OpenXcom Forum

Modding => Released Mods => Topic started by: Nord on February 16, 2017, 07:00:25 pm

Title: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: Nord on February 16, 2017, 07:00:25 pm
World of (terrifying) silence.

Goal: You ever wondered, where authors of TFTD took all these fancy supersonic submarines and underwater tanks? Yes, this is future (2040 year, if you forget) but not very far future. I mean, only 24 years left. And we have no such technology, as we dont has it 24 years before. Are we? Well, i tried to explain this a bit. And yes, game became slightly harder.

New content::  23+ new items, 4 new crafts, 6 new armors, 14 new enemys, new HWP's, new LORe-friendly missions (no spoilers), some ammunition and many ufopedia topics.

Almost all items now are useful, including alien techs like cloning or cryogenics.

Included "Extended facilities" by Blank. Included "Moray" by tyran_nick. Included "Carharodons" by Xops.
Swapped small and very small USO maps, you dont need to use external mod.


Available languages: US english and Russian.

Download and install:: Link: Version 1.08 MediaFire (https://www.mediafire.com/file/0e66uksbkst7w13/TWoTS_1_08.zip) 
You need openxcom nightly version 2016_11_27_1647 or later, if you want full compatibility. But not necessary.

Migration to OXCE+ is in plans.

This mod is completed and i dont planning to add something more. But if you give good idea - why not?
I want to redraw some usopedia pics when i got free time... IF i got free time.
Recommended options: Ufo Extender Accuracy - true.
Which help is needed: This mod really need spellcheck. If anyone want to correct english texts - i will appreciate it.
And as with any mod, please report about bugs.

Thanks: to openxcom authors for brilliant game; to Solarius Scorch for priceless help; to new_civilian and other modders,from whom I borrowed something. And to Giperborea for help in decisions.

Changelog:
Version 1.08:
 - Fixed bioflare manufacturing;
 - Fixed patrol uso;
 - Small fixes.

Version 1.07:
 - Fixed carcharodon research;
 - Fixed guided torpedo manufacturing;
 - Fixed russian translation.

Version 1.06:
 - Fixed carcharodon spawning;
 - Fixed some ufopedia articles.

Version 1.05
 - changed (fixed) manufacture requirements;
 - added ufopedia pics for fighter\patrol USO and mutations;
 - slightly changed battlescape interface buttons size (not visible, only pressable);
 - fixed T'leth research;
 - fixed URBANISLE map crash;
 - added XOps's Carharodons;
 - small nerf of ion armor.

Version 1.04
 - fixed church temple spawning and deployement;
 - fixed alien reanimation research;
 - added missing strings;
 - minor fixes.

Version 1.03
 - fixed live alien recovery (third try, including naga, polyph and freak);
 - fixed broken ufopedia articles: sonic tech, alien cruise;
 - slightly nerfed gas cannon ap ammo and buffed supercavity harpoons;
 - fixed zrbite ammo research.

Version 1.02:
 - Fixed crash with tasoth soldier/squad leader research.
 - REALLY fixed issue with corpses recovery. :) (including cultists)
 - Fixed melee hit animations.
 - Added missing text about mutant interrogation.
 - Fixed bug with dartgun stun clip.

Version 1.01:
 - Fixed bugs with items recover, including mutant corpses not spawning in geoscape. (and occasionally other items)
 - Added two introduction articles in ufopedia, explaining why we are here and where is flying plasmathrowing supertanks.
 - Fixed bug with paladin armor recycling.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: Meridian on February 16, 2017, 07:11:18 pm
I will not use OXCE or OXCE+, because i need my mod working on android.

I will just add that not using OXCE/OXCE+ specific features doesn't mean players can't use OXCE/OXCE+ to play this mod if they want to.
If it works in vanilla, it will work in OXCE/OXCE+ too.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: Nord on February 16, 2017, 07:21:32 pm
Yes, i write it for that people, who will ask "why do you not use OXCE?" :)
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: The Reaver of Darkness on February 18, 2017, 12:39:30 am
World of (terrifying) silence.

Goal: You ever wondered, where authors of TFTD took all these fancy supersonic submarines and underwater tanks? Yes, this is future (2040 year, if you forget) but not very far future. I mean, only 24 years left. And we have no such technology, as we dont has it 24 years before. Are we?
The lore explains it as the X-Com universe existing in an alternate timeline in which aliens are visiting Earth a lot more often. In the wake of the first war, the public knows we were visited and attacked by aliens. While many of the artifacts are held in secret for government research, many new technologies are inspired by alien technology and released to the civilian world. By TFTD timeframe, alien alloy technology has become a staple of high-durability construction around the world. Aircraft are lighter, engines are lighter and more powerful, so even conventional craft can do things engineers once thought impossible.

The high amount of development of amphibious technology may have been a joint effort between secret government agencies both preparing for rising oceans and perhaps having some knowledge about an alien civilization hiding in the depths.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: Nord on February 18, 2017, 08:00:24 am
Yes, and once again, did you not played it? I think no.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: endersblade on February 19, 2017, 12:26:50 am
The lore explains it as the X-Com universe existing in an alternate timeline in which aliens are visiting Earth a lot more often. In the wake of the first war, the public knows we were visited and attacked by aliens. While many of the artifacts are held in secret for government research, many new technologies are inspired by alien technology and released to the civilian world. By TFTD timeframe, alien alloy technology has become a staple of high-durability construction around the world. Aircraft are lighter, engines are lighter and more powerful, so even conventional craft can do things engineers once thought impossible.

