CREW
 -  I experimented with  relative complex interior with lots of ZRBITE and ACCELERATORS however with pre-primed SONIC PULSERS (so you need to be quick to gain something more  from landing)
 -  In deploy there are two pods of terrorist so  the mission is challenging


  in zip are maps/routes and  extracted parts of modified rulesets


32
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: April 14, 2023, 10:06:33 pm »
You're correct that you can purchase Aqua-Jet Cannons at start and there isn't a ufopedia article for them. You get the ufopedia entry when you research Heavy Aquatic Weapons. Looking at Items.rul, I think this is a bug and STR_HYDRO_JET_CANNON and other related definions are missing "requiresBuy: [STR_NEVER]", i.e., you shouldn't be able to purchase it at all, just produce it after researching heavy aquatic weapons.

I never personally paid attention to this because I have never found any use for those weapons (I always rush the other weapons, starting with ADS, then X-rifles then Gas Cannons and jet harpoons with SC ammo; laser rifles come at some point but they are preferable to X-rifles only in a few scenarios. The only weakness with this approach is combat in the close quarters early on, but I have always managed).

You can fix it manually by putting this at the begin of ITEMS.RUL
  - delete: STR_HYDRO_JET_CANNON
  - delete: STR_HJC_AP_AMMO
  - delete: STR_HJC_HE_AMMO
  - delete: STR_HJC_P_AMMO

Hydro JET is bulky and heavy-  however with auto-shot  and HE or ZRBBITE bolts you can  do good area damage  (I missed aimed-shot for this weapon, but  can be easily added by modding)


 

33
I finished first playout of this great mod.

According to my experience and expectation 
  - Disruptor Ammo  - too powerfull -- reduced blast radius to  9
  - Sonic pulsers      - too powerfull -- reduced blast radius to  5     
  - Micro torpedos   - great for fun  -- incresing wayponts to 3 make them more usable
                               - missing acid variation
  - armory               - great and nice  map
  - Nagas                 - as mentioned bellow they deserve much more variety in ranks
  - Abyssians           - nice story improvement
  - alien dungeon    - quite hard mission  - however keep it as it is
  - hybrid subs        - are very soon replaced by  latest subs
  - usos                   - in my opinion Big subs should be more challenging 
                                  ( I even considered to alter  base defense mission to  heavy cruiser  and no commander)
                              - great experience with increased  interiors variety
 
  - final mission      - adding challenging prerequisite  FREAK COMMANDER  that  can be only captured in Armored dreadnought (4 level high sub)  , that never lands and so must be shoot down

  - TLETH map    - 1st     floor  Great
                         -  2nd   floor  May be more  aliens (but may be SH will make it more challenging)
                          - 3rd   floor  Adding Ancient tentaculats (more HP and armor and  little less TU , adding slightly better armor for Guardians in this mission)
  -  protobiont     - dead end research that  unlock nothing                     



I experimented with some minor modding   -and gained much more fun from it
  - Buff Naga in own unique  way 
         (Guards and Lords - more HP , strength and  better armor )
         (Sorcerrer   better reactions, accuracy  and MC capabilities)
  - buffing Abyssians 
        (vulnerable just to acid and partly stun and HE)
  -  buffing  Calcinites Proto form
       (vulnerable just to fire and little stun and HE)


   

34
High
I found Terrain expansion for TFTD with some new terrains
I accomplish to  inject part of it (Mountain Terrain ) into TWOTS .

I recommend it to try out -  playing experience is  great due to increased variety of underwater missions.

I considered as well to increase variety of  mutants mission by borrowing some terrain from  xcom1 and especially its terrain expansion mods, but maybe later.


35
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: March 13, 2023, 12:02:29 pm »
now (Jan 2039) capturing a live Oct is not even possible anymore, unless I chance upon and shoot down a sharkmen battleship going on a terror mission.


I suggest to change  AlieeMission rule for Artifact site  (CACHARODRONS fits really nice for this type of mission)

  - type: STR_ALIEN_ARTIFACT
    raceWeights:
      0:
        STR_AQUATOID: 20
        STR_GILLMAN: 30
        STR_CARCHARODON: 50
      6:
        STR_CARCHARODON: 100
      8:
        STR_CARCHARODON: 70
        STR_MIXED_CREW: 30
      10:
        STR_CARCHARODON: 40
        STR_MIXED_CREW: 60
      12:
        STR_CARCHARODON: 10
        STR_MIXED_CREW: 90



36
Cormorant is so weak that it is essentially useless.
I thing that this is  due to weakness of early cannon weapons

However, you will gain detection vessel soon enough, which is so slow that it is ideal to delay events (you can do "time shifting" of multiple days, even).
Interesting , I did not  use that this way ;-)

