OpenXcom Forum

Contributions => Programming => Topic started by: SonOfRainbow on April 08, 2016, 06:24:01 am

Title: TFTD research script bug for Magnetic Navigation?
Post by: SonOfRainbow on April 08, 2016, 06:24:01 am
I remember in the original game it was harder to get Transmission Resolver because you had to capture a live Lobster Man Navigator before you can research the Magnetic Navigation.

In my current playthrough (build openxcom_git_master_2016_04_02_1937) I was able to research Magnetic Navigator after the recovery from the 1st crashed USO...

In the rulset the Magnetic Navigation does not seem to have a pre-req?
Title: Re: TFTD research script bug for Magnetic Navigation?
Post by: Warboy1982 on April 08, 2016, 08:48:07 am
this is the research tree we used:

https://old-gamer.ru/wp-content/uploads/2009/01/xcom2techtree.png

this is from the most recent official version of TFTD (2.0).

you would have played the unpatched version (1.0) way back when.

https://www.ufopaedia.org/images/5/52/Tree2.png

for comparison.
Title: Re: TFTD research script bug for Magnetic Navigation?
Post by: 7Saturn on April 08, 2016, 02:41:02 pm
Is there such a nice map for X-COM 1, too?
Title: Re: TFTD research script bug for Magnetic Navigation?
Post by: SupSuper on April 10, 2016, 02:45:20 am
Is there such a nice map for X-COM 1, too?
https://www.ufopaedia.org/images/7/7e/Tree1.png
Title: Re: TFTD research script bug for Magnetic Navigation?
Post by: 7Saturn on April 10, 2016, 02:32:13 pm
Thanks a lot!