OpenXcom Forum

Modding => Released Mods => Topic started by: Nord on July 07, 2017, 10:47:45 am

Title: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
Post by: Nord on July 07, 2017, 10:47:45 am
World of (terrifying) silence.
Now with OXCE.
Goal: You ever wondered, where authors of TFTD took all these fancy supersonic submarines and underwater tanks? Yes, this is future (The year 2040, if you forget) but not very far future. I mean, only 16 years left. And we have no such technology, as we dont has it 30 years before. Are we? Well, i tried to explain this a bit. And yes, game became slightly harder.

New content: Over 100 new weapons and items, new crafts and new craft armaments, a lot of new missions (LORE friendly) and 35+ new units (yours and enemies). Many USOPEDIA topics and maps.

Included mods of other authors: "Extended facilities" by Blank. "Moray" by tyran_nick. "Carharodons" by Xops. "More USO" by Blank. TFTD Alt Drills by pWWWa.
Swapped small and very small USO maps, so you dont need to use external mod.
Included new_civilian's TFTD patch.

Strongly recommended mod: Orchestra of the deep by zauberkraut.

Available languages: US english, Russian and Korean.

Download and install:
Modportal page: https://mod.io/g/openxcom/m/the-world-of-terrifying-silence (https://mod.io/g/openxcom/m/the-world-of-terrifying-silence)

Changelog:
v. 2.61
Polishing release:
- Fixed minor bugs;
- Improved some images.
v. 2.60
- Added new map - Yacht (thanks to murkhach@centrum.cz);
- Added new unit - shoggoth;
- Added new items: tactical buoy; fuel tank;
- bio-suits now provide more bonus health;
- slightly improved some sprites;
- minor bugfixing;
v. 2.59
- New mission type - underwater terror;
- new events;
- Minor bugfixes.
v. 2.58:
- Fixed SWS spawn for OXCE v.7.9.6 or higher.
v. 2.57:
- Defensive facilities are now upgradeable. Torpedo-gauss-sonic-pwt can be built on top of previous;
- A knife has been nerfed again;
- minor bugfixing;
- OXCE 7.9 compatibility;
v. 2.56:
- new facility - headquarters (also prison for humans);
- new item - zrbite lamp;
- Improved some sprites;
- USO maps fixed;
- Fixed Cruise liner placement;
- Fixed the Poseidon tank placement;
- Fixed the Triton/Poseidon colors;
- Fixed some ufopedia typos;
- Slightly balanced;
- minor bugfixing.
V 2.52
- fixed 2x2 spawn in USO;
- fixed acid torpedo manufacturing;
- fixed knife/vibroknife balance;
- fixed missing USOPedia article;
- fixed Paladin stripping;
- fixed map CTD in martian battleship mission;
- fixed minor bugs;
V 2.51
 - Added new suit - sailor vest;
 - fixed minor bugs;
 - prepared for newest OXCE (current - 7.5.3);
 - added Korean language.
Due to bad internet connection:
 - removed additional music, recommended to use mod "Orchestra of the deep";
 - now in archive is only mod, without OXCE;
V 2.50
 - Added functional acid damage. Now acid does damage over time. Direct weapon power was nerfed.
 - Moved shard weapons down through tech tree. Now only any commander interrogation is needed to research and use them;
 - Added sprite change for human-made weapons when it have no ammo;
 - Added 3 hint pages to Usopedia;
 - Fixed a pair of small bugs;
 - Fixed some typos.
V 2.49
 - nothing new, just minor bugfixing;
 - updated to OXCE 7.0.
V 2.48
- Upgraded to OXCE 6.6.1;
- Fixed crash on martian battleship map;
- added wonderful orchestra music by zauberkraut.
V 2.47
 - minor bugfixing.
V 2.46
 - added new weapon, acid pistol;
 - now small retaliation USO must bombard your base instead of assault (not checked);
 - increased range of microtorpedo launcher;
 - minor bugfixing;
V 2.45
 - Fixed Triton map;
 - Fixed holes in some of USO's roofs;
 - Fixed Cargo ship civilian placement;
 - Added feature: geoscape events;
 - Fixed alien fighter hunt behavior, nerfed his shooting frequency;
 - minor fixes;
V 2.40
- enabled bughunt mode after turn 20;
- enabled radar circles over hunter-killers;
- Various minor bugfixes;
V 2.39
 - Now all units have inventory images, and let no one go offended;
 - New shield level indicator - when unit is hit, flash message shows shield left;
 - minor fixes;
 - OXCE 6.4 used.
V 2.38
 - Fixed Poseidon map;
 - Fixed/rebalanced melee time costs and aim;
 - Fixed drone sounds (checked);
 - Rebalanced Sonic Oscillator;
 - Now Oscillator and Ion craft cannon require ammo;
 - New loot - neurointerface components;
 - Now one mag.navigation needed to produce 4 gauss pistols or 2 rifles;
 - Mag. navigation manufacturing;
 - Minor fixes;
 - Newest OXCE used.
V 2.37
- Cormorant now have 2 harpoints for cannons;
- Fixed shard weapons(armor damage, no more armor piercing, proper rifle name, proper sell costs and recovery points);
- Fixed melee weapons TU cost;
- new sounds for drones;
- more space for large storage and large quarters;
- minor balancing.
V 2.36
- Added new tier of alien weapons: shard guns;
- Added new craft weapon - aquaplastic cannon;
- Added recycling of termal shock bombs and pvt rounds;
- Increased HP of enchanced aquatoids;
- Minor bugfixing.
V 2.35
- Various minor bugfixes;
- Implemented decreased enemy's TU on the first turn;
- Minor balancing;
- OXCE 6.2 used.
V 2.34
 - Added nev vehicle - Scorpenae;
 - Added armored zombies (from armored soldiers)
 - Some additional images (inventory and background);
 - Decreased crew size of Triton to 12 men or 2 SWS;
 - Global terrain-based environment (e.g. abyss in darkest regions of world ocean);
 - Fixed crypt ruins map;
 - Fixed X-Rifle research;
 - Minor fixes;
 - Stunning improves morale;
 - Newest OXCE 6.1.1 used.
V 2.33f
- Fixed t'leth crash;
- Minor bugfixing;
- OXCE 6.0 used.
V 2.33
 - Biodrone inventory fixed;
 - terrain bugs fixed;
 - changes in T'Leth enemys;
 - minor fixes;
 - OXCE 5.6.2 used.
V 2.32
- Fixed armor MC-defense;
- Fixed T'leth level 2 exit zone;
- New unit - naga honor guard;
- ion armor and ogre shields improved;
- mag-ion armor now calls "mag armor";
- jellymen reaction improved;
- sonic oscillator nerfed even more;
- naga spawn reduced, and additional naga missions stops not after research alien key, but after research naga commander;
- alien key manufacture fixed;
- exosuit now gain additional light in abyss;
- minor fixes, mostly reported by Meridian in his letsplay;
- updated to OXCE 5.6.2.
V 2.31
- Fixed OXCE 5.5 incompatibilities;
- Minor balancing (bio armors, uso speed, gauss resistances, etc)
- Minor fixes (strings, inventory pics, bullet sprites, etc)
V 2.30
- Fixed MC Battlearmor special weapon;
- Added ALL units armor overview in USOPedia;
- Included wonderful pWWWa's "Alt Drills";
- Reworked some USOPedia pages;
- Improved russian texts;
- Minor fixes.
V 2.29.1
- Fixed inv pics. Again.
V 2.29
- Added new USO interiors by Blank;
- Added soldier transformations to cyborgs and MC-shielded ones;
- MC-shielded aquanautc MC-strength increased;
- rebalanced a few things;
- defined names for craft weapon slots;
- Fixed new music;
- Fixed island civilian spawn;
- minor fixes;
- suited for OXCE 5.5. And exactly this version is used.
V 2.28.1
 - fixed new armor invs.
V 2.28
- added new inventory pics (64 of them) for ALL armors;
- added some music;
- added new SWS: scout drone (for surface recon);
- increased value of civilian lives;
- diver knife do less damage to armor;
- rebalanced USO mission chances;
- rebalanced alien item levels;
- randomised mission spawn time;
- mindworms attack nerfed;
- fixed Outcast bugs;
- fixed missing strings;
- fixed music in excavation;
- minor fixes;
- OXCE 5.4.1 used.
V 2.27
 - added new alien weapon: Cocoon;
 - fixed hazmat armor (again);
 - fixed outcast unit spawn;
 - fixed mindworm melee invulnerability;
 - fixed poseidon unit placement;
 - minor fixes;
 - newest OXCE used.
V 2.26
 - Fixed barge map, so foot units wont fall off the barge;
 - Fixed aquanaut corpses recovery;
 - Fixed sometimes-critical error with sunken ufos;
 - Fixed russian translation for new OXCE rules;
 - Special to Meridian: added possibility to repair Paladin armors;
 - Minor fixes.
V 2.25
 - fixed alien lab level 1 map;
 - fixed Naga temple map;
 - added new enemy: Church outcast;
 - added new item: alien clip;
 - added special desriptions for special missions alert (deep missions warning);
 - minor fixes;
 - used nevest x64 OXCE build.
V 2.24
 - Fixed Ufopedia entry about high pressure;
 - Fixed holes in Leviathan;
 - Small rebalance of Zrbite ammunition and Magna-Pack;
 - Minor changes in mission scripts;
 - Minor bugfixing;
 - Newest OXCE build.
V 2.23
 - fixed ion armor;
 - newest OXCE build used;
 - added new item - bubble.
V 2.22
 - added new rare item: handheld mc-shield;
 - improved routes of many normal maps, focused on floating units;
 - increased weight of explosives;
 - minor changes in enemy resistances;
 - fixed Usopedia order;
 - fixed small bugs in research;
 - minor bugfixes;
 - newest spellcheck from long6oarder included.
V 2.21
 - fixed hole in triton/poseidon;
 - fixed officer laser pistol accuracy;
 - fixed item categories;
 - fixed facility moving price;
 - fixed human corpses size;
 - increased weight of plasma cannon;
 - small fixes;
 - added two help articles in USOpedia about hotkeys;
 - new background in some mission briefings;
 - seaman now called fishfood. (by Meridian);
 - newest english text redaction. (by long6oarder).
V 2.20
 - fixed abandoned crypt map, terrain and text strings;
 - different directions for P8M deployement;
 - added a pair of ufopedia articles;
 - newest OXCE build used.
V 2.19
 - fixed shock mechanic;
 - fixed a pair of text strings;
 - minor fixes;
 - new Poseidon appearance, Triton sprites are also updated (minor fixes);
 - newest OXCE build used.
V 2.18
 - minor fixes;
 - naga sorceror fix;
 - decreased chances for alien biolab to spawn;
 - new english translation by long6oarder;
 - proudly present to you: new TRITON appearance, gratefully stolen from Carlos Cabrera (original art: https://img00.deviantart.net/2777/i/2010/060/d/4/xcom_fanart_by_artbycarlos.jpg (https://img00.deviantart.net/2777/i/2010/060/d/4/xcom_fanart_by_artbycarlos.jpg))
V 2.17
 - fixed x-com base spawning nodes;
 - added new armor - carapace;
 - added new weapon - plasma gun;
 - added new manufacture projects - repair/decompose broken armors;
 - experimental - added large polyphs to jellymen base;
 - newest oxce+ build used, thanks to Meridian;
 - MC-armors now use special weapons.
- Also cyborg names now have 'CS' prefix.
V 2.16
 - nerfed polyph TU. Expect less reaction fire.
 - improved hellcrab resistances;
 - added shields to all Freaks;
 - implemented sniping mechanics;
 - implemented spray fire mechanics;
 - implemented ability to cease alien missions by shooting down uso;
 - implemented ability to regain lost country;
 - decreased infiltration chances even more;
 - all ion weapons now have 10% armor piercing;
 - added ufopedia articles about game mechanics;
 - mc-controller now lose aim due to range (maybe need to balance);
 - mc-focus lose power;
 - decreased zrbite portion per accelerator (to 20 units);
 - added missing thermalvision to armors;
 - fixed bug with T'leth third stage;
 - some options made unchangeable;
 - modified darts sprites to better type visibility;
 - minor bugfixing;
 - newest OXCE+ used.
V 2.15
  - fixed bug with needler movement;
  - fixed bug with hazmat suit torso;
  - fixed bug with final mission research;
  - fixed bug with ion rifle disassembly;
  - changed alien infiltrations. They will spawn rarely, use smaller crafts and finish faster. Please try and provide feedback. Remember: if last craft is landed, infiltration counts as succeded.
  - changed alien key research. Now you can produce new one, if the first one was lost;
 - some more unnamed bugfixes.
V 2.14
 - Fixed second stage map bug (excavation site and ancient dungeon);
 - Fixed/changed biodrone research;
 - Fixed missing music;
 - Now you can recycle alien ammunition for zrbite.
 - New armor: Ogre (2x2) with integrated weapons.
 - Replaced weapons between Ogre and Cyclop;
 - new image for advanced medikit;
 - shielded USO have modified interception pics;
 - minor fixes;
 - newest OXCE+ build used.
V 2.13
 - Another critical bug fixed. Now Freaks spawns properly.
 - MC battlearmor animation fixed.
 - Some other fixes.
 - Research and manufacture slightly changed due to balancing.
V 2.12
 - critical bug fixed, noe you can win the game. I hope...
 - many small bugs are fixed too, including advanced bio armor.
 - added two new USO, both with shields (for late game). Maps are stolen and then reworked. :)
 - reworked tech tree.
 - balancing
 - newest OXCE+ build.
V 2.11
 - Major bugfixing, including critical bugs.
 - added new weapon - vibro knife
 - Triscene now have fire weapon
 - research tree has been changed slightly, one major thing - you need to destroy one alien base or artifact site to build one transmission resolver.
 - added two buildings - Naval control center and transmission nexus.
 - minor rebalancing
 - rebalanced manufacturing costs.
 - newest OXCE+ used.
V 2.10
 - bugfixing.
 - added equipment - chemical neutralizer.
 - fixed new animation of static units.
 - newest spellcheck applied.
V 2.09
 - new item: biogel injector.
 - new facilities: medbay, regeneration bay.
 - finished sprites for hybrid armor and advanced bionic armor.
 - rebalancing.
 - more bug fixes.
V.2.08
 - Fixed crash in willage.
 - Fixed stun darts
 - Fixed corpse names and some other strings
 - Spellcheck by long6oarder
 - Minor bugs fixing
 - New armor - advanced biosuit, sprites of hybrid armor changed, ufopedia picture is in progress.
V.2.07
 - newest version of OXCE+, all praise Meridian!
 - Hunter-Killers will drown your subs, if you will be not cautious enough.
 - A whole new quest arc added: The Jellymen. With new missions, new units, new weapons and new USO. Easter eggs included.
 - Stingray can now land for small assaults (still 2 crew members)
 - many upgraded Ufopedia pics, some new pages too.
 - fixed bugs with upgraded aliens capture.
 - fixed some other bugs (may forget the list after two monts)
 - maybe something more was added, but i can not remember.
 - special thanks to ohartenstein23 for animated torso script.
V.2.06
 - Fixed broken routes in suken galleon map.
 - Fixed naga sorceror capture.
 - Fixed hazmat armor production.
 - Maybe fixed a bug in mutant maps, at least i hope so.
 - Angler craft renamed to Mako.
 - Fixed Mindworms usopedia articles.
V.2.05
++Fixed facilities building
++Improved English translation, thanks to long6oarder.
 - Archive contains full packgage. Just unrar and copy original TFTD files into "TFTD" folder.
 - Added 4 new races with new units and their own terror units.
 - Added 9 (or close to that) new weapons.
 - Added new armors, including shielded ones.
 - Some alien units also gain shields.
 - Added 5-6 types of missions, like alien floating barge and defense of military base with the help of soldiers.
 - Multiple rebalancing changes. Like lobsterman has more armor and less health.
 - Many ufopedia pics.
 - Many changes in research tree.
 - Multiple fixes.
 - Improved english translation, thanks to long6oarder.
 - Graphic updates: animated terrain, fixed "artifact site" groundblocks, etc. Also added previews for armor and SWS in craft equipment screen.
V.2.03
 - added hazmat armor;
 - added sonic sniper rifle;
 - added small barracks called outpost, for your interceptors pilots;
 - added craft weapon - Nuclear torpedo;
 - fixed facilities sprites;
 - fixed vanilla alien deployement in xcom base attack;
 - fixed melee weapons (error "no ammunition loaded");
 - behavior of some units changed to leeroy jenkins;
 - minor fixes.
V.2.02
 - added missing strings for OXCE+;
 - fixed knife damage type;
 - fixed hook ufopedia;
 - fixed stun grenade sprite;
 - fixed russian translation.
V.2.01
 - small bugfixes in research tree and usopedia order;
 - mutants now armed with shotguns;
 - medikit requires SORESO database now.

Which help is needed: Thanks to all.

And as with any mod, please report about bugs.

Thanks: to openxcom authors for brilliant game; to Yankes for powerful OXCE and to Meridian for even more powerful OXCE+, to Solarius Scorch for priceless help, to long6oarder for spellcheck, to ohartenstein23 for script help, to artbycarlos for great triton fanart, to zauberkraut for wonderful music, to new_civilian and other modders, from whom I borrowed something.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Dr.Crowley on July 09, 2017, 10:19:07 am
Yay, a new version! I see you moved to OXCE+ as well. Anyway, sorry for lack of help with spellchecking - I have very little spare time for literally anything.
BTW, "enemies", not "enemys"  ;D

Aaaaaaand I just saw some oddities right from the start:
(https://s13.postimg.org/gcngtkso3/screen007.png) (https://postimg.org/image/gcngtkso3/)
(https://s13.postimg.org/y3z38182r/screen008.png) (https://postimg.org/image/y3z38182r/)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Eddie on July 10, 2017, 12:46:20 pm
@Dr.Crowley:
The paperdoll displays just fine for me. Maybe it's your installation? Also, I installed the OXCE+ extra strings because they are not yet in the mod. That solves the research menu missing text.

On the mod:
The first mission I got was polyps... managed to knife one, fired all my harpoon bolts at a second and barely got that one down. Then I was out of ammo and had to retreat. I'm playing on superhuman, which gives the polyp some armor boost of course.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Nord on July 10, 2017, 03:31:24 pm
@Dr.Crowley:
The paperdoll displays just fine for me. Maybe it's your installation? Also, I installed the OXCE+ extra strings because they are not yet in the mod. That solves the research menu missing text.
Exactly.  Shall i add "OXCE+ Missing strings" to this package? It is not hard.
About paperdolls... maybe other mod conflict?
On the mod:
The first mission I got was polyps... managed to knife one, fired all my harpoon bolts at a second and barely got that one down. Then I was out of ammo and had to retreat. I'm playing on superhuman, which gives the polyp some armor boost of course.
Bad luck, it happens. Polyphs was nerfed from the time of last release, but still you need something more than harpoons to beat them.  :) And their corpses give useful research.
Also, first bugfix almost ready. So you will not see stun grenades in your shop list from the beginning(ans some other small bugs).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Dr.Crowley on July 11, 2017, 12:53:52 am
That is strange... I installed Missing Strings mod later and still can see the same odd things with paperdolls and research topic names. And there is no any other mod activated. No idea what is the reason of all of this.
About polyps - yeah, tough creatures AFAIR. I can only advise to use something better than just harpoops against them. Torpedo launchers or simple grenade bombardment should work, I guess. If only I could use Needle Rifles or M.E.T. Launcher from my WIP mod against...  ;D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Nord on July 11, 2017, 06:34:36 am
That is strange... I installed Missing Strings mod later and still can see the same odd things with paperdolls and research topic names. And there is no any other mod activated. No idea what is the reason of all of this.
What language do you use?
And that black box over the paperdoll - it is drawed after, not missing sprite.. Odd.
Torpedo launchers or simple grenade bombardment should work, I guess.
Bad advice. As you can read in their corpse examination, they are high resistiveant to explosions.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: kikimoristan on July 11, 2017, 12:07:51 pm
I tried testing the battle got a crash Mutants not identified alien race
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Nord on July 11, 2017, 03:27:34 pm
Yes, not all alien races can be used to all battle maps. Nevet thinked of it like bug... I think they must not.

Upd.: Version 2.01 is up. Nothing added, just bugfixes.
Changelog:
 - small bugfixes in research tree and usopedia order;
 - mutants now armed with shotguns;
 - medikit requires SORESO database now.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Dr.Crowley on July 12, 2017, 12:25:16 am
What language do you use?
EN-US
Bad advice. As you can read in their corpse examination, they are high resistive to explosions.
Ooops. So - kill it with a fire phosphor! :D BTW "resistant", not "resistive".
Yes, not all alien races can be used to all battle maps. Nevet thinked of it like bug... I think they must not.
Well, I am afraid that such crashes will keep taking place if the Mutants will be just a sort of single unit which does not associated with any race.
- mutants now armed with shotguns;
Uh-oh.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: kikimoristan on July 12, 2017, 12:43:42 am
Yes, not all alien races can be used to all battle maps. Nevet thinked of it like bug... I think they must not.

Upd.: Version 2.01 is up. Nothing added, just bugfixes.
Changelog:
 - small bugfixes in research tree and usopedia order;
 - mutants now armed with shotguns;
 - medikit requires SORESO database now.

Ah gotcha so the Mutants are WIP. I thought was a bug.

So I would never meet Mutants in the actual game right? 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Nord on July 12, 2017, 06:17:05 am
 No, they are campaign-only race. It is because in TFTD each race must consist of two - surface and underwater. And in case of mutants they are only surface race now. In game you can not meet them in sea.
 But if you want, i can make them battle-usable.
 In fact, i was thinking about mutant base, but can not imagine what can be a prize for that mission.
EN-US
Odd. And no warnings/errors in log file?
Quote
BTW "resistant", not "resistive".
Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: kikimoristan on July 12, 2017, 07:42:15 am
No, they are campaign-only race. It is because in TFTD each race must consist of two - surface and underwater. And in case of mutants they are only surface race now. In game you can not meet them in sea.
 But if you want, i can make them battle-usable.
 In fact, i was thinking about mutant base, but can not imagine what can be a prize for that mission.Odd. And no warnings/errors in log file?Thanks.

Thanks for the explanations. I don't care about battle usability but only campaign :)  As long as they work in regular game is all good. I only use battle feature when doing my own modding for testing purposes pretty much it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: niculinux on July 12, 2017, 12:12:49 pm
Excuse me, this mod, likewise all TTD mods, may/must be used with new_civilian's combo patch (https://openxcom.org/forum/index.php/topic,4128.msg71448.html#msg71448)?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Nord on July 12, 2017, 12:40:27 pm
Excuse me, this mod, likewise all TTD mods, may/must be used with new_civilian's combo patch (https://openxcom.org/forum/index.php/topic,4128.msg71448.html#msg71448)?
Yes, indeed, this mod can be used with new_civilian's great work.
Maybe i should integrate this patch?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Solarius Scorch on July 12, 2017, 02:33:55 pm
Yes, indeed, this mod can be used with new_civilian's great work.
Maybe i should integrate this patch?

If you think it should be used along yours, then yeah, definitely.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Roxis231 on July 13, 2017, 12:20:47 am
Nord - In the first post you have a picture that shows a downed Baracuda, is it posable for you to send me a copy of the MCD / Map files.

I have a mod which turns the baracuda into a fighter/intercepter and I was thinking of useing this to improve the design.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Nord on July 13, 2017, 07:13:11 am
Nord - In the first post you have a picture that shows a downed Baracuda, is it posable for you to send me a copy of the MCD / Map files.

I have a mod which turns the baracuda into a fighter/intercepter and I was thinking of useing this to improve the design.
Sure. But this MCD is simply, and not pretend to be used as barracuda map.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: kikimoristan on July 16, 2017, 08:31:19 am
Aight just started playing with this mod and I noticed right off the bat that there is ACID damage type in TFTD. Odd because Acid carried by Celatids in UFO was replaced by Freeze Deep One in TFTD. So somehow you added another damage type?

Also I noticed Knife is Armor Piercing damage type but there is another Melee damage type used by Drill. I am not sure if you meant to make drill and knife different damage types or not.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Nord on July 16, 2017, 01:12:05 pm
Acid type of damage persist in TFTD from beginning. Deep Ones uses it, and some other...
What about knife - is it in this version, that they do piercing damage? Because they must not... I make spears for pearcing and other melee weapons for melee damage.
Btw, i has added new type of damage, but it is laser.

Upd.: Oops, indeed, i make a mistake and knife got piercing damage type. Will fix it soon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: kikimoristan on July 19, 2017, 02:05:06 pm
Acid type of damage persist in TFTD from beginning. Deep Ones uses it, and some other...
What about knife - is it in this version, that they do piercing damage? Because they must not... I make spears for pearcing and other melee weapons for melee damage.
Btw, i has added new type of damage, but it is laser.

Upd.: Oops, indeed, i make a mistake and knife got piercing damage type. Will fix it soon.

TFTD uses Electric Shock damage instead of Acid
Deep One does  an electric attack

See for ex  https://www.ufopaedia.org/index.php/Talk:Damage_Modifiers_(TFTD) (https://www.ufopaedia.org/index.php/Damage_Modifiers_(TFTD)) Acid is removed and replaced with Electric Shock but in your mod you brought Acid back for Armor rating. But unfortunately no enemy in TFTD deals acid damage.

This is because in OpenXcom extended you can add up to 20 damage types so you added Acid on top of what TFTD already had.

edit fixed the link it was ponting to UFO

Here are the damage types in TFTD
Armor Piercing
Incendiary (Phosphor)
HE High Explosive
Gauss
Sonic
Stun (Freeze)
Drill (Melee)
Electric Shock

You also added Laser and Acid but none of the aliens in TFTD deal Laser or Acid damage or have any form of resistance to those damage types. So this means if you add Laser it will deal 100% damage to all units unless you go and add Laser stats for all their armors

Just a heads up. Whenever you add a new damage type you need to re-balance all the armors in the game including alien resistances. Otherwise laser may produce a kind of imbalance to the whole gameplay. For ex Lobsterman generally are really hard to kill so you need to use melee weapons BUT since they have no Laser or Acid resistances using any of those damage types kills them from range so no need to use melee. The whole point of Drill and melee weapons in TFTD was Lobstermen or weapon durable aliens


Also it seems your Knife should probably deal Armor Piercing damage actually  because this would make it less effective against Lobstermen having to use Drill (melee) damage instead. So it would be effective against weaker aliens without tough plating. So even tho was accidental I think it makes sense to be weaker than Drills and diff damage type.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Nord on July 19, 2017, 04:37:38 pm
Well.. They called it electric shock, but in fact it must be acid. So i renamed electric into acid and add laser damage type. And yes, i has implemented changes in armors and attack types, so NOW deep one and some other units DO acidic damage.
By the way, most armors receive 100% damage from laser, but all lasers ignore half armor.
As i can see, there is no problem with that. But i will check this part one more time right now. ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: kikimoristan on July 19, 2017, 04:44:29 pm
Well.. They called it electric shock, but in fact it must be acid. So i renamed electric into acid and add laser damage type. And yes, i has implemented changes in armors and attack types, so NOW deep one and some other units DO acidic damage.
By the way, most armors receive 100% damage from laser, but all lasers ignore half armor.
As i can see, there is no problem with that. But i will check this part one more time right now. ;)

Well is actually called Electric Shock and is a blue electric  animation very different than Acid. Of course is simply a name but the idea is Electric/Acid is an extra type of damage that humans are weaker but aliens are immune to.


As far as I know TFTD calls the damage Electric Shock in game . I should have a look again because I remember you mod adds Acid AND Electric Shock side by side. The armors had Acid resistance but also have Electric Shock resistance.


Here is a good example what I mean

Lobsterman

Armor Piercing 20
Incendiary (Phosphor) 30
HE High Explosive 30
Gauss 30
Sonic 50
Stun (Freeze) 110
Drill (Melee) 200
Electric Shock 0
Laser 100
Acid 100

This makes Laser OP and breaks the default TFTD gameplay style. You no longer need to go melee or use melee because Laser is better. 
 
Also acid damage underwater is kinda weird because there is water everywhere it would instantly dilute the acid spit and reduce the burn. You usually treat acid burns with water right away. Maybe on land  missions makes more sense.   

Poison would make more sense in a way in TFTD esp if you could do damage over time type . You could ask Meridian to implement poison damage type.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: kikimoristan on July 19, 2017, 05:00:02 pm
Nord have a look at this old post I made a long time ago how Posion could be implemented

https://openxcom.org/forum/index.php/topic,3409.msg39619.html#msg39619

You could ask Meridian to implement this mechanic in OpenXCom Extended  and use Poison instead of Laser as it ignores armor like you want to and makes more sense underwater .  Poison damage ticks over time so it would add a whole new mechanic where you would hit aliens and wait until they die OR if aliens use poison then you need to bring  a  lot of Medi Kits or some other new kind of item that can cure Poison toxin.


BTW Laser is generally less common underwater  because water absorbs light and is harder to ionize to produce a focused light ray. Of course lasers are used underwater but just water is much less useful medium for lasers. Water is less clean and lasers are less effective too.  So essentially if you take UFO1 weapons and use them underwater they would be like only 30% of damage.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: ohartenstein23 on July 19, 2017, 06:45:52 pm
Since he's already using OXCE+, this or a similar script can just be pasted into the ruleset to make poison work (https://openxcom.org/forum/index.php/topic,5245.msg78321.html#msg78321).  It can also be modified to fit exactly your poison suggestion tollworkout, without needing a new OXCE+ version.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Nord on July 19, 2017, 07:32:53 pm
tollworkout, thank you. Acid damage type works as intended, and his principe described in ufopedia. But while checking it, i found four other bugs, which will be fixed soon. Scientific (ok, looking-like-scientific) explanations of SciFi can be called my hobby.  :)
ohartenstein23,  using poisons is a good idea, maybe i implement it somehow. Possible aside of acid... Thanks.
 And about owerpowered lasers - you do not played mod, i think? Usability of lasers is very limited in this case. But if you has played and think lasers is OP, i can balance them.

Upd.: Version 2.02 is up.
Changelog:
 - added missing strings for OXCE+;
 - fixed knife damage type;
 - fixed hook ufopedia;
 - fixed stun grenade sprite;
 - fixed russian translation.

Sorry, nothing new today, only bugfixes
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.02)
Post by: Woah77 on July 22, 2017, 01:17:14 pm
I'll beta read if you'd like. I'm fairly skilled with reworking someone else's sentences to make them flow properly and read smoothly.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.02)
Post by: Nord on July 22, 2017, 03:30:17 pm
It will be great.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.02)
Post by: Meridian on July 22, 2017, 06:20:08 pm
I really need to start playing this mod.

... and I promise to make oxce+ features support tftd too as soon as possible (mainly fix the colors used).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.02)
Post by: Nord on July 22, 2017, 10:11:02 pm
You're welcome.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.02)
Post by: Eddie on July 25, 2017, 02:46:56 am
I did some ruleset digging...

I see that base defense has aliens spawning with Ion weapons. Ion weapons don't work out of water and base defence is out of water. Soo... aliens attack you with useless weapons?

Disruptor pulse launchers also don't work out of water and also spawn for base defence. This is also in the vanilla ruleset. That has me wondering, do vanilla aliens really spawn with useless weapons? Am I correct on this or am I reading the ruleset wrong?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.02)
Post by: Nord on July 25, 2017, 05:19:07 pm
You know what, Eddie? You absolutely right! Fix in progress... And vanilla has this bug too, just as you say.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.02)
Post by: Dr.Crowley on July 28, 2017, 12:03:07 am
I did some ruleset digging...

I see that base defense has aliens spawning with Ion weapons. Ion weapons don't work out of water and base defence is out of water. Soo... aliens attack you with useless weapons?

Disruptor pulse launchers also don't work out of water and also spawn for base defence. This is also in the vanilla ruleset. That has me wondering, do vanilla aliens really spawn with useless weapons? Am I correct on this or am I reading the ruleset wrong?
Bloody hell, this is hilarious. I guess I will need to fix this bug for my mod too. Thank you, Eddie!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on August 04, 2017, 05:55:52 am
Version 2.03 is up.
Changelog:
 - added hazmat armor;
 - added sonic sniper rifle;
 - added small barracks called outpost, for your interceptors pilots;
 - added craft weapon - Nuclear torpedo;
 - fixed facilities sprites;
 - fixed vanilla alien deployement in xcom base attack;
 - fixed melee weapons (error "no ammunition loaded");
 - behavior of some units changed to leeroy jenkins;
 - minor fixes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Yataka Shimaoka on August 04, 2017, 03:45:38 pm
Yay! New version to tinkle with!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on August 04, 2017, 05:44:34 pm
Btw. I haven't released a new OXCE+ yet, so anyone who wants to see leeroy jenkins needs to compile it first.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on August 04, 2017, 06:12:50 pm
I think next version of OXCE+ will see the light sooner than next version of this mod. So just for future.
Ehh.. Back to work, drawing sprites...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: doctoxic on August 06, 2017, 09:55:13 am
Hi
Just had a crash

A mission to a ship popoed up and the crashes with my ship on the way to the site.  I had done a similar mission (i think) previously and that worked fine.

log

Quote
[06-08-2017_07-46-51]   [INFO]   Data folder is:
[06-08-2017_07-46-51]   [INFO]   Data search is:
[06-08-2017_07-46-51]   [INFO]   - C:\Users\docto\Documents\OpenXcom\
[06-08-2017_07-46-51]   [INFO]   - C:\GAMES\OpenXcom_TFTD_modded
[06-08-2017_07-46-51]   [INFO]   - C:\GAMES\OpenXcom_TFTD_modded
[06-08-2017_07-46-51]   [INFO]   User folder is: C:\GAMES\OpenXcom_TFTD_modded\user\
[06-08-2017_07-46-51]   [INFO]   Config folder is: C:\GAMES\OpenXcom_TFTD_modded\user\
[06-08-2017_07-46-51]   [INFO]   Options loaded successfully.
[06-08-2017_07-46-51]   [INFO]   SDL initialized successfully.
[06-08-2017_07-46-51]   [INFO]   SDL_mixer initialized successfully.
[06-08-2017_07-46-51]   [INFO]   requested file not found: openxcom.png
[06-08-2017_07-46-51]   [INFO]   Attempting to set display to 1920x1080x8...
[06-08-2017_07-46-51]   [INFO]   Display set to 1920x1080x8.
[06-08-2017_07-46-51]   [INFO]   Loading data...
[06-08-2017_07-46-51]   [INFO]   Scanning standard mods in 'standard'...
[06-08-2017_07-46-51]   [INFO]   Scanning user mods in 'C:\GAMES\OpenXcom_TFTD_modded\user\mods'...
[06-08-2017_07-46-51]   [INFO]   Mapping resource files...
[06-08-2017_07-46-51]   [INFO]   Resources files mapped successfully.
[06-08-2017_07-46-53]   [INFO]   Loading fonts... Font.dat
[06-08-2017_07-46-53]   [INFO]   Loading extra resources from ruleset...
[06-08-2017_07-46-53]   [INFO]   Loading custom palettes from ruleset...
[06-08-2017_07-46-53]   [INFO]   Data loaded successfully.
[06-08-2017_07-46-53]   [INFO]   Loading language...
[06-08-2017_07-46-53]   [INFO]   Language loaded successfully.
[06-08-2017_07-46-53]   [INFO]   OpenXcom started successfully!
[06-08-2017_07-46-53]   [INFO]   Using software scaling routine. For best results, try an OpenGL filter.
[06-08-2017_07-47-10]   [FATAL]   A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[06-08-2017_07-47-23]   [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on August 06, 2017, 10:02:26 am
A save would help, if you have one.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: doctoxic on August 06, 2017, 10:36:14 am
save attached

its on the second mission that comes up - just ignore the first mission as its out of range

hope this helps

cheers
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Dr.Crowley on August 06, 2017, 10:54:36 am
- behavior of some units changed to leeroy jenkins;
LOLWUT
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on August 06, 2017, 02:54:14 pm
save attached
its on the second mission that comes up - just ignore the first mission as its out of range
hope this helps
cheers

@Nord:
Crash happens when base defense starts... XBASET00 mapblock is missing in XBASES terrain.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on August 06, 2017, 03:10:53 pm
Oops... Here is quickfix. Will update main download right now.
Upd.: main download updated.
By the way, spotted a fun thing: on the base defense mission pool is actually a trap. If unit comes in, there is no way he go out. Should i fix it? Maybe leave as is...

2 doctoxic: i looked into savegame, and can suggest:
    - "StrategyCore_Swap_Small_USOs_TFTD ver: 1.0"
Do not needed, allready in mod.
  - "UFOextender_Gun_Melee_TFTD ver: 1.0"
  - "XcomUtil_High_Explosive_Damage_TFTD ver: 1.0"
  - "UFOextender_Psionic_Line_Of_Fire_TFTD ver: 1.0"
  - "XcomUtil_Improved_Gauss ver: 1.0"
  - "XcomUtil_Starting_Defensive_Base_TFTD ver: 1.0"
These IMHO will ruin balance, because many things was changed, including stuff in these mods.
But it is your choice, of course.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: doctoxic on August 06, 2017, 06:32:13 pm
thanks meridian/nord

i'll change the options as you suggest,  it would be good if you could add this info to your recommended options in your first post  :)

cheers
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: doctoxic on August 06, 2017, 06:34:52 pm
Oops... Here is quickfix. Will update main download right now.
Upd.: main download updated.
main download still says 2.03???

By the way, spotted a fun thing: on the base defense mission pool is actually a trap. If unit comes in, there is no way he go out. Should i fix it? Maybe leave as is...
i am fairly new to this, please could you explain what this means
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on August 07, 2017, 03:27:44 am
Yep, still 2.03. Just a little fix.

About the pool - i maked a error when creating facility map. Unit can climb ladder and step down in a water, but can not use ladder inside pool. It will be fixed soon, and right now just do not go there, or unit will stuck there until base defense ends.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: doctoxic on August 07, 2017, 11:26:52 am
thanks for the update

i think i'll wait for the next patch before continuing (assuming all your updates are save game compatible)

cheers
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on August 07, 2017, 04:41:12 pm
As you wish, but nothing prevents you from continuing the game right now.
And i can not say when next update will be.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: doctoxic on August 08, 2017, 12:20:21 am
hi nord

i have run into a problem , probably my messup but i'll mention it anyway

I tried the xcom files mod using the same install as for twots (as it also uses extender) then changed back to twots after coping in the new file (no crashes now)

however i had been fiddling with some of the other standard mods and now i have a missmatch

anyway - the end result is all my planes and squad weapons have dissapeared - so i may well have messed up the (re)install - any thoughts?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on August 08, 2017, 03:21:08 am

anyway - the end result is all my planes and squad weapons have dissapeared - so i may well have messed up the (re)install - any thoughts?
Looks like you has loaded modded save with mod switched off.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: doctoxic on August 08, 2017, 08:51:38 am
thanks, that was it,  doh!

however its game over as just got wiped on the base defense mission :(
are they meant to come that early (only my third mission)

cheers
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on August 08, 2017, 11:50:08 am
It is that base defense that was in savegame you uploaded? It is not lethal. I can suggest
remove newtsuits and buy more rifles
But how do you managed to get retaliation mission in second month? It can not be like that. It must not be...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: kikimoristan on August 18, 2017, 11:21:33 am
tollworkout, thank you. Acid damage type works as intended, and his principe described in ufopedia. But while checking it, i found four other bugs, which will be fixed soon. Scientific (ok, looking-like-scientific) explanations of SciFi can be called my hobby.  :)
ohartenstein23,  using poisons is a good idea, maybe i implement it somehow. Possible aside of acid... Thanks.
 And about owerpowered lasers - you do not played mod, i think? Usability of lasers is very limited in this case. But if you has played and think lasers is OP, i can balance them.

Nord back to the original discussion :) You ain't getting away that easy >:) JK

I m pretty huge  scifi nerd and while I enjoy fantastic pseudo-scientific elements  I am pretty big science nerd too and I kinda like when the two blend well.


Poison type damage over time  could indeed work quite well in TFTD both on land and under water!  In fact  this is precisely how Crocodile Hunter "Steve Irwin"  died swimming around venomous fish. RIP But heres the thing.  Scientifically poison , venom and toxin are different. Organisms that bite you  would be  venomous . But if they spit it then it would be toxic or acid? Toxin = bad substances made by living things. Venom = bad substances made by living things that are injected on bite or sting.  Although colloquially any bad substance is a poison .  Just giving you more ammunition for possible names for a new damage type . 


In regards to laser they are supposed to be 50% weaker under water . Would it be possible to make it so that laser deal more damage on land than under water? 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: Nord on August 18, 2017, 12:08:58 pm
But if they spit it then it would be toxic or acid?
Animal, spitting toxines, is still called venomous.
But acid is not from that family. In fact, i know no animal or plant, using acid as weapon. Except lemons.
And for use poison as weapon against aquanaut, we need to penetrate his armor first. Well, if his suit is sealed. But acid can penetrate armor by self, though.
Quote
In regards to laser they are supposed to be 50% weaker under water . Would it be possible to make it so that laser deal more damage on land than under water?
It is possible for armor sets, very doubt about weapons. But why 50%? Water disperse light around 1000 times more than air. So i decided to divide laser weapons to surface-only and underwater-short-ranged.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: yrizoud on August 18, 2017, 03:35:19 pm
There are ants which can spray acid (formic acid).
https://gfycat.com/WholeFairCat#?format=gif
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on August 18, 2017, 05:33:59 pm
Yes, of course.
And "Dolium" snail. Google say so.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
Post by: kikimoristan on August 18, 2017, 10:16:13 pm
Animal, spitting toxines, is still called venomous.
But acid is not from that family. In fact, i know no animal or plant, using acid as weapon. Except lemons.
And for use poison as weapon against aquanaut, we need to penetrate his armor first. Well, if his suit is sealed. But acid can penetrate armor by self, though.It is possible for armor sets, very doubt about weapons. But why 50%? Water disperse light around 1000 times more than air. So i decided to divide laser weapons to surface-only and underwater-short-ranged.

Actually Skunk uses acid as a defense.  I mean this is real life not Alien :D  Skunk anal glands produce thiols which are sulfur based alcohols wtih an acitity of pK of 3-6  . In comparison citric acid  which is actually made up of 3 different acids each with pK 5 4 and 3 . So technically Skunk is as acidic as a lemon hahah

And regarding lasers yes that makes sense :)

There are ants which can spray acid (formic acid).
https://gfycat.com/WholeFairCat#?format=gif

ok so formic acid pk is 3.77

That's good to know  tho. I am working on a story about mutated giant ants. They can now spit acid. my Antmen race shoulda had that acid spiting ability
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on August 22, 2017, 09:38:46 am
Ok, i am stuck, give up and asking for help.
Trying to add new map without craft landing site (like dungeon). But gain error everytime: "no xcom units could be placed..."
Recipe: chose new battle, chose "ancient naga city".
Please, help me somebody.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Solarius Scorch on August 22, 2017, 03:30:47 pm
Please check:
1) Do the floor tiles have the X-Com entry flag? (In MapEdit)
2) Do you have X-Com spawn nodes in .rmp?
Both things are needed.

Also @tollworkout, would it be OK if I used your Antmen in X-Com Files?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on August 22, 2017, 03:51:47 pm
Please check:
2) Do you have X-Com spawn nodes in .rmp?
*Beats his head in the table*
Of course! I am stupid.

One more thing:
What do you think, how must be armed this armor suit? Now it is fixed sonic cannon and grenade thrower, but i'm ready for other suggestions.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: nev3rm0re on September 04, 2017, 01:52:11 pm
I'm having trouble - weapons are not displaying in the inventory (except original ones). I'm using latest .dmg version of openxcom and the version of twots from this thread. Anyone knows how to solve this issue on Mac?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on September 04, 2017, 02:42:30 pm
I'm having trouble - weapons are not displaying in the inventory (except original ones). I'm using latest .dmg version of openxcom and the version of twots from this thread. Anyone knows how to solve this issue on Mac?

Can you name 2 or 3 specific weapons that are not displaying?
A screenshot wouldn't hurt either.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: nev3rm0re on September 04, 2017, 07:13:23 pm
Can you name 2 or 3 specific weapons that are not displaying?
A screenshot wouldn't hurt either.

All of them, except magna-blast and dye grenades, also flares. They are still there, I can hover over them, pick them up, unload/reload etc.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on September 04, 2017, 07:29:25 pm
All of them, except magna-blast and dye grenades, also flares. They are still there, I can hover over them, pick them up, unload/reload etc.

Can you try for example Ion cannon?
(try using New Battle mode for example)

If you see Ion cannon, but don't see the Knife... then the issue is with image format... GIF vs PNG... I remember Mac version had issues with GIFs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: nev3rm0re on September 05, 2017, 02:15:48 pm
Can you try for example Ion cannon?
(try using New Battle mode for example)

If you see Ion cannon, but don't see the Knife... then the issue is with image format... GIF vs PNG... I remember Mac version had issues with GIFs.

Yeah, it's exactly as you said - i can see Ion Cannon, but cannot see the knife. How do I fix it? Will batch converting all GIFs to PNGs help?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on September 05, 2017, 08:08:00 pm
Yeah, it's exactly as you said - i can see Ion Cannon, but cannot see the knife. How do I fix it? Will batch converting all GIFs to PNGs help?
Yes, if you will also rename them all in the file "\ruleset\ExstraSprites.rul"
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: nev3rm0re on September 06, 2017, 05:52:09 pm
Hello, it worked! Now I can enjoy playing, woohoo!  8)

Just in case someone might need it, attaching updated "ExtraSprites.rul" file and a list of GIF files in the mod. Scripts I used to convert files can be found at https://gist.github.com/nev3rm0re/79fcc7a1bf97f05c27505c687a8b9001
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: nadir-1648 on September 10, 2017, 12:17:09 pm
Hullo,
Enjoying the mod thus far, have lost a few to cultists and... half-lizardmen? Glad to see the Lovecraft elements taken further!

 I have nothing useful to say beyond that, aside from a map error. I installed the data patch from openxcom.org, so I don't think it's an issue with the vanilla data, but who knows with TFTD.
Save and log attached. If this is indeed a bug with the mod, hope this helps nail it down.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on September 11, 2017, 04:43:24 am
nadir, most of these warnings can be removed with newcivilian's combo patch: https://openxcom.org/forum/index.php/topic,4128.msg71448.html#msg71448 (https://openxcom.org/forum/index.php/topic,4128.msg71448.html#msg71448)
I am still thinking how to include this great work in my mod.
Also, thanks for feedback.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: D3LTA WAV3 on September 14, 2017, 04:58:38 am
I am having a problem with this mod, i can not start it. TWOTS 1_08 works for me, though.  Can I get help, please? The picture is what I get when I try and start it.
line 23 in Starting Conditions shows no problems to me.

Thank you
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on September 14, 2017, 05:46:33 am
Strange... line 23 is just diving suit.

Maybe some rule file is damaged? How about reinstall (or re-download)?

Also i can suggest to put mod into "*openxcom folder*\user\mods\" folder. It must be there i think.

I will try to compose next version with executables and all other files, for "unpack and run" purpose.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: D3LTA WAV3 on September 14, 2017, 10:05:06 pm
None of that seemed to work. :(
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on September 15, 2017, 02:56:41 pm
Odd.
I has only two options:
1. upgrade OXCE+ to 3.9c
2. upload an archive with your complete installation (OXCE folder), i can look into it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: long6oarder 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!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on September 25, 2017, 01:07:41 pm
Wow, it is a lot of text.
Ok, my advice for those, who has troubles with installing my mod is -

Wait for the next update if you want to play from beginning to the end.

It will add a lot of stuff AND there will be complete pack of files (except original TFTD files because of forum policy), and you will need only extract all from archive.
I need maybe a week to complete new sprites.

Here is some preview.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Solarius Scorch on September 25, 2017, 08:04:42 pm
Wow, that Tasoth looks tasty. And horrifying. Great job.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Dr.Crowley on September 29, 2017, 09:52:54 pm
@long6oarder
Hello and welcome to our "team" of the Red Shirts UNDER WATER!brave explorers of the deep!
1) The acronym "TWoTS" means "The World of Terrifying Silence".
2) new_civilian's combo patch fixes some map errors here and there. I believe it will be included in the next version of TWoTS
3) I am pretty sure that new_civilian's mod is NOT compatible with TWoTS - or at least these two mods are going any good together.

@Nord
I am happy to see your mod still well and alive (if I only could say the same about my own mod which is still in the early alpha) ;D These new enemy variations look very interesting!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: new_civilian on October 03, 2017, 02:46:15 pm
my mod does not work with the extended exe at al and yes the both mods would not work together even without that problem.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on October 03, 2017, 03:31:46 pm
my mod does not work with the extended exe at al and yes the both mods would not work together even without that problem.

Just to clarify a bit... if your mod works with vanilla, it also works with extended... I guess what you meant is that your mod does not require extended.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on October 03, 2017, 05:13:20 pm
Launching both these mods causing many oddyties and bugs.

Also, can i ask about your suggeston, people?
How i must call previously spoilered gillmen in exosceletons? A word "armored" is allready in use.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Solarius Scorch on October 03, 2017, 06:50:38 pm
Launching both these mods causing many oddyties and bugs.

Also, can i ask about your suggeston, people?
How i must call previously spoilered gillmen in exosceletons? A word "armored" is allready in use.

To keep with the steampunk stylistics:
...Ironclad Gillman? :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on October 03, 2017, 09:12:15 pm
Steampunk??? Were do you get it? :)
By the way, ironclad gillman or gillman ironclad?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Solarius Scorch on October 04, 2017, 10:43:42 am
Well okay, more dieselpunk than steampunk.  ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Tarios on October 11, 2017, 10:38:00 am
First, I want to thank the developer. Excellent work, keep it up! However, I have a couple of questions. And the main one is how to get improved weapons, Gauss or Sonic. I researched everything that was possible, even captured lobster man navigator... And as a result - an empty screen of research. I'm attaching a save file, maybe I missed something important. The second question is rather a personal comment. I do not think that the tentaculat can turn a small dron into an anthropoid zombie. If only drones are not piloted by very small people)
P.S. I know that my English is rather Google-Translate English, but I hope the main idea is quite clear.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on October 11, 2017, 10:58:38 am
Hi,

if you didn't say it, I would never know it's google translate. It's perfectly clear.