It already takes at least two barracudas to be able to defend your transport against hunter-killers (and even that is not completely secure if the HK happens to be shielded). Taking the second away would be crippling.
I expect shielded subs appear  in late stage of game (one should have better tech at that moment)
HK have limited range so you can bypass dangerous areas by using way-points
1x D.U.P and 1x basic cannon can destroy hunter
Enhanced plastic cannon can help as well 

you can't get it right away due to the lack of aqua plastics for everything you need (including at least one poseidon).
Well reducing resource consumption to
    70 aqua plastic  for Baracuda
  200 aqua plastic  for Poseidon should help

 

37
By playing the game It seems for me that  hybrid-subs are very soon replaced by late ones.
(changes are Bold)

So I suggest these TIER Ranks :
 0 :  basic
       SEAMASTER 1x Torp


 1:  flying subs 2 weapon slots
      requires :   supercavitation
        CORMORANT    2x Canon
        TRITON 

 1.33
     requires: Khimtar Box, triton 
        BARRACUDA   1xCanon 1xTorpedo
 
 1.66: 
      requires :   aquaplastic , barracuda
       POSEIDON
       MORAY     2xTorpedo


  2  hybrid subs  (3 weapon slots)
      requires :   Ion Beam Accelerators 
       DEEP ANGEL   2xCanon 1xTorpedo  200 damage capacity - it is made from plastic and should be superior to moray
       TYPHON          1xCannon
       MAKO              3xTorpedo

 2.5
     requires :   Ultra Dense
       STINGRAY   1xCanon 2xTorpedo  - suppose at his stage player is still more dependent on Torpedos
         


  3. high speed subs  (4 weapon slots)
      requires :   M.C. Lab, Ancient Clone Chamber, Ultradense
      MANTA  : 2xCannon 2x Torpedo 550 damage capacity - it is made from plastic and should be superior to stingray
      HAMMERHEAD : 2xCannon
     
  3.5
      requires :   molecular shield
      LEVIATHAN  3xxCannon 1xTorpedo
      FLOUNDER -
     
adjusted LORE for high seed subs
  - the sub is living organism and without living crews it soul died and left only empty casket
  - after experiments with M.C.   capable aquanauts we were able to clone part of their soul to that casket and connect it with  other componnets
 
Another adjusted tech dependency
  ZRBITE            -   requires any Technician
  ULTRADENSE   -   requires Naga Guard Interrogation  (naga Lord is dependent on Naga Guard)
  P.W.T               -   rqquires Tasoth Guard               
 

38
According to my playthrough  when I had smooth flow of gaining technologies the Sonic technology seems to  coming quite late.
 
 - self propelled projectiles  - OK      - gain early decent technology for hitting aliens
 - heavy aquatic weapons   - Great  - absolute need for killing monsters     (later zrbite amo is very powerfull - maybe consider some races to be less vulnerable to explosives )
 - Shard weapons                - Good  - reasonable requirements
 - gauss technology             - Good  - sniper rifles are great   (may be  do make it  little bit harder to obtain)
 - sonic                                 - Good  - but extremly hard to gain 
               in my opinion  alien implants should be dependent on  (examination room & medic  - able to gain from  barge)  while advanced bionic still depends  on medic_plus 
               to unlock  thermal launcher - I suggest requirements of   implants & commander & alien weapons
               to unlock  sonic                      I suggest requirements of   implants & commander & alien weapons  &  gauss
 - PWT  & Ion                       -             they should come far later after sonic (maybe trident should depend on Naga guards & naga  city)



39
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: February 09, 2023, 10:40:18 am »
Then even more, i dont understand why you give them supernatural abilities. In the movie they was clearly deep dwellers, with subtle body and water-bending technology.
In TWoTS, they are a "glass cannon", who can be killed with ease, but can provide huge damage if shoot first.Indeed, i have received many suggestions to reduce difficulty. But, as Meridian proved, mod can be done without savescumming.
Well I simply like the game as versatile as could be, with parallel  technologies (Bio,SONIC, Pwt, M.C.).
The intention altering Jellymen  was to add different  play style  (sniping wih HIGH tech from far does not work any longer)

I am not sure if its worth it, but another interesting feature for some  side missions will be adding limit for  only small transport (Seamaster, Typhoon, Hammerhead)