The high amount of development of amphibious technology may have been a joint effort between secret government agencies both preparing for rising oceans and perhaps having some knowledge about an alien civilization hiding in the depths.

Heh, that's the one thing that always bothered me about TFTD.  If, canonically, it picks up some years after the first one, we should have far superior weapons to what we start with in TFTD.  Now, I'm not saying we need to start with Sonic Cannon levels of damage, but the lore behind the tech should be different.  The weapon's stats could stay exactly the same for all I care, I just find it hard to believe that we would start out with simple harpoons and diving suits when Alien Alloy and Elerium are a thing.

They did the same thing in the new Firaxis XCOM games too.  Even IF XCOM 2 is a rag-tag group, they should STILL have access to better tech than what they start out with.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: R1dO on February 19, 2017, 02:08:22 am
...
I just find it hard to believe that we would start out with simple harpoons and diving suits when Alien Alloy and Elerium are a thing.
...

It has been a while since i last touched that game but as far as i know this is explained ingame (or in game manual).
Both of those exo-materials love to react with (salty) water.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: Countdown on February 19, 2017, 06:01:42 am
It has been a while since i last touched that game but as far as i know this is explained ingame (or in game manual).
Both of those exo-materials love to react with (salty) water.

Actually, it's because we ran out of Elerium, so can't use the alien tech from the first alien war (UFO). From the wiki (https://www.ufopaedia.org/index.php/Background_(TFTD)):
Quote
Although interception of the smaller alien subs is a relatively easy matter thanks to the Barracuda
intercept sub, early X-COM tactical missions meet with less than successful results. Most of the
weapons used in the First Alien War are useless without a supply of Elerium-115 to
power them, and weapons based on Earth technology, such as the Laser Rifle, prove
to have no effect against the new aliens or cannot be adapted for underwater use. Aquanauts are
forced to rely on primitive spear and harpoon gun, torpedo launchers, and a small array of
explosive devices, until they are able to research the technology used by the new wave of alien
invaders.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: Nord on February 19, 2017, 12:46:56 pm
Yes, and you will encounter links to this events in mod. Like this:
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: NebulaM78 on February 21, 2017, 06:11:53 am
I'm getting a crash after selecting a difficulty. The error is Armor STR_NONE_UC not found.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: Nord on February 21, 2017, 07:03:15 am
NebulaM78, do you have other TFTD mods installed? It will conflict with any armor mod.
If you want to launch game anyway, you can remove string '  - delete: STR_NONE_UC' from 'armors.rul' file in ruleset folder. It will not breack the game, just spawn 'None' armor.
And if you use other mod, you can say me what it is, so i can make my mod compatible with it.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: NebulaM78 on February 21, 2017, 07:37:58 am
NebulaM78, do you have other TFTD mods installed? It will conflict with any armor mod.
If you want to launch game anyway, you can remove string '  - delete: STR_NONE_UC' from 'armors.rul' file in ruleset folder. It will not breack the game, just spawn 'None' armor.
And if you use other mod, you can say me what it is, so i can make my mod compatible with it.

Thanks for the quick reply, Nord. Deleting the string you mentioned fixed the problem. The mods that I'm using are Better Aquanauts, Disruptor Cannon, Ion Weapons, Lockheed SeaShadow Sub, Second Alien War, and TFTD Inventory Overhaul.

--- posts merged - Solarius Scorch ---

Now there seems to be another crash when I end a mission with those acid spitting immobile things.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: Nord on February 21, 2017, 11:58:12 am
Thanks for the quick reply, Nord. Deleting the string you mentioned fixed the problem. The mods that I'm using are Better Aquanauts, Disruptor Cannon, Ion Weapons, Lockheed SeaShadow Sub, Second Alien War, and TFTD Inventory Overhaul.
Wow, i really can not predict where game will crash with that bunch of mods. First error was from better Aquanauts i presume.
But must i say, that TWoTS is deep enough modification, so these mods will ruin balance? New, TWoTS balance. Some parts of them are included allready, and others i decided to be not useful.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: drages on February 22, 2017, 01:25:09 pm
Hey nord!

Did you consider to add Ion and Awesome Gauss weapon mods to your mod? They are both awesome weapon tier mods. I think you can add more weapons to aliens too. Like Ion weapons would be very very good for aliens after sonic weapon tech.. with this you can make the game much longer too.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.0)
Post by: Nord on February 22, 2017, 01:46:09 pm
Hey nord!

Did you consider to add Ion and Awesome Gauss weapon mods to your mod? They are both awesome weapon tier mods. I think you can add more weapons to aliens too. Like Ion weapons would be very very good for aliens after sonic weapon tech.. with this you can make the game much longer too.
Well, if you look into mod, you see that there is allready ion and additional gauss weapons. My own design, though.