As for your question, for example for Gausss Technology you need:
- Magnetic Navigation, for which you need:
- Alien implants, for which you need to build:
- BIOLAB (Bionic Laboratory), which requires:
- Advanced bionic, which requires:
- Examination room... which you can obtain from certain USOs if I'm not mistaken

See attached dependencies.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Tarios on October 11, 2017, 11:12:57 am
Wow, thanks for the quick reply! So, we need a special USO. I'm sure I saw a cruiser and a heavy cruiser, a supply ship and a warship. Maybe you can tell what size it is?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on October 11, 2017, 11:47:23 am
I don't know, I haven't played this mod.

But in vanilla it was either Harvester or Abductor, or both. Medium size.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on October 11, 2017, 01:43:31 pm
Hi. Drednought and battlecruiser/supply ship got an examination room, not sure about heavy cruiser.
And for research medical equipment you need to interrogate a medic.
 By the way, in shortcoming update i will change a way to gauss weapons to make them easier to acquire. Sadly, it looks like savegames will not be compatible.

Upd:
I conduct a small investigation and found a bug in the vanilla: there is no alien examination room in game. Here is an ufopedia screenshot with examination room images, but in terrain mcd's these tiles marked as implanters or surgery. So here also quickfix, which you can unrar to mod folder.

Upd.2: Also i was wrong, only drenought USO contains these tiles. And, of course, you can acquire them from alien colony and artifact site.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: new_civilian on October 11, 2017, 02:39:34 pm
Just to clarify a bit... if your mod works with vanilla, it also works with extended... I guess what you meant is that your mod does not require extended.

Nope, the mod REALLY doesn't work with the Exe (well at least back then when i tried), i had strange black squares over all inventory screens of all armors.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on October 11, 2017, 02:55:07 pm
Yes, and dont forget about "clipsize: -1" for melee weapons.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on October 11, 2017, 03:01:43 pm
Nope, the mod REALLY doesn't work with the Exe (well at least back then when i tried), i had strange black squares over all inventory screens of all armors.

That's not the exe fault tho.
Those graphical glitches were caused by incorrect palettes.
(and yes, it "worked" in vanilla exe, but only by accident, not by design)

After fixing the image palettes, everything works fine.
To see what I mean, here's a similar example from Area 51 mod: https://openxcom.org/forum/index.php/topic,4702.msg82679.html#msg82679

Yes, and dont forget about "clipsize: -1" for melee weapons.

That's also not a bug, it's correct this way.
The fact that it "works" in vanilla is again a lucky coincidence, not by design.
"clipSize: 0" for melee (or any) weapons is simply wrong... and will eventually cause division by zero errors...

Also note that all melee weapons in UFO and TFTD rulesets have "clipSize: -1"... as it must be.
Why do you want to do it different??
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Tarios on October 12, 2017, 11:09:44 am
Another question. I reserched the sonic technology, the sonic gun and the clips to it. On the base in the aquanauts' equipping screen I see guns and ammunition themselves, I can load and unload weapons. But as soon as I land on a mission, all the charges to the cannons disappear, already loaded and spare too. Guns at the same time lie on the floor of the submarine, although I previously handed them to aquanauts. What am I doing wrong?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on October 12, 2017, 11:25:25 am
Can you attach a save (before the mission) where we can see this behaviour please?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Tarios on October 12, 2017, 07:58:18 pm
Here, save before and immediately after the start of the mission.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on October 12, 2017, 08:54:41 pm
It's a problem in the mod.

The mission allows only the following item categories:

Code: [Select]
  - type: STR_UNDERWATER
    allowedItemCategories:
      - STR_DUALENV_WEAPONS
      - STR_DEEP_WEAPONS

And sonic cannon clip doesn't have this category, only the weapon has it.

Code: [Select]
  - type: STR_SONIC_CANNON
    categories: [STR_DUALENV_WEAPONS]

So... since the clips are not allowed... they are sent back to base upon landing and cannot be equipped.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Tarios on October 12, 2017, 09:30:46 pm
It's a shame. Can this be fixed?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on October 12, 2017, 10:22:42 pm
Thruly, shame on me. Here is quick fix. Replace this file in ruleset folder.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Tarios on October 13, 2017, 10:00:59 pm
With this change, my saved games no longer start.  :'(
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Meridian on October 14, 2017, 02:19:40 am
Why attaching a screenshot, but not the save?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Tarios on October 14, 2017, 11:11:23 am
Sorry, I was very upset. Here.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on October 14, 2017, 03:13:46 pm
Works fine for me.
Odd is - that items.rul do not contain any UFO information.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: LuigiWhatif on October 24, 2017, 08:11:50 am
I'm getting a crash when I go into next month.  Attached is my save and the crash message, though I'm sure that one time the message mention a segmentation fault.  Also, I noticed a minor text bug on weapons with autofire.  Picture also included.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Zane Wolfe on October 25, 2017, 11:55:16 am
This mod has a LONG list of problems. I'm not sure if it's supposed to be fully playable start to finish, but it isn't. Progression get's hard bottlenecked at two major points, both of which are broken.

First up, Examination Room. Exam rooms don't actually drop in game, it's a vanilla issue. And yet without them progression get's stalled because you need Biolabs.

Second, the old battleship mission. It wont spawn. I tried editing it to have a 100% chance to spawn, but it failed to do so. And yes I have the wreck but not the codes. I tried fixing the spawnZone to 3, which it should be, and the game outright crashes at the end of the month. Without this event, the last story events can't fire, and thus the game can't be completed.
Edit: Warboy said he got it to spawn by making the change, without a crash. Thus my change of 100% chance for Naga and removing the timeout may have caused the crash. Which means the Naga Temple is broken.

Third, the Naga Temple. I never saw this mission. Because it only has a 50% chance to spawn each month, and you must have a Naga Squad Leader researched. AND all before month 8, when it can never spawn again. It already has a 'do not spawn if' trigger in the Trident research. There should be no reason this mission has a timeout factor as well.

Lastly, Sonic weapons are broken, can't be used at all. You forgot to set the environment flag for them. Strangely Aliens can still use them. As are Advanced Medkits. They require a bad string, which doesn't exist. So they can't be built.

Moving on from what is broken, we have balance. First up, the Biolab. Biolabs are more expensive, have more maintenance, and give less labspace. And you MUST have them to build certain items or research certain tech. I get you nerfed labspace all around, but Biolabs should give the same amount, if not more. They're supposed to be upgraded labs after all.

Next up, Aqua Jet Torpedos. I'm not looking at their combat stats, I'm looking at their sell value. These things sell for so much a single workshop devoted to doing nothing but building and selling them can pay for entire bases, with extra. And you can get their rather early on. It's so silly that they sell for even more than Gauss Cannons, which are impossible to get without cheating due to the exam room issue.

Next, Acid Rifle. What is the point of this weapon? Ever base game alien is utterly immune. I'm thinking that was a typo. You have Lobstermen, who take 10% more smoke damage, but are immune to acid? That might have been backwards. As far as I know, smoke doesn't even work in TFTD, at least not underwater.

Lastly, the Sonic Sniper Rifle. It has less accuracy, and less damage, than a Heavy Sonic. For the same TU cost. I get that it removes 1/3 armor. But in TFTD armor is NOT a major issue. The Triscene, which has the most armor in the game, does NOT require this weapon. Sure it's frontal/around armor is 144/132 respectively, but it's under armor is a mere 10. And being a 4x unit it takes 4x damage from explosions. A single sonic pulsar, doing MINIMUM damage, will one shot it. The Xarquid's 60 armor is the next highest. Except that only taking off 1/3 means you remove 20 armor. And a Heavy Sonic's 130 damage, 40 more than Sniper's 90, will ALWAYS do more damage. There is literally no situation where a Sonic Sniper Rifle will have meaningful impact. By the time you can research it you already have sonic pulsars and Heavy Sonic. At least the Sonic Autogun can justify itself by firing off 3 shots of 105 damage. That gives you a potential way to kill Lobstermen at range, something few other things do.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Warboy1982 on October 25, 2017, 12:59:47 pm
there's always IRC or discord if you need some help ironing out issues, Nord.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Dwarmin on November 04, 2017, 10:31:47 pm
I have no idea if this is wanted or needed, but I thought someone should use a look through to correct grammar errors and generally add some clarity. At least that was indicated as needed in the OP . Anyway I had an afternoon off so I spent it modifying the strings file. ;D

I added some extra lore I thought sounded nifty in some cases, which you might decide to nix, but mostly I tried to make stuff read a bit smoother for English speakers. I really love this mod and want to see it keep being developed! Good luck to you, man!

Edit: I'll do another spell check pass tomorrow, noticing little fiddly bits I missed.
Edit edit: Should be done now!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Dr.Crowley on November 06, 2017, 10:14:29 pm
I have no idea if this is wanted or needed, but I thought someone should use a look through to correct grammar errors and generally add some clarity. At least that was indicated as needed in the OP . Anyway I had an afternoon off so I spent it modifying the strings file. ;D

I added some extra lore I thought sounded nifty in some cases, which you might decide to nix, but mostly I tried to make stuff read a bit smoother for English speakers. I really love this mod and want to see it keep being developed! Good luck to you, man!

Edit: I'll do another spell check pass tomorrow, noticing little fiddly bits I missed.
Edit edit: Should be done now!
Oh, you did something I could not do all this time!  ;D
Great work anyway.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Lobsterman Bait on November 26, 2017, 01:00:31 pm
First of all, thank you for making this mod. I really like the way you have to grow your organisation from scratch as well as most of the nifty new stuff. That said, as someone has mentioned before, it still needs polishing both regarding bugs and gameplay balance.

One prominent bug I noticed is that laser weapons seem to do no damage. Looking in the UFOpedia, their damage type is listed as UNKNOWN, which is where I believe the root of the problem lies.

Anyway, this mod has a lot of potential and I hope you don't give up on updating it.

EDIT: I've done some more testing - Lasers do normal damage to terrain, but none to units of any sort.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
Post by: Nord on December 18, 2017, 03:39:14 pm
Sorry for my missing. I am not forget about mod, I am in a place where is no internet. Maybe close to new year i will return home and upload a new version. Thanks for waiting.

And here i am again. Greetings my friends, it is nice to be connected again.
Update is on the way, i need only to pack 'em up.

to Zane Wolfe:
questions 1 - 4 fixed. Thanks for feedback.
About biolabs - they must be like this. They are not improved lab, but expensive facility, needed for many research and manufacturing projects.
Did you mean SWS Aqua jet torpedoes or Torpedo Launcher ammo? Nevermind, i rebalanced them both. :)
Acid gun and Sonic sniper rifle... yes indeed, they are useless in original game, but here ou will find enough armored targets for them. But thanks for feedback about accuracy, it is fixed now.
Thanks again for feedback.

to Dwarmin :
Thanks, but texts are pretty changed at this moment. Maybe when i upload neww version, you will look at it?


to Lobsterman Bait:
Are you sure you use OXCE+ ?

Upd:

Version 2.05 is up (at last).

Changelog:
 - Archive contains full packgage. Just unrar and copy original TFTD files into "TFTD" folder.
 - Added 4 new races with new units and their own terror units.
 - Added 9 (or close to that) new weapons.
 - Added new armors, including shielded ones.
 - Some alien units also gain shields.
 - Added 5-6 types of missions, like alien floating barge and defense of military base with the help of soldiers.
 - Multiple rebalancing changes. Like lobsterman has more armor and less health.
 - Many ufopedia pics.
 - Many changes in research tree.
 - Multiple fixes.
 - Improved english translation, thanks to long6oarder.
 - Graphic updates: animated terrain, fixed "artifact site" groundblocks, etc. Also added previews for armor and SWS in craft equipment screen.

Known bugs:
 - Savegames are not compatible. (Sadly, because of that same armor previews. You can delete a part called #previews in ExtraSprites.rul to continue your game, but i suggest to begin new one)
 - Floating bug with CTD when one of your units are taked under control by enemy. I think - it is not because of mod, but because of some exe bug.

Download link: MediaFire (http://www.mediafire.com/file/9wea6e8y117klze/TWoTS_2_05_Win.rar)

Screenshots:
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: ionych1972 on December 21, 2017, 10:08:55 am
Unfortunately, game crashed every time when I try to build "nonstandard" facility - corridor, large GS or large LQ.  :(
Message: [FATAL]   OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Standard facilities builded without problems.


Clean install of
openxcom_git_master_2017_12_20_2026
2017-10-10-OpenXcomExPlus39c
TWoTS_2_05_Win.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Meridian on December 21, 2017, 11:14:28 am
Clean install of
openxcom_git_master_2017_12_20_2026
2017-10-10-OpenXcomExPlus39c
TWoTS_2_05_Win.

Hi,

please do not install "openxcom_git_master_2017_12_20_2026" or any other version of OpenXcom before installing OXCE+.

OXCE+ can (and should) be installed as standalone... it contains all necessary files.

The issues you are experiencing are (probably) caused by mixing of files between OpenXcom and OXCE+

M.

For more info: https://openxcom.org/forum/index.php/topic,5258.0.html
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: ionych1972 on December 21, 2017, 12:46:25 pm
Still the same problem. This time just mod and original UFO and TFTD files...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Dwarmin on December 21, 2017, 06:55:40 pm
Awesome.  ;D

Working on the new strings right now.

--- posts merged ---

Found one thing you can fix on your end, you will probably want to split up the section on 'Old Alien Flight Records' into two separate entries. Right now you can only see half before the text before the entry runs out of room, though that might just me playing with a smaller screen?

Edit: Here's a new strings file with some fixes. I didn't make much stuff up this time, the English translation was much easier to work with.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on December 22, 2017, 11:02:17 am
Still the same problem. This time just mod and original UFO and TFTD files...
Found it. Dumb error, will reupload mod today. And now old savegames will work!
Thanks for report.

To Dwarmin: yep, does not fit. It is needed to cut one or two words out. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: niculinux on December 22, 2017, 03:46:08 pm
Found it. Dumb error, will reupload mod today. And now old savegames will work!
Thanks for report.

To Dwarmin: yep, does not fit. It is needed to cut one or two words out. :)

Hello there! don't know if the upload hass been done yet, bu the game always crashes (segmentation fault (https://en.wikipedia.org/wiki/Segmentation_fault)) when i try, building a new base, placing a corridor (E-W) as in the screenshot attached. Also, luckyly got a saved game :)

Edit: log seems to say nothing usefule:

Code: [Select]
[22-12-2017_14-42-52] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[22-12-2017_14-43-39] [FATAL] OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on December 22, 2017, 08:58:19 pm
Here is quickfix:MediaFire (http://www.mediafire.com/file/tatik6natxiqpnf/ExtraSprites.rul)
Replace this file in the "Ruleset" folder.

Old savegames will work now, and all facilities are available to build (with proper research, of course).

Main file will be updated now with english translation, corrected by long6oarder.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: niculinux on December 23, 2017, 03:34:58 pm
Ma ny thnaks but game crashed on mission "suspicious shore settlement" as the creenshot says

log:
Code: [Select]
[23-12-2017_14-31-31] [FATAL] A fatal error has occurred: vector::_M_range_check: __n (which is 28) >= this->size() (which is 6)
[23-12-2017_14-31-39] [FATAL] OpenXcom has crashed: vector::_M_range_check: __n (which is 28) >= this->size() (which is 6)

got a ave, but before mimssion spawns

edit: gonna try donwload the updated verison with correct english srings  by long6oarder
edit 2: provided svade game during the mission. may be a problm map
edit 3: tried the updated version but the problem persists. Let's hope fixes by a new version. Cheeers
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on December 24, 2017, 01:58:33 pm
Sorry, niculinux i can not reproduce it. Maybe you can say in which moment ctd happens, like "when i shoot" or "when i end my turn"?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: niculinux on December 24, 2017, 10:01:34 pm
Sorry, niculinux i can not reproduce it. Maybe you can say in which moment ctd happens, like "when i shoot" or "when i end my turn"?

It happens.when shooting, as soon i press the left mouse button once aimed.an enemy, as far as i remember :'(
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on December 25, 2017, 03:15:44 pm
Still nothing... A bug repeats each time? Can you provide a savegame just before it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Dwarmin on December 27, 2017, 07:26:37 pm
Oops, seems you missed the edit of my last post.  ;D

I ran through the updated strings anyway again, and applied the spelling fixes from before, along with any new ones I could find to the modified text.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on December 28, 2017, 10:29:56 am
Great, thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Lobsterman Bait on January 02, 2018, 11:45:41 am
Hi, the Laser weapon issue is now gone (probably I installed something incorrectly).

I've had three other minor issues, though.

1. On the Barge mission, the Alien turn takes a long time. It seems related to Hallucinoids getting stuck in doors or something like that (after all Hallucinoids are killed, the Alien turn returns to normal). The mission is still playable, it's just that it takes longer than it should.

2. Gas Heavy Cannon - bodies aren't displayed if they're in the same tile as a dropped HGC. I mean on the main screen, not the inventory screen.

3. Sometimes there's a map error reported, though the mission is still playable. Here's the info from the game log:

[02-01-2018_10-31-08]   [WARN]   STR_ALIEN_RETALIATION2 not found in en-US
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #4 is outside map boundaries at X:10 Y:6 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #5 is outside map boundaries at X:6 Y:10 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #4 is outside map boundaries at X:10 Y:6 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #5 is outside map boundaries at X:6 Y:10 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #4 is outside map boundaries at X:10 Y:6 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #5 is outside map boundaries at X:6 Y:10 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL01.RMP Node #9 is outside map boundaries at X:12 Y:20 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL03.RMP Node #12 is outside map boundaries at X:20 Y:16 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #4 is outside map boundaries at X:10 Y:6 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #5 is outside map boundaries at X:6 Y:10 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #4 is outside map boundaries at X:10 Y:6 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #5 is outside map boundaries at X:6 Y:10 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #4 is outside map boundaries at X:10 Y:6 Z:3. Culling Node.
[02-01-2018_10-32-15]   [INFO]   Bad node in RMP file: ROUTES/GAL05.RMP Node #5 is outside map boundaries at X:6 Y:10 Z:3. Culling Node.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Solarius Scorch on January 02, 2018, 11:49:49 am
The game shows the heaviest object on the floor. If a gun is heavier than the corpse, then naturally it will be shown "on top".
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on January 02, 2018, 01:22:27 pm
Hello Lobsterman Bait.

1 - I think it is not about terror units, but because of large quantity of enemys.
2 - Solarius Scorch is always right. :)
3 - gal0 - it is original sunken galleon map. I will redact these routes in the next update.

Thanks for feedback.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Lobsterman Bait on January 02, 2018, 02:54:25 pm
Thanks, guys!

About the Barge - next time the mission comes up, I'll try to leave the Hallucinoids for last and try to see whether the game is still slow.

Anyway, I'm having a lot of fun with this mod. I've developed a tactic to fight Lobstermen using Exosuits, Dye Grenades and close combat weapons. It's simple, really - I use the terrain and Grenades to create ambush spots and then rush them. Works very well if they have Sonic Pistols or even Rifles, though not so much against Sonic Cannons.

Just one more question - how does the Training Pool actually work? Is it automatic?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: niculinux on January 02, 2018, 10:04:47 pm
Hello there! Out of curiosity: does anyone elve have experienced with this? (https://openxcom.org/forum/index.php/topic,5566.msg90835.html#msg90835) (clik to see)

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

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: long6oarder on January 03, 2018, 09:50:28 am
Hello there! Out of curiosity: does anyone elve have experienced with this? (https://openxcom.org/forum/index.php/topic,5566.msg90835.html#msg90835) (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

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. :)


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on January 03, 2018, 02:56:12 pm
Hi.
Training pool works as any other training facilities - in base "aquanauts" screen is a button "training".

About difficulty levels - to my shame, i did almost nothing with it. Maybe only the alien item levels.

About range bug - damn, i really have seen that before, and find solution. But now i can not remember it. Need to think more...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: ionych1972 on January 11, 2018, 09:57:18 am
Hello,
Another error - when I try to produce hazmat armor game crashed...

Log entry:
[11-01-2018_10-53-32]   [FATAL]   A fatal error has occurred: Item STR_HAZMAT_ARMOR not found
[11-01-2018_10-53-37]   [FATAL]   OpenXcom has crashed: Item STR_HAZMAT_ARMOR not found
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.


At all, item from my point of view is near useless, but...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on January 11, 2018, 11:28:36 am
Get it. Will fix.
Hazmat armor is not useless, it is very specific to use. In short list of encounters.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: BoToJu on January 13, 2018, 02:57:10 pm
Very first Mission. Some tiles seem missing (see attachement). Playing on Linux. Using default OXCE+ (compiled from source), with copied contents of the mods folder from the TWoTS+ rar file.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Yataka Shimaoka on January 13, 2018, 03:53:34 pm
No tiles are missing, that's the end of the map
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on January 13, 2018, 04:20:48 pm
Maybe you mean there must be more craft tiles? No, it is all. The flying boat can not dive, so your soldiers just use dropcords, as sayed in usopedia.
I wanted to draw these cords, but game engine do not allow to change appearance of crafts, so terror missions will become odd with these ropes, climbing to the sky. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: BoToJu on January 13, 2018, 08:13:34 pm
as sayed in usopedia.
Just after writing my post, i got some sort of idea ... "maybe the soldiers are just ... reading ufopedia ... oh crap"   :D

that's the end of the map
;D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on January 23, 2018, 09:46:36 am
You mean previous versions was deleted? It is i who did it.
Current version contains all stuff from previous, but without their bugs.
But if you want, i can give you personally an archive of all versions. Wonder why do you need them, but....
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: NewMars on January 25, 2018, 11:25:29 pm
Capturing a Naga Sorcerer causes the mod to crash with a segmentation fault error.

Edit: Also the Mindworm island xenopedia entries are available from the start of the game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
Post by: Nord on January 26, 2018, 08:20:08 pm
Version 2.06 released. Nothing new, only fixes.
Changelog:
 - Fixed broken routes in suken galleon map.
 - Fixed naga sorceror capture.
 - Fixed hazmat armor production.
 - Maybe fixed a bug in mutant maps, at least i hope so.
 - Angler craft renamed to Mako.
 - Fixed Mindworms usopedia articles.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
Post by: long6oarder 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!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
Post by: tinky winky on February 05, 2018, 08:18:50 am
Hello, I'm breaking the game I do not know why.
that's saving
playing with android
version of the game OXCE+ 3.9с 48be602
version TWoTS 2.5
phone Wertex impress Fortune
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
Post by: Meridian on February 06, 2018, 10:42:00 pm
Here is russian translation. Despite no other languages in oxce+ for android except EN-US and EN-UK. ;)

Hi Nord,

I have finally integrated your OXCE+ strings translations, see attached screenshot.
About 60% of all strings are translated.

If you want to help with the rest, here's a direct link to transifex: https://www.transifex.com/openxcom/openxcom-extended/language/ru/

Thanks,
Meridian
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
Post by: yergnoor on February 07, 2018, 01:16:28 pm
I have finally integrated your OXCE+ strings translations, see attached screenshot.
About 60% of all strings are translated.
Приветствую, Meridian.
Greetings, Meridian.
В данной теме это конечно оффтоп, но всё-же решил зарегистрироваться и ответить. Не так давно я доработал мой более ранний мод, добавляющий русский язык в Андроид-версию OpenXcom.
In this topic it is certainly offtopic, but still decided to register and respond. Not so long ago, I finalized my earlier mod, which adds Russian to the Android version of OpenXcom.
Он рассчитан на OXCEPlus-v3.10a-c3de291 от 01.02.18 и содержит все строки, присутствующие в английской локализации. Сам я пользуюсь для игры на Андроид именно им.
It is designed for OXCEPlus-v3.10a-c3de291 from 01.02.18 and contains all the lines present in English localization. I myself use it for the game on Android.
Возможно, что он вам пригодится.
It is possible that it will come in handy.
Перевод частично позаимствован мною у Kammerer'а, из его русских локализаций, за что я ему весьма благодарен. Остальное же допереведено лично мною.
The translation was partly borrowed from me by Kammerer, from his Russian localizations, for which I am very grateful. The rest is personally translated by me.
К сожалению, английский язык мне не знаком, а то, что я пишу сейчас - перевод через Гугл. Также я не считаю себя достаточно квалифицированным для работы на transifex.
Unfortunately, I'm not familiar with English, but what I'm writing now is a translation through Google. Also, I do not consider myself skilled enough to work on transifex.
С уважением.
Sincerely.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
Post by: Kammerer on February 07, 2018, 05:08:57 pm
Thanks for the help yergnoor,

I really appreciate your work on the translation and what you do to promote OXC on 4PDA.

Meridian,

Thank you for uploading the text for your binary and the translation to Transifex. It should speed up and simplify things.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
Post by: ionych1972 on February 16, 2018, 01:10:06 pm
Hello,

New error - game crashes with message:
[16-02-2018_14-06-04]   [FATAL]   A fatal error has occurred: Mission generator encountered an error: multiple commands: smallRetaliation and beginnerRetaliation, are sharing the same label: 4
[16-02-2018_14-06-07]   [FATAL]   OpenXcom has crashed: Mission generator encountered an error: multiple commands: smallRetaliation and beginnerRetaliation, are sharing the same label: 4
Extra information has been saved to openxcom.log.
If this error was unexpected, please report it to the developers.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
Post by: Nord on March 06, 2018, 05:01:55 am
Hi! Sorry, but i am again in no-internet wildlands, so will answer you all and release new version maybe close to the end of march. Thanks for waiting.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
Post by: Solarius Scorch on March 06, 2018, 07:17:03 pm
Hi! Sorry, but i am again in no-internet wildlands, so will answer you all and release new version maybe close to the end of march. Thanks for waiting.

Great, that means you have plenty of time to mod. ;)
Good luck!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
Post by: ohartenstein23 on March 28, 2018, 09:46:55 pm
Here's that mod I mentioned in PM for using a script to animate unit torsos.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.06)
Post by: Nord on March 29, 2018, 10:21:20 am
 Great! Thank you.

Upd.:
Version 2.07 is released.
Changelog:
 - newest version of OXCE+, all praise Meridian!
 - Hunter-Killers will drown your subs, if you will be not cautious enough.
 - A whole new quest arc added: The Jellymen. With new missions, new units, new weapons and new USO. Easter eggs included.
 - Stingray can now land for small assaults (still 2 crew members)
 - many upgraded Ufopedia pics, some new pages too.
 - fixed bugs with upgraded aliens capture.
 - fixed some other bugs (may forget the list after two monts)
 - maybe something more was added, but i can not remember. :)

Sorry, merging spellchecked English translation is in queue.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.07)
Post by: davide on April 02, 2018, 12:41:45 am
The two Blank's terrain and USOs mods are compatible with yours ?

https://openxcom.org/forum/index.php/topic,4680.0.html (https://openxcom.org/forum/index.php/topic,4680.0.html)

https://openxcom.org/forum/index.php/topic,4521.0.html (https://openxcom.org/forum/index.php/topic,4521.0.html)

Int the Civillian's personal mod there are a lot of resources that you could import too
https://openxcom.org/forum/index.php/topic,4931.msg71957.html#msg71957 (https://openxcom.org/forum/index.php/topic,4931.msg71957.html#msg71957)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.07)
Post by: Nord on April 02, 2018, 06:11:44 am
They are allready included. Partially, and with some reworking.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.07)
Post by: davide on April 02, 2018, 06:57:51 pm
+10
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.07)
Post by: Nord on April 02, 2018, 08:38:11 pm
First pic you can allready face in game, others - in progress.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.07)
Post by: long6oarder on April 05, 2018, 07:33:45 am
Please find attached the updated English translations file to go with version 2.07.

Special shout out to whoever created Debug Mode!!!  8)

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.07)
Post by: tinky winky on April 05, 2018, 09:43:14 am
Please write instructions to run this mod on Android
1) version of the game assembly
2) the version of OXCE for android
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.07)
Post by: Nord on April 05, 2018, 07:46:22 pm
Please find attached the updated English translations file to go with version 2.07.

Special shout out to whoever created Debug Mode!!!  8)
Implementing in next version, thanks again.
Please write instructions to run this mod on Android
1) version of the game assembly
2) the version of OXCE for android
As with other mods, you need to copy folder "/user/mods/TWoTS" into your folder "openxcom/TWoTS" and then activate the mod in options menu. Dont forget to chose TFTD to see proper modlist.
And yes, newest available OXCE+ version recommended.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.07)
Post by: Nord on April 06, 2018, 07:21:43 pm
Version 2.08 is up.
Changelog:
 - Fixed crash in willage.
 - Fixed stun darts
 - Fixed corpse names and some other strings
 - Spellcheck by long6oarder
 - Minor bugs fixing
 - New armor - advanced biosuit, sprites of hybrid armor changed, ufopedia picture is in progress.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.08)
Post by: long6oarder on April 07, 2018, 12:24:15 pm
Please find attached the updated English translations file to go with version 2.08.

There wasn't much to update this time, but there are a few strings which may be worth updating. Also, I had forgotten previously to use the actual spellchecker to check spelling, so this update will have nearly all typos and misspellings fixed. I've been editing in Notepad++, and I don't want spellcheck on all the time, but it had been a while before I remembered to use it! Embarrassing! Sorry about that!

Enjoy!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.08)
Post by: tinky winky on April 09, 2018, 08:09:34 am
please write a detailed research tree, and better draw, I will be very grateful
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.08)
Post by: Nord on April 10, 2018, 12:32:48 pm
Ok, i will try. Not finished yet, but allready looks like brain tomography.  :) Maybe i can upload a raw .vsd, so anyone with Visio can move pieces as he want...

There it is, hope not forget anything.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.08)
Post by: Callahan on April 11, 2018, 10:41:58 am
I have a question to the engine mechanics of this mod.
While it works great and is fun with the supplied exe, using my custom built OXCE+ 3.5 proto exe causes a crash when opening any ufopedia entry. Message is: articleTFTD not found.
What could cause this?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.08)
Post by: Meridian on April 11, 2018, 11:05:12 am
I have a question to the engine mechanics of this mod.
While it works great and is fun with the supplied exe, using my custom built OXCE+ 3.5 proto exe causes a crash when opening any ufopedia entry. Message is: articleTFTD not found.
What could cause this?

Custom EXE is not self-contained.
It needs corresponding data files ("common" and "standard" directories) too... in this case you are using obsolete (=old) /standard/xcom2/interfaces.rul file
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.08)
Post by: Callahan on April 11, 2018, 04:21:48 pm
Thanks for the info. Everyday I learn with this game. So much to discover. This OXC/OXCE+ is really an exciting project. The more I see, the more I am impressed by the scale of options and modability.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.08)
Post by: Nord on April 12, 2018, 03:51:41 pm
Version 2.09 is up.
Changelog:
 - new item: biogel injector.
 - new facilities: medbay, regeneration bay.
 - finished sprites for hybrid armor and advanced bionic armor.
 - rebalancing.
 - more bug fixes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
Post by: Callahan on April 13, 2018, 04:05:22 pm
Found 2 possible bugs.
Calcinite dissection uses Gillmen for resource.
Alien Colony's do not show icon on map, when clicked displays STR_TERROR_SITE
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
Post by: Nord on April 13, 2018, 06:05:26 pm
That again.. Oh.
Can you please provide the save with invisible base? Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
Post by: Callahan on April 13, 2018, 07:45:39 pm
I will attach the save tomorrow. I'm not at home right now.
If it is a known issue, it might be it was because I did not restart the game after upgrading to 2.09.
I discovered the colony by setting a waypoint for a craft. The colony might have been created while still on v 2.08

3 more things came across in v 2.09
Jellyman seems to lack 1 frame when walking on ground. That frame only shows the 2 arms, body is missing.
1 crash due to sound 1195 not found in battlesounds2.cat.
Combat was a Naga sub recovery at enemies turn.

2nd map of the alien bio reseach facility in surface mode with surface weapons.
From description, 1st mission part is surface, 2nd should be submerged.

2 old issues I remember from v 2.08. I'll just write them in case they have not been known yet.
Crash on Alien Barge mission start - map block TRITON could not be added. Seamaster worked.
On Alien barge mission, was able to fire downstairs through "seamaster" start tiles - and got fired upon in return.

Summarily this mod is great. A real good amount of unique ideas on how to use the plot as well as the items and aliens. Very creative.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
Post by: Nord on April 13, 2018, 09:56:39 pm
Oh, that is quite a bug report. Thank you very much. Will fix as soon as possible.
About upgrade from .08 to .09 - i has hope that this bug from 2.07 was fixed right in 2.08. Was wrong.
Anyway, no new game needed to see fixed missions, only wait until new month started. Doesnt work with allready existing alien bases, though.
Upd.: yeah, looks like there is no possibility to make second stage of mission with different conditions from first...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
Post by: Callahan on April 14, 2018, 10:53:33 am
Got another one

Crash after researching Jellyman squad leader.
Research STR_ABYSSIAN_CRUISE not found

Savegame with suspended research attached.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
Post by: Callahan on April 15, 2018, 04:02:08 pm
Regarding the crash due to the missing sound, I detected that in another mod the length of file and foldernames was the problem.
Same may apply here.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.09)
Post by: Nord on April 15, 2018, 08:19:18 pm
I will attach the save tomorrow. I'm not at home right now.
If it is a known issue, it might be it was because I did not restart the game after upgrading to 2.09.
I discovered the colony by setting a waypoint for a craft. The colony might have been created while still on v 2.08
- fixed. Sadly, old savegames must be redacted, or new game started.
Quote
3 more things came across in v 2.09
Jellyman seems to lack 1 frame when walking on ground. That frame only shows the 2 arms, body is missing.
- fixed
Quote
1 crash due to sound 1195 not found in battlesounds2.cat.
Combat was a Naga sub recovery at enemies turn.
- fixed, i hope.
Quote
2nd map of the alien bio reseach facility in surface mode with surface weapons.
From description, 1st mission part is surface, 2nd should be submerged.
- sadly, this good idea is impossible now. Fixed description.
Quote
2 old issues I remember from v 2.08. I'll just write them in case they have not been known yet.
Crash on Alien Barge mission start - map block TRITON could not be added. Seamaster worked.
- temporary fixed.
Quote
On Alien barge mission, was able to fire downstairs through "seamaster" start tiles - and got fired upon in return.
- fixed
Got another one

Crash after researching Jellyman squad leader.
Research STR_ABYSSIAN_CRUISE not found

Savegame with suspended research attached.

- fixed too.

I mean version 2.10 is up.
Changelog:
 - bugfixing.
 - added equipment - chemical neutralizer.
 - fixed new animation of static units.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: tinky winky on April 16, 2018, 10:10:38 am
Many thanks for the research tree. Has noticed strangeness (can only me?) TIFON has very little fuel, it is written in the description that it uses zrbite, but it seems that it flies on terrestrial fuel, a fuel reserve of 50!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Nord on April 16, 2018, 12:55:34 pm
Yes, it is a bug. Here is a quickfix. Replace existing file
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Dawy on May 05, 2018, 08:59:38 pm
Hello!

The game crashes, when I reach Artifact site-1 and says:

[05-05-2018_19-47-23]   [FATAL]   A fatal error has occurred: Unit generator encountered an error: item set not defined
[05-05-2018_19-47-23]   [FATAL]   Unfortunately, no stack trace information is available
[05-05-2018_19-47-26]   [FATAL]   OpenXcom has crashed: Unit generator encountered an error: item set not defined

Is something missing or what?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Nord on May 08, 2018, 06:08:24 am
Yes, there is a bug. I'm preparing major bugfixing patch, it will be ready soon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: seeker on May 10, 2018, 05:45:29 pm
this mod is a great mod but the one lingering issue with it for me is that the early game is too hard. so here is why:
weapons

harpoon is a tactical ammunition weapon where the alternate shoot types are useless. the explosive can kill you as so much stuff uses melee and the tranquilizer takes too many shots to put an enemy on the ground. also, it only gets one shot.

jetgun needs about 1 or 2 extra range and it would be fine.

the rifle thing needs to be able to hurt the polys

pistols need more range
   
terrane
the terrain creates problems because of the overpowered nature of xcom's enemies so creating some new map tilesets would be appreciated

craft
omg, the starter craft is awful 8 transport capacity, 1 weapon slot, almost what feels like no fuel which is a problem 

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Wolfstarr on May 11, 2018, 02:50:11 am
Hi Nord,

Love the mod! Was wondering if I could use your spite of the walker in a mod of mine?

Was also going to cheekily ask if you had the original template before it got split out into the spritesheet as I'd love to mod a few things :)

Thanks in advance!

SQ
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Nord on May 11, 2018, 07:14:55 pm
Sure you can use any of my sprites. I'll provide template as soon as got anything better than gprs. :)
By the way, i have a question to community:
How do you think, aliens must surrender? Right now only church fanatics can. But aliens are too ... alien. Or not?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Alpha on May 14, 2018, 07:44:40 am
Just fired up TFTD for the first time and figured I'd give this mod a shot as a combo. Not new to xcom and have recently finished a superhuman ufo defense game. Just thought i'd throw my opinion on my first hour or so of playing. I enjoyed the cruise ship cult shootout quite a bit, I liked the farm style mutant zombie map that i got placed on as a night mission. My only real complaint is that it makes the early game feel really tedious. I had to stop playing after a really... boring polyp mission. TBH in hindsight i should have just abort the mission after I noticed whats going on. Immobile, long range, extremely accurate high armor high HP tanks.

Was dropped in the middle of 7 polyps, had my hardsuit guy throw a smoke, he proceeded to take about 40 reaction fire shots which left him on 2 hp. At that point I had him auto shot his jet harpoon at the nearest one and he hit all 3 shots without so much as denting it. Another hail of reaction fire finished him off. At that point I just realized that its just an encounter you have to game... Just drop a bunch of smokes from the inventory screen to prevent reaction fire, move to a position out of range of any polyps, and then the lack of fun begins. They dont move so you just form a firing squad line and have 1 guy move a tile to reveal it. Proceed to shoot, rinse, repeat. Counted 18 hits with a jet harpoon on the 2x2 polyp before it died. Cleared the map completely after 83 turns of a snooze fest. My question is whats the point of them? They offer no danger if you just use the same cheese strategy, but take years to kill with the gear you have when you face them. If you encounter polyps as your first mission, you simply are 100% required to abort without question. Unlocking jet poons makes them a massive grind, and then unlocking phosphorous rounds basically just removes them from the game. After seeing them twice I just insta-nope and abort usually. Am i missing something about them? The lurkers/zombies/cult felt fun.

Any polyp mission just turns into drop smoke, make a safespot, slowly slog through the map with no danger and pray that each shot you take rolls 150% damage so you get out faster. I'm loving the rest of it so far though!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Nord on May 16, 2018, 09:38:25 am
The polyps are really embarassing in a first month. :) But dont forget, they are not aliens, just animals. Yes, maybe i need to decrease their reaction, but you can just abort mission and try to develop better equipment before encounter them. Like normal craft. :)
A point of these is to give you uncommon weapon tech, and show you that not all is so easy now. ;-)

Upd: A version 2.11 is up!
Changelog:
 - Major bugfixing, including critical bugs.
 - added new weapon - vibro knife
 - Triscene now have fire weapon
 - research tree has been changed slightly, one major thing - you need to destroy one alien base or artifact site to build one transmission resolver.
 - added two buildings - Naval control center and transmission nexus.
 - minor rebalancing
 - rebalanced manufacturing costs.
 - newest OXCE+ used.

I repeat: please, UPDATE your mod, you can not finish game in version 2.10.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: octagon on May 20, 2018, 04:39:14 am
Crash when trying to swim up in Hazmat suit.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: octagon on May 20, 2018, 07:32:36 am
And another one.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Lord_Kane on May 20, 2018, 08:27:24 am
I tried this on a fresh install of TWOTS 2.11, and it works fine, have you updated to 2.11?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Nord on May 20, 2018, 08:29:20 am
Hereis a quickfix for cruise liner terror map.
Hazmat suit will be fixed in next patch, thanks for report.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: octagon on May 20, 2018, 12:16:15 pm
Thanks a lot.

I've made a "quick and dirty" temporary fix for hazmat by making it use Aqualung sprites. Also changed movementType to 3, because I assume it wasn't supposed to be able to fly. Uploading in case somebody needs it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Deviont on May 21, 2018, 10:08:29 pm
Crashing game after missing the day(skip the production of shells)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: SIMON BAILIE on May 22, 2018, 01:52:01 pm
Getting a crash every time I try to investigate touchdown site 12(very large uso). See attached
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Nord on May 22, 2018, 04:13:59 pm
Crashing game after missing the day(skip the production of shells)
Here is another quickfix, see attached file.
Getting a crash every time I try to investigate touchdown site 12(very large uso). See attached
Sorry, but with such set of mods i cannot define where is fault. Sadly, my mod are highly incompatible with others.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: SIMON BAILIE on May 22, 2018, 08:11:57 pm
Thanks that did the trick. I didn't want to update from v2.10 to v2.11 mid game. Just wondering is that fix included in v2.11?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Deviont on May 23, 2018, 02:31:02 am
A small stock of fuel ships is a visual or gameplay bug?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
Post by: Nord on May 23, 2018, 11:24:09 am
Thanks that did the trick. I didn't want to update from v2.10 to v2.11 mid game. Just wondering is that fix included in v2.11?
No, not yet. And again, version 2.10 contain critical bugs, you NEED to upgrade if you want to win.
A small stock of fuel ships is a visual or gameplay bug?
Yes, because these ships use Zrbite as fuel.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: mmcc on May 24, 2018, 07:40:19 pm
Bug report. Got this message while flying to a 'Suspicious Underwater Activity' mission in northern Venezuela:

OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Extra information has been saved to openxcom.log.

Save file and OpenXcom log is attached. I have no other mods installed. The crash occurs in a few game hours, just before arriving at the site.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: ColdDeath on May 24, 2018, 09:43:39 pm
Bug report, hope this one wasn't reported before (looked at the last few pages, didn't see one identical at least)

In 2.10 at some point an alien colony appeared, and it seems each time my vessel gets in radar range, it crashes the game. Happened with 2.11 after copying and loading the save as well (2.11 extracted into a clean directory, only savegames copied over)

In this case my vessel was flying towards another mission, but in 2.10 it was, if I remember correctly, just chasing a UFO, neither case directly started a mission yet.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Nord on May 25, 2018, 08:36:27 am
To ColdDeath: please provide savegame.
To mmcc: sorry, but it looks not like mod bug, but some engine bug. You got crash instead of message "not enough fuel". Maybe Meridian should look at it...


Also, SideQuests asked about walker template, so here is it.

Edit: i look into savegame from mmcc and must admit it is the same bug as from ColdDeath. Something with hunter-killer spawning. I'll look once more, but maybe using newest oxce+ can be helpful.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: ColdDeath on May 25, 2018, 11:22:52 am
Well the download for 2.11 already includes the newest oxce+, as far as I can tell. So do you think this was caused in 2.10 so I'll have to start a new game to avoid the bug?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Nord on May 25, 2018, 12:53:15 pm
No, not really. In fact, that part with hunter-killers has been not changed from 2.0. I suspect changes in OXCE+... But at the same time i see no differences in savegames with working HK's.
Odd.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Meridian on May 25, 2018, 01:51:15 pm
Well the download for 2.11 already includes the newest oxce+, as far as I can tell. So do you think this was caused in 2.10 so I'll have to start a new game to avoid the bug?

Can you upload a save please?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: ColdDeath on May 25, 2018, 02:39:35 pm
Can you upload a save please?

Sure, I'll do that as soon as I am back at my home computer, don't have access to the data at the moment.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: ColdDeath on May 25, 2018, 07:37:22 pm
here you go, this is the save file, it's enough to load it and let time run for a bit, the error happens shortly afterwards
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Meridian on May 25, 2018, 08:13:03 pm
It crashes, because it doesn't find anything to generate for the current month... weights are not defined for months 0-6

Code: [Select]
#HK
    baseDetectionRange: 600
    baseDetectionChance: 45
    huntMissionMaxFrequency: 1440
    huntMissionWeights:
      7:
        STR_ALIEN_INTERCEPTION: 100
      10:
        STR_ALIEN_INTERCEPTION: 90
        STR_ALIEN_INTERCEPTION_LATE: 10
      14:
        STR_ALIEN_INTERCEPTION: 30
        STR_ALIEN_INTERCEPTION_LATE: 70
#HK end
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: ColdDeath on May 25, 2018, 08:16:16 pm
interesting... so if I set the course of the vessel to avoid radar range, the problem should fix itself over time, the way I see it... that would be good. Thanks for having a look at it :)

EDIT: Ok, little snag in that plan, after the mission I want to do, I can't avoid having the vessel go through the base's radar range, so the bug triggers anyway... :-\
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: mmcc on May 25, 2018, 08:30:43 pm
To ColdDeath: please provide savegame.
To mmcc: sorry, but it looks not like mod bug, but some engine bug. You got crash instead of message "not enough fuel". Maybe Meridian should look at it...


Also, SideQuests asked about walker template, so here is it.

Edit: i look into savegame from mmcc and must admit it is the same bug as from ColdDeath. Something with hunter-killer spawning. I'll look once more, but maybe using newest oxce+ can be helpful.

OK, update time. I've  installed "OpenXcomEx310a.zip" from this URL:

http://www.mediafire.com/file/s1dtltav635a533/OpenXcomEx310a.zip/file

After installing this file the bug no longer occurs. The Seamaster now reports as being low of fuel (as it should be).

The OpenXcomEx.exe file packaged with TWoTS+ is dated 5/9/2018, but the file I downloaded is dated 1/1/2018. I've repeatedly tested both files and the bug only occurs with the 5/9/2018 version. I've also playtested a game week into the future and everything seems to be OK. I'll report if anything else occurs.

Pretty cool mod so far!



Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Meridian on May 25, 2018, 08:58:04 pm
I don't publish anything on mediafire.
Newest OXCE+ is always here: https://openxcom.org/forum/index.php/topic,5258.0.html

I checked the save, it fails for the same reason as above... no hunt mission available for the current month.

You can both fix the crash by changing 7 to 0 as in:

Code: [Select]
#HK
    baseDetectionRange: 600
    baseDetectionChance: 45
    huntMissionMaxFrequency: 1440
    huntMissionWeights:
      0:                                                                 # <----------- changed 7 to 0 here
        STR_ALIEN_INTERCEPTION: 100
      10:
        STR_ALIEN_INTERCEPTION: 90
        STR_ALIEN_INTERCEPTION_LATE: 10
      14:
        STR_ALIEN_INTERCEPTION: 30
        STR_ALIEN_INTERCEPTION_LATE: 70
#HK end

@Nord: if you need to delay the hunt missions, I can make a new attribute for it (let me know)... but all weighted lists in xcom must begin with month 0 (or you make sure that whatever uses such weighted list doesn't exist before the first month in its definition)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: ColdDeath on May 25, 2018, 09:13:01 pm
ah right, didn't realize that's out of one of the directly editable files, silly me xD

Yeah, got a ufo sent after my vessel, but managed to destroy it and return to base, sweet!

Thanks for the help!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Nord on May 26, 2018, 06:46:42 am
Oh, thanks, Meridian. So, no "firstMonth" for HK's exist?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Kilkakon on May 26, 2018, 11:26:59 am
Hi Nord :)

Good to see another person working on TFTD :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Yataka Shimaoka on May 26, 2018, 06:19:57 pm
Told you kilk, he's doing pretty much an awesome mod, hopefully we see your mod on this forum ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Dr.Crowley on May 27, 2018, 11:20:39 am
Sooooo, how many guys are working on TFTD mods now? ::)
Yeah, I finally got there and I am happy to see TWoTS still alive.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Yataka Shimaoka on May 27, 2018, 07:55:47 pm
So far I've known 3
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: long6oarder on June 03, 2018, 08:58:18 am
Please find attached the latest English translations for version 2.11.

I started using git finally, so I should have a much easier time keeping up with the version updates from now on.

Paste this file into the following location and overwrite:

\TWoTS_2_11_full\user\mods\TWoTS\Ruleset

Enjoy!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Vesparco on June 05, 2018, 08:43:42 pm
Been playing a little yesterday.

Potential bugs:

- Vibro knife already present in the wikipedia at the start of the game.
- Self-propelled munition seems to unlock the usopedia for the heavy weapons too.

Said this, the mod gives very good vibes. I am not very fond of TFTD due to its steep difficulty and tech itself. It' nice to have mild starting missions with some lore and tech development (the tech options for the moment are quite legit). Just to know, coastal activity is proclined to US shores? I did my base in australia and I missed like 3-4 missions at the moment.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Nord on June 06, 2018, 11:53:27 am
Thanks for bugreport, found these little ones too.
Suspicious willages can be found on both coasts of north america and in mediterranian, yes. But you can ignore them in first months.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Deviont on June 07, 2018, 10:23:00 am
Problems with texture m.c. battle armor is a bug or is it so conceived?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Nord on June 07, 2018, 12:56:19 pm
Ok, got it. Will be fixed soon.

For those who playing through my mod:
If you not reach ancient dungeoun until now, please wait. I will update mod with critical bug fixed. Soon. Until then your game cannot be won. Sorry.

Upd.:
Version 2.12 is up.
Changelog:
 - critical bug fixed, noe you can win the game. I hope...
 - many small bugs are fixed too, including advanced bio armor.
 - added two new USO, both with shields (for late game). Maps are stolen and then reworked. :)
 - reworked tech tree.
 - balancing
 - newest OXCE+ build.

Oops, forget  about MC-battlearmor sprite. Well then, a reason to create new version. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.11)
Post by: Deviont on June 08, 2018, 06:33:36 pm
Oops, forget  about MC-battlearmor sprite. Well then, a reason to create new version. :)
Oh no.And I was already hoping to test her :P
Thanks for new version.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.12)
Post by: long6oarder on June 08, 2018, 07:06:05 pm
Please find attached the latest English translations for version 2.12.

Paste this file into the following location and overwrite:

\TWoTS_2_12\user\mods\TWoTS\Ruleset

Enjoy!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.12)
Post by: Nord on June 09, 2018, 05:38:33 am
Please find attached the latest English translations for version 2.12.

Paste this file into the following location and overwrite:

\TWoTS_2_12\user\mods\TWoTS\Ruleset

Enjoy!
Many thanks!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.12)
Post by: b.o.s domestic disputes on June 10, 2018, 07:38:54 pm
Bug Report
Whenever a diver is killed wearinga hazmat suit my game crashes with the STR_CORPSE_HAZMAT. Sorry if this has already been addressed but I have had the issue with three different updates.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.12)
Post by: Nord on June 11, 2018, 02:24:28 pm
Got it, thanks. Will release a fixed version in a day or two.

