OpenXcom Forum

OpenXcom => Offtopic => Topic started by: Marden on December 21, 2015, 01:41:56 pm

Title: tftd tech tree
Post by: Marden on December 21, 2015, 01:41:56 pm
Guys i was wondering if there's a good fix around for the tftd tech tree. Even using "The TFTD Research Tree Bug Avoidance Guide" on UFOpedia, i still get a missing branch for the disruptor launcher techs.

Title: Re: tftd tech tree
Post by: Meridian on December 21, 2015, 01:54:18 pm
And what exactly is not working?
You should be able to research Disruptor Pulse Launcher after you have researched Zrbite AND you have at least one launcher in stores...
Title: Re: tftd tech tree
Post by: Marden on December 21, 2015, 02:08:29 pm
Aaaa i didn't had the launcher in stores, i thought the launcher was manmade. (Guess not :P)
Thanks mate
Title: Re: tftd tech tree
Post by: yrizoud on December 21, 2015, 02:23:31 pm
One of the goals of the OpenXcom project is to eradicate those horrible bugs of the original game.
Title: Re: tftd tech tree
Post by: niculinux on December 21, 2015, 02:47:57 pm
@Marden: for the vanilla TFTD there was the 2.0 patch that solved a reeeally nasty bug which prevented to beat the game! If fixed the research tree :) Just for pyour consideration :)

if i remember correclty had to to with the interrogation of the Tasoth commander, which make possible the journey to T'leth :)
Title: Re: tftd tech tree
Post by: Marden on December 21, 2015, 10:55:34 pm
Yeah i hope you fix this tech tree for real guys.
Another thing good would be implement some benefits of autopsies/live captures like in the new x-com's
Title: Re: tftd tech tree
Post by: niculinux on December 21, 2015, 11:05:40 pm
Yeah i hope you fix this tech tree for real guys.

No reason, since openxcom as far as i know includes already that patch :)

Another thing good would be implement some benefits of autopsies/live captures like in the new x-com's

Should be already implemented but don't know if 100%
Title: Re: tftd tech tree
Post by: Warboy1982 on December 22, 2015, 03:54:48 am
Yeah i hope you fix this tech tree for real guys.

we did.
Title: Re: tftd tech tree
Post by: DracoGriffin on December 22, 2015, 04:04:42 am
we did.

Well obviously you totally did not not fix the fixed problem with your bugged problems with your fixed code, where's the proof because in my 12,345 games, every time, each time, multiple times in the same games, it has never not hasn't worked for me so I don't think you're even remotely unclear about being having made this bug corrected.

This is obviously a joke about the constant complaints about things that were fixed but "they weren't fixed but I don't have a screenshot or save game to provide any sort of logical proof".
Title: Re: tftd tech tree
Post by: Meridian on December 22, 2015, 07:56:11 am
It's not bad when new people like Marden (4 posts) are asking questions... we were not different at the beginning. Problem is when people like niculinux (747 posts) still spread false information. That's sad.
Title: Re: tftd tech tree
Post by: niculinux on December 22, 2015, 09:18:42 am
It's not bad when new people like Marden (4 posts) are asking questions... we were not different at the beginning. Problem is when people like niculinux (747 posts) still spread false information. That's sad.

Actually right becausei presumed, did not make it intentionally!! Sry guys!
Title: Re: tftd tech tree
Post by: Warboy1982 on December 22, 2015, 10:31:00 am
That's sad.

i think he was talking about vanilla, although it wasn't clear from the context.
Title: Re: tftd tech tree
Post by: niculinux on December 22, 2015, 12:00:40 pm
i think he was talking about vanilla, although it wasn't clear from the context.

Yes actually, thanks for clarificatin'! :)