Upd: Version 1.01 is up.
Changelog:
 - Fixed bugs with items recover, including mutant corpses not spawning in geoscape. (and occasionally other items)
 - Added two introduction articles in ufopedia, explaining why we are here and where is flying plasmathrowing supertanks.
 - Fixed bug with paladin armor recycling.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Dr.Crowley on February 27, 2017, 01:04:06 am
Any recommendations (except "don't use it with another mods")? For example - shall I use UFO Extender Accuracy or Alien Bleeding or whatever? 8)
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Nord on February 27, 2017, 07:35:27 am
Yes, Ufo Extender Accuracy will be useful, because of many weapons with limited range. Other options by your choice, i think.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Dr.Crowley on February 28, 2017, 01:09:04 pm
Hmm, I encoutered a crash yesterday, when I tried to shoot a mutant with a Dart Pistol. Log file says:
Quote
[28-02-2017_12-56-51]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[28-02-2017_12-57-05]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
First I thought that I forgot to disable PSX Sounds mod. Yep, I did, but today I tried to replay this save file with PSX Sounds disabled and game crashed again. As far as I understand I should start a new game to make sure that enabling/disabling any mods other than TWoTS is the reason of crash, right?
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Meridian on February 28, 2017, 01:48:07 pm
You don't need to restart your campaign, disabling a mod is enough (in 99% of cases).

If you can attach a save just before the crash, we'll be able to find the issue and fix it.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Dr.Crowley on February 28, 2017, 01:59:49 pm
Here it is (saved just before the crash now):
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Meridian on February 28, 2017, 02:37:43 pm
Here it is (saved just before the crash now):

There is a mistake in the ruleset, which you can easily fix yourself.

Open the mod's "Items.rul" file and search for:

Code: [Select]
  blastradius: 0

and replace it with this (note the difference in case):

Code: [Select]
  blastRadius: 0
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Dr.Crowley on February 28, 2017, 03:58:35 pm
There is a mistake in the ruleset, which you can easily fix yourself.
Oh well. Thanks for help!

UPD.: mutant interrogation report is empty because string STR_MUTANT_INTERROGATION_UFOPEDIA is completely missing. Changed this for myself.

UPD.#2: got another crash after researching living Tasoth Soldier:
Quote
[01-03-2017_02-48-39]   [FATAL]   A fatal error has occurred: Research STR_MC_DISRUPTOR_DEP not found
[01-03-2017_02-49-02]   [FATAL]   OpenXcom has crashed: Research STR_MC_DISRUPTOR_DEP not found
As far as I understand this is vanilla TFTD tech tree branch that somehow survived removal in this mod.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Nord on March 02, 2017, 12:41:28 pm
There is a mistake in the ruleset, which you can easily fix yourself.

Thanks, i will upload new version as soon as possible.(found some bugs myself)
UPD.: mutant interrogation report is empty because string STR_MUTANT_INTERROGATION_UFOPEDIA is completely missing. Changed this for myself.

UPD.#2: got another crash after researching living Tasoth Soldier:As far as I understand this is vanilla TFTD tech tree branch that somehow survived removal in this mod.
Another thanks, my fault. About Tasoth - yes, it is unfinished exterminatus of vanilla  :)
Now i'm on my way to business trip for 4 or 5 thousands km, so wait for next version a day or two, thanks.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Dr.Crowley on March 02, 2017, 03:19:53 pm
You're welcome. As I see, nobody provided you with feedback yet, so I deceided to be the first one  :D
BTW, me and my friend are doing the spellchecking for English version.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Nord on March 04, 2017, 11:37:47 am
You're welcome. As I see, nobody provided you with feedback yet, so I deceided to be the first one  :D
My gratitude to you.
Quote
BTW, me and my friend are doing the spellchecking for English version.
Wonderful!

And now i'm in the middle of nowhere, talking to you with satellite internet. So here is update:

Version 1.02:
Changelog:
 - Fixed crash with tasoth soldier/squad leader research.
 - REALLY fixed issue with corpses recovery. :) (including cultists)
 - Fixed melee hit animations.
 - Added missing text about mutant interrogation.
 - Fixed bug with dartgun stun clip.
 
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.01)
Post by: Dr.Crowley on March 04, 2017, 11:49:22 pm
- REALLY fixed issue with corpses recovery. :) (including cultists)
Yay, it's a time to update the mod and interrogate some cultists!  ;)

UPD.: yet another problem - Church Database (I think that's how it should be spelled) research report is missing (it can be sucessfuly completed but without any visible result. A quick look into mod files revealed that text and research files are okay but Ufopedia.rul lacks any related strings... well I think so. I don't understand OXC modding and file structure very good after all.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: Nord on March 05, 2017, 04:07:38 pm
I can swear i did it. Or not?
Anyway, here is hotfix, need to be placed in 'ruleset' folder.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: Dr.Crowley on March 05, 2017, 08:48:57 pm
Thanks, I'll keep searching further  ;)
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: LuigiWhatif on March 06, 2017, 01:36:24 am
I got a crash when I captured a live polyp terrorist.  Here's the error message and a save a few turns before it went down.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: drke on March 06, 2017, 05:24:27 am
Researching sonic technology crashes the game.