I am playing a test run. So much bugs... you even dont imagine. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.12)
Post by: Vesparco on June 11, 2018, 08:07:01 pm
Ok, dropped the current game until next patch :P.

Feedback so far is that is a very nice mod. There are quite a few addition that refreshes the game (both in terms of equipment and mission-wise).

Stuff that may be worth considering.
- I was not able to get yet the new "interceptor" after the cormorant, which I assume became a blocking point for evolving the air in general. From the tech tree I understand it is linked to part of the story driven mission so I assume I am arriving late at the mission due to lack of focusing the research to unlock it (I assume it starts from the databank from the church of syrius). This is somewhat problematic as the lack varied interceptors make research in the air department uneven, potentially leaving unused air weapons and having severe issues in the geoscape (lack of interceptions, incapacity to tackle enemy bases). Maybe more slower small usos could give the cormorant some better use. Also some hints on the fact that you need that tech could be given to encourage the research earlier.

- Starting equipment serves only for the first mission, commercial underwater weapons are deprecated extremely quickly (due to the lack of research options). I don't know if it is intended. Also the "commercial" grenade launcher is quite bad in comparison with the gas cannon that follows. I consider it is a pity to "throw" so fast these new weapons, but just my opinion.

- It would be nice to have "surface" armors as lesser counterparts to the researched ones. I understand that aqua plastics are cool but it is also coherent to use kevlar, alien alloys and whatever you want on land. I think more detachment from water and land is nice as it could be player by having independent teams for each activity (such in the way the ocean team is in xpiratez).

Nevertheless really enjoyed the mod and looking forward to the next release to tackle it again

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.12)
Post by: Nord on June 12, 2018, 12:26:41 pm
Version 2.13 is up.
Changelog:
 - Another critical bug fixed. Now Freaks spawns properly.
 - MC battlearmor animation fixed.
 - Some other fixes.
 - Research and manufacture slightly changed due to balancing.

Looks like now game works properly, but test play continues.

To Vesparco: Thanks for feedback.
About early interceptor  - yes, you need to complete Khimtar blackbox mission for not be helpless. It is maked so with meaning. You MUST be helpless before found SORESO techs.
About starting equipment - yes, you are right. It is useful only in first one-two missions. By the same reason, i wanted to show huge gap from our modern techs to vanilla TFTD starting techs.
About land armor - nice idea, i can add something like that. Need to steal some spritesheets though ;)

I should describe some new concepts as a tips for player. Maybe in first post? I need to think about it...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Dantalion on June 12, 2018, 02:15:58 pm
Hello,

Been playing since 2.11. Liking so far, guess it seems somewhat longwar-inspired (xcom2012 mod).

Few problems I've encountered so far:
1. I'm almost certain there's some sort of bug with biodrones. Since it requires researching a live one for certain important techs, I've tried stunning a biodrone on land terror maps. The interesting part though - it's not possible. Stunning them just generates a "corpse" object and doesn't trigger the explosion but that's it. Neither the tazers or thermal shok stun them properly. In fact, I don't remember actually how it was in TFTD vanilla either.
Logically, I assumed I need to get the ufopaedia entry from a "medic" alien, but that didn't unlock anything either.
Then I've dug into the research.rul and tried changing the "biodrone_terrorist" to just "biodrone" - and that fixes the problem (if there's one), the "medic" random biodrone entry will unlock corresponding techs. However it doesn't seem logical to me that you need to basically re-roll the medics until you get the biodrone.
So it's either a bug in being unable to stun them / depending on a live one when you can't get a live one. Or third - there's a secret way to obtain a "live" terrorist which I haven't found yet, even 1 game year later.
2. Alien Barge / Alien military base assault (land 2 stage mission) are missing battlescape music so they just play whatever music was playing just before the mission.
3. Again Alien Barge (Naga race) - I recall there was a Naga spawned outside of the Barge, bottom-left corner, basically in the air. 4th or 5th level. Lucky, there's a window to see this area, but could be annoying otherwise.

P.S.:
Are the "downed ufo crash site" useful somehow (except the free points opportunity) after the initial research? Inert Elerium / Flight records do not seem to have any dependencies either.
Can they be safely ignored just as mutant village missions, if you don't need extra points?

Update:
v.2.13 now has introduced a new crash when loading savegames (occured on large ship / base defense multiple times)
[FATAL]   A fatal error has occurred: Corrupt state: Unknown original UFO destination.
Can provide saves if needed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: BlackStaff on June 12, 2018, 11:37:46 pm
I'm out of luck!
The game starts correctly but ... Unable to activate the Mod... because this error appears immediately :
[12-06-2018_22-32-36]   [WARN]   disabling mod with invalid ruleset: TWoTS
[12-06-2018_22-32-36]   [ERROR]   failed to load 'The world of (terrifying) silence'; mod disabled for next startup
C:\_GAMES\OpenXcom_TWoTS\user\mods\TWoTS/Ruleset/Ufopaedia.rul: invalid node; this may result from using a map iterator as a sequence iterator, or vice-versa
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on June 12, 2018, 11:52:42 pm
Update:
v.2.13 now has introduced a new crash when loading savegames (occured on large ship / base defense multiple times)
[FATAL]   A fatal error has occurred: Corrupt state: Unknown original UFO destination.
Can provide saves if needed.

This is a OXCE+ bug, which has been fixed in the last update... but... it may still fail to load if your save already contained any active undetected hunter-killers.

I can fix your save, if you want... just upload here.

I'm out of luck!
The game starts correctly but ... Unable to activate the Mod... because this error appears immediately :
[12-06-2018_22-32-36]   [WARN]   disabling mod with invalid ruleset: TWoTS
[12-06-2018_22-32-36]   [ERROR]   failed to load 'The world of (terrifying) silence'; mod disabled for next startup
C:\_GAMES\OpenXcom_TWoTS\user\mods\TWoTS/Ruleset/Ufopaedia.rul: invalid node; this may result from using a map iterator as a sequence iterator, or vice-versa


It works fine for me... try a fresh install from scratch... maybe something is conflicting if you just upgraded by copying a new version over the old one.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: BlackStaff on June 13, 2018, 01:00:38 am
It works fine for me... try a fresh install from scratch... maybe something is conflicting if you just upgraded by copying a new version over the old one.
I made the mistake of taking your folders (common and standard to your latest OXCE+) then adding the "user" folder. By taking all the folders from the archive TWoTS 2.13, it works!
Sorry !
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on June 13, 2018, 06:08:29 am
Meridian, say please, it is normal that unit with "specab: 3" can not be stunned? It creates a corpse instead of live alien. :(

To Dantalion: yes, downed ufo is not necessary now
 (Maybe i add some meaning to elerium later...)
Floating enemys around barge - it is as planned.
About biodrone - now you have two options: mind control last biodrone, or research live hellcrab.
About music: any suggestions wich one to use?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on June 13, 2018, 10:40:22 am
Meridian, say please, it is normal that unit with "specab: 3" can not be stunned? It creates a corpse instead of live alien. :(

it is implemented that way

Code: [Select]
if (_unit->getStatus() == STATUS_UNCONSCIOUS && (_unit->getSpecialAbility() == SPECAB_EXPLODEONDEATH || _unit->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE))
{
_unit->instaKill();
}

Don't know if it's correct... would have to ask vanilla devs.. does anyone remember how it was in the original?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: long6oarder on June 13, 2018, 08:55:45 pm
English strings for v2.13 are all correct!

It's nice to be synchronized with each other for once :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Dantalion on June 13, 2018, 09:15:25 pm
Floating enemys around barge - it is as planned.
Yeah I didn't mean hallucinoids / ghosts etc. A lone naga guy was floating in midair in the dark (I don't think they have floating ability :) )
About biodrone - now you have two options: mind control last biodrone, or research live hellcrab.
Bah. Out of luck then for now, still have no disruptors / haven't seen hellcrabs after 1 game year either.
About music: any suggestions wich one to use?
Not necessary to add any new tracks, you can just point these maps to use normal surface battlescape / underwater battlescape tracks, that would be good enough ;)

Suggestion:
Over time you end up with absolutely crazy amounts of pulsers/pistols/blasta-rifles clips, wouldn't it make sense to have ability to dismantle them to zrbite? Especially since there isn't a foreseeable way to manufacture them youself (except the 2 other human-made sonics)

Also I stumbled upon a Disruptor cannon mod which I downloaded way back when mod portal was active, now this mod is nowhere to be found online. TFTD didn't have much standalone weaponry mods unfortunately.
While it's intended for vanilla (tested it - those weapons are obscenely ovepowered), I got curious why the sprites for it don't work properly. They have black background, and basically overlap with everything on inventory / battlescape.
Perhaps it's for a really old OpenXCOM version? Since I have checked your sprites, the HandObs have a single *.png file with 8 sprites, while those ones are 8 *.gif sprites instead. I could try to fix it myself if it's not much of a hassle.

Update:
Got another consistent crash now, on military base assault (2-stage, first with snowy landspace and lift in center and second stage in dark ruins below) when going from 1st stage to 2nd.
Attached save in this post.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on June 14, 2018, 06:28:34 am
Nagas can float, and freaks too.
Quote
haven't seen hellcrabs after 1 game year either
Sorry, there was a critical bug until the last version, which not allows to spawn the hellcrabs.
Going to check crash.
English strings for v2.13 are all correct!

It's nice to be synchronized with each other for once :)
Thank you very much. Maybe later i will re-read these ufopedia articles and broke them back. :) As you somewhy each time remove a word "animal" from MC-projector description.

Upd.:
Sorry, Dantalion, i can not debug this segmentation fault for now. only reason i can assume is a conflict with some other mod you have.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: long6oarder on June 14, 2018, 09:13:10 am
Maybe later i will re-read these ufopedia articles and broke them back. :) As you somewhy each time remove a word "animal" from MC-projector description.

LOL sorry! I am not rewriting it every time. I just have my own master copy, and I bring your changes in each time and incorporate them. But for a while there were a lot of spelling mistakes (MY spelling mistakes) that weren't corrected in the versions you released, so I knew you had not had time to go through and bring my corrections into your copy. So I bring your new strings into my copy and post my copy to the forum. So that's why each release I made looks like I rewrote the word "animal". I only changed it once (a while ago), but all my releases still contain that change.

Anyway, now that we are synchronized, if you change some words back to your preference I will leave them alone.  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Dantalion on June 14, 2018, 09:14:06 pm
Sorry, there was a critical bug until the last version, which not allows to spawn the hellcrabs.
Hope it doesn't mean I have to restart if I started in v.2.11 ?  :-[

Upd.:
Sorry, Dantalion, i can not debug this segmentation fault for now. only reason i can assume is a conflict with some other mod you have.
Nope, I just checked with all other mods disabled (I basically only have the disruptor, which I didn't research anyway and PSX Music / Sounds + few of the standard mods which come with OpenXCOM)
still crashes with only TWoTS enabled.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Deviont on June 16, 2018, 09:21:39 pm
Problems with the accuracy of a micro torpedo gun.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Dantalion on June 17, 2018, 12:55:44 pm
Regarding the biodrone terrorist...

If we trust the ufopaedia site, the bidrones are identical to cyberdiscs in all aspects except size and melee attacks (https://www.ufopaedia.org/index.php/Cyberdisc)
This likely means that they also cannot be captured alive same as cyberdiscs:
Quote
Live specimen
( Note: it is not possible to capture one, the only way to get this report is to get it from a captured medic.)
So if your way to get one alive is MC control (which I believe is also only possible with option "aliens controlled count as captured") then it's a bit un-intuitive.
I guess it's a way to make the sonic WM much more lategame than just researching alien sonics. Wish you would consider changing that, but it's your call  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on June 18, 2018, 07:34:41 am
This likely means that they also cannot be captured alive same as cyberdiscs:So if your way to get one alive is MC control (which I believe is also only possible with option "aliens controlled count as captured") then it's a bit un-intuitive.
I guess it's a way to make the sonic WM much more lategame than just researching alien sonics. Wish you would consider changing that, but it's your call  :)
Ok, fine. I'll reconsider it.
Problems with the accuracy of a micro torpedo gun.
What problem?  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Deviont on June 18, 2018, 09:48:41 am
What problem?  :)
My soldier has good firing accuracy, but the micro torpedo gun still shows low accuracy :(
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: ilidan371 on June 18, 2018, 07:00:30 pm
Hi,

not sure if it's been reported but calcinite recycling requires a gillman corpse instead.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on June 19, 2018, 06:32:01 am
My soldier has good firing accuracy, but the micro torpedo gun still shows low accuracy :(
Look at usopedia - microtorpedo launcher have only 30% accuracy (but missile will correct herself in waypoint)

Hi,

not sure if it's been reported but calcinite recycling requires a gillman corpse instead.
Thanks, will fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Deviont on June 19, 2018, 10:33:16 am
Look at usopedia - microtorpedo launcher have only 30% accuracy (but missile will correct herself in waypoint)
Oops sorry, forgot to check out ufopaedia,thanks :P
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: BlackStaff on June 19, 2018, 11:35:13 am
In your items.rul :

The Hazmat suit requires "str_specweap".
This causes it to appear at the same time as the "STR_NEWTSUIT".
According to my findings it would be more logical that "Hazmat" requires "STR_H_ACID_PROTECTION" !
And as it will be in accordance with the contents of the file "ufopaedia.rul"!  ;)
What do you think ?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on June 20, 2018, 03:25:58 pm
In your items.rul :

The Hazmat suit requires "str_specweap".
This causes it to appear at the same time as the "STR_NEWTSUIT".
According to my findings it would be more logical that "Hazmat" requires "STR_H_ACID_PROTECTION" !
And as it will be in accordance with the contents of the file "ufopaedia.rul"!  ;)
What do you think ?
You can not buy them, only produce. So look at manufacturing rules, not items.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: BlackStaff on June 20, 2018, 06:16:03 pm
You can not buy them, only produce. So look at manufacturing rules, not items.
You're right!
My manufacture.rul file was corrupted!  :'(
Sorry !
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Dantalion on June 29, 2018, 10:41:11 pm
Another small issue:
Jellyman colony attack part 2 - the items from stage 1 do not get transferred to equip screen. You get nothing at all on the ground after stage 1.
Seems like they still get recovered properly at the end.

Another one:
Skullshrimps do not have a "blast" sprite on death.

Also:
Jellyman Ruler is not found in colonies? Weird, that's the most logical spot I expected to find them in. I assume there are special events to get one then?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on June 30, 2018, 12:43:59 pm
How do I install that mod AND is there a way do uninstall ist?

And please, where can I find a tech tree?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 01, 2018, 12:01:40 am
How can I stop the stutter, when accelarting time?
In OXC the ships on geoscape just moved quicker, when time was accelerated.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on July 01, 2018, 01:09:29 am
How do I install that mod AND is there a way do uninstall ist?

And please, where can I find a tech tree?

1/ installation:
- download
- extract
- copy original TFTD data
- run

2/ uninstall
- just delete everything

3/ tech tree: press Q in geoscape

How can I stop the stutter, when accelarting time?
In OXC the ships on geoscape just moved quicker, when time was accelerated.

can you describe a bit more... nobody ever complained about ships moving too slow... could you maybe make a video so that we can see it?

can you attach a save, from just before you accelerate time and ships start to stutter?

are you sure you are plaing OXCE+? in OXC there was this options "Predict UFO trajectory", which made the game very slow... but it has been removed from OXCE+
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 01, 2018, 12:51:01 pm
Ok, for the stuttering please use that link:
https://www.youtube.com/watch?v=36PHc7YwKJ0&feature=youtu.be

Maybe I`m wrong, but I tend to remember, that accelerating time resulted just in quicker movemoent of the ships, not those "jumps" of the ship.


Another thing: Bad rating at months end "Terrible":
I had to restart the game now 4 times on ironman (Beginner). In the last time i got a terrible rating in one month, then screwing a 350 points mission in the second but winning 750 points.
Now I`m confused, why I got a rating of -2000 points in the second month two! This prevents me from trying a 5th time. I lost hours of gameplay.
https://drive.google.com/file/d/1i1fsmKv3Y8ROysu0KHzs4E__Bd-m2fre/view?usp=sharing (savegame).

Also: Game keeps crashing, when I play via the OpenXcomEx.exe and loading that savegame, and finish reading the end-rating. Problem doesn`t occur, when using the normal green exe.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on July 01, 2018, 04:18:59 pm
1/ Yeah, that's definitely not normal, it clearly stutters... I couldn't reproduce it on my PC... can someone else try if they experience it too?

2/ I have also loaded that ironman save, read the defeat-rating, but no crash afterwards. Can someone else try to reproduce please?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 01, 2018, 04:36:46 pm
And new bugs:
Triton trying to engange a USO, what shouldn`t happen. Can`t leave the interception-window.

https://drive.google.com/file/d/1bSQHSr9ESdt8ZtA5ne9WST5AC2kb864m/view?usp=sharing

https://drive.google.com/file/d/1fO79kp-zcxfIN6w6CfMyULLeockT6Eg8/view?usp=sharing

How I installed that mod:
1. unpacked the mod into the game folder
2. replaced the options.cfg in c:/user/documents/OXC
3. started with Openxcomex.exe
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on July 01, 2018, 04:53:55 pm
I don't know what your "game folder" is... but please DO NOT use anything from OXC... it will create conflicts and crashes.

The mod comes with a compatible OXCE+ installation included.
Just extract the mod on your desktop, copy original TFTD data files and run... OXC is not required, nor desired.
OXCE+ comes with the mod... you can upgrade it if you want, but don't have to.

And new bugs:
Triton trying to engange a USO, what shouldn`t happen. Can`t leave the interception-window.

This is not a bug... it's a new feature
You have been attacked by a UFO hunter-killer... UFOs can now also attack your ships...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 01, 2018, 05:15:45 pm
Is TFTD-OXCE standalone?

I unzipped the data into my OXC - Folder.

Should I take a clean folder?
What data from original-TFTD should I copy exactly?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on July 01, 2018, 06:29:23 pm
Is TFTD-OXCE standalone?

I unzipped the data into my OXC - Folder.

Should I take a clean folder?
What data from original-TFTD should I copy exactly?

1/ there is no such thing as TFTD-OXCE

2/ yes, OXCE+ is standalone

3/ yes, clean folder installation is recommended

4/ same TFTD data is required as for OXC (as written in the readme.txt, pasted below)

Code: [Select]
Copy all the X-COM: Terror From the Deep subfolders to this directory!

If you can't write to this directory, you can also create a TFTD folder in your
user folder (where your OpenXcom savegames are) and copy your TFTD subfolders
there.

After the copy, this directory should contain at least the following items:
  ANIMS*
  FLOP_INT*
  GEODATA
  GEOGRAPH
  MAPS
  ROUTES
  SOUND
  TERRAIN
  UFOGRAPH
  UNITS
*optional

If you want to import your old games, copy the GAME_* folders to the
directory where your OpenXcom saves are.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Kammerer on July 01, 2018, 06:40:46 pm
2/ I have also loaded that ironman save, read the defeat-rating, but no crash afterwards. Can someone else try to reproduce please?

Tried the save on the latest TWoTS/OXCE+ (v.2.13/2018-06-20). The game loaded, showed the Missing Mods warning, displayed the defeat screen, and then crashed with the Corrupt state: Unknown original UFO destination error message. Screenshot attached.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on July 01, 2018, 06:50:00 pm
Tried the save on the latest TWoTS/OXCE+ (v.2.13/2018-06-20). The game loaded, showed the Missing Mods warning, displayed the defeat screen, and then crashed with the Corrupt state: Unknown original UFO destination error message. Screenshot attached.

Thanks, I fixed that 3 days ago, that's why it didn't show up when I tried.
I will release the fix soon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Kammerer on July 01, 2018, 07:21:22 pm
1/ Yeah, that's definitely not normal, it clearly stutters... I couldn't reproduce it on my PC... can someone else try if they experience it too?

Checked the issue as well. It is obviously related to the configuration file provided with the mod. If the game is running with the provided settings, it stutters heavily. As long as I place the mod to the same installation as X-Com Files or just remove the Nord's default configuration file from the user folder, stuttering disappears, though I didn't check what exactly provokes such game behavior.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 01, 2018, 07:27:31 pm
Ok, did a new clean install.

Stuttering of flying subs remains.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on July 01, 2018, 07:27:56 pm
Checked the issue as well. It is obviously related to the configuration file provided with the mod. If the game is running with the provided settings, it stutters heavily. As long as I place the mod to the same installation as X-Com Files or just remove the Nord's default configuration file from the user folder, stuttering disappears, though I didn't check what exactly provokes such game behavior.

OK, perfect... now when we can reproduce, I will be able to find out what it is... many thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 01, 2018, 07:37:50 pm
When the Usos can now attack my subs too? What defense against this is meant to be?

Lost 2 Tritons to this great "feature". A lone Triton seems helpless...

And to the bad rating:
It remains a mystery. I have "good" months, but the game gives me bad ratings...
Or is OXCE+ harder then vanilla?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Vesparco on July 01, 2018, 10:13:02 pm
When the Usos can now attack my subs too? What defense against this is meant to be?

Lost 2 Tritons to this great "feature". A lone Triton seems helpless...

And to the bad rating:
It remains a mystery. I have "good" months, but the game gives me bad ratings...
Or is OXCE+ harder then vanilla?

You can provide escorts such as it was done in xenonauts (they'll fight instead of the triton). Bear in mind the comorant can tackle the first type of interceptors but afterwards to later usos he can't. Asign an interceptor to the triton once it has taken off the base.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on July 02, 2018, 09:04:55 am
Ok, did a new clean install.
Stuttering of flying subs remains.

Stuttering can be removed by increasing geoscape speed in options, see attached.
Config file provided by the mod has it the slowest possible.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 02, 2018, 07:14:43 pm
Ok, lost my 6th game in a row due to bad rating in 2 months (Beginner difficulty).

Lost 3 Tritons because had no escort ships. That seamaster doesn`t count for me...
--> Losing the whole crews just sucks

As well:
In June there were about 30 uso-encounters.
How am I supposed to do that?

I REALLY love the mechanics of the game.
But FAIRNESS needs to be.

Can I stop the Sub-attacking ships somewhere in the options? Don`t like that "feature" at all.

I had absolutely no problem in finishing that game in Vanilla on Veteran. But it`s rediculous to lose that game after the fifth oder sixth month each f... time.

I`ve not even got the aquatic-plastic-armor!

Here is the link to my defeat savegame:
https://drive.google.com/file/d/1TNkStXJCZqB4D2oIB4P4Gb6994qXmDLe/view?usp=sharing

--- posts merged ---

Another thing:
How does that hidden scanner work, that reveals the aliens after some rounds on the minimap? Saw this in a retialation mission.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on July 02, 2018, 08:59:19 pm
Bughunt mode shows the location of enemy on minimap. Very useful in bases.
About low rating - are your radar coverage full enough?
Also, there is one major difference from vanilla in this part:
Alien bases generate infiltration missions (when some country conclude a pact with aliens). So no alien bases - is a key to victory.
You got 3 bases and 6 infiltrations in progress.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 02, 2018, 09:12:32 pm
Bughunt mode shows the location of enemy on minimap. Very useful in bases.

Does the bughunt mode only activate on retialation missions?


I think I found a bug: I can`t arm my Cormorant ship. I`ve got 2 Ajax torpedo launchers and can`t equip them. They are definitively available:
https://drive.google.com/file/d/1lCoUuZSCh4-h0R6v-85R3ogsfs6X8ti8/view?usp=sharing (savegame)
https://drive.google.com/file/d/179N_YTw8dNa9y0lcfwJqJSH1evN8GsGc/view?usp=sharing (Pic)

I`m on july and alien activities spam like hell!
I can`t take all that missions and avoid a bad rating. I think, this is a balancing problem.


And about my radar cover:
I got only one!, since I progress slowly. But even if the world would be covered full. At this point of the game I would never have interceptors in each base.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Dantalion on July 02, 2018, 10:40:40 pm
Does the bughunt mode only activate on retialation missions?
Seems it's not related to mission type, I had it on underwater maps, alien colonies, artefact sites. It triggers at 20-25 turns, but might need specific amount of enemies left.
Actually had one case when it didn't trigger on 50-60 turns on colony with 1 enemy left  :)

I think I found a bug: I can`t arm my Cormorant ship. I`ve got 2 Ajax torpedo launchers and can`t equip them. They are definitively available:
Check ufopaedia ingame, all the ships/armors etc have new attributes and it's written there. Cormorant, for example, only has 1 cannon slot.
Later subs will have 2x torpedo + 2x cannon, which is quite nice.

Also small tip - if you get interceptions coming for your ships - it may be a hint for a colony nearby. The ships usually launch from there and if destroyed - need some time to get rebuilt.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Vesparco on July 03, 2018, 12:42:53 am
Does the bughunt mode only activate on retialation missions?


I think I found a bug: I can`t arm my Cormorant ship. I`ve got 2 Ajax torpedo launchers and can`t equip them. They are definitively available:
https://drive.google.com/file/d/1lCoUuZSCh4-h0R6v-85R3ogsfs6X8ti8/view?usp=sharing (savegame)
https://drive.google.com/file/d/179N_YTw8dNa9y0lcfwJqJSH1evN8GsGc/view?usp=sharing (Pic)

I`m on july and alien activities spam like hell!
I can`t take all that missions and avoid a bad rating. I think, this is a balancing problem.


And about my radar cover:
I got only one!, since I progress slowly. But even if the world would be covered full. At this point of the game I would never have interceptors in each base.

Ok more stuff that you may find helpful. First you need radar coverage, not interceptors. The Cormorant is slow and it won't catch anything bigger than small usos. The radar coverage enables you to see where they land and to intercept them on ground. Then, the game is quite longer than vainilla so start selling alien stuff (keeping one) to access fresh cash and expand relatively quickly (at least with radars).

Then, concerning interceptions, each enemy base has its own radius of interception. By building several bases in the globe with tritons you can avoid this radius and still arrive to the mission (don't try to outmaneuver as the triton comes back to base in a straight line). Also you can use the initial transport for troops as it can carry weapons to fend usos (haven't tested if it can win against an interceptor uso though).

Then I agree that the beginner difficulty is quite over the curve in terms of difficulty (rather fast evolution of difficulty) but this is a mod and not the base game  :P. I have too much xpiratez on my veins to complain about difficulty or world coverage. In any case reading is always advised and some failed games should provide insight on the tech tree to know where to push first (weapons with cavitation are capable enough, armor is not critical (it will save you sometimes but death is the most common outcome). Focus on the means to control the globe if you can (I have to retake the game but the creator suggested to follow the trail of the old organisation to improve the air combat).

And then as vainilla try to capture live aliens when possible as they are key to some tech breakthroughs.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Vesparco on July 03, 2018, 12:47:53 am
Bughunt mode shows the location of enemy on minimap. Very useful in bases.
About low rating - are your radar coverage full enough?
Also, there is one major difference from vanilla in this part:
Alien bases generate infiltration missions (when some country conclude a pact with aliens). So no alien bases - is a key to victory.
You got 3 bases and 6 infiltrations in progress.

How hard are the bases (quantity of aliens)? Last game I missed the opportunity to take one as the uso interceptors were later upgraded and I hadn't had the opportunity to assault due to subpar air combat :/. If I knew they were so critical I would have striked immediately.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on July 03, 2018, 01:02:27 pm
Bases areHARD. Bring melee weapons and your best guns, and be ready to multiple "noooo!!!! Not again!!!"  ;D I mean tasoths, lobstermen and our belowed tentaculats.

Other thing: i think it is necessary to decrease quantity of retaliations, how do you think?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 03, 2018, 07:26:27 pm
Ok more stuff that you may find helpful. First you need radar coverage, not interceptors. The Cormorant is slow and it won't catch anything bigger than small usos. The radar coverage enables you to see where they land and to intercept them on ground. Then, the game is quite longer than vainilla so start selling alien stuff (keeping one) to access fresh cash and expand relatively quickly (at least with radars).

Ok, lost my 7th game in a row, month 7.......

What does it help to have full radar cover, since even in July I don`t have better weapons then the harpoon bolt? That means, I can`t capture almost any uso that is larger or even very large.

Mod doesn`t seem balanced to me. Sorry.

I want those mechanics, but when I play on beginner, I want to have a beginner game...

Long war was the same frustrating, but had good adjusting options in the second wave.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Dantalion on July 03, 2018, 08:44:08 pm
Other thing: i think it is necessary to decrease quantity of retaliations, how do you think?
Hmm, personally, they try to raid my bases not much more often than vanilla. Only thing is I once had a raid on a fresh base which didn't even launch interceptors & had no radar, lol.

What seems weird to me is the amount of infiltration usos, especially on Arctic / Antarctic area for whatever reason. Got at least 3 colonies still not taken care of and they send battleships, supply, dreadnoughts weekly and scouts almost daily, but never do anything to nations (already lost Icelandic Union but that was it).

Attempts to infiltrate actual funding nations are much-much more rare atm. Already 1.5 years into the playthrough though.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 03, 2018, 09:51:26 pm
What annoys me most, is, that up from the fifths month the mod spawns so many negativ points missions, that you can`t believe.

In OXC vanilla you could avoid the 8 incidentts per day (!) and still not lose the month. Important were the main missions. You weren`t forced to do ALL missions. Bad months could happen.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on July 04, 2018, 06:49:07 am
A goal was to create constantly worsening situation, as aliens rise their invasion efforts. So you can not hold them forever, but need to find their weakspot and win the war.

About harpoon bolts and negative rating: can you please provide savegame?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 04, 2018, 05:28:59 pm
Got only left the save from the beginning of the bad second month. Hope, it helps.

https://drive.google.com/file/d/1vnHavtSDqipL88fU5ejigWtdDGjg3j3_/view?usp=sharing
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 05, 2018, 09:24:58 pm
New game: Month 4: Terrible rating....
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on July 06, 2018, 09:01:05 am
New game: Month 4: Terrible rating....
I has looked at your save (Gosh, i think spelling of this phrase is just terrible)
All what i can - is to give some advices.
First - radar coverage. Spend all your free money to increase quantity of your bases and interception radius.
Second - some missions are important. In your case it is church base.
Third - do not neglect heavy weapons. You need them. Gas cannons can operate both on surface and underwater, and torpedoes can kill most terror units.
Fourth - capture live aliens. All sorts of them.

But for positive rating - most important is radar coverage.
Good luck.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Amoebka on July 06, 2018, 01:16:03 pm
I hate to be that guy, but aren't we kinda missing the point here? Teaching people to play the game better is nice and all, but the problem here is that the difficulty on BEGINNER is apparently too high for an actual beginner player. You didn't lose the game in two months on beginner in vanilla, even if you played poorly. There are FIVE difficulty slots in this game, shouldn't at least one be rookie friendly? Mods aren't made for hardcore fans only, at least there is no need to make them that way unless you are intentionally cultivating an elitist and newbie-unfriendly community. [/rant]
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on July 06, 2018, 01:52:47 pm
You didn't lose the game in two months in vanilla also on Superhuman...

Xcom's difficulty levels are actually very very similar... there is not much the modder can do to make it much harder or much easier based just on difficulty.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Amoebka on July 06, 2018, 02:05:30 pm
The main complaint seems to be that there are too many high-stake (i.e. you lose a lot of points for failing) missions spawning too early in the game. This is definitely something that CAN be tweaked depending on the difficulty (one can specify the minimal difficulty a certain mission will spawn on).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 06, 2018, 02:35:29 pm
I hate to be that guy, but aren't we kinda missing the point here? Teaching people to play the game better is nice and all, but the problem here is that the difficulty on BEGINNER is apparently too high for an actual beginner player. You didn't lose the game in two months on beginner in vanilla, even if you played poorly. There are FIVE difficulty slots in this game, shouldn't at least one be rookie friendly? Mods aren't made for hardcore fans only, at least there is no need to make them that way unless you are intentionally cultivating an elitist and newbie-unfriendly community. [/rant]
Exactly my position. Game should progress in difficulty with the difficulty grade, not forcing me to replay the game over and over again.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Meridian on July 06, 2018, 02:43:22 pm
I hate to be that guy, but you should be grateful that Nord invests his time to make this mod... based on his vision and ideas.

If you don't like it... invest hours, days and weeks of your own time to make a dumbed-down version... 99.9% of modders just don't have the time to create a "completely new mod" for beginners (who are a minority here).

PS: feel free to complain about Xcom2012 or Phoenix Point with millions in budget, years of full-time development with dozens of people... and leave the poor openxcom modders alone...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Amoebka on July 06, 2018, 02:49:48 pm
Meridian, we are not holding Nord at a gunpoint forcing him to remake the mod the way we want it to be. We are merely suggesting changes that would in our opinion improve the mod, i.e. providing constructive critique. Of course Nord is the author and has every right to completely ignore us. The existence of this very forum topic implies he wants to gather feedback to improve his creation, and we are providing it.

I don't think I was acting demanding or entitled in any of my posts. If I'm wrong, then I apologize - it was never my intention.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on July 06, 2018, 04:42:14 pm
Wow, wow! Easy, guys.  ;D

I have my opinion about mod difficulty, based on my test play (which i still can not finish, working 12/7 last months). But it is very subjective, because i know what to do and what to do not. :) So, if someone say that game is too hard, i will listen. But, as Meridian says, there is not much differences in difficulties, which can be modded. But i look what i can.

By the way, i has returned from southern shore  ;D and have normal internet again. Maybe i release new version soon...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: LouisdeFuines on July 06, 2018, 04:56:28 pm
Wow, wow! Easy, guys.  ;D

I have my opinion about mod difficulty, based on my test play (which i still can not finish, working 12/7 last months). But it is very subjective, because i know what to do and what to do not. :) So, if someone say that game is too hard, i will listen. But, as Meridian says, there is not much differences in difficulties, which can be modded. But i look what i can.

By the way, i has returned from southern shore  ;D and have normal internet again. Maybe i release new version soon...
It would be just great, if you would make a "beginner" game more a bit beginner like.

The attention we give your mod shows, how great we find it.  :)

For me, I`m too stupid to make mods.

I play XCOM since 1994, but still consider me to be a casual player.

This mod is somehow like a completely new XCOM, that`s why I love it. But I want to get past month 7 or 4 ;).

Like Amoebka said: Can`t it be tweaked to change the rate of the missions that appear? (based on difficulty).


Strange world:
Did a terrible month 4, but an excellent month 5. I`m worried, what month 6 will bring ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Amoebka on July 06, 2018, 05:20:35 pm
not much differences in difficulties, which can be modded.

I should probably list the things that can be modded somewhat easily about the alien missions to throw a few ideas around.

1) You can straight up prevent some of the harder missions from spawning on lower difficulties using minDifficulty in the mission script.

2) The general way to alter mission's parameters for different difficulties is by creating duplicates of mission scripts. Say, for example, you have a hard mission that you want to start appearing in january on veretan+ but in march for the difficulties below. The way you do this is by filling in the mission script, giving it firstMonth = 0, lastMonth = 1 and minDifficulty = 2. Notice this mission would only appear in january and february and only on veteran+. Then you make a copy of this mission script but with firstMonth = 2, lastMonth = -1 (forever), minDifficulty = 0. This one will be exactly the same, but will spawn from march onwards and on all difficulties. So on veteran+ you will have this mission spawn staring january (technically those will be two different mission scripts, but they behave the same from the player's perspective) and on beginner the mission will only start appearing in march, later into the game.

3) You can also use conditionals and duplicates together to lock harder missios behind research, but only on lower difficulties. Say you create a mission script with researchTriggers = STR_THE_ULTIMATE_THREAT: true, label = 1 and minDifficulty = 0. This mission will appear on all difficulties, but only if the player has researched the ultimate threat. Now add a duplicate of this mission script, but without a label, without researchTriggers, with minDifficulty = 2 and conditionals = -1. This one is exactly the same but will spawn regardless of research, and only on veteran and above. Conditionals = -1 ensures that both missions never spawn at the same time.

My explanations can be a bit hard to read since my english is quite bad. The mod's selection of languages implies you speak russian? If this is the case, I can explain these things in russian.  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Nord on July 06, 2018, 07:08:43 pm
Version 2.14 is up.

Changelog:
 - Fixed second stage map bug (excavation site and ancient dungeon);
 - Fixed/changed biodrone research;
 - Fixed missing music;
 - Now you can recycle alien ammunition for zrbite.
 - New armor: Ogre (2x2) with integrated weapons.
 - Replaced weapons between Ogre and Cyclop;
 - new image for advanced medikit;
 - shielded USO have modified interception pics;
 - minor fixes;
 - newest OXCE+ build used.

In plans:
1. move some items to special weapons.
2. more bugfixing (when i find them)
3. the end.
4. another mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Meridian on July 06, 2018, 07:26:28 pm
4. another mod.

 :o  8)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 06, 2018, 07:45:16 pm
@Nord,
did you change anything about the difficulty? Please don`t feel offended by my question.  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 06, 2018, 07:55:31 pm
@Nord,
did you change anything about the difficulty? Please don`t feel offended by my question.  :)

Decreased penalty for ignoring missions a bit, and moved pair of missions at next month. Maybe will do something more in next release.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
Post by: Varana on July 06, 2018, 09:23:43 pm
You can provide escorts such as it was done in xenonauts (they'll fight instead of the triton). [...] Asign an interceptor to the triton once it has taken off the base.
Well, I never played Xenonauts. HOW do I asign the interceptor to the triton? As I read in the crafts.rul barracuda should be able to escort, so...

I searched the base view - equip submarine - no entry.

I tried starting triton and barracuda and select triton as the new target - did not work.

I tried middle click and right click - nothing useful for escorting.

HOW???  :-\ 
(or: where did I miss the hint in the ufopaedia?)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 06, 2018, 09:52:30 pm
You can assign an excort to the chosen transporter like targeting an Uso.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 06, 2018, 10:21:33 pm
@Nord  + Meridian:
Strange, since the last update, the tech tree doesn`t work well anymore.

The please my pic:
https://drive.google.com/file/d/1ASRw0xf6L2kaiLNTHZtP88nnuDyofr-d/view?usp=sharing
https://drive.google.com/file/d/14WGAvyMiFQ-6G9xyaMqe7giWPSYNhUtU/view?usp=sharing

Can`t search for Gauss.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Varana on July 06, 2018, 11:17:40 pm
I tried starting triton and barracuda and select triton as the new target - did not work.
You can assign an excort to the chosen transporter like targeting an Uso.

I tried again, really, does not work. When I click the transport as target, I only get "target: way point". Is there a trick to get the transport as target?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Meridian on July 06, 2018, 11:35:04 pm
I tried again, really, does not work. When I click the transport as target, I only get "target: way point". Is there a trick to get the transport as target?

Under Options > Advanced, there is a "Friendly Craft Escort" option... make sure it is set to "YES".
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Varana on July 06, 2018, 11:40:23 pm
thx meridian, now it works.  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 07, 2018, 12:18:33 am
@Meridian, could you please look into my savegame for the tech tree "bug"?
I use the latest version of the mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Meridian on July 07, 2018, 12:29:52 am
@Meridian, could you please look into my savegame for the tech tree "bug"?
I use the latest version of the mod.

this is what I see when I load your save

Try typing "SHAZAM" instead of "gauss"... that will show everything... maybe that tells us more...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Vesparco on July 07, 2018, 12:54:58 am
I've been playing a bit and effectively, and as far as I saw:

- By the end of the third month one country leaves and an alien base spawns on a know position on the map (at least that what happened in my last two games, I assume is intended like this).
- By the fourth month you reach negative points and have to finish my fifth but it seems it would likely be the same.

The reason seems (thankfully for the radar coverage) is that the mission "rulette" has heavy weights in supply and influence aliens mission. There was a point on by my radar coverage where USOs congregated like bees. One interceptor and several medium, huge and very huge ships congregating on the same spot (which I believe is the second base yet-to-be-found). Of course even if doing the rest of the accessible missions your rating suffers drastically from this behavior.

The problem here seems not on the difficulty but rather on the unbalance of mission weights, providing much more uso missions that you can't tackle yet instead of providing other missions more accessibles.

So that would explain why @LouisedeFuines was having troubles with interceptors and big USOs. @Nord if you can check this behavior as it will probably be the issue they are complaining. How often are these missions USO missions from the alien base generated?

I hope this helps to solve the problem they are experiencing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 07, 2018, 01:58:33 am
@Meridian; bug still persists:
https://drive.google.com/file/d/1S5Pa91Ro2CmveW7FP2sOdF4-2peWhZwX/view?usp=sharing

Can`t use the tech tree. Do yo use the mod-version from today? (06.05.18)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 07, 2018, 05:35:50 am
To Vesparco: i got it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Meridian on July 07, 2018, 10:28:17 am
@Meridian; bug still persists:
https://drive.google.com/file/d/1S5Pa91Ro2CmveW7FP2sOdF4-2peWhZwX/view?usp=sharing

Can`t use the tech tree. Do yo use the mod-version from today? (06.05.18)

06.05.18 is not today, that's two months ago.
I use version 2.14

1/ does the tech tree show something when you access it by middle-click from research GUI?

2/ does the quick search work on other screens? e.g. on Buy screen?

3/ can you upload your options.cfg file?

4/ do you have spoiler protection turned ON or OFF?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 07, 2018, 11:44:23 am
Ah, the last thing was it. With the update my advanced options changed. Many thanks!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 07, 2018, 11:58:35 am
One question about the Calcinite:
Can it be stunned? Whenever I use the thermal tazer, it drops to the acid spitting mass, that I have to beat. Can the mass be stunned too?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 07, 2018, 12:18:24 pm
Can there be something done about the flightpath of returning ships? (like waypoints)
See my pic: https://drive.google.com/file/d/114b7qxVS0IWXhLcjnfQS_tHhuuO47OMj/view?usp=sharing

My Triton is in Europe, whenever I land at a crash site, my Triton flys straight over the alien base and gets shot down.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 07, 2018, 12:47:00 pm
I've been playing a bit and effectively, and as far as I saw:

- By the end of the third month one country leaves and an alien base spawns on a know position on the map (at least that what happened in my last two games, I assume is intended like this).
- By the fourth month you reach negative points and have to finish my fifth but it seems it would likely be the same.

The reason seems (thankfully for the radar coverage) is that the mission "rulette" has heavy weights in supply and influence aliens mission. There was a point on by my radar coverage where USOs congregated like bees. One interceptor and several medium, huge and very huge ships congregating on the same spot (which I believe is the second base yet-to-be-found). Of course even if doing the rest of the accessible missions your rating suffers drastically from this behavior.

The problem here seems not on the difficulty but rather on the unbalance of mission weights, providing much more uso missions that you can't tackle yet instead of providing other missions more accessibles.

So that would explain why @LouisedeFuines was having troubles with interceptors and big USOs. @Nord if you can check this behavior as it will probably be the issue they are complaining. How often are these missions USO missions from the alien base generated?

I hope this helps to solve the problem they are experiencing.
Exactly that`s the problem.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 07, 2018, 02:03:15 pm
Got a new thing, that "might" be a bug:
Map-floors are missing on biolab mission:
https://drive.google.com/file/d/1oLH3ltSLN0_Q-x4TbEckqjkvPvR8YLOx/view?usp=sharing (pic)
https://drive.google.com/file/d/1WSosfrjGF5a4VE5XomPM_s2xTr_y2MiR/view?usp=sharing (savegame)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Dantalion on July 07, 2018, 02:12:35 pm
My Triton is in Europe, whenever I land at a crash site, my Triton flys straight over the alien base and gets shot down.
It seems to be an OXCE+ change or mod, because you can't redirect a troop transporter after a mission (even after an aborted one). If a path will cross the base radar range, you can send an interceptor few hours earlier to take care of the hunter.

Interesting bug with Needler terrorist.
I just controlled one via MC and... he doesn't use TU for moving. Even more crazy - he can move through walls  :o Only uses TU for shooting/doors/lifts/turning.
In theory you can just run through whole map like that (and MC everything ofc)
Oh, and needlers also don't have Inventory screen. Most other terror units had, so it might be not intended.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 07, 2018, 04:56:02 pm
It seems to be an OXCE+ change or mod, because you can't redirect a troop transporter after a mission (even after an aborted one). If a path will cross the base radar range, you can send an interceptor few hours earlier to take care of the hunter.
No, this was Vanilla behaviour.

But with Usos  attacking your ship it is important to be able to redirect ships.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 07, 2018, 06:24:05 pm
About calcinite - yes, you can stun protoform. And this is enough for research.
About biolab - thanks, i saw it once, but forget. This map needs remade anyway.
About Needler - i saw something like this, need to look closer. Thanks. And inventory pics have aliens with inventory, those who can manipulate items.
About returning transport - yes, it can annoy. But look at it from other side - it adds some strategic thinking in game. You not just shoot down (sink) and raid everything what moves, but begin to fear and build a plans. So i personally like this moment.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 08, 2018, 12:23:50 am
Ok, arrived at month 13th.

Still got no Gauss, because I couldn`t capture a navigator. Can`t capture any of those large and very large USOs with jet harpoon.

Negative points seem overhelming.
In my oponion, this is still a balancing problem.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 08, 2018, 01:40:08 pm
Ok, arrived at month 13th.

Still got no Gauss, because I couldn`t capture a navigator. Can`t capture any of those large and very large USOs with jet harpoon.

Negative points seem overhelming.
In my oponion, this is still a balancing problem.
Did you have church base mission?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 08, 2018, 03:52:11 pm
HM, don`t know anymore. Maybe it will help, if I post my actual savegame:
https://drive.google.com/file/d/1XHHiXy5jPhW6FmM1VNBBPxvbe2N20m8_/view?usp=sharing

It just sucks, when in month 13 you can`t handle more the small Usos and Usos spawn like about 4 a day.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 08, 2018, 04:08:34 pm
Found another graphics bug:
Coelacanth doesn`t show all visible area:
https://drive.google.com/file/d/1YVm0bZyaC8Nr8Kym2yPmJLMZNb4r52pc/view?usp=sharing (pic)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 08, 2018, 04:26:54 pm
Ok, got now 20 trys (constantly reloading my ironman savegame).

Month 12 can`t be rated better then terrible.

Don`t know, what to do better. Can raid most of the small ufos, but nothing more; maybe a medium Uso.

Underwater weapons:
Jet Harpoon can`t hit a thing.
Gas Cannon transforms aquanauts into sea-slugs (slowly)

Gauss?
Not available due to not finding a navigator.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Dantalion on July 08, 2018, 05:15:00 pm
Graphics issue, but this one crashes the game.
(Simply MC a mindworm and switch to him. Haven't tried locust though)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 08, 2018, 08:10:52 pm
Found another graphics bug:
Coelacanth doesn`t show all visible area:
https://drive.google.com/file/d/1YVm0bZyaC8Nr8Kym2yPmJLMZNb4r52pc/view?usp=sharing (pic)
It is not really a bug, just that blinking beam (baulk) on the USO corner blocks part of vision.
Graphics issue, but this one crashes the game.
(Simply MC a mindworm and switch to him. Haven't tried locust though)
Will look, thanks.

And again to LouisdeFuines:
I looked at your save. Well, there is too many infiltrations in progress, i agree. You can use this quickfix, though.
But resources you have is enough to raid landed USO-s with any race. Use heavy weapons. Use vibroblades. And of course again: use termal tazers and capture live aliens.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Varana on July 08, 2018, 08:36:46 pm
Don`t know, what to do better. [...]
Gas Cannon transforms aquanauts into sea-slugs (slowly)

game options -> advanced -> battlescape: inventory stats - YES
game options -> advanced -> extended: show item weight in inventory - YES

... and let them not carry too much.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 08, 2018, 08:46:31 pm
And again to LouisdeFuines:
I looked at your save. Well, there is too many infiltrations in progress, i agree. You can use this quickfix, though.
But resources you have is enough to raid landed USO-s with any race. Use heavy weapons. Use vibroblades. And of course again: use termal tazers and capture live aliens.

What is this quickfix?
Do you mean the deployment.rul?
How do I implement it into the game? Like a mod? If so: Where is the metadata.yml?

I can`t melee with all races! For Tasoths and those Yeti-like aliens I can`t do anything about with my weaponary. About lobstermen we don`t have to talk about...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 08, 2018, 09:29:34 pm
What is this quickfix?
Do you mean the deployment.rul?
How do I implement it into the game? Like a mod? If so: Where is the metadata.yml?
replace file in your mod with this file (with same name, of course).
Quote
I can`t melee with all races! For Tasoths and those Yeti-like aliens I can`t do anything about with my weaponary. About lobstermen we don`t have to talk about...
Why not? Lobstermen are vulnerable to melee, tasoths perfectly dies from two-three explosive rounds, Yeti-like... dunno what you mean, but all enemies can be beaten with enough heavy gas rounds or zrbite torpedoes. :)
And if you meet them on surface - you can throw plenty of stun grenades to one map tile.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 08, 2018, 09:59:00 pm
Do I have to begin a new savegame to let the .rul be active?

What changes has the aliendeployment.rul?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 09, 2018, 09:59:48 am
Do I have to begin a new savegame to let the .rul be active?

What changes has the aliendeployment.rul?
It will spawn less infiltration missions. No effect on missions allready in progress, though.
You dont need to restart the  game, but effect may come in next month(because missions mostly generating in between months).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 09, 2018, 07:26:22 pm
Maybe I understand something wrong, but I can`t build vibroblades and the two lances. All of them have been researched.
https://drive.google.com/file/d/1VlavTAX_wnCQNIgdAkckOiMhrA0-dgY0/view?usp=sharing (savegame)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 09, 2018, 07:58:03 pm
Yes, you can not. Just as alien sonic weapons. You can only build your own modifications, as vibroknife.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 09, 2018, 08:31:05 pm
But can nonsonic weapons (ranged) kill the aliens? What about the lobstermen and the Carcharodon (Yeti-Alien)?

And another question: What triggers the bughunt mode?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 09, 2018, 08:42:29 pm
Tried out your quickfix.

There are still TOO many alien ships appearing during a month.