I appreciate a great amount of  work done on this mod. Nice experience to play
 

40
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
« on: February 08, 2023, 11:09:51 pm »
You certainly seem to want an added challenge. I've played several SH/IM campaigns, and at least with that difficulty and hence no save scumming, Alien Biolab or Barge mission is essentially impossible (with aquatoids or heavy aqauatoids) unless you have screened and/or implanted your aquanauts already. I think once or twice I have tried the barge with two gauss heavy drones with aquanauts which haven't suffered from MC attacks in other missions (a very unreliable test) and barely survived, but Biolab would have been even more difficult.
Barge nad Biolab are  difficult but ..
  - if you place weapons in backpack Ai would not  equip them  ..
  - exosuits and pure knives work extremly well  vs aquatoids
  - you can stun first medic , take them to hand and abort mission
 

41
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
« on: February 08, 2023, 10:27:37 pm »
This would make tackling abyssians too big a challenge. You would need to use acid weapons just for them. (Otherwise you don't really have any use for acid weapons so finding a use for them would not be a bad thing.) They have deadly weapons and float, so want to be able to one-shot them. You can't rely on melee. You don't have enough shok launchers researched or to deploy to use it against them.

IMO, lore-wise Abyssians have been intended to be weaklings you can slaughter at will until you learn they are your friends. It would be a significant change if you made them one of the toughest enemies in the game.
At first it seems to be difficult ,  however one can  use:
   - harpoon with
   - Jet harpoon with stun Clip (autoShot)
   - Gas Cannon, Hydro-jet or MicroTorp - all with incendiary ammunition (but setting fire damage reduction to 0,2 will make it even tougher)
   - Acid Guns
   - Thermal taser

What I would like to see is :
   - Jellymen weapons are dependent on interrogation - each one on different rank
   - Jelly men biologist is not advanced medic (for unlocking bio lab you need  enhanced aquatiod from Biolab mission)
   - Acid amunition for microtorpedo, gass canon and hydrojet

42
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
« on: February 08, 2023, 09:46:10 pm »
Have you seen a jelly?
Yes, even held in held.
However I've seen movie "Abyss"  as well - the Abyssian (jelly men) has origin based on this.
If this race is able to form water in huge shapes,  than after being hit they can reconstruct their body if not burned, frozen or dissolved.

43
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
« on: February 08, 2023, 01:39:33 pm »
I think these noble specimens should not be killable like ordinary meet ..
They seem to be mainly spiritual and just partly corporeal and can have ability to dimension-shift for a flash of time

So what about adjust them to be vulnerable  by thinks that persist longer (ACID,FIRE, STUN / FREEZE) or slow moving projectiles
      - 1.0
      - 0.1 # AP
      - 1.4 # Fire
      - 0.1 # HE
      - 0.1 # Gauss
      - 0.1 # Sonic
      - 0.6 # Stun
      - 0.1 # Melee
      - 1.0 # Acid
      - 1.2 # Smoke
      - 0.1 #laser

I am considering if Routine in HIT-FX  (coloring hits SHIELD,ARMOR, STUN) can be adjusted  to temporary made unit transparent or invisible 



44
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: February 08, 2023, 01:20:38 pm »
In the early game where you might actually want to use some of the melee weapons (e.g. knife), they are essentially useless because your melee accuracy is so low that you very rarely even hit. In the mid-end game when your melee accuracy is trained up, some of them are extremely effective. In particular, I love vibro knife, which essentially always kills lobstermen and the rest don't need too many hits either.
I suggest to increase hit chance above 150 % - so even with low melee accuracy you are guarantee to hit and rather balance TU to make them
I tried some tweaks with melee weapons  (see attached file) to reduce damage impact of STRENGTH and MELEE SKILL

45
Hi,
I am  not sure it it  was intense or miscalculation
But I was able to kill Most of Lobstermans with 1 or 2 good hit by  knife ...  This is weird
Do you have same experience ?

I suggest to either increase    ArmorEffectiveness  (to 2.0 - 3.0 ? ) or reduce (damageBonus  strength to 0.2 - 0.1  ?) 

To me seems damage bonuses for melee are completely weird 
  (defined just for knife that get insane bonus (melee + strength) /2 that is ~70 for skilled aquanaut

According to my common sense i Suggest
  -  Knife              +0.1 STR   + 0.2 MELEE          ~    +26    (AQUANAUT with 80STR + 90 MELEE )
  -  Axe                +0.5 STR                                ~    +40    (AQUANAUT with 80STR + 90 MELEE )
  -  Spear             +0.3 STR   + 0.2 MELEE         ~    +42     (AQUANAUT with 80STR + 90 MELEE )
  -  Hook              +0.1 STR   + 0.4 MELEE         ~    +48     (AQUANAUT with 80STR + 90 MELEE )
  -  Trident           +0.2 STR   + 0.4 MELEE         ~    +52     (AQUANAUT with 80STR + 90 MELEE )
  -  VibroKnife      +0.1 STR   + 0.4 MELEE          ~   +44    (AQUANAUT with 80STR + 90 MELEE )

 
 



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