Capturing a live Naga crashes the game on mission end. Also had a lot of random crashes during the church shipping missions and when the game generated an alien cruise mission type. I don't have saves for these but should be fairly reproducable since they happened several times. I like a lot of things in the mod but after the early game it gets really unstable.

ed: seems like it's just the ufopaedia entry that's bugged, if i don't try to view the report it doesn't crash.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: drke on March 06, 2017, 08:18:40 am
Here's a save of the Naga crash, there's 1 unconscious one on the top floor of the dreadnought, killing the last alien outside while leaving the unconscious one alone results in a crash.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: Nord on March 06, 2017, 11:59:28 am
Live recovery again... Ok, maybe i must recheck it from the beginning.
Sorry for slow response, working 11 hours in a day.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: Dr.Crowley on March 06, 2017, 05:20:06 pm
BTW I had 5 or 6 missions (4-5 cultist raids and 1 terror) that took place on the "cargo ship" map with completely the same layout. Dunno if that was intended.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: Nord on March 07, 2017, 12:51:13 am
Ok, i found what's wrong. Somehow ruleset files i used for v.1.00 is from some older version, like 0.7-0.8. And now it is easier to rewrite them, than redact a correct one. I will upload patch 1.03 as soon as possible.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: drke on March 07, 2017, 01:08:45 am
You may want to make the research of an alien Navigator prerequisite also accept an Aquatoid Navigator in addition to Lobster Man and Freak(which I never encountered)
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: Nord on March 07, 2017, 11:53:58 am
You may want to make the research of an alien Navigator prerequisite also accept an Aquatoid Navigator in addition to Lobster Man and Freak(which I never encountered)
No, it will be too easy.
BTW I had 5 or 6 missions (4-5 cultist raids and 1 terror) that took place on the "cargo ship" map with completely the same layout. Dunno if that was intended.
Yes, it is normal. Cultists do not interested in hostages, only silent robbery of cargo ships. And aliens - just random.

Upate 1.03 is here.
Changelog:
 - fixed live alien recovery (third try, including naga, polyph and freak);
 - fixed broken ufopedia articles: sonic tech, alien cruise;
 - slightly nerfed gas cannon ap ammo and buffed supercavity harpoons;
 - fixed zrbite ammo research.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.03)
Post by: drke on March 07, 2017, 02:39:51 pm
I can respect that. Just was not sure if it was intended. I know vanilla TFTD insisted on specifically Lobster Man Navigator for Magnetic Navigation at one point but was patched out.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.02)
Post by: Dr.Crowley on March 07, 2017, 05:47:46 pm
Yes, it is normal. Cultists do not interested in hostages, only silent robbery of cargo ships. And aliens - just random.
Errr... are they raiding the same ship over and over again? :D
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.03)
Post by: Nord on March 08, 2017, 11:24:31 am
Not the same, but similar, yes.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.03)
Post by: drke on March 10, 2017, 02:43:54 pm
I played a little more. Still experiencing crashes when trying to play out the church ship missions, and some stuff is using the technical names e.g. sonic/displacer is being referred to as STR_SONIC_TANK in research, and there's an item called STR_MOLECTRONICS

Good job with the mod though. I like how you implemented the sonic autogun and the ion weapons.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.03)
Post by: Nord on March 10, 2017, 03:33:51 pm
Thanks for the feedback. Please, provide savefile for crash situation on the piracy mission.

Sorry, can not upload new version, awful internet connection. Maybe tomorrow.

Upd.:
Version 1.04
 - fixed church temple spawning and deployement;
 - fixed alien reanimation research;
 - added missing strings;
 - minor fixes.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: drke on March 11, 2017, 03:54:37 am
Here. It seems related to the church guy near the spawn point with a melee weapon. End the turn.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Nord on March 11, 2017, 11:40:40 am
I has ecountered a strange bug in test play. "Invisible bases", because of alien bases are generated with deployement " STR_PORT_TERROR" or "STR_ISLAND_TERROR". Maybe someone know how is it even possible?
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Meridian on March 11, 2017, 11:58:14 am
I has ecountered a strange bug in test play. "Invisible bases", because of alien bases are generated with deployement " STR_PORT_TERROR" or "STR_ISLAND_TERROR". Maybe someone know how is it even possible?

You're probably mixing newer and older game versions?
Like nightly and android version?
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Nord on March 11, 2017, 12:08:31 pm
Yes, because it shows up only in android version.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Meridian on March 11, 2017, 12:12:34 pm
Mystery solved then, these two versions are not compatible.
Either use one, or the other, don't mix them.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Nord on March 11, 2017, 12:59:42 pm
Oh then, i even can presume where is glitch...

And for drke: Strange, i can reproduce CTD using OXCE+, but in nightly version nothing happens... Dunno where to search.
Also, i excuse about bug with cult temple spawn, which i has repaired in 1.04. Because you got more than year passed in game and still no barracudas... :-[
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Meridian on March 11, 2017, 02:06:18 pm
And for drke: Strange, i can reproduce CTD using OXCE+, but in nightly version nothing happens... Dunno where to search.

The unit would like to use melee weapon (BA_HIT action), but doesn't find any weapon in hand (STR_SPEAR in right hand is filtered out somehow).
Seems like a bug, but may be something else too.