The problem is, that most just fly around and don`t land. I can`t gather points by this way.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 09, 2018, 09:44:24 pm
Err... You know you can fight alien sub with more than one (four) interceptors?
Four morays with DUP can sink almost anything except dreadnought.
Bughunt turns on automatically when enough turns played (20 or something like that)
Quickfix influence only new missions generation, as i say. So you need to play month or two to see effect.
Each race have their own strengths and vulnerabilities. So lobstermen are vulnerable to melee and freeze.
Of course, jet harpoons can not pierce strong armor. But chemical weapons can reduce armor rating, fire can ignore armor at all and so on. Read ufopedia for more info about each weapon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 09, 2018, 09:54:43 pm
I started a savegame from the end of November. In December I am again surrounded by ships hovering around bases.

In December the quickfix should be effective, but it doesn`t seem to be so.

Thank you for the advice with the multiple interceptors. Didn`t try that out. In vanilla one interceptor was usually more then enough.
By this I could surely capture one or two big ships. But the game spams the ships like there was no tomorrow.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Varana on July 09, 2018, 10:24:27 pm
btw "vibroknife"...

is it intended, that classical melee weapons are much better than advanced ones in this modpack?
For example the simple knife has the strenght power bonus and so is stronger (and cheaper, lighter) than the vibroknife.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Vesparco on July 09, 2018, 11:00:28 pm
Playing on 2.13 (I will do the update today to the latest).

Concerning my game, I was able to balance in positive points by assaulting a landed dreadnought with sectoids. Up to now I am able to buzz over the USOs with three barracudas and two tritons (with that the interceptions are quite manageable). I am quite surprised of the high costs of aqua-plastics of both the Morays and the upgraded triton but as you can basically recycle most of the alien stuff I cannot pronounce on its balance. Despite all, the USO storm does not let me go farther in the game (one week is like 3-4 missions and several interceptions). I'll apply the fix and see how it goes.

From the weapon standpoint the sharkmans seems to be the muton-equivalent for the jet harpoon weapons: pretty resilient. I am about to unlock gauss so seems legit.

Concerning bugs and QoL stuff:

Graphics issue, but this one crashes the game.
(Simply MC a mindworm and switch to him. Haven't tried locust though)

1.- I can confirm it is something with the graphics of weapons or one sprite in the inventory, I have the same issue when middle-clicking on the locust to check what it was.

2.- Then I have issues with the sprite of the hazmat suit. In some cases the head is replaced by the dead body sprite (not sure if this bug was already traced).

QoL-1: It would be nice to have color coded ammunitions for the harpoon weapons. I go nuts every time I have to check if I am firing stun harpoons or SC ones (attached some files edited with Aseprite. I don't know if they are valid for the color palette  :( ).

QoL-2: The sectoid commander has an "empty" tech tree w.r.t. the squad leader. I would be nice if he was more useful in this matter (either research or "manufacturing").

Said this I am having fun, the mind worm and the locust is a nice move (fortunately I mix laser and X-rifles  ;D).

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 10, 2018, 10:05:18 am
Ok, so I got my first "Monsters terrorize an island" mission and dispatched a team of 14. Ended my first turn without doing anything as per the usual. After that, my whole squad was under some kind of psi attack (despite aliens having no vision?) that knocked all 14 of them unconscious in one turn and resulted in a full wipe. Is this the intended behaviour? Seems a bit, uhm, unfun, given how I didn't even get a chance to do anything.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 10, 2018, 11:23:36 am
Ok, so I got my first "Monsters terrorize an island" mission and dispatched a team of 14. Ended my first turn without doing anything as per the usual. After that, my whole squad was under some kind of psi attack (despite aliens having no vision?) that knocked all 14 of them unconscious in one turn and resulted in a full wipe. Is this the intended behaviour? Seems a bit, uhm, unfun, given how I didn't even get a chance to do anything.
You put novices there?
It was intended to such result by 4-5 turn, exclude mentally strong soldiers and drones.
Maybe it is owerpowered... Shall check.
Wait a minute...
Island terror? With civilians and such?
Then it is just mindworms attacking you.
They can see through walls, and attack by m.c.-stun.(and panic)
Advice:
Use aquanauts with high mc-strength, high HP and mc-protective armor. Or use drones.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 10, 2018, 12:05:16 pm
I put my A-team there. No idea how mentally strong they were. Only armor researched is plastic, they had that (research is another can of worms altogether).

Can't even tell whether or not it was an island with civilians or not, because I literally wiped before I opened Triton's doors. Haven't heard any screams out there. :-[
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Solarius Scorch on July 10, 2018, 12:07:27 pm
"Mindworm, mindworm"

I like this one. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 10, 2018, 03:27:05 pm
A few minor bugs (?):

Particle Disturbance Scanner doesn't appear on any underwater missions (loaded on Tritor but can't be seen anywhere during the equip phase and isn't present in the item pile after).

Trying to fire the initial (non-advanced) torpedo launcher in the "suspicious underwater activity" missions produces "Can't be fired above water". Not sure if the problem is with the weapon or with the deployment.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 10, 2018, 03:36:41 pm
Got it, will fix.

About wipe out by worms - bad luck i think, too many of them was spawned near you. So they see you and ...  :'(

Upd.:
A few minor bugs (?):
Trying to fire the initial (non-advanced) torpedo launcher in the "suspicious underwater activity" missions produces "Can't be fired above water". Not sure if the problem is with the weapon or with the deployment.
Did you remember what terrain type was there?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 10, 2018, 04:12:23 pm
Wow, month December: terrible rating - 2580 points. There were USOs spawning like hell.

Don`t see a way, to get past that.
Sorry to say, but vanilla was somewhat better balanced.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 10, 2018, 04:47:59 pm
Wow, month December: terrible rating - 2580 points. There were USOs spawning like hell.

Don`t see a way, to get past that.
Sorry to say, but vanilla was somewhat better balanced.
It may be, balancing is in progress. Can you provide savegame?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 10, 2018, 05:33:01 pm
Of course:
https://drive.google.com/file/d/10wlq7W0DU8tD5JP08F2IqNV1MvHWdQCM/view?usp=sharing (savegame)

Aliens now have Usos with shield, guarding their bases. Great, if all you got are Baracudas. Lost a full Triton with 10men....du to not kowing, where a base was.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 10, 2018, 05:40:20 pm
Upd.:Did you remember what terrain type was there?

I'm afraid I don't.  :( Maybe the one with drowned ship husks, but I'm not sure. I aborted turn 1 after seeing that my only HE weapon doesn't work.  ::)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 10, 2018, 07:12:02 pm
Of course:
https://drive.google.com/file/d/10wlq7W0DU8tD5JP08F2IqNV1MvHWdQCM/view?usp=sharing (savegame)
Ok, you got 6 alien bases and 15 active infiltrations. No wonder you losing. It is matter of life and death to destroy bases as soon as you can.
Quote
Aliens now have Usos with shield, guarding their bases. Great, if all you got are Baracudas. Lost a full Triton with 10men....du to not kowing, where a base was.
Why do you lose your men? By default only ship will be lost, and passengers will return to your base after some time (when escape pods will be founded by sea rescue :) )
And by the way, you can build Moray, not only Barracudas.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 10, 2018, 07:49:25 pm
Ok, you got 6 alien bases and 15 active infiltrations. No wonder you losing. It is matter of life and death to destroy bases as soon as you can.Why do you lose your men? By default only ship will be lost, and passengers will return to your base after some time (when escape pods will be founded by sea rescue :) )
And by the way, you can build Moray, not only Barracudas.
Ok, do you think, the base defensive crew of the alien base will be impressed, when I arrive with my Jet Harpoon?  ;)
When this is the solution, then I`m really f...., cause it is difficult enough, to get Gauss. I still don`t have it. And conventional heavy weapons suck due to their weight.

And about the Moray, what is it better then the Barracuda?

Thank you for the information about the rescue crew. Didn`t know that.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 10, 2018, 08:16:37 pm
And conventional heavy weapons suck due to their weight

A neat combo I'm using in my playthrough (superhuman) is heavy gas cannon with elerium ammo. 150 HE damage is enough for everything so far (Tasoth take 2 direct hits). The weight issue is easily solved by making a training base for rookies. As in, build like 8 training pools in one base and stuff 80 fresh recruits there. 5 months down the line and you suddenly have enough 90+ accuracy 50+ strength soldiers to last the entire game.  :D Really hope Nord doesn't remove this degenerate strat, it's very fun.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 10, 2018, 08:27:28 pm
Yeah, you seem to be better then me in the mod. But me, I`m just casual. Want to have on "beginner" a beginner experience ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Vesparco on July 10, 2018, 08:42:42 pm
Yeah, you seem to be better then me in the mod. But me, I`m just casual. Want to have on "beginner" a beginner experience ;)

Then don't play in Ironman! (At least it what you told before).

I would advise not to play in this manner until you are familiar with all the game mechanics (such as multiple interceptors and the armament typologies you were unfamiliar with).

Also I cannot stress enough the advantages of the gas cannon with explosive ammunition. Is extremely OP in open spaces due to accuracy, damage, range and TU usage. three guys with that can blast most of the stuff you may uncover with your "explorers". this technology is already available afterwards the Jet Harpoons so you can rely on them until Gauss.

Why do you lose your men? By default only ship will be lost, and passengers will return to your base after some time (when escape pods will be founded by sea rescue :) )
And by the way, you can build Moray, not only Barracudas.

Didn't know this was a thing! Nice to know and very nice compensation.

Then I believe there are serious issues in the balance department in terms of manufacturing. The costs in terms of USO components are unreal, specially with the volatility of aircrafts and weapons (280 aquaplastics for a slight better transport and 1 magnetic navigation for each Gauss weapon is kind of overkill, specially when there is no difference between a pistol and a heavy Gauss and the amount of aquaplastics and navigations to field a full squad requires a heavy quantity of USOs to achieve).

Edit: Dreaghnouts do not have magnetic navigation?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 10, 2018, 09:17:23 pm
@Versparco:
I abandoned the idea of ironman widely. I have a save from November, where the rating is good. I keep reloading that savegame. During an month I play Ironman.

How do you get around with gas canons, when it is that heavy?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 10, 2018, 09:26:26 pm
How do you get around with gas canons, when it is that heavy?

By not using fresh recruits with no training. Training pools are really good - strength increases very quickly there. Even if you don't do this cheesy training base strat I mentioned, having one or two pools at your main base really helps. Gas Cannon + AP clip is just 32 weight units, one month in the pool makes anyone able to wield it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 10, 2018, 09:58:04 pm
@Nord:
What ballancing changes will take place in the next download-version?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Meridian on July 10, 2018, 11:54:17 pm
What ballancing changes will take place in the next download-version?

Please make the game harder again.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 11, 2018, 07:24:11 am
Please make the game harder again.
Again or even more?
I think aliens must conduct less basebuilding missions and more terrors.
But if player will let to stay six alien bases... Well, it is war. And war never changes.  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 11, 2018, 09:23:12 am
I've figured out the "Will not function above water" bug. Some equipment only works if you have nothing in your other hand. When you do have something, it produces the message above. It is very misleading, "You need both hands to operate this" would have been much better. If the text can't be changed I suggest you remove the mechanic, replacing it with severe aim penalty. As it is now, it doesn't tell the player what they are doing wrong and looks like a bug.

As for the alien colonies, yes, please replace some of them with terror missions. Clearing bases without even gauss appears to be nearly impossible. The first level once again has aliens mind controlling without having vision, which pretty much rules out the use of explosives.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Oleg on July 11, 2018, 12:41:47 pm
I can't build Naval Control Center and Transmittion Nexus, it says read Ufopedia, but in Ufopedia says nothig about it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 11, 2018, 04:14:15 pm
I can't build Naval Control Center and Transmittion Nexus, it says read Ufopedia, but in Ufopedia says nothig about it.
You need plenty of molectronic components to build NCC, and also synomium parts for TN.
I've figured out the "Will not function above water" bug. Some equipment only works if you have nothing in your other hand. When you do have something, it produces the message above. It is very misleading, "You need both hands to operate this" would have been much better. If the text can't be changed I suggest you remove the mechanic, replacing it with severe aim penalty. As it is now, it doesn't tell the player what they are doing wrong and looks like a bug.
Okay, wrong string used. Know where to look, thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 11, 2018, 06:08:08 pm
Please make the game harder for Meridian......but on superhuman.

Beginner should be for beginners. Diffulty should increase with every diffículty level step bei step.

It`s nice to hear, that I have to attack the alien bases. Jet Harpoons and gas cannons won`t help me about that  ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 11, 2018, 06:46:13 pm
It`s nice to hear, that I have to attack the alien bases. Jet Harpoons and gas cannons won`t help me about that  ;)
But torpedo launchers, heavy gas cannons and vibro blades can.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Dantalion on July 11, 2018, 08:31:45 pm
Another barge problem:
Got Tasoth barge today, that bugger spawned on L0 way below the map. In fact, he doesn't even have walking animation there.
Without Bug hunt would have never found him, hehe.

Also, november 2039 and the aliens are still hell-bent on infiltrating "something" in arctic / antarctic. Got the USO counter up to 2064 now  ;D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 11, 2018, 11:15:49 pm
Until the balancing has been done, I give xpirates a try. I love this total conversions.  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Oleg on July 13, 2018, 02:46:50 pm
August 2039, I can't move forvard in research, any alive or dead alien don't give neaw research. What can I do with it? Too many time has been spent without any progress.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 13, 2018, 04:23:40 pm
Hi Oleg,
could you pleade deliver your savegame?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Oleg on July 13, 2018, 04:36:09 pm
Here savegame
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 13, 2018, 05:53:01 pm
Here savegame
Did you finish "naga city" mission?
Anyway, looks like you have destroyed alien key. Item properties will be fixed, thanks. Here is redacted savegame.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Oleg on July 13, 2018, 07:44:00 pm
Did you finish "naga city" mission?
Anyway, looks like you have destroyed alien key. Item properties will be fixed, thanks. Here is redacted savegame.
I didn't see  "naga city" mission. I researched alive naga with aquatoid medic. Nagas doesn't appear in my game now, they was in my early game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 13, 2018, 09:04:05 pm
I didn't see  "naga city" mission. I researched alive naga with aquatoid medic. Nagas doesn't appear in my game now, they was in my early game.
Not even one mission? That's odd, but possible. Understood, will fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Vesparco on July 14, 2018, 03:37:27 am
Can compare now XPirates with this:
Both mods are brilliant. But Pirates seems balanced. You can slowly explore the world and get to know its richness. Like that.

XPirates spawns more "terror/incident"-missions.

LuoisdeFuines, will all the respects I would avoid comments like this. It is unfair to compare one mod with the other. Mainly because it is quite clear the difference of hours of effort given in each one of them (and also because both modders are still supporting them). The refinement level of both is quite different and also because the experience they aim to provide can be completely different (and sometimes difficult to leverage between difficulty levels).

In addition, because I am assuming you are scratching the surface of Xpiratez, I believe is the reason you are making this statement. The mod is a completely different beast with plenty supports in the early game and plenty of missions and enemies to keep you off balance in the later. If you complain about the balance of TWoTS+ wait to meet the mercenaries, the tough aquatic missions, the mansions, etc.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 14, 2018, 10:07:06 am
I think, you are right. I forgot, that one mod is rather new and the other is rather "old".

@Nord, I apologize from my side.
I removed the post.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Meridian on July 14, 2018, 10:16:47 am
It is not a matter of old vs new.

Piratez just takes longer... just wait until mid- or late-game and it will become harder than TWoTS.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Oleg on July 14, 2018, 01:57:29 pm
What do I need to do with my game without Naga sity? I need to start a new game?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Meridian on July 14, 2018, 07:57:58 pm
I've figured out the "Will not function above water" bug. Some equipment only works if you have nothing in your other hand. When you do have something, it produces the message above. It is very misleading, "You need both hands to operate this" would have been much better.

Fixed.

Meridian, say please, it is normal that unit with "specab: 3" can not be stunned? It creates a corpse instead of live alien. :(

Fixed in vanilla... and will be available in the next OXCE+ version too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 14, 2018, 09:38:49 pm
Fixed.

Fixed in vanilla... and will be available in the next OXCE+ version too.
Two good news in one. You are truely a magician!
Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 14, 2018, 09:39:34 pm
But it istn`t still updated into this mod, istn`t it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Dantalion on July 14, 2018, 11:49:30 pm
Few more things:
-few missing strings
-Recycle ion cannon uses sonic cannon clip instead
-Heavy Ion cannon object overrides corpses objects for some reason. Corpse is there, but cannon is always shown on top.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Vesparco on July 15, 2018, 12:31:28 am
Halt my game until the next version.

Good experience overall but I have to say that the USO spawning is problematic and makes a turbulent game experience. I have reached the bionic laboratory and runned through two months to see how the tech progressed. I believe I hit the wall tech until "Naga city".

In my current game I have more or less world coverage, sitting on 60-80 Millions. Several barracudas with Ajax torpedos/gauss and some morels with kraken/gauss (I can tackle up to large). Gauss and heavy aquaplastics weaponry gives me the firepower to tackle more or less what I encounter.

The problem of USO overspawning (like 50 a month) gives the following issues (taking out of the picture the balance/difficulty topic, which you can solve if you play safe):
- Frozen tech: Because you require several hours of combat to finish each month, you fight again and again with the same tools and the game seems to slow down incredibly.
- Repetitive missions: While the custom missions are excellent in terms of diversity, playthrough and lore, they become buried in the USO landing and crashsite missions you do during the month (also, these missions spawn only in the first week of the month and the rest of the month are USOs). The fresh air these missions bring is blocked by the quantity of USO missions.
- Static enemies: After the first Naga terror mission, I've seen like 250 USOs before ecountering them again. This is somewhat problematic if progression is heavily blocked by it.
- Tons of unused money: Considering the tech progression is slowed, most of the recovered items go directly into the black market due to store overflow. This generates a ton of money that you can use to push a lot the world coverage and base building, which is ok but seems "unbalanced" as money do not becomes an issues quite fast.

Sincerely, seing the nice custom missions the mod has, I would suggest to encourage more activity on this behalf rather than invigorating the USO spawning, for a more round experience in terms of gameplay.

Then I would suggest a revision on the magnetic navigation costs to Gauss weapons (such as manufacturing batches of weapons, i.e. 1 magnetic navigation = 4 pistols = 3 rifles = etc) or to be able to craft it using mollecular components. The single unit for everything makes it very restrictive to use this technology (for example, I have two tritons, several interceptors and several bases with defences that requried a lot of USOs to cover their needs).


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 15, 2018, 02:15:48 am

The problem of USO overspawning (like 50 a month) gives the following issues (taking out of the picture the balance/difficulty topic, which you can solve if you play safe):
- Frozen tech: Because you require several hours of combat to finish each month, you fight again and again with the same tools and the game seems to slow down incredibly.
- Repetitive missions: While the custom missions are excellent in terms of diversity, playthrough and lore, they become buried in the USO landing and crashsite missions you do during the month (also, these missions spawn only in the first week of the month and the rest of the month are USOs). The fresh air these missions bring is blocked by the quantity of USO missions.
- Static enemies: After the first Naga terror mission, I've seen like 250 USOs before ecountering them again. This is somewhat problematic if progression is heavily blocked by it.
- Tons of unused money: Considering the tech progression is slowed, most of the recovered items go directly into the black market due to store overflow. This generates a ton of money that you can use to push a lot the world coverage and base building, which is ok but seems "unbalanced" as money do not becomes an issues quite fast.

Sincerely, seing the nice custom missions the mod has, I would suggest to encourage more activity on this behalf rather than invigorating the USO spawning, for a more round experience in terms of gameplay.
I agree in all that points.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 15, 2018, 11:21:39 am
I do believe that USO overspawning and sudden jump in difficulty ~8-10 months in are caused by the same rather questionable design choice: alien coloies spawning infiltration missions with insane frequency (see picture attached). Infiltration missions consist of a lot of individual USOs AND they produce more colonies, causing even MORE USOs to spawn ad nauseam. Not to mention that if you are unprepared to destroy the first alien colony your game spawns within a month, you straight up lose, because it multiplicates out of any control VERY quickly. And chances are, you are unprepared, given how cryptic and RNG-dependent research tree gets at times (gauss tech and vibroblades are the worst offenders, imo).

Changing or keeping this behaviour is up to you, Nord, but I have to admit I've rewritten colonies to spawn only supply runs and it made the game 10 times more enjoyable for me. If anyone else is struggling with the constant flood of infiltrators, I encourage you to try this solution.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 15, 2018, 11:32:02 am
I do believe that USO overspawning and sudden jump in difficulty ~8-10 months in are caused by the same rather questionable design choice: alien coloies spawning infiltration missions with insane frequency (see picture attached). Infiltration missions consist of a lot of individual USOs AND they produce more colonies, causing even MORE USOs to spawn ad nauseam. Not to mention that if you are unprepared to destroy the first alien colony your game spawns within a month, you straight up lose, because it multiplicates out of any control VERY quickly. And chances are, you are unprepared, given how cryptic and RNG-dependent research tree gets at times (gauss tech and vibroblades are the worst offenders, imo).

Changing or keeping this behaviour is up to you, Nord, but I have to admit I've rewritten colonies to spawn only supply runs and it made the game 10 times more enjoyable for me. If anyone else is struggling with the constant flood of infiltrators, I encourage you to try this solution.
@Amoebka:
Please could you post or paste the appropraite file, that must be changed?

And: Can I use my old savegame with that file?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 15, 2018, 11:40:33 am
@Amoebka:
Please could you post or paste the appropraite file, that must be changed?

And: Can I use my old savegame with that file?

Go into the mod folder, find alienDeployments.rul. Open it as a text file, search for the part of the code I posted in my picture (ctrl+F "genM" works). Change the number near STR_Alien_Supply from 50 to 100 and delete the second line (STR_Alien_Infiltration) entirely.

Your old savegame will still have all the colonies that have already spawned and all the infiltration missions that are already active. Further infiltration missions from colonies will not spawn. Depending on how far gone your game was this might not help.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 15, 2018, 12:06:56 pm
I got a savegame at the end of November.
Does that mean, that infiltration missions for December will then vanish?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 15, 2018, 12:23:18 pm
I got a savegame at the end of November.
Does that mean, that infiltration missions for December will then vanish?

Currently there are 2 (actually more but those are race-specific scripted events) ways to get infiltration missions. The first is the standart vanilla way - they spawn regularly on their own. This kind of infiltrations will continue spawning after the "patch". The second way, unique to this mod, is connected to alien colonies. Each colony has a chance to spawn a new infiltration mission randomly every day. So, the more colonies you have, the more infiltrations get spawned each month.

Changing the alienDeployments will prevent NEW infiltrations from getting spawned by colonies. Any infiltrations that have already been spawned in your game before the change will complete as normal (spawning more colonies). This might take more than a month. After they all complete, you will notice a lot less infiltrations (and USOs in general, since infiltrators currently are the bulk of USO spam), since the only ones spawning will be regular vanilla ones. Their quantity doesn't depend on the number of colonies you have on the globe. Colonies will still drain score, mind you, since they will spawn supply runs instead.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 15, 2018, 12:34:33 pm
I understand:
So, isn`t it contraproductive to set STR_Alien_Supply from 50 to 100? Won`t this result in spaming Supply ships?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 15, 2018, 12:38:53 pm
I understand:
So, isn`t it contraproductive to set STR_Alien_Supply from 50 to 100?

Well, you can reduce the frequency of supply runs as well by not changing the value, if you want your game to be easier, I guess. Supply runs are a lot less game-unbalancing than infiltrations, though. They only spawn one USO, while infiltrations spawn up to NINE each. Supply runs also don't produce new colonies, which is a very big deal. The main issue with current infiltrations is that their number grows exponentially.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 15, 2018, 01:07:50 pm
Well, you can reduce the frequency of supply runs as well by not changing the value, if you want your game to be easier, I guess. Supply runs are a lot less game-unbalancing than infiltrations, though. They only spawn one USO, while infiltrations spawn up to NINE each. Supply runs also don't produce new colonies, which is a very big deal. The main issue with current infiltrations is that their number grows exponentially.
What, if I just keep the settings the supply ships. Why should it be less then?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Amoebka on July 15, 2018, 01:10:44 pm
What, if I just keep the settings the supply ships. Why should it be less then?

I worded it poorly. If you keep the setting at 50, you will have the same number of supply runs as there are now, but since you removed the infiltrations, you will get 2 times less missions from colonies overall. If you change it to 100, the total number of missions will be the same as before (and the same as in vanilla TFTD), but they will all be supply runs instead of 50% supply 50% infiltrations.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 15, 2018, 01:24:08 pm
Perfectly! I will change this.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 15, 2018, 02:13:30 pm
Few more things:
-few missing strings
-Recycle ion cannon uses sonic cannon clip instead
Thanks, will fix.
Quote
-Heavy Ion cannon object overrides corpses objects for some reason. Corpse is there, but cannon is always shown on top.
It is normal, first item showed - is the heaviest.

And once again about overspawning of USO's:
 It was experiment, to make bases to spawn infiltrations. Yes, it needs to be balanced. And i will do some balance in next version.
Thick point in infiltrations is that they spawn new alien bases, so this become a geometric progression. But i still like the idea. I will try to upload new version today, with reworked mission balance.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: LouisdeFuines on July 15, 2018, 02:50:50 pm
@Nord:
Will the bases stop spawning infiltration missions or what was in your mind?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Nord on July 15, 2018, 06:50:57 pm
Version 2.15 is up.
Nothing new, only bugfixing and balancem
Changelog:
  - fixed bug with needler movement;
  - fixed bug with hazmat suit torso;
  - fixed bug with final mission research;
  - fixed bug with ion rifle disassembly;
  - changed alien infiltrations. They will spawn rarely, use smaller crafts and finish faster. Please try and provide feedback. Remember: if last craft is landed, infiltration counts as succeded.
  - changed alien key research. Now you can produce new one, if the first one was lost;
 - some more unnamed bugfixes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: LouisdeFuines on July 15, 2018, 07:11:39 pm
@Nord: About the infiltration.
Could you please tell, how the values have been changed? For I corrected the .rul, so that alien bases don`t spawn infiltrations at all.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Amoebka on July 15, 2018, 07:38:02 pm
how the values have been changed?

Now it's 80% supply runs, 20% infiltrations. The overall frequency is also down to 4%/day from 6%/day. Basically, infiltrations from bases spawn 3.75 times less often in this version compared to the previous one.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Amoebka on July 17, 2018, 08:28:35 pm
What are the prerequisites for the barracuda crash site spawning? Is it researching "church data" you get from the backstreet temple missions? For some reason I can't seem to get it in my new playthrough (2.15), what should I look for in the save file to make sure everything is working as it should?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on July 17, 2018, 09:03:30 pm
What are the prerequisites for the barracuda crash site spawning? Is it researching "church data" you get from the backstreet temple missions? For some reason I can't seem to get it in my new playthrough (2.15), what should I look for in the save file to make sure everything is working as it should?
Yes, you are right. Remember that new missions will spawn in next month after complete research. If it is not spawned, please provide save file.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 18, 2018, 09:15:48 am
Could one tell me how to use this mod in Ubuntu?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on July 18, 2018, 11:49:31 am
As always, use working ubuntu OXCE+ build and copy from this archive only folder "/user/mods/TWoTS".
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Dantalion on July 18, 2018, 09:46:47 pm
Ah, it was so close  ;D

But actually managed to fix it, it's a simple missing "STR" before TASOTHGUARD on line 5122 alienDeployments.rul
The last strange glitch I found was tasoths in tleth part 3 having thermal launchers / PWT with 0 ammo, but armed. If you unload those, the ammo is pwt disruptor (the gun itself, not the ammo for it) which is weird. Maybe it was happening in vanilla, but I can't remember. Also few of the tasoth guards were unarmed at all (not even grenades).

Anyway, mod done. Was quite a ride. 3411 total subs detected, finished on feb 2040.
Will try to compose some overall impressions later.

Thx for such an awesome mod @Nord  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on July 19, 2018, 09:30:12 am
Thanks for bugreport and... you're welcome.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 21, 2018, 10:06:59 pm
Hello.
Could someone tell me how to get rid of Sonar Buoy?
I cannot sack it. I occupies subpen space.
Thank you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on July 22, 2018, 09:06:17 am
Hello.
Could someone tell me how to get rid of Sonar Buoy?
I cannot sack it. I occupies subpen space.
Thank you.
You need to return buoy to the pen, then you will be able to sell them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Dantalion on July 22, 2018, 05:39:03 pm
Hello.
Could someone tell me how to get rid of Sonar Buoy?
I cannot sack it. I occupies subpen space.
Thank you.
Or you could park your Buoy at a nearest alien colony and their "towing" service will be there asap to happily help you dispose if it  ;D

Anyway, as promised - some feedback/suggestions/impressions for this mod (mainly intended for Nord, but if you don't care for spoilers, can check it out too)
Wall of text below.
Overall, this mod did it's job lore-wise quite well. Establishing early tech and having some unneeded, but lore-related research was nice. The only thing I could expand is T'Leth lore and maybe post-game screen (if it's possible) to bridge the events to Xcom Apocalypse (If I remember, it was canon that T'Leth destruction polluted whole atmoshpere of Earth). Also some more research on "ultimate alien" and "who are the Freaks" lore.

Early game:
The start felt really nice, you're not forced to even fight with aliens first month or so. Felt refreshing kicking some cultist ass (who are weak but you're also weak on that stage, since you can't bring heavy armor to surface missions). Mutant missions are interesting as well, but they get old after a while. Hallucinoids underwater monsters mission was the toughest for me, since they "eat" AP ammunition for breakfast. Was solved via heavy spam of Magna-pack explosives.
Polyphs are bull***, no comments there. I feel the guy who told in this topic about his spawnpoint being surrounded by those. I suggest nerfing their reactions/blast radius/time units, something.

As soon as you get gauss, things start to heat up. I also disagree with the magnetic navigation requirement for ONE pistol/rifle/heavy/auto etc. For ships it makes sense indeed.
It just forces you to grind more weaker USO's for these, since not all USO's even have them on board.
Gauss autogun is a great idea, that was my weapon of choice until I got sonics, even then it was still useful. Cannot say same for Gauss sniper. Low ammo, not so high damage, high TU cost.

Mid game:
I guess the mid game is when you start using PWT / alien sonics. Also when aliens are really starting to spam bases where they can (perhaps this will be changed in 2.15, I had my mid-game in earlier versions).
The idea of being unable to recreate any sonic weaponry is neat, but at the same time, playing well will net you a ton of their equipment anyway. That was when I suggested disassembly of sonic ammo (glad you added this as well). PWT and melee from vanilla were not changed. I'm not sure if it's for better or worse.
For PWT it's incredibly strong on non-lobsterman levels (those bastards can eat up to 3 blasts and still survive) enabling you to clear for example whole first colony middle-part. Making everyone else on the level panic ;D
Perhaps, I should have enabled the "aliens pickup weapons" option, since I had easy time once I force level-wide panic.
Drills (vanilla melee) are still hilariously overpowered. Even more with the "alternate moving methods" option enabled. This made clearing even lobstermen colonies easy because you can just sprint to one when detected, couple hits and done.
I still found the chainsword quite useful however. While it's very uneffective TU-cost wise (you can do up to 10x more damage in same TU amount with drills), it's still invaluably useful because of wall-breaching capability. I believe there was a similar item in Openxcom mod "Fusion torch" which I also used all the time to breach UFO's.

Mid-late game:
For me the Sonic manufacture research came way later because I had no MC and couldn't capture a biodrone. So it changed when Freaks arrived with their crabs (which starts from when you research the clone Chamber I believe). Freaks remind me of starspawn from Cthulhu mythos (perhaps that was the intention) but they aren't that intimidating still. Only the shielded ones can pose a real threat, while the other ones can die even from gauss easily. Hellcrabs can be stunned in 2 hits if lucky, but they have impressive hp/armor, so generally a fair unit.

Sonic auto and sniper were somewhat a disappoinment for me until I edited them a bit. Auto variant really needs a snapshot and a damage (or armor penetration) adjust. It's still possible that a lobsterman survives a 4-shot volley, which takes 50% of your TU anyway. Sniper variant is good due to armor-penetration, but still isn't always reliable.
Ammo count was really low, I found myself comfortable with 20 on Auto and 10 on sniper. You can just raise zrbite requirement together with ammo count for balancing.

Liked the upgraded aquatoids/gillmen as well, but for me they appeared more rarely than normal variants even in later stages. Jellymen are a quite nice addition as well.
Oh, and there wasn't a clear hint for Armored Gillman Technician I believe, or I missed it, but it's needed for mech-suits.
Speaking of mech-suits, I wasn't really impressed. Especially when my Ogre armor guy got one-shotted through his shield with full hp with sonic cannon. Their grenade launcher is great indeed, but the sonic ram has really short range. Coupled with heavily reduced TU on soldiers in such armor, it's becomes slow and ineffective. Haven't tested Cyclop variant though since I had the later research already done.

Question - the Ogre armor requires Triscene corpse. But it was the Cyclop variant with the "flamethrower" weapon from Triscene. Mistake or intentional?

Late game:
The true late game comes when you get MC. It directly depends on mindworm missions though.
Once you get MC armor and MC Battlearmor, 3-5 MC-gifted or just skilled MC soldiers, the game is basically over. For aliens. Since MC doesn't need line of sight, you keep your MC soldiers in spawn ready for action and storm the front with normal soldiers + MC battlearmor ones. The MC radar on the MCBA is INSANE. A lot of examples on it's usage:
Spawn on alien colony pt2 - you can instantly detect some bastards below the elevators, MC them and start bringing destruction. In fact, I had couple of bases where I destroyed the Synomium in ONE turn via alien MC chain.
Spawn on alien barge - same stuff. It's tightly packed with aliens, so on first turn you can already do major damage.
Spawn on terror / UFO mission and you can already detect someone outside the sub. Then you don't even need to risk reaction fire by just MCing the hell out of them on first turn.

I get the idea with MC nerf (limiting it to only one armor, which is weak.), but it still doesn't make it any less powerful. Without LOS requirement, you don't need to bring your MC crew to battlezone, just keeping them in the sub is enough. Even the Energy requirement is not helping, since you can "medkit" your MC soldiers with stims.

The other late-game stuff is Ion tier tech. BIG disappointment. I expected it to somewhat replace the Humanmade sonic tech, but instead it's just Ion piercer with 100% armor penetration, but ONE shot and 2-square ammo size. No displacer variant. Not usable on surface. Most weapons are alien-made. For Ion I was expecting every weapon to have some sort of armor penetration (but Tech Tree doesn't show any), but it's useless against armored foes. Armored tasoth/lobstermen take almost no damage. Only the craft Ion cannon was somewhat decent, but it's only really useful with 100% bravery pilots, since otherwise the shields are gone earlier than you can fire. With 100% bravery though, I even had my Manta with shield down a Dreadnought completely unharmed (shield was still up).
Solitone is a completely different story. Amazing bombs, Ogre grenades and solitone charges with armor penetration, but I wish for some way to replicate Solitone Bombs for launcher. I really didn't recover much of them even in 2.15. Also a solitone upgrade to PWT would really spice things up, since it generally one-shots your soldiers even with base ammo anyway. But if Lobstermen start to fear PWT it's another story.

Also, on late game I still get mutant / cult missions once in a while. The cult ones should be gone since you researched their database (and it states that Interpol is now hunting them) since they are just fodder when you have armors / sonics.

Other stuff:
Armors - I appreciated the Bionic/Hybrid/Adv. Bionic tier. Regeneration is really nice. When you don't get 1-shot. Unfortunately, most armors have this problem. Only shielded variants have some sort of insurance against that. Oh, and Bionic armored soldiers cannot be healed I believe (it says "there's nobody there). Which becomes awkward once they get stunned - you just can't use a medkit to bring them back.
Craft (and their weapons) variety - nice on early-mid game, but in the end it all comes down to Deep Angel / Manta / Leviathan. Stingray for slower Large targets in some cases. Torpedoes - I generally preferred Dolphin ones, the other seemed not so useful. Nuclear torpedo is really fun though, when it hits despite it's miserable 30% accuracy.
Suggestion is to add some Sonic/Ion variants for late game, since once you get Oscillators, you don't even really need torpedoes, if enough Zrbite is provided.
General geoscape balance - the old "gauss cannon" profit schema is gone, but you can still do less lucrative Particle sensors / Medkits. Gets you 3-5 millions per month. Having 2-3 bases with workshops can make you forget about funding and infiltrations completely. I guess you can somewhat change this balance by increasing prices / lowering profits, etc. If that's the intention anyway.

Some stuff I really loved and hoping to see in the OpenXcom UFO defense mods (they probably came from UFO to this mod anyway) is Training Pools / Adv. Medkits / Adv Flares. Naval / Transmission Nexus is really great as well. Shields are incredibly useful (especially for expensive crafts) and for soldiers it works as insurance.
Could even use advanced smokes (since I ran out of storage space on first few months and couldn't buy smokes anymore  ;D

Stuff I never got:
Flamethrower (not even sure it's possible to obtain)
Underwater Cult missions.
Oct terrorists (the first and last few of them appeared only on T'Leth pt.2)

Otherwise I ended on 94% research.
Sorry for such a long read, but I had to get it out of my head, since I don't plan to re-run TWoTS in some while. Had enough of lobstermen and 15 interceptions per day for a few months ahead ;)

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 22, 2018, 06:57:18 pm
Thanks. The thing I hate is that at the start of the mission the ship is placed surrounded by armed enemies. One cannot open safely the door without being shot. In underwater missions at least a drone can be shot but on land missions one have to sacrifice astronaut just to open the door of Triton.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 22, 2018, 07:11:55 pm
Also it's irritating that one cannot disarm once deployed timer bomb during mission. It can be done only at the beginning.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on July 22, 2018, 10:52:13 pm
Anyway, as promised - some feedback/suggestions/impressions for this mod (mainly intended for Nord, but if you don't care for spoilers, can check it out too)
Wall of text below.
Sorry for such a long read, but I had to get it out of my head, since I don't plan to re-run TWoTS in some while. Had enough of lobstermen and 15 interceptions per day for a few months ahead ;)

Thanks for detailed feedback. If you want some comments, please proceed under spoiler:
Quote
If I remember, it was canon that T'Leth destruction polluted whole atmoshpere of Earth
did not know about. I am poorly familiar with apocalypse lore. Need to read ufopedia now, thanks.
Quote
Polyphs are bull***, no comments there. I feel the guy who told in this topic about his spawnpoint being surrounded by those. I suggest nerfing their reactions/blast radius/time units, something.
I am forgetting about nerf them each time.  ;D Okay, i must write it in my todo list.

Quote
I also disagree with the magnetic navigation requirement for ONE pistol/rifle/heavy/auto etc. For ships it makes sense indeed.

After some time in my test play, i noticed that my storages contain more than hundred of mag.nav. and ion engines. Not saying about thousands of aquaplastic. So i decided to make some more use of this components.
Quote
Cannot say same for Gauss sniper. Low ammo, not so high damage, high TU cost.
Yes, you are right, but all things will change with new update. (i have a plan)  ;)
Quote
Also when aliens are really starting to spam bases where they can (perhaps this will be changed in 2.15, I had my mid-game in earlier versions).
I hope so.

Quote
Drills (vanilla melee) are still hilariously overpowered.
Aha, nerf the vibroblades, going to todo list.

Quote
I still found the chainsword quite useful however. While it's very uneffective TU-cost wise (you can do up to 10x more damage in same TU amount with drills), it's still invaluably useful because of wall-breaching capability. I believe there was a similar item in Openxcom mod "Fusion torch" which I also used all the time to breach UFO's.
Exactly. And i really think that in any other way chainsaw-sword is a dumb idea. (It is heresy, i know.)  8)

Quote
For me the Sonic manufacture research came way later because I had no MC and couldn't capture a biodrone.
Changed in last updates.
Quote
Only the shielded ones can pose a real threat, while the other ones can die even from gauss easily.

So it will be written... must improve freaks.
Quote
Hellcrabs can be stunned in 2 hits if lucky, but they have impressive hp/armor, so generally a fair unit.
They must not be fair, they must be horrific (like Tentaculats in early game) Need to upgrade, thanks.

Quote
Auto variant really needs a snapshot and a damage (or armor penetration) adjust.
Will think about.

Quote
Liked the upgraded aquatoids/gillmen as well, but for me they appeared more rarely than normal variants even in later stages.
Just a question of random.

Quote
Oh, and there wasn't a clear hint for Armored Gillman Technician
It is in live HeavyGillman interrogation. Maybe not clear enough...

Quote
Especially when my Ogre armor guy got one-shotted through his shield with full hp with sonic cannon.

May be another bad-luck-random... Need more research.

Quote
Question - the Ogre armor requires Triscene corpse. But it was the Cyclop variant with the "flamethrower" weapon from Triscene. Mistake or intentional?

Change of versions during your play. Now it is Cyclop, who need Triscene. I think. Or... need to check. :)

Quote
Since MC doesn't need line of sight, you keep your MC soldiers in spawn ready for action and storm the front with normal soldiers + MC battlearmor ones.
Well, i tried to soften this feeling from vanilla. Maybe not enough.
Quote
Even the Energy requirement is not helping, since you can "medkit" your MC soldiers with stims.
Maybe more nerf? I think i saw psi-accuracy reduction over distance...

Quote
The other late-game stuff is Ion tier tech. BIG disappointment ... No displacer variant.
Turtle it is.
Quote
For Ion I was expecting every weapon to have some sort of armor penetration (but Tech Tree doesn't show any), but it's useless against armored foes.
Got your point. You may be right here.

Quote
Solitone is a completely different story. Amazing bombs, Ogre grenades and solitone charges with armor penetration, but I wish for some way to replicate Solitone Bombs for launcher. I really didn't recover much of them even in 2.15.
That was the point.
Quote
Also a solitone upgrade to PWT would really spice things up, since it generally one-shots your soldiers even with base ammo anyway.

I think it is too OP.

Quote
The cult ones should be gone since you researched their database (and it states that Interpol is now hunting them) since they are just fodder when you have armors / sonics.
They just go underground. (or underwater?) Anyway, they are not danger, they are more nuisance.

Quote
Oh, and Bionic armored soldiers cannot be healed I believe (it says "there's nobody there).
That's odd. Will check, thanks.

Quote
Suggestion is to add some Sonic/Ion variants for late game, since once you get Oscillators, you don't even really need torpedoes, if enough Zrbite is provided.
Or lower Zrbite sources...  ;)

Quote
General geoscape balance - the old "gauss cannon" profit schema is gone, but you can still do less lucrative Particle sensors / Medkits.
Money balance is a hardest thing. Only long playing may reveal the effect of any changes. I'll look.

Quote
Training Pools / Adv. Medkits / Adv Flares.

it is not my invention.
Quote
Naval / Transmission Nexus
it is. Sort of.

Quote
Could even use advanced smokes

I am using smoke rarely. Will think.

Quote
Stuff I never got:
Flamethrower (not even sure it's possible to obtain)
Underwater Cult missions.
Oct terrorists (the first and last few of them appeared only on T'Leth pt.2)
- late pirates
- late small sunken UFO's
- late monsters and big carcharadon ships.

Thanks. The thing I hate is that at the start of the mission the ship is placed surrounded by armed enemies. One cannot open safely the door without being shot. In underwater missions at least a drone can be shot but on land missions one have to sacrifice astronaut just to open the door of Triton.
You can wait one turn. It is game mechanics, that in the beginning of first turn all aliens have full TU's.
Also it's irritating that one cannot disarm once deployed timer bomb during mission. It can be done only at the beginning.
What do you mean?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 23, 2018, 12:00:33 am
I mean that I cannot deactivate timer on bombs or there is a way to deactivate it during missions?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Meridian on July 23, 2018, 12:12:06 am
I mean that I cannot deactivate timer on bombs or there is a way to deactivate it during missions?

Yes, use the same procedure as you use when you unload a gun.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Dantalion on July 23, 2018, 10:00:47 pm
And of course I forgot to include few important notes. So, part 2 Down below:


Thanks for detailed feedback.
After some time in my test play, i noticed that my storages contain more than hundred of mag.nav. and ion engines. Not saying about thousands of aquaplastic. So i decided to make some more use of this components. Yes, you are right, but all things will change with new update. (i have a plan)  ;)I hope so.
I had an idea after I thought about it a bit. Perhaps there's a way to turn Mag. Navigation into a currency. Like, disassembling one gives 5x magnetic components, or something like that. And for Soldier weapons you need 1x of those, but for Craft weapons 10x or more. Up to you.

They must not be fair, they must be horrific (like Tentaculats in early game) Need to upgrade, thanks.
Actually, maybe decreasing stun damage modifier will do. Maybe sonic too. Their health pool and armor are already huge :)


It is in live HeavyGillman interrogation. Maybe not clear enough...
Right, I completely forgot that I didn't get a live Technician from those. There is a hint in their general race ufopaedia page indeed.
 
Change of versions during your play. Now it is Cyclop, who need Triscene. I think. Or... need to check. :)

Code: [Select]
name: STR_WALKER2_UC
category: STR_PERSONAL_ARMOR
requiredItems:
STR_AQUA_PLASTICS: 80
STR_MOLECTRONICS: 5
STR_ZRBITE: 25
STR_ION_BEAM_ACCELERATORS: 1
STR_TRISCENE_CORPSE: 1
From v2.15 - yeah it was Ogre, cyclops just uses 1 cryogenics instead.

Well, i tried to soften this feeling from vanilla. Maybe not enough. Maybe more nerf? I think i saw psi-accuracy reduction over distance...
MC is indeed hard to balance. It's either completely overpowered, or you use "line of sights Psionics" mod and the game is easier, but then MC is not that useful for you either.
Perhaps, after all, the 2012 Xcom handled psionics correctly, by adding exact this limitation...

Turtle it is.
Yeah, I didn't bother since Displacers are way more useful, and they do already enough damage. On the other hand, if Ion HWP had armor penetration...

I think it is too OP.
Fair point, it's just how I love my late-games to be. High-tech, sometimes overpowered stuff to get some deserved revenge on aliens  8)

That's odd. Will check, thanks.
Don't remember about normal bionic armor, but advanced one had that issue for sure. Couldn't revive a guy when he took a thermal bomb to the face.

Almost forgot the mindworms island. Quite an experience. Good idea, though it's not a hard mission since you can't lose soldiers if you have at least one HWP. But it's really annoying to search for those buggers in the "trenches",
you can even fall there and get stuck completely :) So the only thing that really needs improvement there is terrain geometry, since some of those trenches cannot be seen at all except VERY specific angles.

Also, were bombers supposed to be tougher than dreadnoughts? I received so much more damage from them overall, their shield seems like 5x tougher than others.

And finally, the one thing I really wanted to have in late game. Since the later armors tend to have 1 hand occupied (or you're using melee stuff) it was logical assumption that you could develop an improved sidearm. Not the sonic pistol and not the bulky ion sidearm. Something like Sonic SMG , Solitone Sidearm, Ion smg, whatever. Final modpack for UFO has an SMG with 6x round burst. Less shots, shorter range but higher damage than sonics, maybe even slight 10-15% penetration - and it would be a great addition. While, of course, keeping the 2-handed weapons the preferred option for raw firepower. I somewhat abused high-TU high-energy soldiers with drills in mid-game until I got MC and really felt the lack of light 1-handed effective weapons.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: niculinux on July 24, 2018, 04:08:14 pm
Nice mod, anyone wants to have a playthrough (https://openxcom.org/forum/index.php/board,15.0.html)?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: SIMON BAILIE on July 24, 2018, 04:32:44 pm
Count me in as a high explosive aquanaut.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Amoebka on July 26, 2018, 02:53:09 pm
According to Research.rul, Biolab needs STR_EXAMINATION_ROOM as a prerequisite. Neither Items.rul nor ExtraStrings.rul has such an entry. Does this item even exist in the game at the moment or is the entirety of late gate tech locked behind a non-existent item?  :o
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Varana on July 27, 2018, 07:21:09 am
Amoebka: STR_EXAMINATION_ROOM is part of the vanilla game, see standard/xcom2/items.rul .

A mod is a mod, not a new game...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Varana on July 27, 2018, 08:18:15 am
Please make the game harder for Meridian......but on superhuman.

Beginner should be for beginners. Diffulty should increase with every diffículty level step bei step.

This is an important point.

IMHO a main balancing problem of vanilla and most mods is, that the game is harder on beginner level than on genius level. All mod writers are experienced players and they balance only the high levels (for their own fun).

The problem is, that a beginner normally gets less enemies -> less loot, less money, less experience. So when the invasion starts and harder fights come, they can not be prepared. With this slowed start a beginner can not attack alien bases or large ships when they show up and can only sit and watch while losing countries and the game. This is frustrating, not fun.

So I made a TWoTS rul file, to help beginners with their start into the game. No help for superhumans. And more help for beginner level than for genius level. Maybe this can compensate for the missing loot.

Please try out (or read) and comment.


/edit:
Usage: Copy the file into your TWoTS mod directory to the Ruleset subdirectory, start the game(!) (this loads the mod changes) and start "new game" on low or mid level.

The file changes for non superhuman, first year:
- some extra money gift in the beginning
- some extra ressources when needed
- some not-getting-stuck-items when & if needed
It is NOT intended to be idiot proof, so if you sell the important things, they maybe do not come again. I like this file an am playing a game with it now.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Ethereal on July 27, 2018, 08:59:29 am
The problem is, that a beginner normally gets less enemies -> less loot, less money, less experience. So when the invasion starts and harder fights come, they can not be prepared. With this slowed start a beginner can not attack alien bases or large ships when they show up and can only sit and watch while losing countries and the game. This is frustrating, not fun.

Strange thought. I thought the number of enemies on missions was only regulated in "alienDeployments"
Code: [Select]
alienDeployments:
  - type: STR_MEDIUM_SCOUT
    data:
      - alienRank: 5
        lowQty: 12
        highQty: 12
        dQty: 0
Ie, if all missions set a fixed number of enemies, most of the problems in this regard, will be solved by itself. Am I wrong?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Varana on July 27, 2018, 09:55:06 am
You could set equal numbers in deployments. And avoid the minDifficulty flag. And turn off the hardcoded vanilla missions, giving the easy level the same loot (same weaponlevel). And so on.

You could turn off most of these game mechanics.

But in many cases lowQty is less than highQty to make the fight easier on lower level. And the minDifficulty flag is used to make hard (but valuable) missions available only for higher level. And who turns off the vanilla missions to make a fair beginner level?

In the games I played so far genius was easier than beginner.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: yergnoor on July 27, 2018, 10:09:24 am
Strange thought. I thought the number of enemies on missions was only regulated in "alienDeployments"
Думаю, речь о том, что на низкой сложности общее число миссий ниже, чем на высокой. Это задаётся в missionScripts.rul, где для многих миссий есть параметр minDifficulty, задающий, при какой сложности эта миссия появляется. Я не уверен, как это точно работает, но на самой лёгкой сложности, вроде-бы, и правда меньше вражеских UFO. А значит, меньше вылетов, меньше боёв, меньше добычи и меньше опыта. Хотя, на самих миссиях врагов столько же.
I think the point is that at a low level of complexity, the total number of missions is lower than at a high level. This is set in missionScripts.rul, where for many missions there is a parameter called minDifficulty, which specifies the complexity of this mission. I'm not sure how this works for sure, but at its simplest complexity, sort of, and the truth is less than the enemy UFO. So, there are fewer flights, fewer fights, less booty and less experience. Although, on missions themselves enemies as much.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Ethereal on July 27, 2018, 10:19:21 am
Странно, "minDifficulty" есть только у миссий "Retaliation". В оригинале да, летали НЛО реже, на начальных уровнях сложности. Там общее число одновременно выполняющихся миссий меньше. Где-то я видел, что это можно регулировать. Или померещилось...

It is strange, "minDifficulty" is the only mission "Retaliation". In the original Yes, UFO flying less frequently, at the initial levels of complexity. The total number of concurrent missions there is less. Somewhere I saw that it can be regulated. Or imagined...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: yergnoor on July 27, 2018, 10:36:45 am
Да, возможно, я ошибся, или регулирование общего числа миссий находится где-то в другом месте. К сожалению, мои познания в создании модов невелики.
Yes, maybe I was wrong, or the regulation of the total number of missions is somewhere else. Unfortunately, my knowledge of creating mods is not great.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Amoebka on July 27, 2018, 12:56:35 pm
STR_EXAMINATION_ROOM is part of the vanilla game

In my defense, this item was unused in TFTD itself.  ::) I'm still unsure where in this mod I can recover one of these.

And to butt into the conversation about difficulty and USO spawn rates. The lack of USO missios on beginner is NOT a thing in this particular mod. In fact, USOs still overspawn like crazy even after the infiltration tweak. The problem is there is absolutely no insentive to do any USO missions, since they don't provide anything of value. Money are plentiful and can't buy anything good anyway, and training is better done in the pools. All the valuable tech is locked behind bottlenecks of special missions, that sometimes can take ages to spawn.
I'm currently 14 game months in and I haven't seen a single mindworm mission yet. Given how all MC stuff is locked behind it, the mission should NOT be randomly generated. Same for the examination room, I guess. None of the missions I've done so far provided me with one, so I'm assuming you can only get it in one specific mission type that spawns with a low probability. Right now I'm stuck with no research topics and 40+ USOs per month, that I don't even bother dealing with because it's a complete waste of effort. Alien bases spread like crazy, and I still can't do them, because both MC and sonic weapons are locked behind seemingly random events that I wasn't lucky enough to get. My last playthrough attempt had 2 worm missions 10 months in, for reference. This randomness is better used for special bonus stuff, when essential research you need to survive is locked like this it's just very frustrating and not fun. At this point the game is a chore - no new things to play with and an evergrowing score quota to fill doing the same boring small USOs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Varana on July 27, 2018, 02:07:55 pm
Same for the examination room, I guess. None of the missions I've done so far provided me with one

Try attacking big ships to get one. No special story mission, because it is vanilla stuff. Or tweak that STR_EXAMINATION_ROOM into your savefile to proceed. Or on low difficulty level use my rul file.

Have fun...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: LouisdeFuines on July 27, 2018, 02:35:06 pm
Where do you copy the rul-file into?

What does it change?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Varana on July 27, 2018, 06:01:03 pm
I have written the explanation for the file:
https://openxcom.org/forum/index.php/topic,5566.msg100224.html#msg100224
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: LouisdeFuines on July 27, 2018, 07:53:07 pm
Excuse me, but you haven`t written, where the file is to be copied into and if it has to be renamed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
Post by: Varana on July 27, 2018, 11:29:13 pm
???
Usage: Copy the file into your TWoTS mod directory to the Ruleset subdirectory, start the game(!) (this loads the mod changes) and start "new game" on low or mid level.
I do not know the place and name of your TWoTS mod folder. In my setting it would be in user/mod/TWoTS/Ruleset/

Copy and play, no rename needed. It is no replacement of existing file, it is an add-on.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 28, 2018, 08:04:28 am
Barge mission crashes if one of aquanauts carries MC reader.
./OpenXcomEx
OpenXcom has crashed: Segmentation fault. This usually indicates something missing in a mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 28, 2018, 08:06:14 am
Could anyone give an advice? Barge mission is very long. I have to wait almost a minute for each turn. And that ear-hitting sound of dozens opening-closing doors. Even artifact mission is not that long. Thank You at advance.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Vesparco on July 28, 2018, 08:31:00 am
In my defense, this item was unused in TFTD itself.  ::) I'm still unsure where in this mod I can recover one of these.

And to butt into the conversation about difficulty and USO spawn rates. The lack of USO missios on beginner is NOT a thing in this particular mod. In fact, USOs still overspawn like crazy even after the infiltration tweak. The problem is there is absolutely no insentive to do any USO missions, since they don't provide anything of value. Money are plentiful and can't buy anything good anyway, and training is better done in the pools. All the valuable tech is locked behind bottlenecks of special missions, that sometimes can take ages to spawn.
I'm currently 14 game months in and I haven't seen a single mindworm mission yet. Given how all MC stuff is locked behind it, the mission should NOT be randomly generated. Same for the examination room, I guess. None of the missions I've done so far provided me with one, so I'm assuming you can only get it in one specific mission type that spawns with a low probability. Right now I'm stuck with no research topics and 40+ USOs per month, that I don't even bother dealing with because it's a complete waste of effort. Alien bases spread like crazy, and I still can't do them, because both MC and sonic weapons are locked behind seemingly random events that I wasn't lucky enough to get. My last playthrough attempt had 2 worm missions 10 months in, for reference. This randomness is better used for special bonus stuff, when essential research you need to survive is locked like this it's just very frustrating and not fun. At this point the game is a chore - no new things to play with and an evergrowing score quota to fill doing the same boring small USOs.

This is a very good synthesis of the issue. Another thing is the ratio of the species you find. In my case aquatoids are very much ahead of the curve with very few spawns of gillman, naga and so. I am curious also to know the tech wall after Naga temples and cities ( which I believe I froze because I didn't research the alien key). I can use sonic tech and hybrid armor but I cannot progress further. MC is unlocked but thats's it. I find some Jellymen but nothing big enough to have a "next step" with them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 28, 2018, 11:30:47 am
I managed to notice that Poseidon sub does not protect the crew inside from grenades and shots of enemies. It was nasty surprise that I had to sell that type of sub and turn to Triton. May be it's a feature, not a bug.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Varana on July 28, 2018, 12:55:48 pm
Poseidon sub does not protect the crew inside from grenades and shots of enemies.

Fixed that hole behind the door (lower half of the tile is open) for my gameplay. Don't know if it is bug or feature, I just don't like it.
Attached poseidon files for /Terrain folder.

If you think it is a feature, just do not stand on the tile north of the front door in the sub instead of using the files.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on July 28, 2018, 04:12:47 pm
Hi to all!
Fixed that hole behind the door (lower half of the tile is open) for my gameplay. Don't know if it is bug or feature, I just don't like it.
Attached poseidon files for /Terrain folder.

If you think it is a feature, just do not stand on the tile north of the front door in the sub instead of using the files.
It is a bug. Thanks for quickfix.
I am on a vacation now, i have no PC at my hands, so i can not test some of your questions.
Therefore, i will do what i can and update mod soon.
To Vesparco: due to version changes and multiple bugfixing, if you missedalien key, please provide savegame. I will redact it to modern condition. If you start a new game, all must be fine.
Race encounters is always a matter of random, just as in vanilla. It is possible to soften this, and i will try to.
To 5taras: yes it is. But more enemies you kill, faster game will be.
To Amoebka: i hear you, will do what i can. And Examination room you can find in dreadnought, alien artifact sites(not allways) and some other deployments.

About easy and hard: now mechanics of retaliations and infiltrations can not be modified by difficulty.
I can lower other mission quantity, but yes, it will not make game easyer.
Maybe someone can make a suggestion?
(Also, as i understand, nerfing infiltration was not enough?)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: LouisdeFuines on July 28, 2018, 05:59:43 pm
@Nord:
The infiltraion nerf didn`t vanish the too high density of ships coming per month enough.
Maybe the bases shouldn`t spawn infiltrations at all?
Just an idea.  8)

In my opinion that is the biggest problem of your mod.

On highest difficulties things can be kept.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Meridian on July 28, 2018, 06:05:16 pm
Maybe someone can make a suggestion?

If you're planning to dumb down the difficulty to barbie-level, at least keep some older download link alive so that the majority of us can still enjoy xcom that doesn't feel like tictactoe.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: LouisdeFuines on July 28, 2018, 08:07:51 pm
I think there is much between barbie level and superhuman.

At the moment, there is no real beginner level.
Furthermore the too high denisity of infiltration ships is no gain for beginners or superhumans.
My opinion.

As Amoebka said, there is no real gain in this missions up from a certain point.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Meridian on July 28, 2018, 08:20:05 pm
I have given up already... just asking not to delete older versions.
I haven't finished this mod yet and I would like to return to it one day without being bored to death.

Btw. Louis, you should try Ethereal's mod: https://openxcom.org/forum/index.php/topic,5724.0.html
It's easy as sunday morning, you will like it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 28, 2018, 10:06:42 pm
Could anyone give a hint about the key alien to get sonic technology and MC disruptor?
I captured tasoth leader but he did not open the MC disruptor techonology.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 28, 2018, 10:21:28 pm
thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 29, 2018, 12:25:41 am
I dont know what' wrong. I cannot produce aqua plastics although can use it to make suits. I don't know what am I doing wrong.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on July 29, 2018, 05:26:14 am
Could anyone give a hint about the key alien to get sonic technology and MC disruptor?
I captured tasoth leader but he did not open the MC disruptor techonology.
If you want:
Live biodrone or live Hellcrab for sonic weapons
And live mindworms for mc-equipment
I dont know what' wrong. I cannot produce aqua plastics although can use it to make suits. I don't know what am I doing wrong.
It is all right. So it must be.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Vesparco on July 29, 2018, 12:11:42 pm
If you're planning to dumb down the difficulty to barbie-level, at least keep some older download link alive so that the majority of us can still enjoy xcom that doesn't feel like tictactoe.

Meridian, is not about difficulty, its about quantity. For me is no issue of having four morray with kraken missiles blasting 100 ufos a month and 2 squads recovering the pieces. But from gameplay perpective the geoscape becomes frozen. Research takes forever and base building  slows to much. Ignoring that brings you easily into negative.

@Nord I am still unfamiliar with the resources of openxcom regarding aliens. Said that more than the quantity of missions I would adjust the pods inside. Maybe some mix of species could help in that matter (i.e. a lobster or two in big aquatoid ships, terror units, etc).

In an overall geoscape needs a notch down, battlescape maybe a little up and the point where difficulty should kick in.

P.D: love the "side" missions, the infested ufo batteship is very nice.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Ravn7 on July 29, 2018, 03:58:15 pm
Download link in the first post doesn't work. It there another source?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Varana on July 30, 2018, 02:39:06 pm
Maybe someone can make a suggestion?
Remove the second level of alien base attack (no more  nextStage: STR_ALIEN_COLONY_P2).
This would lead to:

a) Beginners can win against a base, eliminating it, reducing spawn missions and making game playable.

b) Experts get less synoniums and commanders, making the game harder for them.

c) Less bug using: Players could use the design bug to attack the same base again and again without completing second level, thus collecting huge amounts of valuable loot (early in game), while the base restores immediately after attack. I you want to completely erase bug using in this case, additionally add     objectiveFailed: [STR_MISSION_FAILED, -1500]    to the missions first level, so even looting the first level without completing is of no use any more.

The points b and c should be fine for meridian...  ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: LouisdeFuines on July 30, 2018, 06:12:03 pm
I`d suggest, that the second lvl. of the missions stays. It just belongs to the game.
Otherwise it always sucked to do the 2. lvl. of trawler missions.  ;) (but this also belonged to the game).

Just remove that alien bases spawn infiltration missions. Someone posted already a quickfix for this.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 30, 2018, 07:52:54 pm
Is it worth building the standard sonar if one already has wide array sonar?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 30, 2018, 08:06:31 pm
Is it possible to kill lobsterman with several magna-pack explosives?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 30, 2018, 10:47:57 pm
What's the use in coelacath jets? They are destroyed even from one shot of sonic weapon and are not cheap. I found use of only light sonar drones.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on July 31, 2018, 05:20:09 am
What's the use in coelacath jets? They are destroyed even from one shot of sonic weapon and are not cheap. I found use of only light sonar drones.
Someone like them, someone not.
Is it possible to kill lobsterman with several magna-pack explosives?
Yes.
Is it worth building the standard sonar if one already has wide array sonar?
Ifyou want more chances to discover USO, you may build as much sonars as you can.
Remove the second level of alien base attack (no more  nextStage: STR_ALIEN_COLONY_P2).
The points b and c should be fine for meridian...  ;)
Doubt...
But i can remove race restriction for beginner levels, so newbie will not face tentaculats each time. What do you think?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 31, 2018, 09:00:58 am
thanks

--- posts merged; please show some restraint ---

I get mistake
Loading OpenXcom Extended+ 3.10b (v2018-07-21)
Error: failed to load 'The world of ...'; mod disabled for next startup
/home/user/.local/share/openxcom/mods/TwoTS/Ruleset/Ufopaedia.rul: invalid node; this may result from using a map iterator as a sequence iterator, or vice-versa
Make sure you installed OpenXcom correctly.
Check the wiki documentation for more details.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on July 31, 2018, 11:31:09 am
And before everything was ok?
Then what have changed?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on July 31, 2018, 12:09:01 pm
I removed the folders with the game and put the new versions of OpenxComEx+. After that it showed that mistake.
I've managed to run the game with Twots after chosing the default settings of OpenXcomEx+.
Have no idea what's wrong. Sorry
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Oleg on August 01, 2018, 12:29:28 am
What do I need to do to compete the game? There is no new researches.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on August 01, 2018, 01:47:06 am
What do I need to do to compete the game? There is no new researches.
Have you seen "Naga City" mission?
Lets pretend that you have seen it, and then sold alien key. So here is fixed savegame, you shall look into manufacturing options.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Oleg on August 01, 2018, 09:05:59 am
Have you seen "Naga City" mission?
Lets pretend that you have seen it, and then sold alien key. So here is fixed savegame, you shall look into manufacturing options.
Thank you. I produced a Key, and nothing happens. I can't send Leviafan to the final mission, no researches added.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on August 01, 2018, 09:52:03 am
Thank you. I produced a Key, and nothing happens. I can't send Leviafan to the final mission, no researches added.
who says about Leviathan? If you read ufopedia, you know that final craft is Flounder, and you need alien key to produce it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Oleg on August 01, 2018, 10:22:32 pm
I have an error in loading final mission third part.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Yataka Shimaoka on August 02, 2018, 12:16:05 am
Why lower the difficulty of the mod? It's actually perfect at its state since it is meant to be hard, thus the mod title.
Changing the difficulty level will also affect the higher modes dramatically
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: Nord on August 02, 2018, 12:33:26 am
Why lower the difficulty of the mod? It's actually perfect at its state since it is meant to be hard, thus the mod title.
Changing the difficulty level will also affect the higher modes dramatically
I agreed. In fact, due to game mechanics and my curved hands, lowering difficulty of colonies/infiltrations will spawn so much bugs that i simple dont want to begin it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on August 02, 2018, 01:45:22 am
Is it possible to implement a feature which can allow to bomb downed UFOs from plane with less loot.
I may be wrong, I've heard about that possibility in one of the late XCom-series game. This could make the gaming less tedious.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: robser on August 02, 2018, 01:56:23 am
Hey,

I just started to play this mod a week ago and so far I had quite a lot of fun, thanks.

I wanted to ask how do I find out what materials I need for certain constructions (Bionic Lab, Naval Center, ...). The game tells me to check Usopedia, which does'nt tell me anything apart from what the building is and its cost/building time.

Also I really enjoy the different quest/story lines you have added so far. Great Job!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: 5taras on August 02, 2018, 09:24:04 am
I've experienced my first and quite strong raid of carcharodons and biodrones and my large storage room was touched by explosions but not destroyed. After raid there is no any free space! I thought storage rooms are indestructible. 0 free space. That's what's left from my base before raid and after raid. Everything is lost. Aliens did not even touch the farthest right corner of the map.
Also the second less dramatic problem. One of the Xcom operatives was always generated on the ladder to torpedo section close to hangars, not in large storage facility or large living facility. There was no chance for him to survive. There were only 10 Xcom operatives at the base and 10 shrimp drones. Why he was not generated in a safer place? The large living facility has no enough place for him?
Thank you for attention.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
Post by: LouisdeFuines on August 02, 2018, 06:01:59 pm
So, Nord, what are your future plans about the infiltration spam?

Will you keep it as it is?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 03, 2018, 02:12:15 pm
Version 2.16 is up.
Changelog:
 - nerfed polyph TU. Expect less reaction fire.
 - improved hellcrab resistances;
 - added shields to all Freaks;
 - implemented sniping mechanics;
 - implemented spray fire mechanics;
 - implemented ability to cease alien missions by shooting down uso;
 - implemented ability to regain lost country;
 - decreased infiltration chances even more;
 - all ion weapons now have 10% armor piercing;
 - added ufopedia articles about game mechanics;
 - mc-controller now lose aim due to range (maybe need to balance);
 - mc-focus lose power;
 - decreased zrbite portion per accelerator (to 20 units);
 - added missing thermalvision to armors;
 - fixed bug with T'leth third stage;
 - some options made unchangeable;
 - modified darts sprites to better type visibility;
 - minor bugfixing;
 - newest OXCE+ used.

So, Nord, what are your future plans about the infiltration spam?

Will you keep it as it is?
Nerfed a bit further. No more changing planned. To keep safe from infiltration you must destroy bases. It is invasion, not a walk in a park. ;-)

I've experienced my first and quite strong raid of carcharodons and biodrones and my large storage room was touched by explosions but not destroyed. After raid there is no any free space! I thought storage rooms are indestructible. 0 free space. That's what's left from my base before raid and after raid. Everything is lost. Aliens did not even touch the farthest right corner of the map.
Items are lost, or strage space is lost? If first - it is because of explosion. If second - please provide save file.
Quote
Also the second less dramatic problem. One of the Xcom operatives was always generated on the ladder to torpedo section close to hangars, not in large storage facility or large living facility. There was no chance for him to survive. There were only 10 Xcom operatives at the base and 10 shrimp drones. Why he was not generated in a safer place? The large living facility has no enough place for him?
Thank you for attention.
It is almost a pure random where the units will spawn.
Hey,
I just started to play this mod a week ago and so far I had quite a lot of fun, thanks.
I wanted to ask how do I find out what materials I need for certain constructions (Bionic Lab, Naval Center, ...). The game tells me to check Usopedia, which does'nt tell me anything apart from what the building is and its cost/building time.
Also I really enjoy the different quest/story lines you have added so far. Great Job!
Thanks. You can see items needed for each facility in a small window to the right, when you choose this facility to build. It is not clearly though...
Is it possible to implement a feature which can allow to bomb downed UFOs from plane with less loot.
I may be wrong, I've heard about that possibility in one of the late XCom-series game. This could make the gaming less tedious.
Not at this moment. You can suggest such feature to Meridian, but i dont know how difficult is to make it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: LouisdeFuines on August 03, 2018, 09:55:35 pm
@Nord:
I removed in the aliendeployment.rul the line, where bases spawn infilitrations. Will they be then completely gone from bases?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 03, 2018, 11:01:25 pm
@Nord:
I removed in the aliendeployment.rul the line, where bases spawn infilitrations. Will they be then completely gone from bases?
Yes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: arrakis69ct on August 03, 2018, 11:22:33 pm
Great. may be translate to spanish in a future.....
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 04, 2018, 05:57:27 am
I've researched live aquatoid medic and got suddenly naga autopsy as a bonus. Weird.
Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 04, 2018, 07:40:35 am
Is Poseidon's hole in the wall bug fixed in 2.16 Twots?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 04, 2018, 07:55:11 am

Items are lost, or strage space is lost? If first - it is because of explosion. If second - please provide save file.It is almost a pure random where the units will spawn.Thanks. You can see items needed for each facility in a small window to the right, when you choose this facility to build. It is not clearly though...Not at this moment. You can suggest such feature to Meridian, but i dont know how difficult is to make it.
I think I've lost storage devices as workshop was destroyed by explosions indestructible large storage facility connected to the workshop was lost due to game mechanic. All rooms separated from airlock by empty space were lost.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 04, 2018, 08:19:24 am
What type of damage does X-rifle? Is it piercing armor?
Lobsterman has resistance against acid gun?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 04, 2018, 10:01:18 am
Is Poseidon's hole in the wall bug fixed in 2.16 Twots?
Yes, thanks to Varana.
What type of damage does X-rifle? Is it piercing armor?
Lobsterman has resistance against acid gun?
Ap damage, as dart rifle. No special ability.
Lobsterman are highly resistive to acid, as in vanilla. Though lobsterman armor will be damaged by acid normally.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Solarius Scorch on August 04, 2018, 12:16:59 pm
Great. may be translate to spanish in a future.....

The offer to put the mod on Transifex is still and always open. ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: arrakis69ct on August 04, 2018, 07:05:05 pm
The offer to put the mod on Transifex is still and always open. ;)
and do more easy the trans.........
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 05, 2018, 12:22:28 am
Barge mission crashed.
Here is the log. By the way, aliens can fall to the dark empty space if the zero level floor was blasted.
It creates some problems searching for them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 05, 2018, 10:52:21 am
Barge mission crashed.
Here is the log. By the way, aliens can fall to the dark empty space if the zero level floor was blasted.
It creates some problems searching for them.
Can you please provide save file before crash?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 06, 2018, 09:06:19 am
3 fat dinosaurs with rockets were generated inside main base, not in airlock or sub pens. I expected a fair fight, not a teleportation cheat. How could these giant monstrosities appear unnoticed before the main group? I thought two sub pens is enough to avoid such nasty surprises as is written in ufoaepdia. And it's ok? Hopefully, these guys don't have molecular control.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 06, 2018, 05:35:58 pm
Barge mission crashed.
Here is the log. By the way, aliens can fall to the dark empty space if the zero level floor was blasted.
It creates some problems searching for them.
Sorry. I cannot provide that save file. After a couple of crashes and reloadings the barge mission continued. Usually I have problems with starting barge missions.
Also after 1000 turns bug-hunting mode automatically turned on. It was written that aliens will be shown on minimap.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 07, 2018, 09:06:46 am
I've chosen in Ufoextender the option Psionic Line of Fire. Still, there are units, like octs, who can affect the minds of x-com operatives through the walls of the tower of lvl 2 artifact missions. They don't see me. There are also units, looking like a cloud, that can attack mentally operatives through the walls of Triton even they don't not see them after 1 st turn. How can they attack operatives if the last ones even did not go out from the Triton ship for a second.
Thank for attention.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Meridian on August 07, 2018, 09:11:05 am
I've chosen in Ufoextender the option Psionic Line of Fire. Still, there are units, like octs, who can affect the minds of x-com operatives through the walls of the tower of lvl 2 artifact missions. They don't see me. There are also units, looking like a cloud, that can attack mentally operatives through the walls of Triton even even they did not see them after 1 st turn. How can they attack operatives if the last ones even did not go out from the Triton ship for a second.
Thank for attention.

The standard Psionic Line of Fire mod works only for vanilla game (or better said only for vanilla weapons and equipment).
Mods have to create their own versions.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Varana on August 08, 2018, 03:46:48 am
The standard Psionic Line of Fire mod works only for vanilla game [...]
Mods have to create their own versions.

This does not help here. I have a mod where all the psi weapons should be line of fire (well, unless my perl script did miss one), see below, but at least the oct still can attack without line of sight. But it is always nearby, may be some little hole at the edge of a room or elevator tile or something.

Or is it a problem with intelligence, if they have spotted the troopers once?

Well, when the AI starts cheating, I cheat back and hit my I-win-button...  ;)

Code: [Select]
items:
# Alien M.C. Weapon
  - type: ALIEN_PSI_WEAPON
    LOSRequired: true
# psiAttackName: MINDWORMS_WEAPON_ATTACK
  - type: MINDWORMS_WEAPON
    LOSRequired: true
# M.C. Controller
  - type: STR_MC_CONTROLLER
    LOSRequired: true
# M.C. Disruptor
  - type: STR_MC_DISRUPTOR
    LOSRequired: true
# M.C. Focuser
  - type: STR_MC_FOCUS
    LOSRequired: true

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 08, 2018, 06:12:30 am
Maybe a reason is their psionic vision?
These aliens actually have line of sight (not line of fire). Because they can see through walls.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 08, 2018, 07:47:18 am
Maybe a reason is their psionic vision?
These aliens actually have line of sight (not line of fire). Because they can see through walls.
I arrive to terror site. Push the button Next turn and all teammates go sleeping just inside Triton. Great. It was not possible to fight them at all. Only coelacanth jet helped a little but the robot has limited ammo and it cannot carry items.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 08, 2018, 07:59:37 am
Could one explain why during tasoth raids to your base a couple of armed dinosaurs appear not in airlock or subpens but among your operatives?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 08, 2018, 07:19:34 pm
Could one explain why during tasoth raids to your base a couple of armed dinosaurs appear not in airlock or subpens but among your operatives?
Maybe a wrong map routes. Provide save file for detail analysis.
I arrive to terror site. Push the button Next turn and all teammates go sleeping just inside Triton. Great. It was not possible to fight them at all. Only coelacanth jet helped a little but the robot has limited ammo and it cannot carry items.
Yup. That`s war.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 08, 2018, 08:00:03 pm
Maybe a wrong map routes. Provide save file for detail analysis.
Here it is.
That's war.
They don't even see my units.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 10, 2018, 12:49:15 pm
I may be wrong but barge mission crashes on start if an operative has equipped mc. reader. What's the name of the scouting alien ship with very wide radar circle that often attack x-com subs?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 11, 2018, 09:42:48 am
Could one explain why during tasoth raids to your base a couple of armed dinosaurs appear not in airlock or subpens but among your operatives?
Here is the quickfix. Replace this file. Path: "/TWoTS/Routes"

I may be wrong but barge mission crashes on start if an operative has equipped mc. reader.
Can not reproduce. Maybe a savefile?

Quote
What's the name of the scouting alien ship with very wide radar circle that often attack x-com subs?
Fighter or Interceptor.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: LouisdeFuines on August 11, 2018, 11:11:14 am
Sorry, but do you have forgotten to paste the file to replace here, Nord?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 11, 2018, 11:55:06 am
Oops :-[
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 11, 2018, 02:20:24 pm
1. One can recycle palandin's broken armor for aqua plastics but cannot recycle broken exosuits and plastic armor of operatives. Contradiction. 2. How to execute live aliens from alien containment facility? They don't die once I release them from facility and stay in storage. I can sell them but not execute.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 12, 2018, 05:39:40 am
1. One can recycle palandin's broken armor for aqua plastics but cannot recycle broken exosuits and plastic armor of operatives. Contradiction.
Never thinked about... Maybe you are right.
Quote
2. How to execute live aliens from alien containment facility? They don't die once I release them from facility and stay in storage. I can sell them but not execute.
As far as i know you must turn on specifical option in menu.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 12, 2018, 10:34:12 am
1. Barge mission crashed on start again. Once I reloaded the mission started. 2. In my opinion the sonic weapons become available for research almost the same time with gauss weapons. I've already met lobsterman in small UFO and had to use thermal shock launcher to deal with him. Gauss weapons are marginal against lobstermen and tasoths and possibly enchanced aquatoids and gillmen. I found myself using mainly gas cannon with HE ammo despite the barbaric destruction of precious loot.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: LouisdeFuines on August 12, 2018, 07:15:16 pm
I really love your mod.

Could it be possible (in future) to let alien specialists look different from the soldiers? In Piratez every rank has its own appearance.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 14, 2018, 04:25:41 am
What's the purpose of creating cyborgs?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 14, 2018, 05:58:12 am
What's the purpose of creating cyborgs?
They have more TU's, better firing accuracy, so on.
I really love your mod.

Could it be possible (in future) to let alien specialists look different from the soldiers? In Piratez every rank has its own appearance.
Thanks.
Maybe i will. But not now.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: arrakis69ct on August 14, 2018, 11:41:44 am
They have more TU's, better firing accuracy, so on.Thanks.
Maybe i will. But not now.
and may be ressist to psi atacks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 14, 2018, 04:39:34 pm
I find logical problem in the fact that alien advanced weapons, magna-pack explosives do not damage transport ships of humans but destroy ships of aliens made from advanced materials. Although if alien weapons would be able to destroy Triton then it would make the game almost impossible to play. One shot from pulse launcher could kill the entire team on start of mission. Aliens have ridiculously good eyesight, what fishes and sonar drones lack. Even mutated humans and paladins.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: niculinux on August 14, 2018, 10:47:54 pm
Someone seems to have made video gameplay at youtube for this mod, here (https://www.youtube.com/watch?v=ZchHt_eYrog)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: b.o.s domestic disputes on August 14, 2018, 11:59:12 pm
I've been trying to play through your mod but its really wrecking my face. I still love it though I'm trying to get better at both making videos and playing xcom. Hope the updates keep coming and that you don't have a problem with me make bad videos.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: niculinux on August 15, 2018, 12:10:16 am
I've been trying to play through your mod but its really wrecking my face. I still love it though I'm trying to get better at both making videos and playing xcom. Hope the updates keep coming and that you don't have a problem with me make bad videos.

absolutely...not! Thank you for makin them and keep these comin'!And welcome to the forum!! I have myself very poor knowledge of comupter stuff but most of all very few spare time to dedicate to openxcom, i give a shot every now and then.

@5taras, yes it's heritage from vanilla tftdmdon't know if its possible to change, but maybe twots needs some more balancing i think :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 15, 2018, 12:44:21 am
1. I have to complain. Such a thing like a xarquid manage to kill aquanauts in exosuits in one shot with sniper's precision not mentioning hard suits. Perhaps, they bring a surplus of damage. 2. How to use mc gifted aquanauts? I don't see an option to apply their skills? I have already MC lab but dont have any MC disruptor. Where is it? 3. Why would not unite topics for research for weapons and their ammo together? 4. I may be wrong, but at first sight bionic armor is less protective that plastic armor. It's true? One-shot from sonic rifles and cannons? 5. In laboratory missions extra equipment is not moved from surface level to underwater level. Only the one what was equipped by aquanauts. Artefact mission second level keeps all the equipment. It poses some problems. Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: niculinux on August 15, 2018, 12:43:28 pm
@Nord, please may you link in the first post the excellent gifty TFTD soundtrack (https://openxcom.org/forum/index.php/topic,3879.msg50028.html#msg50028)? If you don't want to incorporate it in the  mode, to keep the download light  :P

Also, are there nwe armors in the mod? Would be nice if whole armors in the mod may have different carrying capacity like xpiratez, would bit feel as a TC rather than a sheer expansion. I have not tryed yet 2.16 but i'd remove that polips-only mission, i'd putmthem as "turret outside an alien base while assaulting it ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 16, 2018, 05:24:17 am
1. I have to complain. Such a thing like a xarquid manage to kill aquanauts in exosuits in one shot with sniper's precision not mentioning hard suits. Perhaps, they bring a surplus of damage.
Yes, and even more - they can shot down a submarine! (By LORe, not ingame)
Quote
2. How to use mc gifted aquanauts? I don't see an option to apply their skills? I have already MC lab but dont have any MC disruptor. Where is it?
Most mc-equipment needs of research of mindworms.
Quote
3. Why would not unite topics for research for weapons and their ammo together?
So it was in vanilla.
Quote
4. I may be wrong, but at first sight bionic armor is less protective that plastic armor. It's true? One-shot from sonic rifles and cannons?
Less protecton, better stat bonuses. Plus - it can swim.
Quote
5. In laboratory missions extra equipment is not moved from surface level to underwater level. Only the one what was equipped by aquanauts. Artefact mission second level keeps all the equipment. It poses some problems. Thanks
Yes, i see it. But can not understand why. :-(
@Nord, please may you link in the first post the excellent gifty TFTD soundtrack (https://openxcom.org/forum/index.php/topic,3879.msg50028.html#msg50028)? If you don't want to incorporate it in the  mode, to keep the download light  :P
Interesting, shall see, thanks.
Quote
Also, are there nwe armors in the mod? Would be nice if whole armors in the mod may have different carrying capacity like xpiratez, would bit feel as a TC rather than a sheer expansion. I have not tryed yet 2.16 but i'd remove that polips-only mission, i'd putmthem as "turret outside an alien base while assaulting it ;)
Some armors provide bonuses to carryning capacity (or to strength).
About bases with polyps - great idea!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 16, 2018, 01:25:01 pm
1. What device am I supposed to destroy in laboratory and tsunami center?
I searched all the lab and did not find synonium device? Or I am supposed to kill all the enemies in this hellish places. Why I cannot choose not to split the team on two parts in tsunami center or alien colony? Am I general commander or not? 2. In
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 16, 2018, 02:15:23 pm
1. What device am I supposed to destroy in laboratory and tsunami center?
I searched all the lab and did not find synonium device? Or I am supposed to kill all the enemies in this hellish places. Why I cannot choose not to split the team on two parts in tsunami center or alien colony? Am I general commander or not? 2. In tsuname generator mission I failed to capture jellyman ruler. Am I supposed to capture him alive? 3. I've noticed that some research topics happen to appear twice. For example, after researching naga warrior topic, it appeared again. Same with gillman techinician topic. 4. How to differentiate cyborg from the list of simple aquanauts? Cyborgs cannot raise their physical parameters by training? 5. In Twots 2.15 this bug was not present.
    5. In laboratory missions extra equipment is not moved from surface level to underwater level. Only the one what was equipped by aquanauts. Artefact mission second level keeps all the equipment. It poses some problems. Thanks

Yes, i see it. But can not understand why. :-(
Quote
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Vesparco on August 17, 2018, 11:01:28 am
1. What device am I supposed to destroy in laboratory and tsunami center?
I searched all the lab and did not find synonium device? Or I am supposed to kill all the enemies in this hellish places. Why I cannot choose not to split the team on two parts in tsunami center or alien colony? Am I general commander or not? 2. In tsuname generator mission I failed to capture jellyman ruler. Am I supposed to capture him alive? 3. I've noticed that some research topics happen to appear twice. For example, after researching naga warrior topic, it appeared again. Same with gillman techinician topic. 4. How to differentiate cyborg from the list of simple aquanauts? Cyborgs cannot raise their physical parameters by training? 5. In Twots 2.15 this bug was not present.  Quote

1. The center of the base, then you have to leave (I don't remember how to identify it.. The issue of the teams is already like this in tftd so don't expect any change as it is rather a feature of the game itself.
2. It will probably spawn again this mission, do not worry you will have more attempts
3. Research topics can be researched several times, giving additional information until you exhaust all researchable contents of the element. I.e. medics give you random alien races information. Use middle click on the topic to have additional information.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 17, 2018, 02:24:50 pm
2. It will probably spawn again this mission, do not worry you will have more attempts
1. Oh mein Gott. I have to visit this cloaca full of freaks with disgusting weapons again. Thanks for the answer.
2. Cyborgs can be differentiated by the letter "c"? For example, cSnpr means cyborg sniper? 3. Playing the ancient dungeon map I don't see the scheme on minimap. Yellow points on black square.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 17, 2018, 09:04:05 pm
Cyborgs have same names as normal people. Cant remember why, but when i do it i have some reason.
Map in dungeons is blacked. It is as it must be.
Tsunami control upper level looks like crossroad with lifts.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: 5taras on August 17, 2018, 10:07:24 pm
Cyborgs have same names as normal people. Cant remember why, but when i do it i have some reason.
Map in dungeons is blacked. It is as it must be.
Tsunami control upper level looks like crossroad with lifts.
Could add a sign, anything, showing that a person is a cyborg, please, if it's not hard. To make finding them faster. Thank you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: niculinux on August 17, 2018, 10:11:20 pm
Could add a sign, that a person is a cyborg, please, if it's not hard. Thank you.

I'd also like to have, but Nord it's up to you, without it feels more "vanilla", it depends on your perspective of the mod  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: doctoxic on August 27, 2018, 11:07:38 am
On my first night mission and i have no vision at all - even throwing the lights doesn't make a difference.  All i can see is xcom people and enemies.

Is this a bug or am i missing something?

Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 27, 2018, 08:18:55 pm
On my first night mission and i have no vision at all - even throwing the lights doesn't make a difference.  All i can see is xcom people and enemies.
Is this a bug or am i missing something?

Thanks
Looks like a bug.
Can you please provide savegame... And maybe config file.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: arrakis69ct on August 27, 2018, 09:42:14 pm
On my first night mission and i have no vision at all - even throwing the lights doesn't make a difference.  All i can see is xcom people and enemies.

Is this a bug or am i missing something?

Thanks
press bloq despl, and the L
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
Post by: Nord on August 30, 2018, 01:57:57 am
Version 2.17 is up.
Changelog:
 - fixed x-com base spawning nodes;
 - added new armor - carapace;
 - added new weapon - plasma gun;
 - added new manufacture projects - repair/decompose broken armors;
 - experimental - added large polyphs to jellymen base;
 - newest oxce+ build used, thanks to Meridian;
 - MC-armors now use special weapons.
 - Also cyborg names now have 'CS' prefix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on August 30, 2018, 02:59:44 am
I've noticed that aquanauts start to panic or going berserk due to destroyed drones or rooms. In my opinion it's weird for an aquanaut to lose inner control because of destroyed robot. Thanks for attention.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on August 31, 2018, 11:43:24 pm
Hello. Could the developer add an option to use the bodies of live captured aliens to manufacture items? I have a live biodrone and cannot use it to make quite useful drone.
Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 01, 2018, 06:23:06 am
I've noticed that aquanauts start to panic or going berserk due to destroyed drones or rooms. In my opinion it's weird for an aquanaut to lose inner control because of destroyed robot. Thanks for attention.
When you see that all your support going down and now it is your tourn to run through enemy fire... It is hard to whitstand.
Hello. Could the developer add an option to use the bodies of live captured aliens to manufacture items? I have a live biodrone and cannot use it to make quite useful drone.
Thanks
I'll think about it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 02, 2018, 04:24:57 am
Hello. 1) How to kill freaks? They seem to be highly resistant even to sonic weapons. I used magna-pack explosives. 2) Live triscenes have special value for research?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 02, 2018, 08:18:15 am
Hello. 1) How to kill freaks? They seem to be highly resistant even to sonic weapons. I used magna-pack explosives. 2) Live triscenes have special value for research?
1. Just keep shooting on them, they have slowly depleting forcefield.
2. Just as any other terrorist.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 02, 2018, 07:30:19 pm
1) If I am not wrong, one cannot recycle the bodies of sharkmen, jellymen. Perhaps, it has some sense to add this possibility. 2) Is there a difference between tasoth commander and tasoth squad leader from research point of view?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 03, 2018, 04:46:57 am
1) If I am not wrong, one cannot recycle the bodies of sharkmen, jellymen. Perhaps, it has some sense to add this possibility. 2) Is there a difference between tasoth commander and tasoth squad leader from research point of view?
1 - you are right about carcharodons, it is a mistake. Jellymen though have nothing useful in their corpses.
2 - leaders reveals alien mission descriptions.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 04, 2018, 05:23:31 am
How to kill hellcrab?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 04, 2018, 06:09:57 am
How to kill hellcrab?
Hardly. :-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 04, 2018, 05:14:37 pm
Hardly. :-)
1. Please, any hint. I met these creatures during terror mission in pack with highly defended freaks. I have no idea how to kill freaks fast. They can take 3-4 medical shots from sonic cannon and laugh. I've bravely ran away. Even more frightening than lobsters who like piercing and sleeping. If freaks with hellcrabs would attack my base that would be the end of the base. 2. Seemingly freaks can apply molecular control through the walls of closed Triton. My aquanauts cannot mentally attack what they don't see. Freaks can. 3. What's the sense in creating MC gifted aquanats. I have MCG aquanats with MC skill only 2 or 3. Also somehow I've got aquanauts without any implants with mc skill 20-40 who can harass simple aliens. 4. Is OXCE+ 4.0 compatible with TWOTS 2.17?
Thanks for the game and attention.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 04, 2018, 08:33:26 pm
1. Please, any hint. I met these creatures during terror mission in pack with highly defended freaks. I have no idea how to kill freaks fast. They can take 3-4 medical shots from sonic cannon and laugh.
Concentrate fire, use autofire weapons. Use acid weapons against armored targets.
Quote
I've bravely ran away.
That's the result i wanted. :-D
Quote
2. Seemingly freaks can apply molecular control through the walls of closed Triton. My aquanauts cannot mentally attack what they don't see. Freaks can.
They are monsters. You are not. Improvize, adapt, overcome. :-)
Quote
3. What's the sense in creating MC gifted aquanats. I have MCG aquanats with MC skill only 2 or 3.
Gifted ones have better mc-strength. Mc-skill can be raised by training.
Quote
Also somehow I've got aquanauts without any implants with mc skill 20-40 who can harass simple aliens.
It is like in vanilla. They become implanted when you research proper tech/teach them in mc-lab.
Quote
4. Is OXCE+ 4.0 compatible with TWOTS 2.17?
What is OXCE+ 4.0 ? Current version is 3.10b as i know.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 04, 2018, 08:39:14 pm
Use acid weapons against armored targets.   
Gifted ones have better mc-strength. Mc-skill can be raised by training.
1. You may find it funny but I don't have any acid weapons since I did not have a good chance to meet polyphs. They appeared in the beginning when I was not prepared at all. When I was prepared missions with polyphs simply did not appear. Where on Earth can one find acid weapons without polyphs? Eh
2. Carapace armor, plasma gun are added only for fun? Both are marginal seemingly in the mid-late game. May be, plasma gun is good against hellcrabs. I did not try it yet.
3. I changed TWOTS 2.16 to TWOTS 2.17 but names of already created cyborgs did not change. I should do it manually in my case?
4. How to control aliens? MC disruptor only ruins morale if I am not wrong.
Thanks for the answer.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 05, 2018, 07:05:32 am
1. If you have any jellymen base, you can search there. Otherway, you can use armor-piercing weapons, such as sniper rifles, ion guns, etc.
2. Mostly for fun, yes. And to make elerium useful.
And someone once asked about land-only armor.
3. Yes.
4. You need MC-Armor. It is equipped with special weapon - mc-controller.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 05, 2018, 10:07:11 pm
4. You need MC-Armor. It is equipped with special weapon - mc-controller.
And to research mc-armor I need what? Capture oct alive? Reboot matrix? Compile gentoo?
Thanks for the answer
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 06, 2018, 07:36:31 am
And to research mc-armor I need what? Capture oct alive? Reboot matrix? Compile gentoo?
Thanks for the answer
Capture alive mindworm.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 08, 2018, 12:04:52 am
Capture alive mindworm.
1. I captured live mindworm. It told me only about MC disruptor and gladly died in lab. I have to capture the second live specimen? Not nice I gotta say. 2. There are UFOs that look like yellow circle on radar. What's sort of armor this UFO has? It does not like to go down if asked. Eve the small yellow ones. Pretty dangerous UFOs. 3. Carcharodon died on next turn after I applied MC disruptor several times. I think so. If he was not generated injured in downed UFO.
Thanks for the answer.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 08, 2018, 09:24:47 pm
1. I captured live mindworm. It told me only about MC disruptor and gladly died in lab. I have to capture the second live specimen? Not nice I gotta say.
You also need to research live Freak or Oct.
Quote
2. There are UFOs that look like yellow circle on radar. What's sort of armor this UFO has? It does not like to go down if asked. Eve the small yellow ones. Pretty dangerous UFOs.
Yellow USO's similar to blue UFO's are shielded. Bring more firepower.
Quote
3. Carcharodon died on next turn after I applied MC disruptor several times. I think so. If he was not generated injured in downed UFO.
Thanks for the answer.
Disruptor causes no damage. Only moral loss. If you want to kill someone with MC, you need MC-focus.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 09, 2018, 05:02:47 am
If I destroy an alien colony, what will happen to a guard UFO that left the colony to intercept my subs?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 09, 2018, 07:38:24 am
Nothing. It will not react to this. Only new subs will not spawn.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 10, 2018, 06:43:01 pm
1. After completion of any mission the loot arrives simultaneously to the base, unlike the transport sub. Could be changed for a more realistic behaviour. 2. Could after-mission of the transport ships corrected by the player? The transport ship chooses the shortest route. 3. Is it possible to add opportunity to send for missions only robots? 4. Could research be faster? I may be wrong. It seems to be longer than in vanilla game. Lots of topics to learn and I've already more than 6 alien colonies on Earth 5. What's the role of the floaters and nagas in the game? I found something about treaty and naga city in game files.
Thanks for attention.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 10, 2018, 08:13:36 pm
1. After completion of any mission the loot arrives simultaneously to the base, unlike the transport sub. Could be changed for a more realistic behaviour. 2. Could after-mission of the transport ships corrected by the player? The transport ship chooses the shortest route. 3. Is it possible to add opportunity to send for missions only robots?
No. It is vanilla behavior.
Quote
4. Could research be faster? I may be wrong. It seems to be longer than in vanilla game. Lots of topics to learn and I've already more than 6 alien colonies on Earth
Vanilla research cost unchanged, but there is much more to research in mod.
Quote
5. What's the role of the floaters and nagas in the game? I found something about treaty and naga city in game files.
Thanks for attention.
Nagas are the part of main questline.
Floaters?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Solarius Scorch on September 10, 2018, 08:32:50 pm
Floaters?

Why not? TFTD is the perfect game to have floaters in it!

(https://t4.ftcdn.net/jpg/00/57/61/61/240_F_57616102_ajhscJgjsUvVR0SiG2f4SSRpQOH8SNjs.jpg)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 10, 2018, 08:36:37 pm
Floaters?
jellymen
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 10, 2018, 09:52:46 pm
jellymen
If you did not get it:
https://m.imdb.com/title/tt0096754/
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 10, 2018, 10:13:48 pm
I did not see the film.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 11, 2018, 08:16:02 pm
If I am not wrong, one cannot recycle the corpses of tasoth guards.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 11, 2018, 08:50:33 pm
If I am not wrong, one cannot recycle the corpses of tasoth guards.
You can, just need to research one of them alive.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 12, 2018, 12:44:08 am
1. Cyborgs can also train molecular control skills by applying? MCG aquanauts raise molecular skill after missions, but not cyborgs seemingly. 2. I can put MCP aquanauts to MC lab to train, which is illogical as they have no ability to use molecular control skill after implanting. 3. Molecular strength can be changed in Twots without implanting? 4. MC lab trains only MCG type aquanauts? 5. Zrbite power armor is more costly to make than exosuit. Why so? It's less protective and doesn't allow to swim. Thanks for attention.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 12, 2018, 08:11:05 am
1. Cyborgs do anything as normal aquanauts, they just got lower maximum mc-stats.
2. Engine restrictions.
3. MC-strength can not be changed. Mc-skill can be trained in mc-lab or by using mc-equipment.
4. Mc-lab trains everyone but protected.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 15, 2018, 02:03:56 am
Hi. 0. Barge mission crashed again with segmentation fault. I've attached couple of log files with a saves files if that would help. I use Openxcomex+ 4.0. Also, error Unknow reserch STR_CALCINITE_PROTOFORM_CORPSE and Unknow reserch STR_NAGA_NAVIGATOR, STR_TECHNICIAN. Some warnings about missing something in en-us: STR_LEADER_PLUS not found, STR_MC_PLUS, MCLAB, STR_MEDIC_PLUS. 1. Could the developer add ability to recycle for aqua plastics and other components not needed human armors, besides hard suits? Including armor of fallen comrades, if the bodies were transported back to the base. And certain type of crafts of all sorts: morrays, makos and others made from aqua plastics. 2. Does hellcrabs have forcefields? Do they have high resistance towards fire? Freezers work against them? 3. During terror missions on ship missions aquanauts start in open space on ship deck surrounded by rather unhappy aliens. In original version aquanauts appeared on ship deck inside transport ship what gave them a hideout for the beginning of the raid. 4. I can not send alive captured aliens to another base if alien containment is not present there. May be it's game engine rule. It makes sense if one wants to have spare squid drone from live captured bio-drones which is in my opinion the best and hard-to-obtain light drone in the game. 5. Ion gun is so rare. I found only in tasoths' temple without clips.
Thanks for the mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Stoddard on September 15, 2018, 02:36:12 am
Hi. 0. Barge mission crashed again with segmentation fault. I've attached couple of log files with a saves files if that would help.

Okay, say I've loaded one of your saves. What did you do after saving that lead to the crash?


EDIT:

on the other questions, yes,

Code: [Select]

after_load_checks:research: Referenced researchItem not defined for researchItem TWoTS/STR_ZOMBIE_CORPSE: {'STR_ZOMBIE_AUTOPSY'}
after_load_checks:research: Unreachable researchItem: TWoTS/STR_ZOMBIE_CORPSE: STR_ZOMBIE_CORPSE
after_load_checks:research: Unreachable researchItem: TWoTS/STR_NEVER: STR_NEVER
after_load_checks:research: Referenced researchItem not defined for researchItem TWoTS/STR_ALIEN_CONTAINMENT: {'STR_CALCINITE_PROTOFORM_CORPSE'}
after_load_checks:research: Referenced researchItem not defined for researchItem TWoTS/STR_NAVIGATOR_PRE: {'STR_NAGA_NAVIGATOR'}
and both vanila TFTD and TWoTS do not have itemCategories list in their rulesets which is wrong.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 15, 2018, 02:55:13 am
Okay, say I've loaded one of your saves. What did you do after saving that lead to the crash?
It crashed once when I equipped mc reader to squid drone on start window of the barge mission when one have opportunity to choose equipment for aquanauts. I reloaded, equipped mc reader to shrimp drone and the barge mission started.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Stoddard on September 15, 2018, 03:07:46 am
It crashed once when I equipped mc reader to squid drone on start window of the barge mission when one have opportunity to choose equipment for aquanauts. I reloaded, equipped mc reader to shrimp drone and the barge mission started.