I will debug a bit more, but eventually I may ask Yankes for help... I don't want to dig too deep in the AI code.

EDIT:
- there seems to be a line missing here: https://github.com/Yankes/OpenXcom/blob/OpenXcomExtended/src/Battlescape/AIModule.cpp#L2046
- see attached
- adding that line solves the crash, but I don't know if anything else can be missing... I'll report to Yankes

@Yankes: can you have a look please? You can use a save from this post: https:https://openxcom.org/forum/index.php/topic,5296.msg80606.html#msg80606
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: clownagent on March 11, 2017, 02:48:55 pm
Just a wild guess:

You have to give melee weapons
clipSize: -1

otherwise clipsize will default to 'clipSize: 0'
and when an AI unit tries to attack with a  'clipsize: 0' weapon the game will crash.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: drke on March 11, 2017, 04:15:18 pm
Yeah I considered that it could be related to using oxce+ because another poster mentioned playing the same missions.  And yeah I was wondering where you get that item that is a prereq to barracuda research. I got a lobster navigator eventually for mantas, then a commander so I could finish the game, but i really hate playing through T'Leth.

I enjoyed the mod, though I can say I never encountered Freak alien type in my entire playthrough, not sure how rare they are supposed to be. Mostly encoutered Gill Men early then Tasoth/Naga/Lobster late.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Nord on March 12, 2017, 12:54:06 am
You can not reach T'leth without meeting freaks, and you can not gain freaks without some story missions. And all this begins by cult temple.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: drke on March 12, 2017, 07:11:47 am
I can research the T'Leth topic right now, though?
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Nord on March 12, 2017, 07:34:30 am
I can research the T'Leth topic right now, though?
Can you? I mean, normally you can not, without storyline played (if no more bugs emerges).
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: drke on March 12, 2017, 07:46:14 am
It seems like just researching the Lobster Man Commander automatically unlocked it despite having neither of the dependencies yet (Leviathan and the other thing which I guess is the story mission dependency)
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Nord on March 12, 2017, 09:02:32 am
You are right, i need to fix it.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: LuigiWhatif on March 14, 2017, 07:10:01 am
I had something weird happen with a deep one.  One I had stunned woke up so I tried sending my guy in a hardsuit behind it with a tranq but it turned around and shot him.  My guy should have been outside the deep one's cone of vision, so what happened?
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: davide on March 14, 2017, 01:25:41 pm
I wish you include XOps's Carcharodons
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Solarius Scorch on March 14, 2017, 01:41:11 pm
I wish you include XOps's Carcharodons

I like them too, they fit in well.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Dr.Crowley on March 14, 2017, 02:40:30 pm
It seems like I'm really unlucky because playing this mod is harder for me than vanilla TFTD :D New Sea Monster missions are okay but standard TFTD missions (Ship Terror, Alien Colony etc.) are always a disaster. Sometimes I feel like I'm ready to freak out and start my own TFTD mod (nevermind, this will never happen).
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Nord on March 14, 2017, 03:13:09 pm
I like them too, they fit in well.
Well, i dont agree about fitting in, but if people want... Do you have ufopedia articles for them?
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Solarius Scorch on March 14, 2017, 04:42:47 pm
I'm fairly sure they are included in the mod, although I can't check right now.

Don't feel pressured into giving in to such demands though. ☺
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: LuigiWhatif on March 16, 2017, 10:24:13 pm
I have a crash when landing at a terror mission.  The error message said the map failed to generate.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Meridian on March 17, 2017, 11:45:36 am
I have a crash when landing at a terror mission.  The error message said the map failed to generate.

Map is too big (50x50) and/or the map script is too conservative... game doesn't find enough blocks to place.

You can modify the map script for "URBANISLE" and increase the max uses from 2 to 3 if you want... or wait for author to fix it.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Nord on March 17, 2017, 12:17:23 pm
Ok, i stole this part as a whole block, and did not look into.  :)
I will place a link to updated version as soon as i upload it. Not so easy with my internet connection...

Upd.: I finally uploaded 2MB archive, so here is more fixes

Version 1.05 is up.
Changelog:

 - changed (fixed) manufacture requirements;
 - added ufopedia pics for fighter\patrol USO and mutations;
 - slightly changed battlescape interface buttons size (not visible, only pressable);
 - fixed T'leth research;
 - fixed URBANISLE map crash;
 - added XOps's Carharodons;
 - small nerf of ion armor.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.05)
Post by: Meridian on March 29, 2017, 05:16:19 pm
I will not use OXCE or OXCE+, because i need my mod working on android.