It doesn't crash for me on the latest oxce+ 4.0 (the save files mention a previous version):
Load the geoscape autosave, send Triton-2 to the detected barge, equip the squid drone with the MC reader, press Ok - no crash.

Please download the latest OXCE+ 4.0 exe.


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 15, 2018, 07:41:15 am
Once again: what is OXCE+ 4.0 and where you get it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Kammerer on September 15, 2018, 07:45:26 am
Maybe here: https://openxcom.org/forum/index.php/topic,4187.msg102978.html#msg102978
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Stoddard on September 15, 2018, 07:57:49 am
Or try https://lxnt.wtf/oxem/#/ExtendedPlus (https://lxnt.wtf/oxem/#/ExtendedPlus)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 15, 2018, 08:48:39 am
Ok, i got it. No, updating to newest OXCE+ shall change nothing important, mod is designed under version in package.

To 5taras:
0: thanks for saves, i will look. Wrong research topics must not cause problems, but i'll fix them, thanks.
1: No, i want it not. Aquaplastic must be precise. :)
2: No, they have no shields. Just tough armor and resilent body. If you want resistances:
      - 1.0 # Spec
      - 0.9 # AP
      - 0.8 # Fire
      - 0.7 # HE
      - 1.0 # Gauss
      - 1.0 # Sonic
      - 0.4 # Stun
      - 1.0 # Melee
      - 1.2 # Acid
      - 1.4 # Smoke
      - 1.0 #laser
3. This was made to allow bigger landers. Because in vanilla you have only triton/hammerhead/leviathan, and they are all short.
4. Then build contaiment there. Or produce drone first and send them.
5. To encounter more ion weapons you must lose more missions and allow more USO's to do their job. But at the same time you will receive lower scores. And maybe lose countries.

and both vanila TFTD and TWoTS do not have itemCategories list in their rulesets which is wrong.
Not wrong, but bad. Maybe i will write them once.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 15, 2018, 12:37:35 pm
4. Then build contaiment there. Or produce drone first and send them.
5. To encounter more ion weapons you must lose more missions and allow more USO's to do their job. But at the same time you will receive lower scores. And maybe lose countries.
Not wrong, but bad. Maybe i will write them once.
Thanks for the answer.
1. I can build containment but I need dead biodrone, not alive. Could you make an option to repair broken squid drone if it's leftovers were saved during mission.
2. I've already lost 3 countries. To return them I should destroy alien colonies close to them?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 15, 2018, 01:49:33 pm
1. No. You can manufacture hull, but you can not repeat organic tissues of bio drone.
2. Yes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 15, 2018, 11:53:07 pm
Thanks for the answer. Could you make shrimp drone applicable also on land missions or add universal transport drone, that does not require corpses of bio-drones?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 16, 2018, 07:35:31 am
Thanks for the answer. Could you make shrimp drone applicable also on land missions or add universal transport drone, that does not require corpses of bio-drones?
I can add a land drone with inventory. But for what purpose?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: tinky winky on September 16, 2018, 08:00:40 am
I have one small request: when sending resources to another base, you have to click on one item. Can you make that after 10 pieces resources counting occurred on 10 pieces? or with a long press the countdown accelerated. I'm playing with androyd, thank you in advance.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 16, 2018, 01:59:03 pm
I can add a land drone with inventory. But for what purpose?
Land flying drones are useful as they can shoot mind worms equipping pistols, worm zombie and locusts, help in alien laboratory as cheap observers and shooters. Also, flying drone can equip shock launcher to stun mind worms while the rest of them is sleeping and then deliver the stunned body of the worm to the ship. I've managed to collect live mind worm using squid drone. Sonic displacer and other shooting drones cannot carry things. Only shrimp and squid. Squid drones are rare, hard to obtain and easy to lose.
Thanks for attention.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 16, 2018, 06:55:58 pm
@Nord,

when do you apply for getting your own mod-section?
I thing time has come for it.
So different discussions could be held then.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 16, 2018, 07:21:52 pm
I have one small request: when sending resources to another base, you have to click on one item. Can you make that after 10 pieces resources counting occurred on 10 pieces? or with a long press the countdown accelerated. I'm playing with androyd, thank you in advance.
It is not modding thing, but you can ask one of developers about such feature.
@Nord,

when do you apply for getting your own mod-section?
I thing time has come for it.
So different discussions could be held then.
I am pleased, but in fact development of this mod is finished. Only bugfixing and combing continue.
Land flying drones are useful as they can shoot mind worms equipping pistols, worm zombie and locusts, help in alien laboratory as cheap observers and shooters. Also, flying drone can equip shock launcher to stun mind worms while the rest of them is sleeping and then deliver the stunned body of the worm to the ship. I've managed to collect live mind worm using squid drone. Sonic displacer and other shooting drones cannot carry things. Only shrimp and squid. Squid drones are rare, hard to obtain and easy to lose.
Thanks for attention.
If i add easy to obtain drone, it will be not flying. Or firing-only. Because some challenge must remain.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 17, 2018, 01:29:14 pm
Can armor repair tool repair the armor of sws? Would be great.
Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 17, 2018, 01:59:38 pm
Can armor repair tool repair the armor of sws? Would be great.
Thanks
Yes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 17, 2018, 10:55:05 pm
How can one effectively use Makos? This sub carries only rockets. Rockets are very limited in numbers on subs and similar in power with sonic oscillators. Thanks
 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 18, 2018, 07:33:37 am
How can one effectively use Makos? This sub carries only rockets. Rockets are very limited in numbers on subs and similar in power with sonic oscillators. Thanks
Decide by yourself. Like 3 nuclear blasts....
Advance of torpedoes compare to cannons is their range.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 19, 2018, 04:16:00 pm
How can one use MC armor? The mc skill sign is placed on the right of the screen. When I click on it a menu to apply mcskill appears and then aquanaut runs towards the place where the mc skill sign was placed.
Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 20, 2018, 07:27:50 am
I think you just miss the button. Special skills works, many people tested it. Look more in OXCE subforum.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 21, 2018, 03:32:48 am
It's true. I've missed the button 'W'.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 22, 2018, 09:02:33 pm
@Nord,
it was mentioned here already. Can there be something done about the long Alien turn on the barge?
It`s sadly an annoyance to wait 2 minutes, till it`s your round.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 22, 2018, 09:38:27 pm
I can, but it will ruin a player experience from mission. Just land and abort, if you hate long turns but dont want to lose points.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 23, 2018, 01:12:16 pm
I just shot a deep one, so that it is bleeding on the ground (so still alive).
I shot the remaining second one and mission is finished, but game doesn`t give me the living deep one to the Loot list.
Why? Bleeding units aren`t dead!
See savegame "During".


And another thing:
I once again have the feeling, the game is cheating on me. I got almost no missions in August and deactivated alien bases to spawn infiltration missions, but got a bad rating.
See savegame "beginning"

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 23, 2018, 03:09:12 pm
I just shot a deep one, so that it is bleeding on the ground (so still alive).
I shot the remaining second one and mission is finished, but game doesn`t give me the living deep one to the Loot list.
Why? Bleeding units aren`t dead!
See savegame "During".
Critically wound aliens not always survive. You need to stabilize them to be sure.
Quote
And another thing:
I once again have the feeling, the game is cheating on me. I got almost no missions in August and deactivated alien bases to spawn infiltration missions, but got a bad rating.
See savegame "beginning"
You have less than a half of the globe covered by sonars. Many aliens can avoid your sight and complete their missions undetected.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 23, 2018, 03:49:35 pm
And what about Mind Worm missions?
On round 2 is half of my squad MCt and is unconscious or panicked.
How am I supposed to get through such missions?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 23, 2018, 04:52:19 pm
And what about Mind Worm missions?
On round 2 is half of my squad MCt and is unconscious or panicked.
How am I supposed to get through such missions?
You must SUFFER! A-HA-HA!
or use drones and mc-gifted aquanauts in mc-protective armor...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 23, 2018, 05:13:56 pm
I can use the coelacanth. But since the Mindworms can see through walls, it doesn`t help much.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Meridian on September 23, 2018, 08:31:35 pm
Research topics STR_CALCINITE_PROTOFORM_CORPSE and STR_NAGA_NAVIGATOR are used, but not defined.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 23, 2018, 10:22:46 pm
Yes, it is allready reported.
They are used in requirements, not in results, so no errors will spawn.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 24, 2018, 12:45:51 pm
And what about Mind Worm missions?
On round 2 is half of my squad MCt and is unconscious or panicked.
How am I supposed to get through such missions?
Once you get sonic displacer, you will finish the mission using it. Saving civilians is almost impossible. Unfortunately, even aquanauts with high MC strength fell sleeping. Use squid drones armed with thermal shock launchers to get a couple of live mind worms.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 24, 2018, 12:49:04 pm
Once I researched cyclop armor, I had no triscene corpses as I processed them long ago. Hopefully I knew that recycling biodrones bodies is not reasonable. Triscenes are quite rare in the game, what is somehow good due to their destructive power but no chance for me to get cyclop armor. I have a feeling that an ogre armor is not an option for me as well.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 24, 2018, 01:00:38 pm
You can right-click on item before sell it to found what is it needed for.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 24, 2018, 09:15:59 pm
How do I best get Hallucinoids?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 24, 2018, 09:27:49 pm
How do I best get Hallucinoids?
Dunno what means "get best", but best way to deal with four squares jelly is a blast. Explosives to kill, freezing to stun.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Solarius Scorch on September 24, 2018, 10:04:37 pm
Dunno what means "get best"

I think "best hallucinoid" is something like "best waifu". :P
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 24, 2018, 10:54:56 pm
No, I meant with my question: Which missions do they appear at? (Hallucinoids)

And my second questions. Which alien race beside from Aquatoids has navigators?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 25, 2018, 05:55:20 am
Hallucinoids appear as aquatoid's underwater terror weapon.
Also they can be found as roaming animals.
There is navigators of carcharodons, freaks, lobsterman, advanced aquatoids.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 25, 2018, 06:53:37 pm
Are Lobsterman here are again only vulnerable to melee and Sonic weapons?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 25, 2018, 08:38:15 pm
Are Lobsterman here are again only vulnerable to melee and Sonic weapons?
I suspect they are vulnerable to breeders and stun weapons as well.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 25, 2018, 09:36:29 pm
I ask because of the freakin`alien bases.
Assaulting them makes only sense, when I can survive Lobstermen and Tentaculats.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 25, 2018, 09:44:12 pm
I ask because of the freakin`alien bases.
Assaulting them makes only sense, when I can survive Lobstermen and Tentaculats.
Also, MC battle armors are very effective against lobstermen and freaks. One MCG in battle armor can kill a lobsterman or a freak in one or two turns.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 25, 2018, 10:15:26 pm
I`m far away from M.C. Armor. Does it have built in weapons or what?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 25, 2018, 11:15:06 pm
I`m far away from M.C. Armor. Does it have built in weapons or what?
Battle mc armor uses psychic energy of MCG aquanaut on short distances. Normal mc armor allows to capture aliens. Does not occupy weapon slots.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 25, 2018, 11:20:43 pm
How do you active the features of the M.C. armor?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 25, 2018, 11:46:56 pm
How do you active the features of the M.C. armor?
In my case I dress MC G aquanaut in MC armors and click W button.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 26, 2018, 01:27:43 pm
1. Is it possible to find jellyman ruler in jellymen liner? Also, I cannot find naga sorcerers, only soldiers, warriors and lords. 2. Every month I obtain biolaboratory, which is pretty boring and even annoying. 3. Once I finished tsunami mission and occasionally killed jellyman ruler. Seemingly, it's a key alien. It does not appear in jellymen subs. Also, I don't see very large subs of nagas. 3. Somehow inventory appeared again in biolab while before it missed several times. 4. Where to find scullshrimps or freak commanders? I shot very large sheap full of freaks and hellcrabs. There were no freak commanders. 5. I've met couple of times very large and very slow ships of sea horros and shot it down but it always got destroyed. How can I stop it without destruction? With ion beam disruptor?
Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 26, 2018, 05:19:14 pm
In my case I dress MC G aquanaut in MC armors and click W button.

Would be good to find that in the pedia entry. Piratez, for example, describes new features in the pedia.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 26, 2018, 05:31:05 pm
Would be good to find that in the pedia entry. Piratez, for example, describes new features in the pedia.
If I am wrong, one can choose to open not researched topics in usopedia and also learn what topics to research is needed by clicking mouse buttons in "current research window". About W button is written in OpenXcom+ options.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 26, 2018, 08:01:03 pm
Sorry for asking. 1. What's the sense in building transmission nexus as it does not have detection radius? One can have only transmission resolver and naval control center. I have to build transmission resolver to assist transmission nexus in both cases. 2. The letters in descriptions of Usopedia or requirements to build novel facilities of TWOTS are too big to match the sizes of the windows. I cannot see the endings. Cannot see how much materials is needed to build naval center, e.g.. Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 26, 2018, 08:23:40 pm
1. No, rulers can be found inside bases or tsunami sites. Naga sorcerers can be found in naga city and on largest USO.
2. You are lucky, there is 40% chances per month.
3. large naga USO is a question of random mission generation.
3 again. nothing to say.  ???
4. skullshrimps can be found on jellyman bases, freak commanders - oh, looks like it is a bug. Nowhere.  :( Will fix.
5.  It is not a ships, if you look into preview screen. It is actually a giant beasts. I dont recommend to land them, because i was too lasy to create empty deployement and there be a crash.


1. Nexus and NCC provides support to your resolvers and sonars, watching over detected USO's beyond your detection radius.
2. yup. Need to ask developers, not modders.

You're welcome.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Meridian on September 26, 2018, 08:38:44 pm
2. yup. Need to ask developers, not modders.

There is exactly that much space available, not more.
Ask modders, not developers.

Option 1: modder can make the item description shorter: e.g. "Alien Molectronic Components" into "Alien Molectronics"
Option 2: user can look into Usopedia/Stats for Nerds
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 26, 2018, 09:04:20 pm
1. No, rulers can be found inside bases or tsunami sites. Naga sorcerers can be found in naga city and on largest USO.
2. You are lucky, there is 40% chances per month.
3. large naga USO is a question of random mission generation.
You're welcome.
Thanks for the asnwer.
1. Bases? Jellymen bases? Never met before. Many months passed.
2. 40%. May be too high. I don't need it but it appears. I need jellyman ruler not an farm of aquatoids. I've met tsunami generator only once and not anymore. How may I finish that game without him? I currently T'leth topic.
3. Never met any very large naga USO. Only large with naga soldiers and naga warriors. Naga temple about two or three times and one naga raid on my base which I stupidly crushed using many shrimp drones armed with bombs instead of trying to capture naga sorcerers and their leader alive.
4. I've crushed mind worm islands a couple of times. What's the sense? Their corpses are useless. Worm hatcheries have not practical use. Crushing the island is not hard once you have sonic displacer which will do all the job.
5. Do I need to destroy all alien colonies to win?
6. If I shoot down UFOs but not send guys to finish the alien team do I lose the score or spoil relations with countries?
7. Do aquanauts that shoot down UFOs gain experience?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 26, 2018, 09:35:09 pm
1. Random allmighty.
2. Maybe. But dont forget, that aliens dont want to help you. They got their own plans.
3. Random again, i think. Will check.
4. Read no.2
5. No
6. I think no.
7. Yes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 26, 2018, 09:57:47 pm
If one research topic is working at in several bases together, it makes the process faster?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Meridian on September 26, 2018, 10:23:03 pm
If one research topic is working at in several bases together, it makes the process faster?

no
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 26, 2018, 11:07:57 pm
1. What's the power armor to recycle? I've never met enemies in power armor. Paladins wear plastic armor. 2. Why the phrase to recycle paladin armor is written with capital letters? 3. Is jellymen base a hidden location to find with sonars or a random mission? 4. I need to search for naga city or to wait for a mission about naga city? Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 27, 2018, 07:36:07 am
1. Any powered armor of x-com design.
2.  :-[
3. As any other bases, but builded by jellyman ships.
4. You need to interrogate naga commander
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 27, 2018, 11:30:12 am
1. Any powered armor of x-com design.
2.  :-[
3. As any other bases, but builded by jellyman ships.
4. You need to interrogate naga commander
1. Ok. I've found jellyman base. It looked like a colony on map. But where is naga commander. I've never met very large naga ships. Large and smaller ships have no naga commander seemingly. I tried to check. Only soldiers and warriors in large naga ships. There are no other places for naga commander to find? I've lost 5 countries already. I have about 13 colonies on the planet. In 13 or more months only one naga dreadnought that attacked my base.  Could you raise a chance to meet very large naga ships, please? 2. I've reached Abyssian treaty, but jellymen subs did not stop to appear. Why? It was written in description about peace with them. One of them appeared from hidden T'leth location. I thought all jellymen bases would be closed after Abyssian treaty. Am I wrong? Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 27, 2018, 02:44:30 pm
1. Bad luck with random. Maybe i will increase chances for naga missions.
2. Not so fast. Colonies will stay, and cruise missions will stop in the next month.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 27, 2018, 02:52:24 pm
1. Bad luck with random. Maybe i will increase chances for naga missions.
2. Not so fast. Colonies will stay, and cruise missions will stop in the next month.
1. I may be wrong, but I signed the treaty the month before and next month jellyman cruises continued.
2. If existing jellyman bases become peaceful, than why my relations with countries won't benefit from that? Or I have to destroy all jellyman bases to return funding from countries, that agreement with jellymen?
Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 27, 2018, 04:18:27 pm
Jellymen do not conduct infiltration missions, so their bases are not connected to country leaving the alliance.
Instead of it, jellyman bases will periodically spawn cruising missions.
Yes, you need to destroy those bases to stop them. No game mechanics can remove bases now.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 27, 2018, 05:07:59 pm
Are there armored gillman colonies, freak colonies, armored aquatoid colonies present in the game as well, besides lobsterman and jellyman colonies?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 27, 2018, 06:45:46 pm
No.
"Lobsterman colonies" have mixed crew on the first stage. It is vanilla site.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 27, 2018, 09:12:34 pm
I`m doing an alien base now for the first time on TWotS. Can the synomium device be destructed with the Gauss Rifle? I will NOT do the whole killing in 10 hours.

EDIT:
Ok, the Synomium Device CAN be destroyed by Gauss Rifles.


What about vulnerability for vibro blades? Do all alien share a vulnerability for it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 27, 2018, 10:52:00 pm
I`m doing an alien base now for the first time on TWotS. Can the synomium device be destructed with the Gauss Rifle? I will NOT do the whole killing in 10 hours.

EDIT:
Ok, the Synomium Device CAN be destroyed by Gauss Rifles.


What about vulnerability for vibro blades? Do all alien share a vulnerability for it?
I think all the alien have vulnerability to vibro blades, besides perhaps hellcrabs. Hellcrabs, freaks, sws, all armored units have high vulnerability to breeders. I don't use gauss rifle due to the fact that it became available after I researched sonic weapons. Perhaps, it twots it's better than sonic weapons. Who knows.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 27, 2018, 10:56:42 pm
1. On worm island automatic turn switcher does not work. I have to click every time to go to next turn. 2. Ok, at last I've met naga dreadnought. I've crushed it using leviathan. Only naga soldiers and warriors. No drowners, sorcerers and commander inside? How am I supposed to finish the game. Usually in dreadnoughts commanders are present. There 18 units inside. 4 died due to explosion on landing. 14 were soldiers and warriors. So, 4 dead nagas were a commander, 2 sorcerers and a drowner? Doubtly. 3. I replayed the episode with naga dreadnought hoping it will land on my base. It returned to T'leth but naga city opened on map without interrogating naga commander. In naga city were only soldiers, ghosts and warriors as well. 4. Finally I've got alien key and was able to produce it !before! I've researched it. Nonsense. 5. These is a nasty invisible holes in Leviathan that allows enemies to kill aquanauts through doors. How could game developers of X-com miss it? It could be present in Hammerhead as well. Did not check. Aquanauts can shoot through closed metallic Leviathan doors as well. Haha. Vanilla feature, not a bug. Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 28, 2018, 08:33:08 pm
1. Yes, because of additional message on that screen.
2. Dreadnought crew contains one commander inside the ship. There is a bug with sorcerors, i has found it. Update soon.
4. thin point with this, because of possibility to sell quest items.
5. it is not vanilla doors, Leviathan was modded. Will fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 28, 2018, 09:34:47 pm
1. Yes, because of additional message on that screen.
2. Dreadnought crew contains one commander inside the ship. There is a bug with sorcerors, i has found it. Update soon.
4. thin point with this, because of possibility to sell quest items.
5. it is not vanilla doors, Leviathan was modded. Will fix.
Thanks for the answer. I've searched through topic research. There is no unit called naga commander. Naga soldier, warrior, sorceror and lord. If it's naga lord, then I've met the creature already in naga temple and it did not tell me about location of naga city. Naga city appeared as a mission by itself without sorcerors inside.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 28, 2018, 10:24:56 pm
As i said, there is a bug with sorcerors, now they can be encountered only on land.
Naga lord have a commander rank.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 28, 2018, 10:42:30 pm
So, naga city appears randomly, no naga lord interrogation is needed for it. Thanks for the answer.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 28, 2018, 10:57:40 pm
Where do I get Alien Implanter from? Need those for my labs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 28, 2018, 11:06:04 pm
Where do I get Alien Implanter from? Need those for my labs.
It appear in alien biolabs, barge missions, in some alien subs probably.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 29, 2018, 07:00:35 am
So, naga city appears randomly, no naga lord interrogation is needed for it. Thanks for the answer.
You need to research naga lord, then, after the beginning of a next month, the naga city missions will spawn.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 29, 2018, 01:32:42 pm
Does it only seem to me but artifact sites have greatly reduced map-sizes in this mod?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 29, 2018, 04:42:24 pm
Does it only seem to me but artifact sites have greatly reduced map-sizes in this mod?
They have exactly the same size as in vanilla: 50x50x4
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 29, 2018, 05:50:34 pm
1. Aquanaut in ogre armor cannot walk up the ladder to the second floor. Aquanaut can walk on the ladder but cannot make the final step above. May be it's worth fixing.2. I did interrogated the creature for a couple of months. Naga city appeared after I've extracted everything naga lord knew. 3. I've finished the game using save-reload approarch. The only thing I did not research were ion sidearm weapons (have no idea what creature uses it), sorcerors (possibly misspelling of the word "sorcerer"?) and a zombie (I bet it's a tentaculat-made zombie). Ogre armor is fun to use, kills a lobsterman in one autoshot but may die from tentaculat :(. Stingrays, hybrid fighters I found useless due to their low speed. Hybrid torpedoes are not quite useful due to their price and low range. Deep angels were useful for some time. Sonic, pwd defenses are quite expensive (25 and 50 zrbite) considering that most of the shot subs have no ready zrbite. Pw torpedoes are very expensive, costing 7 zrbite (I had not to use them to save zrbite). Hybrid-type armors is fun but who would want to lose an aquanaut due to their low-protection rating. Hopefully, small non-jellyman cruises always have 20 zrbite. Worm hatcheries have no any use. May be it could be used to make MC weapons or else. Cyborg units unfortunately are dangerous in the latest game to use due to their low MC strength (may be it is worthy to be reconsidered). MC focuses and projectors are next to useless in my opinion. Tried several times to use focuses on units in vain.
Thanks for attention and for the mod. Pretty heavily overloaded with options and events mod. It was horror. I cannot believe that I was addicted to it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 29, 2018, 06:23:54 pm
It was horror.
Then i succeeded. Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 29, 2018, 08:46:15 pm
Can it be the Calcinite is very seldom in that game? I encountered in year 2 only one mission with it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 29, 2018, 09:42:30 pm
Can it be the Calcinite is very seldom in that game? I encountered in year 2 only one mission with it.
Weird. I've met lots of Deep ones, especially in the end of the game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 29, 2018, 10:49:02 pm
On what missions do I meet Bio Drones?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 29, 2018, 10:55:39 pm
On what missions do I meet Bio Drones?
Terror missions or base defense.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 29, 2018, 11:13:50 pm
What race is accompanied by bio drones on terror mission? Or does it not matter what race?


Besides: I maybe found a bug on an artifact mission:
That yellow tile shouldn`t be there.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 29, 2018, 11:32:49 pm
What race is accompanied by bio drones on terror mission? Or does it not matter what race?


Besides: I maybe found a bug on an artifact mission:
That yellow tile shouldn`t be there.
On base defense: carcharodons, tasoths, lobstermen.
On terror missions: tasoths. Also with tasoths arrive triscenes and aquatoids.
I've never met lobstermen or carcharodons on land terror missions. Once I had to defend underwater jellyman outpost against carcharodons.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 30, 2018, 12:25:53 am
I think I found another bug:
The soldier in my Triton that carries a Disruptor Launcher sometimes "loses" it. I doesn`t appear in the hand or on the "ground". When looking in the base in the equipment screen, it can be reequipped.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 30, 2018, 10:52:11 am
Besides: I maybe found a bug on an artifact mission:
That yellow tile shouldn`t be there.
Gonna catch 'em all.  :) Thanks.
I think I found another bug:
The soldier in my Triton that carries a Disruptor Launcher sometimes "loses" it. I doesn`t appear in the hand or on the "ground". When looking in the base in the equipment screen, it can be reequipped.
If you bring knife to the gunfigh... Err... If you bring underwater weapons on land mission, they will be unequipped and hidden. You can see them again when return to base.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 30, 2018, 11:24:39 am
@Nord:
The problem with the missing weapons persist even when flying only to one mission type (for example underwater).

Sometimes even a sonar canon, that is available on land and water, is removed from the soldiers hand and doesn`t appear in the equipment screen on the ground.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: long6oarder on September 30, 2018, 11:24:58 am
Greetings! I think I have a bug report for you.

In the attached save file, I started a new battle from the main menu. I chose a survey ship with Jellymen. There is just one Jellyman for such a small ship. When I kill the Jellyman, the mission does not end automatically (none of my units are wounded). So, in the attached save file, you can click the button to end the turn, and you will see a segmentation fault.

If the bug is fixed so that the mission ends as soon as the last Jellyman is killed, this save file may not be useful because I saved during this small window of time which should not exist (between last alien killed and end of mission). I have attached a screenshot of the battle options I used, and the mission is very short, so maybe it won't be so much work to check that the bug is fixed by starting and finishing a new mission. Also, I have made NO changes to the default OXCE+ mod options (the ones visible in the OPTIONS from the main menu).

EDIT: I made another save file where the Jellyman is about to be killed (not dead already). Also, one unit is wounded. Maybe this save file will be more useful for debugging. :)

Thanks for looking! :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 30, 2018, 12:20:13 pm
Where do I meet "freak"-race?

I`m in year 4 and haven`t met one.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 30, 2018, 03:54:42 pm
Greetings! I think I have a bug report for you.
I am really no idea why this happens.
At least you will never encounter such situation in campaign.

@Nord:
The problem with the missing weapons persist even when flying only to one mission type (for example underwater).

Sometimes even a sonar canon, that is available on land and water, is removed from the soldiers hand and doesn`t appear in the equipment screen on the ground.

I can not reproduce this. Can you please provide savegame with disappeared weapon?

Where do I meet "freak"-race?

I`m in year 4 and haven`t met one.
You must complete quest mission, called "ancient dungeon", for which you must research a device,found in sunken martian battleship.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 30, 2018, 04:08:36 pm
I got a living mind worm and now the M.C. Disruptor. But I can`t mind control aliens with it. What is necessary?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 30, 2018, 04:12:48 pm
I got a living mind worm and now the M.C. Disruptor. But I can`t mind control aliens with it. What is necessary?
I had similar problem. You need live freak squad leader, freak commander, oct. Live octs appear in carcharodons' very large subs. It's easy to capture octs using shock launcher. They don't wake up.
Then you will be able to research MC armor and MC battle armor.
Freak medic might be useful too but for other stuff.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 30, 2018, 04:15:36 pm
So the Disruptor gives only MC Panic?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 30, 2018, 04:27:43 pm
So the Disruptor gives only MC Panic?
Exactly. MC armor gives both panic and mc control. MC battle armor lets aquanaut make quite powerful pyrokinetic attack on short range.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 30, 2018, 06:39:01 pm
Is there any difference between the Ion-Armor and the Zrbite-powered-armor? Both look the same.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 30, 2018, 06:43:52 pm
Is there any difference between the Ion-Armor and the Zrbite-powered-armor? Both look the same.
I bet Zrbite armor offers lower defense. Ion-armor has mc shield that regenerates in two turns besides normal protection, while Zrbite has only normal one. Unfortunately, even magnetic ion-armor is not enough to protect from a direct explosion of sonic grenade or sonic cannon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: long6oarder on September 30, 2018, 07:55:52 pm
Hi Nord,
I found something I would like you to fix, please. For the second half of the Jellymen Colony missions, the alienDeployments.rul is missing a line to specify the markerName, so some random string name is shown.

Please look at the attachments, and add the line of code shown into your file alienDeployments.rul file. Let me know if you think I have made a mistake. Thank you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 30, 2018, 08:07:53 pm
Thanks, will fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: long6oarder on September 30, 2018, 08:18:33 pm
Sorry for not putting this into one message. Please also add this same line of code again in line 4465 of the same file (see attachment). Thanks in advance. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 30, 2018, 09:56:59 pm
Do freaks have shields? They gleamed a bit, the last time, I encountered one.

EDIT: Found another bug:
After a lobstermen mission I got 24 Sonic Canons.  I sold 2. Definitively (because I was missing Sonic Canons several times)! Mod lets them vanish all.
Load the savegame, kill the last lobstermen and ko

Edit2: Found out, that the selling-screens contains the equipment, that is already equipped on a transporter. This is not supposed to happen. At least in vanilla it wasn`t so. By this way you can sell by accident stuff, that your soldiers are carrying.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on September 30, 2018, 10:25:54 pm
Do freaks have shields? They gleamed a bit, the last time, I encountered one.
Yes, they have.
Quote
EDIT: Found another bug:
Not a mod thing, i think. Looks like a feature. Maybe to ask Meridian?
Sorry for not putting this into one message. Please also add this same line of code again in line 4465 of the same file (see attachment). Thanks in advance. :)
Thanks, will fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 30, 2018, 10:29:02 pm
Can Thermal Tazers and the Thermal Shok Launcher breach the shields of Freaks?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 30, 2018, 10:30:11 pm
Can Thermal Tazers and the Thermal Shok Launcher breach the shields of Freaks?
It is possible to stun freaks with multiple attacks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on September 30, 2018, 10:57:47 pm
Do shields of Freaks take damage of every weapon?

And where do I get the Alien Key from?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on September 30, 2018, 11:28:23 pm
Do shields of Freaks take damage of every weapon?

And where do I get the Alien Key from?
I think yes.
Alien key is in naga city. One need to interrogate naga lord and naga city will appear one day.
You play so fast. It took me many days to get to freaks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Meridian on October 01, 2018, 11:04:18 am
Edit2: Found out, that the selling-screens contains the equipment, that is already equipped on a transporter. This is not supposed to happen. At least in vanilla it wasn`t so. By this way you can sell by accident stuff, that your soldiers are carrying.

In vanilla, this screen didn't exist.
You could not sell items right after the Debriefing.

In the attached save file, I started a new battle from the main menu. I chose a survey ship with Jellymen. There is just one Jellyman for such a small ship. When I kill the Jellyman, the mission does not end automatically (none of my units are wounded). So, in the attached save file, you can click the button to end the turn, and you will see a segmentation fault.

Known and fixed bug (in New Battle mode only).
Upgrade to OXCE 5.0 will solve it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: long6oarder on October 01, 2018, 06:04:38 pm
Hi Meridian, (love your Area 51 LP btw!)

This may be old news, but may I ask: Does the New Battle mode still allow the player to choose the interceptors as the craft? This seems like an easily avoided incompatibility. Does it just mean that Nord has to edit his files to delete interceptors from the list of crafts the player can choose, or is there something else that needs to be done? These crashes can be avoided if the player knows not to do this. Also, it seems like one would never encounter this in the campaign anyway.

There are also certain mod alien races which cannot be chosen for vanilla sites. These incompatibilities make the Randomize button a little risky. I have attached some screenshots of combinations of options which led to a crash.

If this is old news, then thanks for your patience. Otherwise, I have posted it here for consideration. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on October 01, 2018, 06:11:57 pm
I think yes.
Alien key is in naga city. One need to interrogate naga lord and naga city will appear one day.
You play so fast. It took me many days to get to freaks.

Where can I find that Naga Lord? Is this a special mission? How is it triggered, if?

So far I skipped the Alien Barge and the special Jellymen mission.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Meridian on October 01, 2018, 06:34:44 pm
This may be old news, but may I ask: Does the New Battle mode still allow the player to choose the interceptors as the craft? This seems like an easily avoided incompatibility. Does it just mean that Nord has to edit his files to delete interceptors from the list of crafts the player can choose, or is there something else that needs to be done? These crashes can be avoided if the player knows not to do this. Also, it seems like one would never encounter this in the campaign anyway.

It doesn't allow manned craft.
But since pilots, we have manned interceptors too.
I've added more checks, it should not happen in the next version.

There are also certain mod alien races which cannot be chosen for vanilla sites. These incompatibilities make the Randomize button a little risky. I have attached some screenshots of combinations of options which led to a crash.

"New Battle" is a debug tool, without any guarantees.
Not supposed to be used for playing.
In vanilla all missions and races are very uniform and compatible with each other...
... but in mods, there's about a million reasons why certain mission/race combinations will fail.
Use at your own risk.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: long6oarder on October 01, 2018, 08:07:41 pm
I see. That  makes sense. It is quite useful for debugging the translations (strings), since I can easily get to the various mission briefing screens.

Thanks for your attention.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on October 01, 2018, 09:15:53 pm
Where can I find that Naga Lord? Is this a special mission? How is it triggered, if?

So far I skipped the Alien Barge and the special Jellymen mission.
Naga lord: naga very large subs, your base defense, random naga temple mission (1 or 2), ship defense from naga terror, possibly naga barge mission. I have no idea how is it triggered.
I did alien barges 5-10 times and jellyman mission 1 time.
By the way, jellyman ruler provide special research to reach peace with jellyman, including some biotech. Jellyman colonies will become peaceful as well.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on October 01, 2018, 09:17:57 pm
Ah, ok. I never had a naga temple before!

Do I have to do something for it to appear?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on October 01, 2018, 09:20:30 pm
Ah, ok. I never had a naga temple before!

Do I have to do something for it to appear?
Perhaps, you need to interrogate naga warrior until he will tell you about naga society.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on October 01, 2018, 10:57:56 pm
Does M.C. get weaker with range? I`ve got now the M.C. Armor.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Meridian on October 01, 2018, 11:00:54 pm
Does M.C. get weaker with range? I`ve got now the M.C. Armor.

yes
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on October 01, 2018, 11:02:12 pm
yes
Is this due to OXCE or mod-based?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Meridian on October 01, 2018, 11:05:51 pm
Is this due to OXCE or mod-based?

Neither.
It's standard xcom feature.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on October 01, 2018, 11:14:04 pm
IIrc it wasn`t that way in vanilla, but nevermind.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Meridian on October 01, 2018, 11:18:59 pm
IIrc it wasn`t that way in vanilla, but nevermind.

If you don't mind, then please don't write such things... people might believe you and you will only create more confusion.

If you do mind, then there's tons of resources on the internet, where you can find exact formulas (for example on ufopaedia.org) and see that distance is a big factor.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on October 01, 2018, 11:35:14 pm
Ok, I DO mind:
In vanilla I could mind controll the whole map with my Aquanauts and and soldiers sitting in their transport. This with each single f... try.

But I noticed here, that my best MC soldier seems to be capped to skill 70. Maybe that plays an important role.

In vanilla there was that cap at about 103.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Meridian on October 01, 2018, 11:40:01 pm
Yes, MC skill is a very big factor too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on October 02, 2018, 05:06:58 am
Ok, I DO mind:
In vanilla I could mind controll the whole map with my Aquanauts and and soldiers sitting in their transport. This with each single f... try.

But I noticed here, that my best MC soldier seems to be capped to skill 70. Maybe that plays an important role.

In vanilla there was that cap at about 103.
I think that MC skill can be higher than 70 if trained in MC lab. Training on the field indeed did not raise higher than 70. I had MC skill 73. Perhaps, it is not the limit. It was not critical although. More important was that there were no soldiers that could not fall against mind worms, locusts.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on October 02, 2018, 08:59:17 am
More important was that there were no soldiers that could not fall against mind worms, locusts.
As the writhing, teeming mass of mindworms swarmed over the outer perimeter, we saw the defenders recoil in horror. "Stay calm! Use your flame guns!" shouted the commander, but to no avail. It is well known that the Mind Worm Boil uses psychic terror to paralyze its prey, and then carefully implants ravenous larvae into the brains of its still-conscious victims. Even with the best weapons, only the most disciplined troops can resist this horrific attack.
— Lady Deirdre Skye, "Our Secret War"
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: LouisdeFuines on October 02, 2018, 06:28:03 pm
Strange, according to the Pedia, the Leviathan should be able to carry 2 torpedos and 2 cannons. I equipped 2x S. Oscillator and one Ajax Torpedo. The third slot doesn`t allow me to equip a second Ajax torpedo.

EDIT: Just checked it: Slot 1 - 3 is for cannons, I just equipped 3 S.Oscillators. Then the pedia is lying on me. :P
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on October 02, 2018, 08:50:51 pm
New version is up.
Changelog:
 - minor fixes;
 - naga sorceror fix;
 - decreased chances for alien biolab to spawn;
 - new english translation by long6oarder;
 - proudly present to you: new TRITON appearance, gratefully stolen from Carlos Cabrera (original art: https://img00.deviantart.net/2777/i/2010/060/d/4/xcom_fanart_by_artbycarlos.jpg (https://img00.deviantart.net/2777/i/2010/060/d/4/xcom_fanart_by_artbycarlos.jpg))
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: 5taras on October 02, 2018, 09:12:57 pm
New version is up.
Changelog:
 - minor fixes;
 - naga sorceror fix;
 - decreased chances for alien biolab to spawn;
 - new english translation by long6oarder;
 - proudly present to you: new TRITON appearance, gratefully stolen from Carlos Cabrera (original art: https://img00.deviantart.net/2777/i/2010/060/d/4/xcom_fanart_by_artbycarlos.jpg (https://img00.deviantart.net/2777/i/2010/060/d/4/xcom_fanart_by_artbycarlos.jpg))
Carcharodons can be recycled now? Captured biodrones executed?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
Post by: Nord on October 02, 2018, 09:24:11 pm
Carcharodons can be recycled now? Captured biodrones executed?
Well... no.   ::)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: LouisdeFuines on October 03, 2018, 11:40:43 am
I did the naga society research, but still no temple shows up.

Did I do something wrong?

There don`t show up any very large USOs with Nagas at all.

EDIT:
Ok, patience was necessary. The temple appeared. :-)

Edit2:
Ok, I got that Naga Lord reserarched. It gabe me the ultimate threat. Do I need a second one for Naga City?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: 5taras on October 03, 2018, 02:27:22 pm
I did the naga society research, but still no temple shows up.

Did I do something wrong?

There don`t show up any very large USOs with Nagas at all.

EDIT:
Ok, patience was necessary. The temple appeared. :-)

Edit2:
Ok, I got that Naga Lord reserarched. It gave me the ultimate threat. Do I need a second one for Naga City?
Naga city is not a research. I don't know. Naga city suddenly appeared after I've learnt everything naga lord knew.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: LouisdeFuines on October 03, 2018, 03:54:51 pm
Ok, Naga tree is researched. I got the Alien Key.

How do I get peace with the Jellyman? I got already the Jellyman origin.
Where do I find that Jellyman Ruler?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: 5taras on October 03, 2018, 04:40:40 pm
Ok, Naga tree is researched. I got the Alien Key.

How do I get peace with the Jellyman? I got already the Jellyman origin.
Where do I find that Jellyman Ruler?
Tsunami generator or jellyman colony. It looks like as normal colony on map. From jellyman colonies arrive many jellyman subs. Magnetic buyos can help to locate hidden colonies. Capture a ruler or two and interrogate.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: LouisdeFuines on October 03, 2018, 04:42:06 pm
Can it be, the Jellyman-Colony has no sub-interceptor-circle around it? I`ve got such a base on my map.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: 5taras on October 03, 2018, 04:44:16 pm
Can it be, the Jellyman-Colony has no sub-interceptor-circle around it? I`ve got such a base on my map.
may be
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Nord on October 03, 2018, 05:08:38 pm
Can it be, the Jellyman-Colony has no sub-interceptor-circle around it? I`ve got such a base on my map.
Yes it is.
Also these bases generate no infiltrations, but cruising missions.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: LouisdeFuines on October 03, 2018, 05:14:44 pm
Thank you @Nord.

@all:
Tell me please, has every usual colony have a lobsterman commander? I just raided a base and there was no commander there, just: technicians, squad leaders, navigators and soldiers.

In vanilla there had been at least 2 commanders in the building with the synomium device.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Nord on October 03, 2018, 08:11:12 pm
@all:
Tell me please, has every usual colony have a lobsterman commander? I just raided a base and there was no commander there, just: technicians, squad leaders, navigators and soldiers.
Yes, every. Maybe you missed him.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: LouisdeFuines on October 03, 2018, 11:15:48 pm
Do Commanders appear on Dreadnoughts (very large USO) too?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: 5taras on October 03, 2018, 11:29:27 pm
Do Commanders appear on Dreadnoughts (very large USO) too?
As a rule they do.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: LouisdeFuines on October 03, 2018, 11:36:00 pm
As a rule they do.
Even the lobsterman commander? Can you by this bypass the alien colony?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: 5taras on October 03, 2018, 11:40:31 pm
Even the lobsterman commander? Can you by this bypass the alien colony?
Yep. Capture 2 commanders from dreadnought if they survive the explosion of their sub.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: LouisdeFuines on October 04, 2018, 07:48:38 pm
I researched the Jellyman Treaty. There should be peace now between humanity and Jellymen. But the still start cruising missions. Why that?

And the Jellyman colonies still remain hostile.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: 5taras on October 06, 2018, 06:13:54 am
I researched the Jellyman Treaty. There should be peace now between humanity and Jellymen. But the still start cruising missions. Why that?

And the Jellyman colonies still remain hostile.
I've asked that before already in the forum. Cruising missions of jellyman do not spoil relations with nations according to the developer. There is some natural logic that jellyman colonies remain hostile to non-jellyman visitors as it's their private territory. I don't know whether destruction of any jellyman colony after treaty will improve relations with nations or not.
 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: LouisdeFuines on October 06, 2018, 11:03:49 am
So cruising missions generate no more negative points after the Treaty, yes?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Nord on October 06, 2018, 01:57:20 pm
So cruising missions generate no more negative points after the Treaty, yes?
No. You need to destroy all jellyman bases to stop acquire negative rating.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: LouisdeFuines on October 06, 2018, 02:17:02 pm
But won`t they generate more Jellyman-Bases? Or do they stop after the treaty?

In other words: What`s the treaty good for?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: long6oarder on October 06, 2018, 03:39:48 pm
Hi Nord :)

The military base under attack in Antarctica has something missing: When you start the mission (after the missing briefing screen), the music should change to the standard terror site music, but instead it keeps playing whatever music you last heard. For example, if you loaded the game from the main menu, you would hear the main menu music during the whole mission. Please see attached save file. Also, please fix the hole in the rear of the Triton door. It's costing me valuable soldiers.  :'( Find the guy named 'Severin' in this mission, and make him crouch. Even though the door is closed, the Aliens outside will snipe him immediately.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Nord on October 06, 2018, 09:06:25 pm
But won`t they generate more Jellyman-Bases? Or do they stop after the treaty?

In other words: What`s the treaty good for?
No new Jellyman bases will spawn after treaty. Also, you get new research.
Hi Nord :)

The military base under attack in Antarctica has something missing: When you start the mission (after the missing briefing screen), the music should change to the standard terror site music, but instead it keeps playing whatever music you last heard. For example, if you loaded the game from the main menu, you would hear the main menu music during the whole mission. Please see attached save file. Also, please fix the hole in the rear of the Triton door. It's costing me valuable soldiers.  :'( Find the guy named 'Severin' in this mission, and make him crouch. Even though the door is closed, the Aliens outside will snipe him immediately.
Ok, will fix, thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Joe on October 06, 2018, 10:11:41 pm
Is this mod compatible with the X-com files mod? It looks really cool!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Meridian on October 06, 2018, 10:21:14 pm
Is this mod compatible with the X-com files mod? It looks really cool!

No.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: LouisdeFuines on October 06, 2018, 10:56:47 pm
One bugreport from me too. My people can see through the 2 doors of the Leviathan and being seen.

Aliens shot my people through the closed doors (and vica-versa).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: 5taras on October 07, 2018, 04:57:51 am
1. It's a bit strange to destroy jellyman colonies after peaceful treaty. How can they tolerate that and stay calm?
2. Also, I have to defend jellyman outposts from another aliens after the treaty. If I ignore the mission, with what nation I shall spoil relations?
Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Nord on October 07, 2018, 07:44:07 am
1. It's a bit strange to destroy jellyman colonies after peaceful treaty. How can they tolerate that and stay calm?
2. Also, I have to defend jellyman outposts from another aliens after the treaty. If I ignore the mission, with what nation I shall spoil relations?
Thanks
1. Game mechanics, sadly. You can think about them as rebels or extremists.
2. As any other mission, depends in which region this mission takes place.
One bugreport from me too. My people can see through the 2 doors of the Leviathan and being seen.

Aliens shot my people through the closed doors (and vica-versa).
I thinked it is allready fixed... Need to recheck.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: long6oarder on October 09, 2018, 10:22:42 pm
How feasible is it to include the updated geoscape that I am seeing on Hobbes' Area 51 mod? It seems the common sense answer is that it would not be very easy because of all the terrain maps and how they might be need to be more intricately associated with certain areas of the globe. The same goes for mission types, etc, I would imagine.

But is it possible for this mod?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Nord on October 10, 2018, 06:55:54 am
Quite a problem, i think. Because UFO globe and TFTD globe are not the same.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Meridian on October 10, 2018, 05:12:27 pm
I have two questions about starting concepts:

1. High Stun Concept
- what is this?
- is this OXCE shock indicator? because I don't see it defined... https://openxcom.org/forum/index.php/topic,5360.msg98358.html#msg98358
- I also don't see any definition on armor with negative HP regeneration... how does this mechanic work?

2. Water Pressure Concept
- I assume taking damage per turn is done by environmental effects? "GULPGULP" and "GULPGULPGULP" correct? or is there something else?
- how is this "a downside to wearing armor" ? if you're wearing armor, you will be protected against this effect, no? so it is a downside of not wearing an armor... or am I missing something?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Nord on October 10, 2018, 08:17:52 pm
I have two questions about starting concepts:

1. High Stun Concept
- what is this?
- is this OXCE shock indicator? because I don't see it defined... https://openxcom.org/forum/index.php/topic,5360.msg98358.html#msg98358
- I also don't see any definition on armor with negative HP regeneration... how does this mechanic work?

2. Water Pressure Concept
- I assume taking damage per turn is done by environmental effects? "GULPGULP" and "GULPGULPGULP" correct? or is there something else?
- how is this "a downside to wearing armor" ? if you're wearing armor, you will be protected against this effect, no? so it is a downside of not wearing an armor... or am I missing something?
1. Oh, thanks. will fix. Yes, you are right and i forget about this at all...
2. Yes, you are right again. But there is a misunderstanding between me and long6oarder in the spellcheck. Meaning of this - only down side of armor counts. I has found no way to count all sides simultaneously. I will fix description.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: long6oarder on October 11, 2018, 04:30:04 pm
Yes, I am glad this came up because I forgot to ask about it as well.

I had thought that "down side" meant "disadvantage". Of course, my translation doesn't make sense, but I wrote it before I started playing the game. Since so many advancements in OXCE and this mod have taken place in the past year (the last time I really played any X-Com), I thought there was some new mechanic being implemented here that I just haven't seen yet.

Anyway, Nord, it sounds like you are trying to say that the underside of the armor is the only armor value that is considered when this effect is taking place. Is that right? And is the effect supposed to be that aquanauts eventually pass out from high water pressure while wearing the Aqua-lung armor? In the playthrough I just started, I did not experience this effect. I typically had at least one aquanauts wearing the Aqua-lung armor, but no one ever passed out in at least 20 underwater missions. Also, I am not sure that the -20 Stamina effect for the Aqua-lung armor is implemented either. (I really do like this armor, by the way)

Not directly related to this, I have seen the OXCE high stun indicator working recently (the purple number icon), but from stun grenades, etc, and again not from simply wearing the Aqua-lung armor for too long.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Meridian on October 11, 2018, 04:58:37 pm
Not directly related to this, I have seen the OXCE high stun indicator working recently (the purple number icon), but from stun grenades, etc, and again not from simply wearing the Aqua-lung armor for too long.

That's also a terminology issue.

"High stun indicator" is that purple box indicator... works without modding and can be enabled/disabled in user settings.

What is described in that pedia article looks like the "Shock indicator"... which needs to be modded and is visible only when you are already stunned and lying unconscious on the ground... and have negative HP regen (usually caused by your stun level being a lot higher than your max HP).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Nord on October 11, 2018, 09:35:02 pm
That's also a terminology issue.

"High stun indicator" is that purple box indicator... works without modding and can be enabled/disabled in user settings.

What is described in that pedia article looks like the "Shock indicator"... which needs to be modded and is visible only when you are already stunned and lying unconscious on the ground... and have negative HP regen (usually caused by your stun level being a lot higher than your max HP).
Allready fixed, will upload when i add something graphic-related. Can't decide what exactly.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: long6oarder on October 12, 2018, 10:51:29 am
Hi Nord,

I need to ask you about the Alien Barge mission. Is it an underwater mission or a surface mission?

Based on the mission briefing, which says "floating alien barge", and the fact that the site on the geoscape was on land in Fiji, it seems like a surface mission.

However, the mission itself is underwater, and all my surface weapons are hidden from view when I start the mission. Plus, the music is for underwater missions.

So, I propose this: I will change the description to be called "Alien Submersible" which should imply that it is an underwater mission, and I think you should change the mission location to be generated in the middle of the ocean somewhere. With those two things changed it should be clear that it is an underwater mission. Hopefully this will be the least amount of work for you, too (as long as you intended this to be an underwater mission).

I have attached a save file with my Triton on the way to the mission. If you want to see what weapons I was going to take, just return the Triton to base and look.

On a separate issue, I have acquired 'Old Alien Flight Records' (fun mission to get those, by the way), but I cannot see it in the research topics yet. Maybe I haven't met all the research requirements to see it, but I don't know how to look that up without spoiling everything for myself. You can also see this in the attached save file. Look in 'Sell/Sack' and you will see that I have 'Old Alien Flight Records'.

Also, when you have a chance, please send me your latest English strings file with the updated descriptions for the things Meridian asked about (or just PM me with those two descriptions). I can then update them and then send you my latest English string file before your next release. School is about to start up for me again, so I would like to give you my latest corrections soon so you will have them for your next release. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: ivandogovich on October 12, 2018, 05:48:50 pm
Allready fixed, will upload when i add something graphic-related. Can't decide what exactly.

Here is a mod with a shock indicator that is a yellow lightning bolt.  I think it works well.  There are some alternate symbols there too.

https://openxcom.org/forum/index.php/topic,6405.0.html
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Nord on October 12, 2018, 08:09:12 pm
I need to ask you about the Alien Barge mission. Is it an underwater mission or a surface mission?
It is underwater mission, just a little bug in placement. I'll try to fix it.
Quote
On a separate issue, I have acquired 'Old Alien Flight Records' (fun mission to get those, by the way), but I cannot see it in the research topics yet. Maybe I haven't met all the research requirements to see it, but I don't know how to look that up without spoiling everything for myself. You can also see this in the attached save file. Look in 'Sell/Sack' and you will see that I have 'Old Alien Flight Records'.
Item you have used to provide compatibility with old versions. Related technology are allready researched. You can see an article in Usopedia.
Quote
Also, when you have a chance, please send me your latest English strings file with the updated descriptions for the things Meridian asked about (or just PM me with those two descriptions). I can then update them and then send you my latest English string file before your next release. School is about to start up for me again, so I would like to give you my latest corrections soon so you will have them for your next release. :)
      STR_OCEAN2_UFOPEDIA: "The ocean is a harsh environment, and below certain depths water pressure becomes a factor. If the aquanaut's armor has any breaches, he/she will take stun damage each turn. At the moment, only down side of armor counts. This applies if aquanauts dive too deep with only aqua-lung."
Here is a mod with a shock indicator that is a yellow lightning bolt.  I think it works well.  There are some alternate symbols there too.
How about that?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Meridian on October 13, 2018, 06:28:03 pm
You can remove all OXCE/OXCE+ missing strings from your extraStrings.rul... lines 970-1218
They are now all included and also updated, so some of yours are obsolete...

for example:
Code: [Select]
# divider
      "SELECT AVATAR FOR\n{0}": "SELECT AVATAR FOR\n{0}"
      STR_AVATAR_NAME_1: "#01 Male, Blonde"
      STR_AVATAR_NAME_2: "#02 Male, Brown hair"
      STR_AVATAR_NAME_3: "#03 Male, Asian"
      STR_AVATAR_NAME_4: "#04 Male, African"
      STR_AVATAR_NAME_5: "#05 Female, Blonde"
      STR_AVATAR_NAME_6: "#06 Female, Brown hair"
      STR_AVATAR_NAME_7: "#07 Female, Asian"
      STR_AVATAR_NAME_8: "#08 Female, African"
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
Post by: Nord on October 13, 2018, 08:24:23 pm
You can remove all OXCE/OXCE+ missing strings from your extraStrings.rul... lines 970-1218
They are now all included and also updated, so some of yours are obsolete...
Done... partially.

Version 2.19 is up.
Changelog:
 - fixed shock mechanic;
 - fixed a pair of text strings;
 - minor fixes;
 - new Poseidon appearance, Triton sprites are also updated (minor fixes).
 - newest OXCE build used.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Solarius Scorch on October 13, 2018, 10:22:20 pm
Perhaps you would be interested in putting the mod up on Transifex to create other language versions?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Nord on October 14, 2018, 08:15:45 am
Perhaps you would be interested in putting the mod up on Transifex to create other language versions?
What should i do?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Solarius Scorch on October 14, 2018, 10:02:27 am
What should i do?

Nothing, just tell me and I'll set it up for you. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Nord on October 14, 2018, 10:47:19 am
Nothing, just tell me and I'll set it up for you. :)
Well, ok.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Solarius Scorch on October 14, 2018, 01:22:04 pm
I noticed that your strings are in .rul files, not .yml files. This is okay, but for Transifex we would have to change it. It's no big deal, I converted the files for you, but you would need to create a new folder "Language" within TWoTS and keep the language files there.
Attaching the converted language files. Please confirm if you're OK with this change. Also please test it (remove both extraStrings rulesets, create a Language folder, put the new files there).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Arvidus on October 14, 2018, 01:52:54 pm
Greetings,
Awesome work so far on this great mod. Was hoping I could contribute somewhat in a certain field.

Something I always thought was missing from TFTD was lore surrounding the new political state on Earth.
Was messing around with some ideas for flags for the new council member nations.
Judging from their sphere of influence and marked territories, I made some assumptions surrounding the nations' backgrounds and made designs accordingly:

(https://imgur.com/um8wYFv.png)

(My talents lies mainly around GFX and 2D graphics, so my lorecrafting might not be the best. Which is why limited myself to just four nations for the moment)

USA
Considering the fact that the Euro Syndicate only holds territory around the Mediterranean and British Coast and USA now holds dominion across almost all of the Atlantic and North Sea; I imagined that due to events involving EU and Russia, the US took the opportunity to take drastic and radical measures and pull what's left of the EU into its control. Now USA consists of North America minus three states (New Mexico, Texas and Alaska), plus one state (Canada) as well as Western Europe.

New Mexico Cooperative
Mexico now seems to have increased its influence northward and now encompasses what seems to be real life New Mexico and Texas as well. I imagine that Texas and New Mexico broke off from the US and with Mexico came to an arrangement that resulted in a triple union.
(Realised in hindsight that I missed the fact that they have influence across all of the southern coast of North America and the Caribbean)

People's Republic of Alaska
Self explanatory, a communist Alaska. Breaking off from the US due to perhaps similar reasons as Texas and New Mexico.

Brazilian Union
Brazil has been busy. Through military-, peaceful means or a combination; They have managed to bring all of South America in their sphere of influence. So the flag consists of an additional colour to represent more nations as well as the symbol for the current Union of South American Nations (I doubt Brazil could simply rule as an empire and so the "Union" part of the name points more towards a Federative system).

These are just examples and they are far from final. So far, this mod has done an excellent job at fleshing out the world of TFTD and I really hope to see the council members get the same treatment.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: long6oarder on October 14, 2018, 05:35:34 pm
Hi everyone,

Wall of text here (sorry), but there are a few things I would like to explain. I would be thankful to Nord, Solarius Scorch, and Meridian in particular for taking the time to read it. (Meridian maybe can skip to 2nd to last paragraph)

After v2.18 was released, I started a playthrough of TWoTS to finally check out the mod, and also to further debug as many of the English strings that I could. Of course, I have already been working on this file with Nord for a year now, but I still find small things that need to be corrected, like missing articles, incorrect conjugations, and most of all, capitalization inconsistencies.

I try to do my part to make the experience more immersive each time, which to me means removing any distractions that remind the player that the game isn’t perfect, and that some parts of the game are from the mod and some parts are from the vanilla game. So for example, before v2.18 came out, I went through and tried my best to unify the vanilla mission briefings with the TWoTS mission briefings so that they all look the same and use mostly the same way of instructing the player. In this way I hope to make it so a brand new X-Com player can’t tell what’s vanilla and what’s TwoTS when playing this mod. Nord included this round of corrections in the 2.18 release (thanks, again!).

To continue working towards this goal, after v2.18 came out I then tried to unify the vanilla UFOpedia articles with the TWoTS UFOpedia articles, which means that I went through probably 70% of the vanilla UFOpedia strings and tried to make them consistent with the TWoTS strings. For example, in the vanilla strings there were some places where “Gillman” was one word, some places where it was two words (Gill Man), and some places where is was plural (Gillmen). These inconsistencies are distracting to me, and I find many such small problems with the vanilla strings (again, mostly inconsistent capitalizations or use of hyphens), so I have corrected as many as I could find so far. I did this by copying the vanilla strings from en-US.yml into ExtraStrings.rul and making the corrections there.

You might guess that the next thing I would want to do is make the mission alerts (the splash dialogues that show up on the geoscape) consistent between vanilla and TWoTS. Such a guess would be correct.

Now, just prior to Nord’s release of v2.19, I submitted another update of the ExtraStrings.rul file to him which included all these corrections to the vanilla strings mentioned above. However, he did not include this in the 2.19 release. This is no big deal because I know he has his hands full. BUT, now that I see Solarius Scorch is setting up the mod to be translated into other languages, I really want to make sure my latest corrections file is used so that I don’t lose at least two days’ worth of work, but more importantly so that people don’t start translating a ton of (minorly) incorrect texts!

Of course, Nord also made some other corrections to the ExtraStrings.rul file for the v2.19 release as well. I have gone through and merged these two files (thank god for git!), and you will find it attached. Nord, just to reassure you that this ExtraStrings.rul has your latest work, please look at this list of changes that I saw you made, which I then included in the attached file:
- lines 970-973 deleted
- lines 975-1103 deleted
- lines 1107-1206 deleted
- lines 1210-1218 deleted
- lines 613-619 use “Alien Barge” for the name, and not “Alien Lab Sub”
- line 106 uses your corrected way of explaining the Water Pressure Concept

So, Nord, I hope this attached file will have your blessing to be used by Solarius Scorch for Transifex.

Solarius Scorch, I think it’s great that you want to put this mod up on Transifex. I mentioned it briefly before, but just to be clear: for my corrections of the vanilla strings, I have been copying from the en-US.yml file and adding those strings near the end of the ExtraStrings.rul file. When I did this, I did not know that the en-US.yml file would be used for Transifex (or even that this mod would be put on Transifex). The benefit of my approach was that I never changed the en-US.yml file myself.

So now I am kindly asking: If you are going to merge the ExtraStrings.rul file into the en-US.yml file, please use the attached ExtraStrings.rul file instead of the one that came with v2.19, and for the vanilla strings, please be sure to use the ones I corrected (in the attached file) and not the default ones.

I realize that what I am asking is a lot work, because I just got done doing all that work. To make things worse, I only corrected the vanilla strings that I believed needed to be corrected, so how can anyone but me know which ones they are without reading every single one? On top of this, they are in no particular order, only roughly grouped together by category. So, of course, I volunteer to merge these files if you don’t want to do this.

I want to ask, though: If you simply added the full contents of the ExtraStrings.rul file to the end of the en-US.yml file, would that be enough to make sure my corrections of the vanilla strings are used in Transifex? I believe the TFTD game itself just uses the last read copy of any text string encountered when compiling. Does it work the same way with Transifex? Because if so then there really isn’t much work involved.

And finally, Meridian, if you are going to start your LP any time soon, please use the attached ExtraStrings.rul file. After watching your last Area 50 episode and hearing that you plan to play TWoTS sometime, I dropped what I was doing Friday morning for six hours to try to fix as many more things as I could in the English strings (vanilla and TWoTS) to get ready to push another round of corrections to Nord. I know you hold modders to a particularly high standard when it comes to the English text the player sees in game (and I know I am painting a target on my back here), so it would be a shame if you didn’t have my latest round of corrections. It still won’t be perfect because reading hundreds of lines for English mistakes isn’t as effective as reading one at a time as you play the game, but still, the attached file represents my best efforts yet.

IF anybody made it to the end of this, I really thank you for reading it. I’m just trying to avoid losing a bunch of work I just did, but again, that’s not as important as making sure the best version of the file is the one that gets used for Transifex and any high-profile LP that is about to showcase what a great job Nord did making this mod.  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Solarius Scorch on October 14, 2018, 05:49:54 pm
I will add the mod to Transifex only if Nord agrees to the changes which are necessary to use Transifex.
After this happens, I can use whichever file is deemed appropriate... But it's between Nord and any other parties involved, I'm just a technical here. ;) The conversion itself is trivial, I don't mind doing it again for another version.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Nord on October 14, 2018, 08:18:46 pm
I will add the mod to Transifex only if Nord agrees to the changes which are necessary to use Transifex.
After this happens, I can use whichever file is deemed appropriate... But it's between Nord and any other parties involved, I'm just a technical here. ;) The conversion itself is trivial, I don't mind doing it again for another version.
Ok, yaml works fine (as it should be). Do you want that i reupload archive with those files?
Ok, great. And in what part of game you want this to be?

Your work is highly appreciated. Of course most updated version shall be used. Sorry for not all done from your posts, distractions IRL. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: long6oarder on October 14, 2018, 09:33:43 pm
Your work is highly appreciated. Of course most updated version shall be used. Sorry for not all done from your posts, distractions IRL. :)

Thanks, Nord. :) I am glad you are satisfied.


Solarius Scorch, thanks for taking care of the file conversion. Is there something I should do differently in the future that would make your work easier, or is this kind of a one time thing?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Solarius Scorch on October 15, 2018, 12:50:54 am
Ok, yaml works fine (as it should be). Do you want that i reupload archive with those files?

No thanks, no need, unless you have a new version - then please send it to me and I'll make an update.

Your work is highly appreciated. Of course most updated version shall be used.

All right, then I'll use long6oarder's version.

Solarius Scorch, thanks for taking care of the file conversion. Is there something I should do differently in the future that would make your work easier, or is this kind of a one time thing?

Just work with Nord; as I wrote above, if there is a new version, Nord should send it to me and I will update it.

EDIT: It's ready! (https://www.transifex.com/openxcom/openxcom-mods/twots-the-world-of-terrifying-silence/)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: LouisdeFuines on October 15, 2018, 08:16:42 pm
@Nord, could you please post the changelog for v2.19?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: ivandogovich on October 15, 2018, 08:18:46 pm
Heya Nord!
Poet, Ohartenstein and I were talking about Meridian's first vid.  We all thought there could be a really good improvement to your dropzones from the flying boat.

How about having the squad face in all directions?

(https://media.discordapp.net/attachments/451137114642579456/501442930603458571/unknown.png)

ohartenstein23Today at 10:12 AM
Just do facings from 0 to 7 clockwise starting with the right-most aquanaut
    deployment:
      - [2, 6, 0, 0]
      - [4, 6, 0, 1]
      - [6, 6, 0, 2]
      - [8, 6, 0, 3]
      - [1, 4, 0, 7]
      - [3, 4, 0, 6]
      - [5, 4, 0, 5]
      - [7, 4, 0, 4]
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Nord on October 16, 2018, 09:23:34 am
Heya Nord!
Poet, Ohartenstein and I were talking about Meridian's first vid.  We all thought there could be a really good improvement to your dropzones from the flying boat.

How about having the squad face in all directions?
Good idea. Will do.
@Nord, could you please post the changelog for v2.19?
https://openxcom.org/forum/index.php/topic,5566.msg104945.html#msg104945 (https://openxcom.org/forum/index.php/topic,5566.msg104945.html#msg104945)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Meridian on October 19, 2018, 09:25:39 pm
Heya Nord!
Poet, Ohartenstein and I were talking about Meridian's first vid.  We all thought there could be a really good improvement to your dropzones from the flying boat.

How about having the squad face in all directions?

ohartenstein23Today at 10:12 AM
Just do facings from 0 to 7 clockwise starting with the right-most aquanaut
    deployment:
      - [2, 6, 0, 0]
      - [4, 6, 0, 1]
      - [6, 6, 0, 2]
      - [8, 6, 0, 3]
      - [1, 4, 0, 7]
      - [3, 4, 0, 6]
      - [5, 4, 0, 5]
      - [7, 4, 0, 4]

This seems to be somehow completely wrong.
Correct positions for Seamaster are as follows:

Code: [Select]
    deployment:
      - [6, 2, 0, 0]
      - [6, 4, 0, 1]
      - [6, 6, 0, 2]
      - [6, 8, 0, 3]
      - [3, 1, 0, 7]
      - [3, 3, 0, 6]
      - [3, 5, 0, 5]
      - [3, 7, 0, 4]
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: ohartenstein23 on October 19, 2018, 09:43:27 pm
That's what I get for counting from an image and not testing it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Meridian on October 21, 2018, 06:46:48 pm
A few bugreports:

1. mission descriptions are missing something... either the word "UNDER" should not be there or it should be followed by what is it actually under

2. second level in this mission should have special tiles marked as ENTRANCE (1), not as EXIT (13)... otherwise the abort mission dialog doesn't work and also item recovery doesn't work... and probably also some other things don't work

3. the dirt rubble is much taller than it looks like... so you cannot see aliens through it and you cannot shoot through it... for example that Aquatoid in the corner is stuck and you can't find him other than in debug mode... see also FPS screenshot

PS: also soldiers don't get full TU when they start a next stage of a multi-stage mission... this is a recent OXCE 5.1 bug... I will fix that
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: long6oarder on October 22, 2018, 09:26:27 am

1. mission descriptions are missing something... either the word "UNDER" should not be there or it should be followed by what is it actually under


Nord, I noticed this one as well. Unfortunately I did not have a save file to give you. What's strange is that these missions DO have a marker name. Also, the mission briefing comes together properly in New Battle mode.

See the attached screenshot. The words "ALIEN ASSAULT" are the marker name, which appears on the geoscape when you click the location, and also appears in the mission briefing screen. This made the mission briefing screen a little tricky to prepare, since I always had to choose a title (the top line) which would flow well with the marker name, and the marker name always has to be concise enough to make clear what the mission is and also fit inside that small dialogue box on the geoscape.

This trick of having the title make a complete sentence with the marker name isn't too difficult in English, but I imagine translations to other languages will be more difficult because of this. Does anybody know a better way to do this?

Anyway, Nord, in my testing I could not figure out why just this ALIEN ASSAULT mission has this problem with the mission briefing. So far it's the only mission with this problem that I have found in my playthrough. The cheapest fix is just to delete the word "UNDER", but it would be nice to correct the cause of the error in case it happens in other missions, too. That's your choice, my friend.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: long6oarder on October 22, 2018, 09:52:41 am
I just finished watching Meridian's episode 5 of TWoTS. Meridian, I have to say that the Line of Fire obstructions highlighter is absolutely brilliant. It is elegant and very impressive.

Regarding the training pools, I also think they train up the aquanauts quite quickly. Compared to vanilla X-Com, it takes significantly less time to get good soldiers. I, for one, LOVE this, though! I know it's not the same as earning good soldiers through constantly struggling and training them in each mission, but I don't miss that part of the game. Training aquanauts used to mean making a conscious decision to hold off on completing the mission objectives just to shoot MC'ed Lobster Men with weak pistols so you can increase your aquanaut's firing accuracy. I hated doing that. It's even worse when training MC skills. WAY worse. I think it's a huge waste of time and very boring. It's probably the number one reason lose control of myself and save scum: I just don't want to re-train my soldiers.

In my recently started playthrough of TWoTS, I am not constantly stuck with the weakest, worst-performing aquanauts money can buy. After a month or two and a few real missions, they are decently reliable. Now, finally, every mission isn't a chess match. I can take risks! That is SO much more fun to me! I truly admire the patience and strategy I've seen in some of the Let's Play's, and watching them has made me a better player, but I guess I am just not always so patient. Especially if I have been playing for hours and it's like my fourth mission in that sitting, I just want to blast through it as much as I can. Otherwise, it's just too tedious and I need a break.

Anyway, maybe that's a super unpopular view about the missions, but I definitely feel this way. I love the new training pools. I don't think they are unrealistic either. Imagine an aquanaut's day: wake up, train, sleep, repeat. Their job is to stay fit for the missions. If they train every day or even just five days a week, I bet after 15 days (assuming the aquanaut goes on two missions per month), he would be stronger and a better marksman.

However you might feel about this, it seems like there is a good opportunity to introduce balancing for each difficultly level through nerfing/buffing of the training pools. I am curious what others think about this, or the training pools in general.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.19)
Post by: Nord on October 31, 2018, 07:29:50 pm
I am here, i have not forget about mod.
Version 2.20 is up.
Changelog:
 - fixed abandoned crypt map, terrain and text strings;
 - different directions for P8M deployement;
 - added a pair of ufopedia articles;
 - newest OXCE build used.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: long6oarder on October 31, 2018, 09:55:09 pm
Please find attached the updated English translations for v2.20.

Nord, I have converted my file to yml, and I have included your latest updates. It was easier than I expected :)

Users: Please copy this file into the following folder location and overwrite the en-US.yml which is already there.

...\TWoTS_2_20\User\mods\TWoTS\Language

Enjoy!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: SIMON BAILIE on November 01, 2018, 01:12:13 am
I just updated my current game of TWOTS from v2.19 to v 2.20 and a strange bug seems to be occurring. In the attached save my troops are all equipped with surface weapons, primed dye grenades and other equipment but once the Triton lands at any mission including the one on the save all my troops have absolutely nothing on them, can anyone help? The zip file contains all 5 of the other mods I'm using. The same thing happens when I run a test in new battle mode.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: Nord on November 01, 2018, 07:23:23 am
I just updated my current game of TWOTS from v2.19 to v 2.20 and a strange bug seems to be occurring. In the attached save my troops are all equipped with surface weapons, primed dye grenades and other equipment but once the Triton lands at any mission including the one on the save all my troops have absolutely nothing on them, can anyone help? The zip file contains all 5 of the other mods I'm using. The same thing happens when I run a test in new battle mode.
All works fine for me. Maybe some mod conflict. I see you use a lot of them, do not know for what.
Like swapping small and very small uso's are allready done in TWoTS.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: SIMON BAILIE on November 01, 2018, 02:15:22 pm
Did a fresh install and transferred the user folder from the old install and took off the mod swapping the two small uso's, going great now. Thanks for your help.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: Dantalion on November 01, 2018, 11:51:44 pm
Alright, wanted to try out some things from newer versions after finishing the mod with 2.15.
Then immediately stumbled upon a crash - it's a backwards compatibility thing (old save), but since it's a late-game feature, maybe nobody noticed yet.
Even though it can be worked around easily, I still think I need to report this:
>Starting a battlescape or opening inventory of soldier equipped with Ogre armor will crash.
Here's the log:
[02-11-2018_00-45-50]   [FATAL]   A fatal error has occurred: Sprite .SPK not found
[02-11-2018_00-45-50]   [FATAL]   0x88d210 OpenXcom::CrossPlatform::stackTrace(void*)
[02-11-2018_00-45-50]   [FATAL]   0x8908a0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[02-11-2018_00-45-50]   [FATAL]   0x4015a0 exceptionLogger()
[02-11-2018_00-45-50]   [FATAL]   0xc29308 MPEGaction::MPEGaction()
[02-11-2018_00-45-50]   [FATAL]   0x66a5a0 OpenXcom::Mod::getSurface(std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, bool)
[02-11-2018_00-45-50]   [FATAL]   0x8fd680 OpenXcom::InventoryState::init()
[02-11-2018_00-45-50]   [FATAL]   0x8f4c20 OpenXcom::InventoryState::btnNextClick(OpenXcom::Action*)
[02-11-2018_00-45-50]   [FATAL]   0x766d9cee malloc
[02-11-2018_00-45-50]   [FATAL]   0x401810 SDL_main
[02-11-2018_00-45-50]   [FATAL]   0xaad280 console_main
[02-11-2018_00-45-50]   [FATAL]   ??
[02-11-2018_00-45-50]   [FATAL]   0x76a5342b BaseThreadInitThunk
[02-11-2018_00-45-50]   [FATAL]   0x774497cf RtlInitializeExceptionChain
[02-11-2018_00-45-50]   [FATAL]   0x774497cf RtlInitializeExceptionChain
[02-11-2018_00-45-51]   [FATAL]   OpenXcom has crashed: Sprite .SPK not found
Looking into battle.cfg (since it was reproducible with "new battle" mode too), it looks like the old version used STR_WALKER2 as armor ID, now it uses STR_WALKER2_UC. Likely the source of the issue.
There's an obvious easy workaround though, unequipping the "old" armor will delete it from your inventories and manufacturing & equipping a new one will work properly.
Not sure that Cyclop armor is not affected, I did not really have it in my old save. If the ID was changed, then it's the same thing.

So yeah, up to author if that's a minor issue or it should be fixed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: Nord on November 02, 2018, 06:00:28 am
From the one side - it is a bug, and must be fixed.
But from the other - now these things done as they SHOULD.
So i prefer to fix savegames of those, who will encounter such issue.
Also i understand, that it is bad decision, if we talk about version compatibility, programming principes, etc. But...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: Meridian on November 02, 2018, 12:12:27 pm
Backwards compatibility issues are not bugs.
I recommend ignoring them... otherwise after a while you would only be fixing such issues... or not doing anything else.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: Meridian on November 10, 2018, 09:27:05 pm
Two bugs:

1. after researching Self-propelling projectiles... I got too much new stuff in the pedia... I assume Heavy Cannon, HydroJet Cannon and Torpedo Laucher should not have been uncovered.

2. Triton has holes... ouch
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: SIMON BAILIE on November 10, 2018, 10:14:58 pm
Possible bug in the same vain as Meridian's post. There looks to be a hole in the Posiden-see attached.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: Nord on November 11, 2018, 11:55:30 am
Possible bug in the same vain as Meridian's post. There looks to be a hole in the Posiden-see attached.
Ah, there it is!

Upd.: Version 2.21 is up.
Changelog:
 - fixed hole in triton/poseidon;
 - fixed officer laser pistol accuracy;
 - fixed item categories;
 - fixed facility moving price;
 - fixed human corpses size;
 - increased weight of plasma cannon;
 - small fixes;
 - added two help articles in USOpedia about hotkeys;
 - new background in some mission briefings;
 - seaman now called fishfood. (by Meridian);
 - newest english text redaction. (by long6oarder).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: Meridian on November 13, 2018, 12:50:37 pm
- fixed facility moving price;

(https://memegenerator.net/img/instances/49958173/no-god-please-no-god-nooooo.jpg)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.20)
Post by: Nord on November 13, 2018, 02:37:29 pm
(http://)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.21)
Post by: SIMON BAILIE on November 14, 2018, 03:59:43 pm
Really enjoying my current game of TWOTS, I have just updated to v2.21 but was wanting to know two things: I'm currently in November of the first year and my research progress is 33%, I have just started researching the sonic pistol. What is the expected playing time for a game as if you go by the research percentage it will take close to three years to do near 100%. My second question after getting creamed by Lobstermen is the following:
What was your thinking behind doubling their armor compared to what is in armors.rul of xcom2. Aren't they hard enough? Well maybe it's my own fault for playing on Superhuman difficulty.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.21)
Post by: Nord on November 14, 2018, 06:21:18 pm
Really enjoying my current game of TWOTS, I have just updated to v2.21 but was wanting to know two things: I'm currently in November of the first year and my research progress is 33%, I have just started researching the sonic pistol. What is the expected playing time for a game as if you go by the research percentage it will take close to three years to do near 100%. My second question after getting creamed by Lobstermen is the following:
What was your thinking behind doubling their armor compared to what is in armors.rul of xcom2. Aren't they hard enough? Well maybe it's my own fault for playing on Superhuman difficulty.
Thank you.
I predict length of the game from 14 to 16 months for save scummers and from 16 months to 2 years for normal play. But real time can be showed only by players.
Lobstermen have better armor than in vanilla, but less health.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.21)
Post by: long6oarder on November 30, 2018, 08:18:14 pm
Hi Nord,

I want to start by telling you what a great job you did on the
alien barge mission.
It is super well done, very detailed, and extremely challenging. If I wasn't a such a save-scumming piece of shit, I would never have completed the mission with the current tech I have. My curiosity got the best of me, though, and I really just wanted to see more of the mission, so I kept going even though it was clear very early on that I did not deserve to even get to turn 10.

So I have some bugs to report for you. I have attached save files in a zip folder so that people can't see the names of the saves. I tried to name them after the bugs so you can find your way through them easily.

Before I forget, I attached a save at the start of the mission in case you need it for something. I will just call the aliens "aliens" because I know people look at the spoilers anyway.

The first thing you notice is that you can walk off the front back and sides of the ship. That's fine for the player because he will figure out right away not to do that, or he can go explore the outside of the barge with the aqua-lung or exosuit (which I did bc it was really cool).

The problem is that the aliens can walk off the edge, too. IDK why the hell they would, but one did when I played. In save 101 you can see him at the top rear deck of the barge, thinking about jumping, and I saved right before he does it. Save 102 is another save some time later just after I found him. Also save 102 is a good chance to see if you think the exosuit might be a bit overpowered, because I had one instance where I took 3 shots from that alien with no damage. Could just be luck, though.

A similar issue can be found in save 201. There you will see a (large) alien that has wandered completely away from the action. I chased him all over the place because I didn't think to use debug mode until really later on (like turn 70).  :'(

In save 301, I have a large alien basically pinned down at that elevator. He wants to come up and attack, but if I don't move, he can't come up. This exploit existed in vanilla, too, so I guess it's not a bug, but it can also cause inconvenience. I can't free up that path without losing someone or doing something exploitative. Just something to think about. I think everybody knows about this issue with TFTD.

Save 401 is not a bug. It shows a person called "Yehide" towards the lower back of the barge. I am asking you to consider putting a small/narrow door there to link that back corner room with the largest room. Otherwise there's just a big dead end there which was kind of annoying. It's just a minor request, though. I really think the level is beautifully done.

The last save, save 501, is for you to have so you can review the end of mission stats. Just shoot a torpedo at the central elevator with Lielit to kill the last large alien (who is "stuck" there again). In the mission stats, you can see that there are so many unique items to list that the list runs into the buttons. It looks to me that if you were to remove three unique loot items, then the whole list (including the total) should probably fit correctly on the page. If I may suggest: take out Alien Reanimation Zone (since there are only 2, and maybe it doesn't make sense on the barge anyway), and for the other two, I don't know (but maybe alien sub construction (since it's a barge, not a sub), and alien cloning (since it's not a base)). It's up to you. I guess it depends also one what objects you show in the barge.

This last one makes me feel kinda stupid, but I find that the large torpedo and heavy torpedo sprites are somewhat difficult to tell apart at a glance. Could the heavy torpedoes get a blue ring or something, since the Advanced Torpedo launcher has noticeably wider blue rings at each end?

I also noticed that I can't manufacture the Vibro Blade, even though I have researched it. See save 601. That might not be a bug, though.

Thanks for reading.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.21)
Post by: Meridian on December 01, 2018, 04:56:28 pm
Code: [Select]
  - id: STR_SMART_TORPEDO
    type_id: 14
    section: STR_WEAPONS_AND_EQUIPMENT
    image_id: SMARTTORPUPIMAGE
    text: STR_SMART_TORPEDO_UFOPEDIA
    requires:
     - STR_SMART_TORPEDOES
    listOrder: 3538

smart torpedo pedia article should also require adv. launcher
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.21)
Post by: Nord on December 11, 2018, 05:55:46 am
Version 2.22 is up.
Changelog:
 - added new rare item: handheld mc-shield;
 - improved routes of many normal maps, focused on floating units;
 - increased weight of explosives;
 - minor changes in enemy resistances;
 - fixed Usopedia order;
 - fixed small bugs in research;
 - minor bugfixes;
 - newest spellcheck from long6oarder included.

Also, for Meridian:
Cormorants do not need pilots, exosuits can float, shrimps can carry light weapons and heavy drones are basically tanks, which ones are very useful for no-saving play.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: BlackStaff on December 11, 2018, 11:11:21 am
Thank you very much !  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Meridian on December 16, 2018, 11:02:27 am
Very Large USO doesn't give any Magnetic Navigation.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on December 16, 2018, 04:56:23 pm
Very Large USO doesn't give any Magnetic Navigation.
There is no changes from vanilla dreadnought map, so maybe aliens dont need navigation on that type of ships.
Something like that:
Canadians: Please divert your course 15 degrees to the South to avoid collision.

Americans: Recommend you divert your course 15 degrees to the North to avoid a collision.

Canadians: Negative. You will have to divert your course 15 degrees to the South to avoid a collision.

Americans: This is the Captain of a US Navy ship. I say again, divert YOUR course.

Canadians: No, I say again, you divert YOUR course.

Americans: THIS IS THE AIRCRAFT CARRIER USS LINCOLN, THE SECOND LARGEST SHIP IN THE UNITED STATES' ATLANTIC FLEET. WE ARE ACCOMPANIED BY THREE DESTROYERS, THREE CRUISERS AND NUMEROUS SUPPORT VESSELS. I DEMAND THAT YOU CHANGE YOUR COURSE 15 DEGREES NORTH--I SAY AGAIN, THAT'S ONE FIVE DEGREES NORTH--OR COUNTER-MEASURES WILL BE UNDERTAKEN TO ENSURE THE SAFETY OF THIS SHIP.

Canadians: This is a lighthouse. Your call.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Meridian on December 21, 2018, 06:16:21 pm
STR_POLYPH_TERRORIST and STR_REEF_TERRORIST have standHeight: 25, which is more than 1 tile... when you hit them with explosives, they get hit twice... once on the tile they occupy and once on the tile above.

I recommend setting standHeight: 24, which is the maximum possible without unit overflowing to the tile above (on flat terrain).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on December 22, 2018, 06:12:39 am
Ok, will be done.
Also saw a "wtf" episode. Laughed so loud, awaked neighbor.
No tactic is universal. :D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Yankes on December 22, 2018, 12:01:10 pm
STR_POLYPH_TERRORIST and STR_REEF_TERRORIST have standHeight: 25, which is more than 1 tile... when you hit them with explosives, they get hit twice... once on the tile they occupy and once on the tile above.

I recommend setting standHeight: 24, which is the maximum possible without unit overflowing to the tile above (on flat terrain).
btw when unit is on stairs it will get double damage too, once for head and once for legs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: niculinux on December 22, 2018, 12:36:41 pm
Ok, will be done.
Also saw a "wtf" episode. Laughed so loud, awaked neighbor.
No tactic is universal. :D

Please Nord, may you do something more to polyps? As of now (v2.22) these are a real paon and i think may need seriously nerfed, since it's impossible to kill any without at least being injuried
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on December 22, 2018, 03:42:27 pm
Please Nord, may you do something more to polyps? As of now (v2.22) these are a real paon and i think may need seriously nerfed, since it's impossible to kill any without at least being injuried
I have nerfed them three times. Maybe they need four.
To kill polyps you can
Use phosphorous ammunition, or hydro-jet cannons with AP rounds. Use Hazmat suits and exosuits. Use jet harpoon as early surrogate of sniper rifle.
And of course use coelacants.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Meridian on December 22, 2018, 04:27:16 pm
Or just skip those missions... they don't give you anything anyway... nobody is forcing you to fight.

PS: Although I have to admit... polyps are very un-fun to play.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on December 22, 2018, 05:28:17 pm
Un-fun... Well, i can reduce chances for them to spawn.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: TarzanCZ on December 22, 2018, 06:44:17 pm
Best tactics against them seems to be zrbite gas cannon shells bombing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: The Reaver of Darkness on December 26, 2018, 09:53:51 am
I have nerfed them three times. Maybe they need four.
I think you're giving them the wrong nerf. From watching Meridian's Let's Play, I see that they don't deal very much damage, but they have an extremely high reactions score. A unit with high reactions will have almost full time units and still the polyp will unload its entire TU bar into reaction fire. Their actual difficulty appears to be low once you have a modicum of armor--I think there's just a psychological aspect to knowing that if you move to get a line of fire you know you will be attacked.

So I suggest reducing their reaction score. If you change it to be at the upper end of what your aquanauts are likely to have, then a unit with low reactions (or low TUs) may trigger them to unload all of their TUs immediately, however if the player selects high-reactions units to approach them carefully and with high TU-reserves, then the reaction fire will be greatly reduced. One extra reason to do it this way is that Meridian's style of play doesn't allow room in the craft for a coelacanth, thus it'd be nice if he weren't forced to use one.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on December 26, 2018, 12:00:37 pm
First nerf was about power, second and third - about reaction and TU.
 I agree about psychological aspect. But if players think that this missions are boring - then i should do something.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: tinky winky on December 27, 2018, 06:40:02 pm

polyps should not be weakened, you need to give a reward for a mission with polyps (let's say elerum - this would explain the reason for their appearance (mutation due to extraterrestrial substance), let it fall out from the corpses, at the beginning there will be a normal increase in money). and change the picture of the mission "the place of the fall of the old UFO," why is the man in the picture screaming? where is this man? under water? I did not find him) with love from Russia.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on December 27, 2018, 08:00:43 pm
polyps should not be weakened, you need to give a reward for a mission with polyps (let's say elerum - this would explain the reason for their appearance (mutation due to extraterrestrial substance), let it fall out from the corpses, at the beginning there will be a normal increase in money). and change the picture of the mission "the place of the fall of the old UFO," why is the man in the picture screaming? where is this man? under water? I did not find him) with love from Russia.
Allready implemented that way.
Exactly what Meridian have encountered in the beginning of last playtrough episode.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: niculinux on December 29, 2018, 03:28:40 pm
If not weakened, at lesat their fore reaction shoukd be slowered down, it's almost impossible firefighting with these :'(
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: The Reaver of Darkness on December 30, 2018, 05:56:38 am
Yeah, that was a cool thing! I think Meridian overreacted to the polyps. He didn't lose any soldiers, and got some cool loot. I'd have been excited!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Meridian on December 30, 2018, 09:33:20 am
Yeah, that was a cool thing! I think Meridian overreacted to the polyps. He didn't lose any soldiers, and got some cool loot. I'd have been excited!

Uhm, I didn't get any loot... or am I missing something?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on December 30, 2018, 01:15:53 pm
Well, only noticeable loot from polyphs is an availability to research hydrophobic acid.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: The Reaver of Darkness on December 31, 2018, 04:31:04 pm
Uhm, I didn't get any loot... or am I missing something?

Didn't you get a black box or something?

edit: You got Old Alien Flight Records. Looks weak, but maybe it's better than it looks.
https://youtu.be/KSlziUMbAAQ?t=1567
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: 5taras on January 21, 2019, 07:12:28 pm
I wonder if anyone would like to make a playthrough of this mod on ironman.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Amoebka on January 22, 2019, 10:45:18 am
Haven't kept up with the mod, have the issue of spawning way too many small USOs been adressed since 2.16?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Abyss on January 22, 2019, 12:54:46 pm
I wonder if anyone would like to make a playthrough of this mod on ironman.

Like 200 hours of gameplay not only for joy but commenting it while being recorded? Eh eh
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Niewiem on January 22, 2019, 01:18:02 pm
Looking on Meridian Let`s Play I would say that there is still to many errors to play(as this is work in progress mod) on Iron Man. You could loose your whole playthrough due to mod error so I doubt anyone will do it ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on January 22, 2019, 01:34:33 pm
Looking on Meridian Let`s Play I would say that there is still to many errors to play(as this is work in progress mod) on Iron Man. You could loose your whole playthrough due to mod error so I doubt anyone will do it ;)
Wow, wow. What bugs can ruin a play?
I think i fixed them all...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Niewiem on January 22, 2019, 02:34:26 pm
What I meant was that he spent like two episodes troubleshooting things. I did not want to offend you and I am pretty sure that all that he found were fixed but I myself would not risk playing Ironman on any mod unless it is fully released and tested :) It is far better to just do Ironman yourself(not using button but playing like that - just have more saves in case something happens). I am doing this during my playthrough of XCom Files just in case something breaks(better safe than sorry) ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on January 22, 2019, 03:05:57 pm
Well, i dont like ironman myself, but need to inform all who want, that modded game at this stage can be won. No critical bugs are left, maybe a pair of cosmetical ones missed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Abyss on January 22, 2019, 03:38:19 pm
Well, i dont like ironman myself, but need to inform all who want, that modded game at this stage can be won. No critical bugs are left, maybe a pair of cosmetical ones missed.

True for Ironman in Piratez and XCF modes too. Besides there's different atmosphere with no saves both in the perception of the story and during the battles.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: SIMON BAILIE on January 22, 2019, 04:46:51 pm
Do craft shields multiply ie is there any point in putting more than one on a craft?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: 5taras on January 22, 2019, 09:33:26 pm
In my opinion mind worms and locusts have unfair advantage for unprepared players. If one plays honestly without a preliminary knowledge of these creatures, he/she surely will lose a team of aquanauts during first terror mission unless there is a robot on the transport ship to evacuate sleeping team.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on January 22, 2019, 09:44:15 pm
Do craft shields multiply ie is there any point in putting more than one on a craft?
Yes, shields will stack up.
In my opinion mind worms and locusts have unfair advantage for unprepared players. If one plays honestly without a preliminary knowledge of these creatures, he/she surely will lose a team of aquanauts during first terror mission unless there is a robot on the transport ship to evacuate sleeping team.
This is discussed. Can nerf a bit. Not bigbug though.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: SIMON BAILIE on January 23, 2019, 04:42:33 pm
In my current game I've got 84% of research done and approaching the end of the second year. I was wondering on 2 points. Firstly can 100% of research be achieved and secondly
what is the best way to deal with freaks/hellcrabs as they seem to shrug off sonic at a whim and I've found that it takes several dpl's to take down either 1 freak or hellcrab.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on January 23, 2019, 05:01:26 pm
In my current game I've got 84% of research done and approaching the end of the second year. I was wondering on 2 points. Firstly can 100% of research be achieved and secondly
what is the best way to deal with freaks/hellcrabs as they seem to shrug off sonic at a whim and I've found that it takes several dpl's to take down either 1 freak or hellcrab.
100% of research can be achieve, yes.
Best way to deal with shielded enemy like freaks - autofire. Multiple hits of any weapon will deal enough raw damage to the shield. About Hellcrabs - use armor piercing weapons, like piercer, sonic sniper, solitone bomb, e.t.c. Also acid will do the job well.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: luke83 on January 24, 2019, 12:21:01 am
Offtopic, are the mindworms and locusts a reference to the Alphs Centauri series?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on January 24, 2019, 02:33:31 am
Offtopic, are the mindworms and locusts a reference to the Alphs Centauri series?
Of course.
And floating island mission
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: luke83 on January 25, 2019, 07:03:15 am
Of course.

If only someone would rewrite the Geoscape and make it turn base, we could start a SMAX - Xcom Hybrid  - SMAXCOM :) Actually when i was planning my Fantasy OpenXcom Mod (FOXY), i always dreamed of the turn-base geoscape... If only i could program :P
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.22)
Post by: Nord on January 26, 2019, 01:03:43 pm
Version 2.23 is up.
Changelog:
 - fixed ion armor;
 - newest OXCE build used;
 - added new item - bubble.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Meridian on January 26, 2019, 01:11:48 pm
Not sure if intended or not, but HEAVY_GILLMAN_ARMOR and TASOTHGUARD_ARMOR are missing drawBubbles: true.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Nord on January 26, 2019, 04:12:20 pm
Not sure if intended or not, but HEAVY_GILLMAN_ARMOR and TASOTHGUARD_ARMOR are missing drawBubbles: true.
I think Aliens are waterbreathing, so they will not exhale bubbles.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: BlackStaff on January 26, 2019, 06:55:49 pm
Thanks for v2.23 !

I think Aliens are waterbreathing, so they will not exhale bubbles.
Like fish... no bubbles!  8)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Nord on February 03, 2019, 07:41:36 am
At last have uploaded this mod to mod portal.
Link: https://openxcom.mod.io/the-world-of-terrifying-silence (https://openxcom.mod.io/the-world-of-terrifying-silence)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Meridian on February 04, 2019, 12:34:36 pm
Thanks.
There are a few images with incorrect transparency index.
Attached are fixed images.

Code: [Select]
[WARN] Image Resources/Basebits/Moray.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Inticon/MorayMinimized.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Inticon/MorayDogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Ufopaedia/Moray_UP.gif (from SDL) have set incorrect transparent color index 255 instead of 0
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Nord on February 05, 2019, 07:56:17 am
Thanks.
There are a few images with incorrect transparency index.
Attached are fixed images.

Thanks. Those are from tyran_nick's "Moray" mod, taken without editing.
BTW, are these errors cause any problems when playing? Because i do not remember any...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Meridian on February 05, 2019, 09:40:07 am
Not yet. But they will in the future.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: SIMON BAILIE on February 12, 2019, 01:23:28 am
Per attached there seems to be a hole or holes in the leviathan, still using v2.22 as I didn't think it was worth while upgrading when I've 89% of research done.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: luke83 on February 12, 2019, 03:09:19 am
How do you generate this 3d view?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: SIMON BAILIE on February 12, 2019, 03:39:20 am
Press F10 during gameplay.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Meridian on March 10, 2019, 10:40:16 pm
Aquanauts taking stun damage even without any armor breaches.
(on artifact site mission)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Nord on March 11, 2019, 07:59:02 am
Aquanauts taking stun damage even without any armor breaches.
(on artifact site mission)
So should it be.
Read the last string.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Meridian on March 11, 2019, 09:39:36 am
So should it be.
Read the last string.

The last string doesn't change the meaning.

If it is as it should be then the description needs to be changed completely.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Meridian on March 11, 2019, 12:14:25 pm
So, I have looked at the original Russian text and also at the ruleset how it is implemented.

I propose the following English translation:

Code: [Select]
STR_OCEAN2_UFOPEDIA: "The ocean is a harsh environment. If the aquanaut's armor is sufficiently damaged, they will take stun damage each turn (only the under armor is relevant for the calculation).{NEWLINE}Stun damage also applies to aquanauts wearing any armor fundamentally not suitable for deep diving (e.g. Aqua-lung)."
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: BlackStaff on March 11, 2019, 04:07:27 pm
I propose the following English translation:
And your proposal translated into French is better than the original sentence.  ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Nord on March 11, 2019, 06:39:21 pm
So, I have looked at the original Russian text and also at the ruleset how it is implemented.

I propose the following English translation:

Code: [Select]
STR_OCEAN2_UFOPEDIA: "The ocean is a harsh environment. If the aquanaut's armor is sufficiently damaged, they will take stun damage each turn (only the under armor is relevant for the calculation).{NEWLINE}Stun damage also applies to aquanauts wearing any armor fundamentally not suitable for deep diving (e.g. Aqua-lung)."
Ok, will do.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: BlackStaff on March 13, 2019, 05:54:00 pm
I just started a new game again (v2.23).
And I notice an anomaly.
I have the possibility to make ammunition for the Gauss ship gun.
It's strange because at the beginning of the game we don't have this cannon available.
A "requires:" line forgotten in the "Manufacture.rul" file?  :-[
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Nord on March 13, 2019, 06:15:16 pm
I just started a new game again (v2.23).
And I notice an anomaly.
I have the possibility to make ammunition for the Gauss ship gun.
It's strange because at the beginning of the game we don't have this cannon available.
A "requires:" line forgotten in the "Manufacture.rul" file?  :-[
I can see no such thing.Maybe you have some other mods installed?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: BlackStaff on March 13, 2019, 07:31:34 pm
I can see no such thing.Maybe you have some other mods installed?
Medailles Mod.
I think there is an interference between the rul files in \standard\xcom2 and \User\mods\TWoTS.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Meridian on March 13, 2019, 07:56:14 pm
Medailles Mod.
I think there is an interference between the rul files in \standard\xcom2 and \User\mods\TWoTS.

Attach a save file please.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: BlackStaff on March 14, 2019, 12:05:21 am
I think there is an interference between the rul files in \standard\xcom2 and \User\mods\TWoTS.
Bug mistake in \standard\xcom2 with canon Gauss.
In my "vanilla" version the Gauss Canon does not have a clip.
Which caused an error with your files.  :)
Solved !
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Nord on March 14, 2019, 03:54:58 pm
Bug mistake in \standard\xcom2 with canon Gauss.
In my "vanilla" version the Gauss Canon does not have a clip.
Which caused an error with your files.  :)
Solved !
Vanilla gauss cannon uses same ammo as hwp gauss.
But it was changed in my mod.
So, do you have false manufacture now or what? o.O
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: BlackStaff on March 14, 2019, 04:48:42 pm
Vanilla gauss cannon uses same ammo as hwp gauss.
But it was changed in my mod.
So, do you have false manufacture now or what?
In my old game I have Gauss weapons without a clip.
As I use these "old" data in all games, there was an interaction with yours.
So I made a small modification in your files to get everything back in order.
I wonder why I initially made these modifications because I have never used a single Gauss weapon for soldiers or ships!  ???
I think I'll put the clips back on....  8)

Thanks for your work ! ;)

Translated by https://www.deepl.com/translator
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Meridian on March 14, 2019, 06:30:19 pm
As I use these "old" data in all games, there was an interaction with yours.

Using "old" data (in common/standard directories) is a very very very very VERY VERY VERY bad idea!!!

Don't do that.
Seriously.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: BlackStaff on March 14, 2019, 07:10:02 pm
Using "old" data (in common/standard directories) is a very very very very VERY VERY VERY bad idea!!!

Don't do that.
Seriously.
:D
You're right, because sometimes I get bugs because of this nasty habit!
But having a standard pistol magazine or grenade with a weight = or > 1kg, I can't believe it!
And many items have very fanciful weights....
But I am gradually reducing the differences between "my old data" and your current versions... except for chargers and grenades!  :P   :D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Solarius Scorch on March 14, 2019, 07:39:33 pm
Don't report bugs then. :P

Seriously, it's wasting people's time. It's bad.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: BlackStaff on March 14, 2019, 09:00:59 pm
I know! Sorry!
But I realize that the error comes from my data three times out of four....
And given the amount of data to check... it's not much!  ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: Nord on March 21, 2019, 01:39:49 pm
Version 2.24 is up. Nothing new, just polishing things.
Changelog:
 - Fixed Ufopedia entry about high pressure;
 - Fixed holes in Leviathan;
 - Small rebalance of Zrbite ammunition and Magna-Pack;
 - Minor changes in mission scripts;
 - Minor bugfixing;
 - Newest OXCE build.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.24)
Post by: RedSarge on March 27, 2019, 02:27:01 am
Any MORE screenshots of this mod?