Seems to be running just fine ;)
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.05)
Post by: Nord on March 30, 2017, 01:48:42 pm
Great! Now i'm going to read scripting guides...
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.05)
Post by: SIMON on March 30, 2017, 02:46:02 pm
Just tested v1.05 with latest nightly(22.03.17), no other mods on but for TWOTS(none of the preset mods activated). I noticed the following: if you view the ufopeadia articles on Coelacanth Gauss or Inert elerium the game crashes to the desktop. Apart from those two glitches, this looks very promising and I think I'll try this next when I finish my current game of area 51. Can provide a save if needed.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.05)
Post by: Nord on March 30, 2017, 03:24:38 pm
Ok, there must be no coelacanth gauss, but inert elerium is bugged. Because of my bad internet connection here is quickfix, replace this files in ruleset directory.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.05)
Post by: SIMON on March 30, 2017, 03:47:04 pm
That did the job and thanks for a quick reply.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.04)
Post by: Serg1973 on April 21, 2017, 03:37:45 am
Version 1.05 is up.
Changelog:

I have some questions on mode. How can we communicate using native aspens language? I sent U a private message, & hope U'll ancwer me.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.05)
Post by: Nord on April 23, 2017, 02:09:47 pm
Version 1.06 is up.
Changelog:
 - Fixed carcharodon spawning;
 - Fixed some ufopedia articles.

Upd.:
Version 1.07 is up.
Changelog:
 - Fixed carcharodon research;
 - Fixed guided torpedo manufacturing;
 - Fixed russian translation.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Dr.Crowley on May 08, 2017, 09:46:27 pm
Nice to see another update; however there are still many typos and grammar errors. I'm very sorry but I can't help with this because of lack of time.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Zaradur on May 15, 2017, 09:02:03 pm
Hi Nord,

great Work. Feels like a decade that i had give TFTD a chance. I always preffered UFO. But it feels pretty good at as this time.
Played the first couple of Hours. No Bugs at the moment.

I'm Just a little confused. There seems to be a very different gameplay than i was supposed to used to. Not sure if this a correct sentence. *GG*

I think i'm supossed to expand really early i miss up to 4-5 Mission because the sub haven't enough fuel. Thats really annoying if you used to the normal Transporter wich can fly/dive for
"years".

And i don't really get how MIA works. Why did they get missing? Sure cause to make it more difficult (and it's realistic anyway they get lost in the fight) but is there some rule so that more often rookies disappear than the good ones?

Any Tipps for the Armory? At this Point i use the Rifles i can just buy after reserach the point wich i forgot. :-)
Is this Mod suppossed to use the convenctional wapons longer? Maybe i think otherwise there is no sense to make them buildable i think.

General tipps are also welcome. :-)

So enough Question time for things i really like.

First Mission i didn't know what could happen and how the harpoon works. First a shock only one shoot and then reload.
Other half of team got just a knife. WTF i thought that's wrong, i can't be. :-) But it was a very fair fight, enemies are either meele und two guy's with an harpoon.
Was a great surprise this mission.

This "Alien do things" sights. At the Moment little Mission with new enemies and easy to get a feel for all. Really nice.

Even like the Ufopedia entries. Don't know if all in right gramma i'm not a native speaker. But i get the point and it's intresting.
Even the pics are really nice.

Bye the way is there anyway to play all mission at day like UFO? I really hate night missions. :-)

@Meridian
Just play TFTD cause i'm watching at this time your LP from TFTD from 2013/2014. :-)
Really good understandable speaking of u for an not native speaker like me. I like it.

I hope everbody get my point even with all this mistakes in my sentences.
English reading, writing and speaking are really different. :-)

Zaradur
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Meridian on May 15, 2017, 09:39:58 pm
@Meridian
Just play TFTD cause i'm watching at this time your LP from TFTD from 2013/2014. :-)
Really good understandable speaking of u for an not native speaker like me. I like it.

You know what? I think you're right... it's time to play some TFTD again!
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: FastForward on May 16, 2017, 03:15:44 am
Hi Nord, thanks for your work

My game crash when I read the ufopedia entry for the USO "PATROL" in TWoTS v1.07
In UFOS.rul there is an entry for STR_PATROLUFO, while in UFOPAEDIA.rul there is an entry for STR_PATROL
I changed the name in UFOPAEDIA.rul to STR_PATROLUFO and it worked fine.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Nord on May 16, 2017, 07:36:20 pm

Thanks for reply, glad you like it.

Yes, you can not reach all mission sites in early game. It is normal, dont worry much about this.

What you mean by "MIA"? Missed in action? Dont understand, please explain... maybe another bug? Only one thing i can suppose - you finish missions by retreat and not all units standing on their starting cells (blue glowing squares ).

About weapons - as always, more you research - more damage your weapons will deliver.
General tips - research all that stuff you dont need in vanilla - like alien cloning etc. And of course you need a lot of interrogations.

And yes, more surface weapons will be in future, when i get more free time for upgrade mod to OXCE+.

Hi Nord, thanks for your work

My game crash when I read the ufopedia entry for the USO "PATROL" in TWoTS v1.07
In UFOS.rul there is an entry for STR_PATROLUFO, while in UFOPAEDIA.rul there is an entry for STR_PATROL
I changed the name in UFOPAEDIA.rul to STR_PATROLUFO and it worked fine.
Oh, indeed. I miss this when make last update.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Zaradur on May 16, 2017, 09:19:44 pm
https://en.wikipedia.org/wiki/Missing_in_action (https://en.wikipedia.org/wiki/Missing_in_action)

Was my fault didn't had understood the last screen after succesful mission. I thought not only my soldiers just die normal by the aliens, i was thinking that there is too a randaom event that even after succesful mission some soldiers didn't make it and i lost more soldiers than i had expected. But would be a good challenge. :-)

Weapon Damage = I learned the hard way to just abort a mission when i saw the first lobster. They are so incredible tanky that i didn't do them a scratch. *GG*

Ok i now focus now on this stuff which i don't need in vanilla.

It's just me or shoot the i think it was the gas cannon now like an "arc" (it flies like a grenade i think). I really like this mechanic.
Vanillia had to be just a straight line i think.

And the cruise/ship mission only 1 level und not as big as in vanilla. thats really good.

I just play on the rookie difficulty don't want to suffer too much. :-)

But enough alien hunting for today. can't await the new reserches.
Kepp working on it. :-)
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Zaradur on May 19, 2017, 11:32:50 pm
I played a lot but get a little bit frustrating. I Just starting only with some Gas Heavy cannon, Hydrojet a lot explosive and a lot guys get only explosives and thermo taser.
Maybe it get better over time.

I found some little little bug.
I was not trying to fix it by myself cause i don't want me to spoiler myself in the rulsets.

It's just cosmetic.
cattlefish light drone. If u stand above a dead one there is not a correct name. Instead theres only the variable "STR_CORPSE_A_DRONE".

BTW i resarched the bioflare but i can't manafuctere it or can buy it. The ufopedia entry doesn't look like there have to been something else to do.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Nord on May 20, 2017, 01:16:23 pm
Ok, i'll look into it.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Zaradur on May 22, 2017, 03:46:38 pm
I stopped playing u're mod. I don't know if i'm just terrible Bad and made one mistake after another.
But it's know October in game and is still stuck with only conventional weapons and this some improved conventional weapons like heavy gas cannon or advanced torpedo luncher.

I got nothing to fight with. I need a hole squad to wipe out a single lobster man.

I was trying to study some rulesets. I look for example guass weaponery.
All research depends on the rifle but there is no entry for the rifle so i can't research the gauss technology.

And i even can't find the bioflare in the manufacture ruleset.

I got no gauss or sonar technology i got really nothing.

Is this really supossed to be so?
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Nord on May 23, 2017, 04:09:25 pm
If you want to research gauss weapons, you need to
capture lobsterman navigator.
. Do you think it is too complicate?
Hmm... On the other way you need only
alien implants and zrbite
to gain sonic weapons.
Maybe there is something to change?
I will be happy to hear what do you think about it.
And yes, bioflare is bugged, i will fix it when got access to PC.
By the way, lobstermen are unchanged, and you need tazer or melee weapon to quickly put them down. As in vanilla.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Zaradur on May 23, 2017, 06:35:14 pm
So look into a little further.

so i need:

for sonic weapons
      - STR_ALIEN_IMPLANTS -> this four things if i get it right

      - STR_ALIEN_IMPLANTER -> maybe i'm really unlucky never captured one, played possible every mission (minimum 55 Missions, one soldiers do so many missions). Where are they to find?
      - STR_ALIEN_MOLECTRONIC -> got it
      - STR_MC_READER -> seems buggy i got 3 of them can use them in fight but got no ufopedia entry and can't manufacture one, my save file even says i got it
      - STR_ZRBITE -> got it

for gauss:

      - STR_LOBSTERMAN_TECHNICIAN -> miss

If i only need one alive for gauss it's ok but would be nice if there where a hind in some ufopedia entry.

Maybe a new topic depends only on an live alien.

"Weapon suggestion"

"After interrogate the Alien our scientist think they hide something. They feel scary about our way of thinking and our understandig in technique and weapons.
We talk to our enginers about that. They think if they are the so scared about us maybe we can invent some weapons so they have an even better reason to be scared.
Maybe an Alien Enginner can have the right know how what we need."

that could be a really great reason to get a lot of live aliens.

When i faced the lobster man the first Time and i can't hurt them i just skipt them.
There is a big difference compared to vanilla. if i played vanilla and an alien is to strong i think maybe later and research other stuff until i get new weapons and give it a new try.
in the mod i don't know what to do and so i think the when the aliens are too strong i have to research more other stuff first.
it's like the mod feels. at the start i'm not supossed to reach every mission cause the first craft has not enough fuel.
and so i think i was supossed to skip the lobster man until i get something new.


Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Nord on May 23, 2017, 07:26:48 pm
      - STR_ALIEN_IMPLANTER -> maybe i'm really unlucky never captured one, played possible every mission (minimum 55 Missions, one soldiers do so many missions). Where are they to find?
Maybe you find it but can not research? You need to interrogate alien medic for this.
But it is a good idea to look where to find these pieces.
for gauss:

      - STR_LOBSTERMAN_TECHNICIAN -> miss
No, not technician. A Navigator.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Zaradur on May 24, 2017, 04:18:53 pm
Copied the wrong lobster man. BTW why an Navigator would be an Technican not a better choice? Technican, machines and so on.

I start over and make a new game. to skip the start a little bit i cheatet a little bit so i got the contaiment und the taser from the scratch.
Now i try play a close combat squad maybe this time it get better than before.

I got nothing in store so i think even an medic can't help out.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Dr.Crowley on May 27, 2017, 12:16:31 am
Alright, I finally got some time to take a look on the text.  I'm sorry but most Ufopedia articles are looking like the result of Google-translation from Russian. Some examples are listed below:
STR_SPEAR_UFOPEDIA: "Spear, forged from unknown composite material. Light, durable and sharp."
Correct variant: "This spear is forged from unknown composite material. It's light, durable and sharp."

STR_TRIDENT_UFOPEDIA: "This melee weapon we retrieved from Naga temple. It has aquaplastics shaft and blades with superdense edges. Clearly a combination of ancient tradition and advanced alien technology."
Correct variant: "This is a melee weapon we retrieved from the Naga temple. Its shaft is made of Aqua Plastics, and its blades have superdense edges. This trident combines an ancient tradition and advanced alien technology."

STR_BIOFLARE_UFOPEDIA: "Bionic device, producing two times more light, than chemical flare. And do not blind human eyes."
Correct varian "This biochemical device produces twice as much light as its chemical counterpart and does not blind human eyes."
Reason: https://en.wikipedia.org/wiki/Bionics

I will continue this list if required.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Nord on May 27, 2017, 08:12:41 am
Thanks, i am waiting long for someone like you.  :)
One question: i can not properly evaluate your variant, but beg you to keep meaning and terms unchanged. Like bionic, not biochemical, etc.
Thanks again.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.07)
Post by: Dr.Crowley on May 27, 2017, 09:31:09 am
One question: i can not properly evaluate your variant, but beg you to keep meaning and terms unchanged. Like bionic, not biochemical, etc.
Thanks again.
Roger that. I'll check further and post the results later.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: Nord on May 28, 2017, 09:47:29 am
Tiny bugfix update 1.08 is ready.

Changelog:
 - Fixed bioflare manufacturing;
 - Fixed patrol uso;
 - Small fixes.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: Dr.Crowley on May 28, 2017, 10:26:55 am
By the way, I recolored your Drowned One (Zombie) Ufopedia pictures to make them closer to TFTD battlescape sprite (just because green-skin underwater zombie looks more belivable for me). Dunno if this will be useful for you because Zombie autopsy picture is looking almost the same as Mutant autopsy, but whatever. Also I have absolutely no idea who made the pictures you are using so I don't even know about credits and stuff. I would like to use these recolors for my own TFTD mod, however, even if nobody needs researching Zombies in vanilla TFTD ;D
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: niculinux on June 07, 2017, 10:03:26 am
Gave a quick try and liked very much, congrats :) May it be used without trouble with other mods? And waht about to publish it on the mod portal (http://www.openxcom.com/)?
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: Nord on June 11, 2017, 04:40:03 pm
Gave a quick try and liked very much, congrats :) May it be used without trouble with other mods?
Using with other mods is... complicate.
Which mod do you want to use with? I can merge it.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: niculinux on June 12, 2017, 10:47:38 am
Using with other mods is... complicate.
Which mod do you want to use with? I can merge it.
I was thinking of [Mega-Mod TFTD] My_TFTD_Mod v.1.02 (https://openxcom.org/forum/index.php/topic,4931.0.html); don't know wheter it may be doable, but there are an handful of other small mods for TFTD around the forum  8) ;) Hey thanks fo caring!!!
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: Nord on June 12, 2017, 04:27:02 pm
Well... TWoTS and MegaMod is two visions of one thing - TFTD expansion. I begin creating my mod just because was not agreed with new_civilian's approach. If someone make merging of this two mods - it will be a third big mod.  :)
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: niculinux on June 13, 2017, 03:03:58 pm
This mod is completed and i dont planning to add something more. But if you give good idea - why not?
I want to redraw some usopedia pics when i got free time... IF i got free time.

Hey, one last thing; i'd suggest to make a new design for the SWS gauss weapons (pistol, rifle, heavy, whatever more is included related to vanilla gauss weaponry) , something interesting is to be found in a thread i made some time ago (https://openxcom.org/forum/index.php/topic,3924.0.html), otherwise i'd recommend also the gifty's garage thread (here  (https://openxcom.org/forum/index.php/topic,2630.msg38285.html#msg38285)and here (https://openxcom.org/forum/index.php/topic,2630.msg40121.html#msg40121)) there are some thing pretty sci-fi that would fit in an TFTD mod. Over and out  ;) :)
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: Dr.Crowley on June 19, 2017, 03:25:37 pm
Well... TWoTS and MegaMod is two visions of one thing - TFTD expansion. I begin creating my mod just because was not agreed with new_civilian's approach. If someone make merging of this two mods - it will be a third big mod.  :)
Lol, I begun my own TFTD mod just because both of these mods (TWoTS and new_civilian's) doesn't make TFTD any better for me.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: Nord on June 20, 2017, 12:44:22 pm
 Quot homines, tot sententiae.  ;D
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: endersblade on October 20, 2017, 10:23:13 pm
Am I missing something, or is there no full description of what all comes with this?  From what I've seen it looks interesting, but I'd like to know all of the changes before I decide.
Title: Re: [TFTD] [Expansion] TWoTS Release (v.1.08)
Post by: Nord on October 21, 2017, 06:28:34 am
Well, i understand nothing from your post. But if you interested in this mod, look here: https://openxcom.org/forum/index.php/topic,5566.0.html (https://openxcom.org/forum/index.php/topic,5566.0.html)