I'm currently playing OG TFTD, but wouldn't mind NEW graphics and maybe aquanauts that look as good as the Xcom troops?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.24)
Post by: Nord on March 27, 2019, 08:26:44 am
Any MORE screenshots of this mod?

I'm currently playing OG TFTD, but wouldn't mind NEW graphics and maybe aquanauts that look as good as the Xcom troops?
Like this?
You always can download this mod and look into resources pics, or into full ufopedia (start new battle - press "u" button).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.24)
Post by: yaroslavtsevam on April 01, 2019, 05:23:49 pm
Hello, thanks for great MOD

I am in august, 7 bases observed, everything researched, event managed to captured medic and naga king, but still no khimitar black box and no more deep ones, I saw them in february, but at that moment I didn't have thazer, so no chance to get them alive. So at the moment I am rather helpless, there were some terror attack when all my troops was disabled after one turn by some mc stuff. Have no idea what I have done wrong.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.24)
Post by: Nord on April 01, 2019, 08:36:54 pm
Hi.
To gain khimtar blackbox you need to research live church of sirius member, then complete church temple mission.
For more precise answer please provide savegame.

Upd.: Version 2.25 is up.
Changelog:
 - fixed alien lab level 1 map;
 - fixed Naga temple map;
 - added new enemy: Church outcast;
 - added new item: alien clip;
 - added special desriptions for special missions alert (deep missions warning);
 - minor fixes;
 - used nevest x64 OXCE build.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: The Reaver of Darkness on April 05, 2019, 08:06:06 pm
I know! Sorry!
But I realize that the error comes from my data three times out of four....
And given the amount of data to check... it's not much!  ;)

Why don't you send me a copy of your "old" data in a private message, and I'll see if I can rewrite it in the proper formats or fix any glaring errors. Then you can go back to using it and it won't be old anymore.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.23)
Post by: BlackStaff on April 05, 2019, 09:04:14 pm
Why don't you send me a copy of your "old" data in a private message, and I'll see if I can rewrite it in the proper formats or fix any glaring errors. Then you can go back to using it and it won't be old anymore.
Thanks, but I deleted all these old mods. I only kept the Medals mode adapted for TFTD and in French (17 medals).
Everything I added is useless because this pack is complete (like XFiles).  ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Meridian on April 06, 2019, 04:53:29 pm
Aliens can either spawn or somehow walk/fall off the map on the alien barge.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Nord on April 06, 2019, 08:24:41 pm
Yes, they are. But i dont know how. And can not reproduce it.  :-[
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: The Reaver of Darkness on April 06, 2019, 09:58:19 pm
Just a guess: NPCs might be able to descend into an impassible space if there isn't a floor to stop them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Nord on April 07, 2019, 05:30:40 am
It is possible by two ways: routes leading non-flying units out of roof(No, checked four times), or breaking  existing floor(also no, no such weapons they have).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Meridian on April 07, 2019, 04:17:42 pm
1/ I have reproduced the Hallucinoid explorer... just load attached save "last hallucinoid.sav", turn on debug mode and watch it go away.

2/ I could not reproduce Aquatoid jumper... but I have seen him jump from the spot as illustrated on the screenshot in the real game (the one that didn't make it to YouTube because my microphone was turned off).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Meridian on April 07, 2019, 04:43:07 pm
From debug:

The hallucinoid is not moving only to adjacent nodes, because the game is after turn 20 already and cheating (aliens are in scout mode).
It can move to any node.
There are 175 nodes on the map.
In this situation, 76 nodes are compliant for moving.
Randomly a node with index=63 is picked... position [44, 54, 2]... which is below the barge.


Why are you even using all those empty levels on the bottom?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Nord on April 07, 2019, 07:31:32 pm
(aliens are in scout mode).
It can move to any node.
That's the point.
Quote
Why are you even using all those empty levels on the bottom?
To add "floating in the middle of abyss" effect.

Upd.: I found a way to fight this behavior. Will fix with next update.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: 5taras on April 07, 2019, 10:03:05 pm
1. Are there barges guarded by freaks or lobstermen present in the game? Perhaps, it makes some sense to add chance to have such a luck. 2. What apparatus is needed to destroy to finish biolab mission successfully without killing all the aliens? Anything I destroyed did not bring me a message allowing to abort mission safely. May be I am wrong.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Meridian on April 07, 2019, 10:26:47 pm
Upd.: I found a way to fight this behavior. Will fix with next update.

To fix Aquatoids, you can probably just remove the 2 doors going off the ship (on the sides).

To fix Hallucinoids, you can just set the "cheatTurn: 999" for this specific alien deployment.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Nord on April 08, 2019, 05:24:24 am
To fix Aquatoids, you can probably just remove the 2 doors going off the ship (on the sides).

To fix Hallucinoids, you can just set the "cheatTurn: 999" for this specific alien deployment.
He he. Hallucinoids are all right. Probably i need to add a couple of words about them in alert description.
Flying units (floating? Swimming?) can get out of barge.
1. Are there barges guarded by freaks or lobstermen present in the game? Perhaps, it makes some sense to add chance to have such a luck. 2. What apparatus is needed to destroy to finish biolab mission successfully without killing all the aliens? Anything I destroyed did not bring me a message allowing to abort mission safely. May be I am wrong.
1. There can be six races, including tasoth.
2. Control center placed on the lowest level,easyest way is to fly down and shoot through floor with something capable of breaching walls.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: 5taras on April 08, 2019, 12:43:31 pm
Aquatoids, armored aquatoids, gillmen, armored gillmen, tasoths and nagas. No place for lobstermen and freaks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Nord on April 08, 2019, 03:16:26 pm
Aquatoids, armored aquatoids, gillmen, armored gillmen, tasoths and nagas. No place for lobstermen and freaks.
Yes.
I think lobstermen are warriors and freaks are half-warriors, half-rulers. None of them are workers, gathering resources and catching fish...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: AhsokaTaHo on April 09, 2019, 07:36:07 pm
Sorry. How to cause the presence of Freaks ? 7 Months have passed , all the examined , They do not appear. :-X
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Nord on April 09, 2019, 08:17:15 pm
Sorry. How to cause the presence of Freaks ? 7 Months have passed , all the examined , They do not appear. :-X
You must succeed in a mission "ANCIENT ALIEN DUNGEON", which will appear after mysterious alien device is researched, which you can acquire in sunken martian battleship, which....
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Meridian on April 09, 2019, 09:25:22 pm
"What can I wear?" info doesn't look right... save and picture attached.

Edit: seems to be an OXCE issue, I will fix it

Edit2: fixed
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Nord on April 12, 2019, 07:17:06 pm
Quick fix for sufficient bug:
Replace this file.
Mediafire (http://www.mediafire.com/file/2wfpyf2oh7thwwr/missionScripts.rul/file)

Bug is real for those who played more than 16 months, and still dont find martian battleship.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: 5taras on April 13, 2019, 09:38:34 pm
It is possible by two ways: routes leading non-flying units out of roof(No, checked four times), or breaking  existing floor(also no, no such weapons they have).
It is possible to make holes in the floor in barge with magna-pack explosives using the game option to add more damage. The aliens may fall to the bottom of the dark screen.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Nord on April 14, 2019, 09:31:51 am
It is possible to make holes in the floor in barge with magna-pack explosives using the game option to add more damage. The aliens may fall to the bottom of the dark screen.
  This situation is not bug. I wanted such things to happen.
Now maps was fixed, and aliens (and aquanauts) can not step off the barge roof. Except of floating ones, of course.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Meridian on April 14, 2019, 11:11:49 am
Thanks.
There are a few images with incorrect transparency index.
Attached are fixed images.

Code: [Select]
[WARN] Image Resources/Basebits/Moray.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Inticon/MorayMinimized.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Inticon/MorayDogfight.gif (from SDL) have set incorrect transparent color index 255 instead of 0
[WARN] Image Resources/Ufopaedia/Moray_UP.gif (from SDL) have set incorrect transparent color index 255 instead of 0

I see this is still an issue in 2.25... would be nice to fix, so it doesn't pop up in the log all the time.
Fix is attached to the original post.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Nord on April 14, 2019, 04:50:26 pm
Version 2.26 is up.
Changelog:
 - Fixed barge map, so foot units wont fall off the barge;
 - Fixed aquanaut corpses recovery;
 - Fixed sometimes-critical error with sunken ufos;
 - Fixed russian translation for new OXCE rules;
 - Special to Meridian: added possibility to repair Paladin armors;
 - Minor fixes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Meridian on April 14, 2019, 05:48:10 pm
- Special to Meridian: added possibility to repair Paladin armors;

Thanks <3 :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
Post by: Meridian on April 14, 2019, 05:54:55 pm
- Fixed russian translation for new OXCE rules;

The game crashes on English translation:

Code: [Select]
[14-04-2019_16-51-15] [FATAL] Error loading file 'C:/xcom2/oxce/user/mods/TWoTS/Language/en-US.yml'
[14-04-2019_16-51-15] [ERROR] yaml-cpp: error at line 53, column 333: end of map not found

There is one " too many in this string, at the end:

Code: [Select]
STR_SNIPERSONIC_UFOPEDIA: "This long-range weapon emits modulated ultrasonic waves capable of partially penetrating thick armor, which has been statistically shown to reduce any armor's effectiveness by 33 percent. You must research and produce the Sonic Sniper Clip in order to use this weapon. Ignores no line of sight penalty.""
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 14, 2019, 07:29:12 pm
I have recovered something like this just now (very large USO, one dead aquanaut in personal armor).
Translation missing maybe?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: SIMON BAILIE on April 14, 2019, 09:02:38 pm
Line 53, column 333 has an extra " mark, stops the mod working. File corrected-see attached
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: long6oarder on April 14, 2019, 09:46:10 pm
Hey guys,

First off I want to say thanks again to Nord for authoring the mod, and thanks to Meridian for the very entertaining play though of it.

I would like to ask you two (Meridian and Nord, specifically): Do you care that much if the text strings that the user reads are not consistent? I mean, I believe you would probably prefer if things look uniform throughout the game, but I also know that you have way more important things to do with the mod and with OXCE than bothering with spelling and capitalization.

So for example, in order to make the alert strings consistent, I had to capitalize the city names, so that instead of reading "ALIEN BARGE AT Darwin", it would read "ALIEN BARGE AT DARWIN". Writing "Alien Barge at Darwin" wasn't an option because of the way the strings are set up. I also spent a lot of time correcting inconsistencies and even misspellings in the Vanilla TFTD strings by "rewriting" them in the mod's en-US.yml file.

Lastly, there is that problem with the mission briefings not showing up properly if you review the mission briefing from the battlescape (usually the mission marker is missing).


Now, it looks like the latest improvements to OXCE require the Russian and English mod-specific string files to be "the same" somehow, which means that all the corrections I made to the vanilla strings by having them get overwritten by the mod's English strings file are basically undone because they have been deleted. Again, no big deal because I know you guys are fixing important aspects related to gameplay. That means, though, that you will see noticeable inconsistencies between vanilla TFTD USOpedia, etc and TWoTS USOpedia, etc.

You guys are in charge of how to structure the mod and OXCE, so I am asking you: would you be interested in helping me edit the proper files so that the USOpedia, etc strings from the TWoTS mod and vanilla TFTD are seamless? In other words, I could go through the vanilla strings and make those consistent and correct on their own, and then adapt the TWoTS strings to match (instead of the other way around), and that way the vanilla TFTD strings file can be used in future mods, too.


It's really up to you two, Meridian and Nord, if you are interested in this. I am truly happy to do the proofreading and correcting work on the files themselves, but without you two including the files in future OXCE and TWoTS versions, there is no point in me doing the work because future changes might mean there is a conflict, and then work is deleted.

Thank you for reading this far. I know you two are dealing with much more important stuff related to the game, and I respect that. I love the idea of contributing somehow (even if it's really small compared to your efforts), but if it is not worth the extra trouble for you guys then I know I should just let it go.

Congrats on your newest releases. :)

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Nord on April 15, 2019, 06:09:25 am
Darn, i screwed up.
Sorry, i should not post such untested release. I,ll fix it soon.
To long6oarder: i think you can ask autors of OXC about corrections of original texts. It can be a good idea.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 15, 2019, 12:27:47 pm
Do you care that much if the text strings that the user reads are not consistent?

Yes, I care about consistency, but more about semantic consistency than capitalization consistency.

I mean, I believe you would probably prefer if things look uniform throughout the game, but I also know that you have way more important things to do with the mod and with OXCE than bothering with spelling and capitalization.

Spelling is important.
Capitalization much less so; especially in composite strings.

So for example, in order to make the alert strings consistent, I had to capitalize the city names, so that instead of reading "ALIEN BARGE AT Darwin", it would read "ALIEN BARGE AT DARWIN". Writing "Alien Barge at Darwin" wasn't an option because of the way the strings are set up. I also spent a lot of time correcting inconsistencies and even misspellings in the Vanilla TFTD strings by "rewriting" them in the mod's en-US.yml file.

I don't care about this at all to be honest.
Vanilla game also says "ALIENS TERRORIZE Casablanca" and I was never bothered by that; I guess 99% of people aren't.

Lastly, there is that problem with the mission briefings not showing up properly if you review the mission briefing from the battlescape (usually the mission marker is missing).

That's fixable, just low priority.
I would need to save this information to have access to it later... which is low benefit for some effort.
But once I dig through more important things, I'll return to this... eventually.



Summary: just keep vanilla strings vanilla
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Nord on April 15, 2019, 02:00:39 pm
Fixed version 2.26 uploaded.
Please upgrade.
Fixed all these new bugs.
Also added missing mission warnings.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 15, 2019, 06:21:56 pm
As soon as I started mission environment became absolutely dark:
(https://i.postimg.cc/XptKGz1T/screen002.png) (https://postimg.cc/XptKGz1T)
Pressing space for night vision makes lights normal:
(https://i.postimg.cc/R6Cwx5qn/screen003.png) (https://postimg.cc/R6Cwx5qn)
Bug? Feature because of deep? Save file attached just in case.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Nord on April 15, 2019, 06:32:00 pm
Maybe you have an option "automatic night vision" turned on?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 15, 2019, 06:37:52 pm
As soon as I started mission environment became absolutely dark:
(https://i.postimg.cc/XptKGz1T/screen002.png) (https://postimg.cc/XptKGz1T)

On this screenshot, it is not absolutely dark... it's dark blue, but you can see a lot.
Night vision is turned on (setting 8 )... which is dark blue in TFTD, I recommend setting a different value than 8.

Pressing space for night vision makes lights normal:
(https://i.postimg.cc/R6Cwx5qn/screen003.png) (https://postimg.cc/R6Cwx5qn)
Bug? Feature because of deep? Save file attached just in case.

On this screenshot, night vision is turned off... you can recognize it easily because the terrain has more than 1 color.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 15, 2019, 06:40:59 pm
Yes, the value 8, correct, but you guys confuse me. What should I do to get it normal? Where is automatic nigh vision option in menu? Can't find it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 15, 2019, 06:43:00 pm
Yes, the value 8, correct, but you guys confuse me. What should I do to get it normal? Where is automatic nigh vision option in menu? Can't find it.

"Automatic night vision" option has been removed, it doesn't exist anymore.

OXCE will turn night vision on automatically when it detects it's too dark.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 15, 2019, 07:09:41 pm
Btw I have found what can research 2 alive mutants simultaneously. You can use same save file, just abort the mission. Are they different mutants?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 15, 2019, 08:16:00 pm
Btw I have found what can research 2 alive mutants simultaneously. You can use same save file, just abort the mission. Are they different mutants?

Yes, two different mutants.

Code: [Select]
    research:
      - project: STR_BUOY
        assigned: 50
        spent: 50
        cost: 258
      - project: STR_MUTANT0
        assigned: 0
        spent: 0
        cost: 195
      - project: STR_MUTANT1
        assigned: 0
        spent: 0
        cost: 238
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 15, 2019, 08:57:03 pm
Is it possible change the colors on mini map? Orange almost everywhere.
(https://i.postimg.cc/RqDLb6sB/screen000.png) (https://postimg.cc/RqDLb6sB)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Solarius Scorch on April 15, 2019, 10:47:21 pm
No, unfortunately SCANG editing is not possible.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 15, 2019, 10:50:03 pm
No, unfortunately SCANG editing is not possible.

https://openxcom.org/forum/index.php/topic,6942.msg110776.html#msg110776
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Solarius Scorch on April 15, 2019, 11:46:15 pm
https://openxcom.org/forum/index.php/topic,6942.msg110776.html#msg110776

 :o

Pity it's edit only.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: 5taras on April 15, 2019, 11:58:23 pm
Could one add an option to euthanize captured live aliens in laboratory? It's actually useful if one has live biodrones, triscenes to produce flying drones and cyclop armors.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 16, 2019, 12:02:55 am
:o

Pity it's edit only.

Why is that a pity? You can add as many icons into SCANG.DAT as you want... you just can't create a SCANG-SOLAR.DAT.

Could one add an option to euthanize captured live aliens in laboratory? It's actually useful if one has live biodrones, triscenes to produce flying drones and cyclop armors.

Option is called "Retain Interrogated Aliens".
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: 5taras on April 16, 2019, 12:08:39 am
Retain interrogated option?
As far as I understand interrogated aliens die during research process. But is it possible to execute aliens that are not interrogated due to the fact that they don't have anymore interesting to add?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: kevL on April 16, 2019, 12:20:56 am
Why is that a pity? You can add as many icons into SCANG.DAT as you want... you just can't create a SCANG-SOLAR.DAT.

add, delete, re-color, etc -- effectively "create"

it just takes more clicks ...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 16, 2019, 12:35:46 am
But is it possible to execute aliens that are not interrogated due to the fact that they don't have anymore interesting to add?

Not yet, I will add it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Solarius Scorch on April 16, 2019, 12:41:36 am
Why is that a pity? You can add as many icons into SCANG.DAT as you want... you just can't create a SCANG-SOLAR.DAT.

I though it meant you couldn't add new SCANGs, only replace the existing ones.
I take it I was wrong. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 16, 2019, 03:35:41 pm
Can't build Naval Control Center. The game says "Not enough components, check usopaedia". But article about it dose not provide necessary info or am I blind? I used info button and some values point to moletronics components. Is it correct? Can we have fix in usopedia if I'm right.
P.S.
Just found what Hunter Killers attack subs at the land, it's going to dog fight phase, sorry no screenshot. Is it bug?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Nord on April 16, 2019, 05:13:15 pm
Can't build Naval Control Center. The game says "Not enough components, check usopaedia". But article about it dose not provide necessary info or am I blind? I used info button and some values point to moletronics components. Is it correct? Can we have fix in usopedia if I'm right.
It is in my todo list. Yes, you need plenty of them.
Quote
P.S.
Just found what Hunter Killers attack subs at the land, it's going to dog fight phase, sorry no screenshot. Is it bug?
It is how they work. OXCE limitations.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 16, 2019, 05:20:13 pm
It is how they work. OXCE limitations.

It's not a limitation, it's a feature... otherwise it would be super easy to avoid being attacked.

Also... it's "flying submarines", if they can fly over land, why not attack over land :)

But I am open to suggestions if someone has a good idea...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 16, 2019, 05:33:28 pm
About land fights: can we have it for normal dog fights too? And if USO crash on land it will disappear like UFO under water. That's my suggestion.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 16, 2019, 06:17:34 pm
About land fights: can we have it for normal dog fights too? And if USO crash on land it will disappear like UFO under water. That's my suggestion.

That suggestion is not backwards compatible with vanilla.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 16, 2019, 06:42:16 pm
Purchasing screen, why P64 ammo under different gun? May be it should be here:
(https://i.postimg.cc/DSJStrZV/screen005.png) (https://postimg.cc/DSJStrZV)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Nord on April 17, 2019, 02:36:59 am
Purchasing screen, why P64 ammo under different gun? May be it should be here:
(https://i.postimg.cc/DSJStrZV/screen005.png) (https://postimg.cc/DSJStrZV)
Thanks, will fix.
It's not a limitation, it's a feature... otherwise it would be super easy to avoid being attacked.

Also... it's "flying submarines", if they can fly over land, why not attack over land :)

But I am open to suggestions if someone has a good idea...
Well, vanilla USO can not shoot their weapons in air. But aliens can use their guns... I think that WAS engine limitations of original game.
I have no good idea right now though.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 17, 2019, 02:48:10 pm
Question about Naga's movement sound - is it normal when they're produce movement sound when their turn is over just for a above half second when x-com phase begins? Too long sound file may be?
And why we have no Triton on one of 2 stage ship missions? Have you change the map there? it's now too hard to play, because my team surrounded by enemies and one grenade or thermal shock just kill (stun) entire team.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 18, 2019, 09:47:53 pm
Can't find option to recycle carcharodons corpses. I have an article in USOpeadia already. Am I missing something?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 19, 2019, 01:39:38 pm
Squid Light Drones cannot stun mind worms or locusts, they always miss... intended?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: 5taras on April 19, 2019, 10:17:29 pm
Squid Light Drones cannot stun mind worms or locusts, they always miss... intended?
I've managed to stun mind worms with drones. Depends on luck. I don't remember whether I stunned locusts with drones. Perhaps, I did. They can destroy a drone so one need to be careful.
I've failed to stun or mind control zombies. I wanted to stun or mind control a hellcrab or a triscene. I am not sure if it's possible. By the way, lobstermen under your control cannot use their claws for a melee combat.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Nord on April 21, 2019, 03:39:15 am
Hi all! I am back from Baikal wildlands and ready to answer.
Question about Naga's movement sound - is it normal when they're produce movement sound when their turn is over just for a above half second when x-com phase begins? Too long sound file may be?
Ya, it is normal. Just move sound is a bit long.
Quote
And why we have no Triton on one of 2 stage ship missions? Have you change the map there? it's now too hard to play, because my team surrounded by enemies and one grenade or thermal shock just kill (stun) entire team.
Yes, shipping terror map has been changed. It is done because mod contain long x-com crafts, causing bugs with standart map.
Squid Light Drones cannot stun mind worms or locusts, they always miss... intended?
Have you seen their melee skill? It is hard to punch someone with remote-controlled aquatic quadrocopter.  ;)
I've failed to stun or mind control zombies. I wanted to stun or mind control a hellcrab or a triscene. I am not sure if it's possible. By the way, lobstermen under your control cannot use their claws for a melee combat.
It is all possible, but very difficult.
Thanks, will check lobster claws.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: 5taras on April 21, 2019, 03:41:16 pm
Can't find option to recycle carcharodons corpses. I have an article in USOpeadia already. Am I missing something?
Option to recycle carcharodons has not been added yet.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: 5taras on April 21, 2019, 03:46:43 pm
And why we have no Triton on one of 2 stage ship missions? Have you change the map there? it's now too hard to play, because my team surrounded by enemies and one grenade or thermal shock just kill (stun) entire team.
I've preferred to drop this mission as it's highly unfair towards player.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 21, 2019, 07:29:09 pm
Have you seen their melee skill? It is hard to punch someone with remote-controlled aquatic quadrocopter.  ;)

The accuracy meter on the GUI says 100%
The melee accuracy is not so bad... 40.

I have tried 30x times in a row... all 30 stun attempts were miss.
Attached a save if you want to try.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Nord on April 21, 2019, 07:40:05 pm
The accuracy meter on the GUI says 100%
The melee accuracy is not so bad... 40.

I have tried 30x times in a row... all 30 stun attempts were miss.
Attached a save if you want to try.
That's odd. Mindworms have no special abilities in this case. Can it be an engine bug? Because other users report the same odds with termal tazer.

Upd.:
savegame causes segmentation fault.
If it was not miss, but damage ignoring, then i can see where to look. But always miss...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 21, 2019, 08:41:41 pm
That's odd. Mindworms have no special abilities in this case. Can it be an engine bug? Because other users report the same odds with termal tazer.

loftemps: 78 is unhittable by melee... you need something more solid, for example loftemps: 3
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: 5taras on April 21, 2019, 10:38:48 pm
I have no idea why do squid drone always miss in your case. May be a bug. Certainly he stunned the worms in my case. I did it under water.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 21, 2019, 10:53:05 pm
I have no idea why do squid drone always miss in your case. May be a bug. Certainly he stunned the worms in my case. I did it under water.

It's not an engine bug.

Using loftemps: 78 means that the melee voxel check (almost) always returns "hit empty space".

There are some lucky situations with various terrain elevations, where the voxel check manages to hit something else than empty space, but they are very rare. In the most common situation, where both the mind worm and the drone are on an empty non-elevated tile, it's always a miss.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: 5taras on April 22, 2019, 12:02:52 am
It's not an engine bug.

Using loftemps: 78 means that the melee voxel check (almost) always returns "hit empty space".

There are some lucky situations with various terrain elevations, where the voxel check manages to hit something else than empty space, but they are very rare. In the most common situation, where both the mind worm and the drone are on an empty non-elevated tile, it's always a miss.
Well, one can use drones to drop sleeping gas grenades on mind worms if thermal shock grenade launcher is not researched. There is an option allowing to arm bombs when only one hand is empty.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 22, 2019, 12:05:35 am
Well, one can use drones to drop sleeping gas grenades on mind worms if thermal shock grenade launcher is not researched. There is an option allowing to arm bombs when only one hand is empty.

Yes, I did that. What's your point?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: 5taras on April 22, 2019, 12:22:28 am
Yes, I did that. What's your point?
just an advice
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Nord on April 22, 2019, 06:49:37 am
It's not an engine bug.
Using loftemps: 78 means that the melee voxel check (almost) always returns "hit empty space".
Not a bug, but a feature? Heheh. How about loftemp 002?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Meridian on April 22, 2019, 11:02:33 am
Not a bug, but a feature? Heheh. How about loftemp 002?

Yes, a feature... what else would you expect from a loftemp that is 3% matter (9 voxels) and 97% empty space (247 voxels)?
And only 0.4% matter (1 voxel) is in the center, where the melee aims.

002 will probably work fine, best to test.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 22, 2019, 05:55:18 pm
Anyone can explain me how to produce (really bro, you are producing alive people?) MC protected and e.t.c aquanauts? How to join them to manufacture? I have a few who finished initial MC training in lab, but I don't know what do next.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Nord on April 22, 2019, 11:56:34 pm
Anyone can explain me how to produce (really bro, you are producing alive people?) MC protected and e.t.c aquanauts? How to join them to manufacture? I have a few who finished initial MC training in lab, but I don't know what do next.
You have two questions:
How to produce special soldiers:
MC-lab technology, mc-lab built, supply of alien implanters.
What to do next with mc:
you need to research live mindworm
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Shiroi Bara on April 23, 2019, 03:17:23 am
Some broken sprites in Hazmat armor. It affects movements too. Screenshot attached, save file as well:
(https://i.postimg.cc/Dmz6CMpv/screen006.png) (https://postimg.cc/Dmz6CMpv)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
Post by: Nord on April 23, 2019, 06:43:58 am
Some broken sprites in Hazmat armor. It affects movements too. Screenshot attached, save file as well:
(https://i.postimg.cc/Dmz6CMpv/screen006.png) (https://postimg.cc/Dmz6CMpv)
I bet i fixed it allready... but thanks, will be fixed again soon.

Ok, here is it:
Version 2.27 is up.
Changelog:
 - added new alien weapon: Cocoon;
 - fixed hazmat armor (again);
 - fixed outcast unit spawn;
 - fixed mindworm melee invulnerability;
 - fixed poseidon unit placement;
 - minor fixes;
 - newest OXCE used.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on April 26, 2019, 12:57:48 pm
Could one add the option to recycle sharkmen for molecular components or whatever?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on April 26, 2019, 01:40:33 pm
It is done in last version. Please check if it works properly.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on April 30, 2019, 04:15:51 pm
Shrimp Light Drones available for base defense but couldn't be used on land missions? Bug? Check the save file.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on April 30, 2019, 06:10:20 pm
Shrimp Light Drones available for base defense but couldn't be used on land missions? Bug? Check the save file.
Yes. Sadly, i can not do anything. For some reason, starting conditions do not work for base defense.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on April 30, 2019, 06:26:17 pm
Yes. Sadly, i can not do anything. For some reason, starting conditions do not work for base defense.

For explanation, starting conditions like allowed items, allowed vehicles, etc. work by removing disallowed items from the craft and sending them back to the base.

In base defense, these items are available because the mission takes everything from the base, not only from the craft.

I have nowhere else to send the disabled items, and they have to be located somewhere...

--

As a replacement for the 'allowedItems' you could use the 'ignoreInBaseDefense' flag.
I don't think there is any workaround for 'allowedVehicles', I can add something if it's bothering someone too much.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on April 30, 2019, 06:37:35 pm
Transferred corpses not shows as amount of available for dissection. I just transferred aquatoids corpses after finished mission to base "1". I can recycle  them via menu, but amount not shows correctly. I'm not sure what this is bug. Here screenshot and save file:
(https://i.postimg.cc/3kWc4vXz/screen007.png) (https://postimg.cc/3kWc4vXz)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on April 30, 2019, 07:03:19 pm
Transferred corpses not shows as amount of available for dissection. I just transferred aquatoids corpses after finished mission to base "1". I can recycle  them via menu, but amount not shows correctly. I'm not sure what this is bug. Here screenshot and save file:

+ means "more than 9"
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on April 30, 2019, 07:47:58 pm
As a replacement for the 'allowedItems' you could use the 'ignoreInBaseDefense' flag.
I don't think there is any workaround for 'allowedVehicles', I can add something if it's bothering someone too much.
So, adding this flag to HWP item description will remove it from base defense mission? Great.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on April 30, 2019, 07:50:41 pm
So, adding this flag to HWP item description will remove it from base defense mission? Great.

No, I explicitly said it will work correctly only for items, not for vehicles.

Edit: I'll see if I can make it work...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on April 30, 2019, 08:19:45 pm
Can't remove pilot from Barracuda-1 using "Remove all pilots" button. It's working with Triton but refuse on interceptor.
P.S.
I removed it manually using assign crew menu, transferred empty to 2nd base and now "Add pilots" buttons shows zero available  people too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on April 30, 2019, 09:02:54 pm
Can't remove pilot from Barracuda-1 using "Remove all pilots" button. It's working with Triton but refuse on interceptor.
P.S.
I removed it manually using assign crew menu, transferred empty to 2nd base and now "Add pilots" buttons shows zero available  people too.

People are added/removed from the craft only using Crew menu, not Pilots menu.

In Pilots menu you can only assign Crew as Pilots. If there are exactly enough Crew members on the ship as necessary Pilots, game will auto-assign them automatically.

For example, if you would have only 2 soldiers in your Triton, it would also auto-assign them and you could not deassign them, same as on Barracuda.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 01, 2019, 12:44:24 pm
Message about MC aquanauts - currently it's popped up when finished research MC Lab. But they're not present in workshop before lab is build completely, and, as you said before, need live mind worm to start production. All those factors confuse now. Can we have that pop up message when all requirements  reached and production is really possible?
P.S.
Failed on easy 2 negative score in row. Seems a lot of hidden activities around word. I should build more bases next time for detection.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 01, 2019, 02:11:27 pm
Message about MC aquanauts - currently it's popped up when finished research MC Lab. But they're not present in workshop before lab is build completely, and, as you said before, need live mind worm to start production. All those factors confuse now. Can we have that pop up message when all requirements  reached and production is really possible?
Mindworms are not needed to build mc-lab. And description says that you need mc-lab to create these special units.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 01, 2019, 06:11:54 pm
Yes. Sadly, i can not do anything. For some reason, starting conditions do not work for base defense.
Well, shrimp drones are quite useful on base defense. I wonder why there is no flying drones in the game besides squid drone.
In modern world flying drone is not something rare and the events in TWoTS take place in future.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 01, 2019, 06:59:09 pm
Well, shrimp drones are quite useful on base defense. I wonder why there is no flying drones in the game besides squid drone.
In modern world flying drone is not something rare and the events in TWoTS take place in future.
Uhm...
Okay. I'll do it.
Armed or scout?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 01, 2019, 07:42:36 pm
Uhm...
Okay. I'll do it.
Armed or scout?
Scout drone with ability to carry cargoes is useful not only for scouting but also as a way to deliver bombs. I'd prefer that thing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 02, 2019, 12:43:11 am
How to not get negative score every month? Even I'm doing all missions I'm getting negative score and consistently losing the game. I don't understand why it happens if I have no USOs detected. Beginner difficulty hardest than superhuman. Something wrong with balance and score calculations.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 02, 2019, 01:01:56 am
How to not get negative score every month?

Do research. Do missions.

Even I'm doing all missions I'm getting negative score and consistently losing the game.

I don't think you do all missions.
The last save you uploaded had only 2 bases in October... you should have 8 bases in October, actually even earlier than that.

I don't understand why it happens if I have no USOs detected.

No USOs detected because you don't have enough bases for detection.

Beginner difficulty hardest than superhuman. Something wrong with balance and score calculations.

Nope, everything seems fine to me, attached my monthly scores playing on Veteran.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 02, 2019, 01:21:32 am
Not all pro players like you, may be you prefer play with 8 bases, but I'm not. A lot of bases require a lot of soldiers to protect them. And consider crappy weapons at beginning it's big chance to lose them. Vanilla could be finished with one base only. Seems game gives negative score for hidden undetected USOs, but I'm not sure.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 02, 2019, 01:35:23 am
I wonder how the game counters shot down USOs. Do I get positive score if I shot down USO but refuse to kill the rest of the alien team or no? May be it makes sense to add an option to destroy the shot down USO from your craft using a deep water bomb for some score? It can be sensible when USOs arrive in packs every week.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 02, 2019, 06:50:49 am
Not all pro players like you, may be you prefer play with 8 bases, but I'm not. A lot of bases require a lot of soldiers to protect them. And consider crappy weapons at beginning it's big chance to lose them. Vanilla could be finished with one base only. Seems game gives negative score for hidden undetected USOs, but I'm not sure.

If you don't want advice, don't ask for it..

And yes, the game gives a lot of negative points for hidden undetected USOs. Vanilla did too, but there were less missions in vanilla, so less negative points.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 02, 2019, 08:11:58 am
I wonder how the game counters shot down USOs. Do I get positive score if I shot down USO but refuse to kill the rest of the alien team or no? May be it makes sense to add an option to destroy the shot down USO from your craft using a deep water bomb for some score? It can be sensible when USOs arrive in packs every week.
If you shot down uso, you dont get negative points. And in some cases can stop spawn of other uso's.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Solarius Scorch on May 02, 2019, 12:44:22 pm
AFAIR you get:
- 100% points for destroying a UFO in flight
- 50% points for shooting a UFO down
- 50% points for successfully assaulting the crash site (but it's based on hearsay, I don't recommend relying on this part)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 02, 2019, 01:39:36 pm
If you don't want advice, don't ask for it..

And yes, the game gives a lot of negative points for hidden undetected USOs. Vanilla did too, but there were less missions in vanilla, so less negative points.
Ok. You have answered exactly what I need. And I respect you and like yours youtube videos. I just not so good at this game. Seems old vanilla tactics not works here and I have to change mine, so building more bases mandatory. 
P.S.
Ok let's back to game. I got multiply messages "Name went unconscious" for one same aquanaut after area with barrels explode due to flames. I don't have save file, only screenshot:
(https://i.postimg.cc/pm27Bckr/screen008.png) (https://postimg.cc/pm27Bckr)
Chain explosion effect may be?
P.P.S
And alive Drowned terrorist is only one who not unlock molectronics?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 02, 2019, 03:41:50 pm
Chain explosions happens.
Not only drowned. Only those terror units unlock molectronics, who have those implants.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 02, 2019, 03:47:54 pm
Ok let's back to game. I got multiply messages "Name went unconscious" for one same aquanaut after area with barrels explode due to flames. I don't have save file, only screenshot:

This is a known bug... it is on my todolist to fix.
It will take a while.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 02, 2019, 04:38:20 pm
What this asterisk mark means on stunned Aquatoid Navigator?
(https://i.postimg.cc/WFJLK2zS/screen009.png) (https://postimg.cc/WFJLK2zS)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 02, 2019, 04:46:03 pm
What this asterisk mark means on stunned Aquatoid Navigator?

It's a snowflake.

It means he's freezing to death.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 03, 2019, 01:11:48 pm
Well I'm gave up. I don't know how to play this game on easy difficulty if it force you to lose it anyway. Too much MC control and very crap weapons. Gauss require magnetic navigation what very rare and require unlock it first. Amount of mission on beginner too much for this difficulty. Game gives you two stages mission before you have gauss or sonic. All interceptors absolutely weak against even small ships and require too long way to unlock it. Very unbalanced game. May be I try it again but on classic xcom without hunter killers and with turned off MC completely. Too hard for me now.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 03, 2019, 04:26:31 pm
Did you play classic TFTD?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 03, 2019, 07:43:24 pm
Yes, a lot of times. Classic is easy because you getting access to advanced weapons early, same for MC Lab. No no line of sight penalty, so you can shoot throw entire map. Fast getting Mantas and oscillators. Most of missions could be skipped and all USOs just shut downed by Mantas to maintenance good score. Annoying 2 stages missions could be skipped just arriving and aborting mission. Half of negative score, but better than full minus. No hunter killers. Aquanauts with 90+ MC strength  couldn't be controlled at all. Game can be finished in 3 hours on maximum difficulty (no I'm not speed run it, just saw videos). I understand what you made mod to long play, I just bad at it.
Btw, medic unlock for me calcinite corpse, but no drills in research list, and main question now - can I research another corpse manually or it's no longer possible? If Barracuda  destroyed pilot gone forever?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 03, 2019, 09:00:00 pm
Btw, medic unlock for me calcinite corpse, but no drills in research list, and main question now - can I research another corpse manually or it's no longer possible? If Barracuda  destroyed pilot gone forever?
Medics provide onlyrace overview, and no special researches. Yes, you can still research calcinite corpse.
Pilots of sunken flying subs returning to their bases over time (on the bus ;-) )
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 03, 2019, 09:44:58 pm
Pilots of sunken flying subs returning to their bases over time (on the bus ;-) )
Not sure, last time my barracuda was killed and pilot has not returned. I just hired another. Could you check manually? Later I can provide you save file and you may send barracuda to enemy base but without weapons or with empty ammo. So it will be killed and no pilot survived.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 03, 2019, 09:52:57 pm
How does MC projector work?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 03, 2019, 10:52:49 pm
Not sure, last time my barracuda was killed and pilot has not returned. I just hired another. Could you check manually? Later I can provide you save file and you may send barracuda to enemy base but without weapons or with empty ammo. So it will be killed and no pilot survived.
It should. It is set by default. Ok, i shall check twice.
How does MC projector work?
Fires invisible bullet, damaging terrain and breaking human bones.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 04, 2019, 07:07:14 pm
I know that MC emitter does damage. How much? I've tried to use it to no fun and dropped. What type of damage it does? Is there resistance to its damage?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 04, 2019, 07:22:43 pm
I know that MC emitter does damage. How much? I've tried to use it to no fun and dropped. What type of damage it does? Is there resistance to its damage?
You mean MCBA-emitter?
Is ufopedia description non-informative? Maybe i need to change it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 04, 2019, 07:25:59 pm
Sorry. Something wrong with my eyesight. It failed me twice. I wanted to say MC focuser. It's not written about resistances to MC focuser damage. Perhaps, this weapon punctures through armor.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 04, 2019, 07:33:28 pm
Sorry. Something wrong with my eyesight. It failed me twice. I wanted to say MC focuser. It's not written about resistances to MC focuser damage. Perhaps, this weapon punctures through armor.
It does sonic damage, ignores armor, causes no wounds. And damage reduces over range.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 04, 2019, 07:44:21 pm
thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 05, 2019, 04:45:30 pm
Into the chambers of what? Missing word? May be unknown? Anyway my English is bad so this half of phrase confuse me.
(https://i.postimg.cc/TpnSbHWy/screen010.png) (https://postimg.cc/TpnSbHWy)
And a lot things like this. Aliens attack at... Barge found at...  Can we have at least name of ocean if place on land unknown?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 05, 2019, 04:55:55 pm
No... but I can remove the entire feature if it's bothering too much.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 05, 2019, 06:13:59 pm
Umm, may be just change phrases on "Alien launch port attack" or "We have detected Alien barge" without place. Ok, never mind, it's just my stupid suggestions.
P.S.
Antarctica 2 stage mission (defending military base) has problem with soundtrack on first stage. It continues using mission intro music or, if game were saved and loaded, it will use main menu music.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 05, 2019, 10:28:35 pm
Umm, may be just change phrases on "Alien launch port attack" or "We have detected Alien barge" without place. Ok, never mind, it's just my stupid suggestions.
P.S.
Antarctica 2 stage mission (defending military base) has problem with soundtrack on first stage. It continues using mission intro music or, if game were saved and loaded, it will use main menu music.
These writings was discussed before. I just gave up.
About music - ok, i'll fix it. Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 05, 2019, 10:34:13 pm
I got a game crash. OpenXcom has crashed: Research STR_OUTCAST_ARMOR not found. I think it's because of this Church Outcast alive guy  what I got from USO recovery site mission. Gotta stop research it until you investigate the problem. It's nearly complete 100% in my save file.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 06, 2019, 06:26:15 am
I got a game crash. OpenXcom has crashed: Research STR_OUTCAST_ARMOR not found. I think it's because of this Church Outcast alive guy  what I got from USO recovery site mission. Gotta stop research it until you investigate the problem. It's nearly complete 100% in my save file.
Yes, found it too. Will be fixed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 06, 2019, 04:03:40 pm
What the reason to produce (actually hire via workshops) MC Gifted aquanauts, if I can train normal guys using same MC lab? Only MC resistance difference?
(https://i.postimg.cc/NLLQ8rgZ/screen011.png) (https://postimg.cc/NLLQ8rgZ)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 06, 2019, 04:32:56 pm
What the reason to produce (actually hire via workshops) MC Gifted aquanauts, if I can train normal guys using same MC lab? Only MC resistance difference?
(https://i.postimg.cc/NLLQ8rgZ/screen011.png) (https://postimg.cc/NLLQ8rgZ)
They can have more mc-strength and skill.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 06, 2019, 06:23:58 pm
Mo more mind control using MC disruptors? have you nerved it or its only works against special aliens?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 06, 2019, 06:34:26 pm
MC disruptor now only disrupts moral of aliens. To control aliens one need other device.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 06, 2019, 07:18:22 pm
5taras Thanks for info, sorry for noobish questions here. Btw about 2 stages mission info. You can do like vanilla, for example:
(https://i.postimg.cc/jwdM89d4/screen012.png) (https://postimg.cc/jwdM89d4)
For others it could be "Alien dungeon mission" and etc
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 06, 2019, 07:35:34 pm
I am not skillful enough to change mission description.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 06, 2019, 09:17:37 pm
5taras Thanks for info, sorry for noobish questions here. Btw about 2 stages mission info. You can do like vanilla, for example:
(https://i.postimg.cc/jwdM89d4/screen012.png) (https://postimg.cc/jwdM89d4)
For others it could be "Alien dungeon mission" and etc
It was so before.
But dont worry, Meridian will fix description showing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 07, 2019, 04:30:07 pm
Not sure what this because of mod, but I'll ask here. Problem with grouping of ammo clips. Early you can unload weapons what has low charges, like example 2 sonic cannons has 3 and 7 charges left and make one full 10 charges clip. But it no longer work and both clips stays separately. Is this mod feature or may be OXCE?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 07, 2019, 04:35:28 pm
Not sure what this because of mod, but I'll ask here. Problem with grouping of ammo clips. Early you can unload weapons what has low charges, like example 2 sonic cannons has 3 and 7 charges left and make one full 10 charges clip. But it no longer work and both clips stays separately. Is this mod feature or may be OXCE?

There was no change, it still works as before.

When you have 2 sonic cannon clips, one with 3 rounds and the second with 7 rounds, they both stay the same when you just deequip them in the inventory.

After the mission (after Debriefing), they get combined into 1 sonic cannon clip with 10 rounds.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 07, 2019, 09:51:24 pm
This is new for me:
(https://i.postimg.cc/67gjMFfZ/screen013.png) (https://postimg.cc/67gjMFfZ)
How it possible? I mean rejoin project after nation were infiltrated. Only in OXCE available? Where it is in config files?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 07, 2019, 11:00:24 pm
This is new for me:
How it possible? I mean rejoin project after nation were infiltrated. Only in OXCE available? Where it is in config files?

yes, oxce only

parameter is called "allowCountriesToCancelAlienPact", it's in the mod ruleset

they rejoin after you destroy the alien base that was created during the infiltration
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 07, 2019, 11:27:45 pm
Could one add the condition that if peaceful treatment with jellymen is signed then all their bases vanish including their scouting raids?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 08, 2019, 08:08:56 am
Could one add the condition that if peaceful treatment with jellymen is signed then all their bases vanish including their scouting raids?
Impossible at this moment.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 12, 2019, 08:38:09 pm
Just came here to say how awesome this mod is... having tons of fun atm! I would even go as far as to say this my currently my favourite mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: gfzuglian on May 13, 2019, 04:57:19 am
I created an account just to say that this mod is hands down the best x-com experience I've ever had (I've played all clones, hell yeah). I'm sorry, but I'm playing at the lowest difficulty, and run into a problem... I already researched 91% of the tech tree and have nothing else to do... So I'm wondering what I am missing. Do I have to destroy all alien bases? Do I have to do something to the "Sea Horrors" ships that sometimes appears? Is the game complete?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 13, 2019, 09:37:09 am
Just came here to say how awesome this mod is... having tons of fun atm! I would even go as far as to say this my currently my favourite mod.
I'm really pleased, thanks.

Btw, small spoiler/advice about our beloved crayfish-people:
Lobsterman can be killed by two-three zrbite rounds of heavy gas cannon, or with zrbite torpedoes. And if you lack vibroblades, you can use hooks. These shell openers are maked just for them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 14, 2019, 01:35:44 pm
And again with screenshot:
(https://i.postimg.cc/SJv1yrz7/screen014.png) (https://postimg.cc/SJv1yrz7)
Could be this message pops up only when MC Lab completely builded on any of bases, or it's technically not possible?  Now it's shows when you finishing researching it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 14, 2019, 02:50:25 pm
And again with screenshot:
(https://i.postimg.cc/SJv1yrz7/screen014.png) (https://postimg.cc/SJv1yrz7)
Could be this message pops up only when MC Lab completely builded on any of bases, or it's technically not possible?  Now it's shows when you finishing researching it.
No specific message on construction end is possible, sorry.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 15, 2019, 12:50:49 am
I created an account just to say that this mod is hands down the best x-com experience I've ever had (I've played all clones, hell yeah). I'm sorry, but I'm playing at the lowest difficulty, and run into a problem... I already researched 91% of the tech tree and have nothing else to do... So I'm wondering what I am missing. Do I have to destroy all alien bases? Do I have to do something to the "Sea Horrors" ships that sometimes appears? Is the game complete?
Sea horrors are to be shot down only as far as I know. You need to find two keys. One from jellyman ruler that lives in jellyman colony. The other key is from naga city that should open the next month after interrogation of naga lord. I am not sure if you need to interrogate lobsterman commander. Probably, you need. Also, you need to build flounder type ship to arrive safely to deep water alien central base. The game is finished.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: gfzuglian on May 15, 2019, 05:21:38 am
Thanks for the reply.  I Wonder how I'm gonna get the Jellyman key, since I already made peace with them... Do I have to wait until a jellyman colony is being attacked and do something to the Jellyman ruler? I haven't seen any key th research, neither this flounder type ship. The most advanced one I have is the Leviathan.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 15, 2019, 06:06:59 am
Thanks for the reply.  I Wonder how I'm gonna get the Jellyman key, since I already made peace with them... Do I have to wait until a jellyman colony is being attacked and do something to the Jellyman ruler? I haven't seen any key th research, neither this flounder type ship. The most advanced one I have is the Leviathan.
You dont need a jellymen research to go to the end mission.
Alien key from nagas, knowledge from lobster boss and research of ancient clone chamber from mission with same name.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 15, 2019, 07:01:42 pm
And again with screenshot:
(https://i.postimg.cc/SJv1yrz7/screen014.png) (https://postimg.cc/SJv1yrz7)
Could be this message pops up only when MC Lab completely builded on any of bases, or it's technically not possible?  Now it's shows when you finishing researching it.

No, but in next oxce version it will warn you about additional requirements.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 15, 2019, 07:02:13 pm
Can we have NO 2 same mission in row in the beginning of month? Did Artifact site and Down USO site poped, send there Triton, and while it's on the way same mission poped in few seconds and around 10 more seconds I got Arsenal under attack. This is ridiculous:
(https://i.postimg.cc/nCL7Gt4v/screen015.png) (https://postimg.cc/nCL7Gt4v)
And question regardless  the base at mid terrain - it has no warning detection circle. Why? Because I have no radar there (out of my detection range)? Or some bases not protected by aliens?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: 5taras on May 15, 2019, 07:35:32 pm
And question regardless  the base at mid terrain - it has no warning detection circle. Why? Because I have no radar there (out of my detection range)? Or some bases not protected by aliens?
Jellyman colonies do not have warning detection circle.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 15, 2019, 08:16:37 pm
Can we have NO 2 same mission in row in the beginning of month? Did Artifact site and Down USO site poped, send there Triton, and while it's on the way same mission poped in few seconds and around 10 more seconds I got Arsenal under attack. This is ridiculous:
Will do.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: gfzuglian on May 15, 2019, 10:25:45 pm
The overwhelming number of missions in the beginning of the month are one of only two things I disliked in this mod, the other one being alien bases. It's just tedious to sweep three (or four) levels looking for a panicked lobsterman, with all that doors, walls and crevices to hide. Maybe if they could start being very agressive when close to the synonium device, the level could be more enjoyable.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 16, 2019, 11:10:07 pm
Playing with New Battle menu to learn about some new mission what I have not encounter yet (don't want play them blind and been wiped there out) and found that tech string (STR_CHURCH...) what probably must be replaced by something more readable:
(https://i.postimg.cc/QKZ08N9R/screen016.png) (https://postimg.cc/QKZ08N9R)
Could you check it please?
And text here has small font, bug?
(https://i.postimg.cc/0KrGSxVy/screen018.png) (https://postimg.cc/0KrGSxVy)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 17, 2019, 05:05:51 am
Playing with New Battle menu to learn about some new mission what I have not encounter yet (don't want play them blind and been wiped there out) and found that tech string (STR_CHURCH...) what probably must be replaced by something more readable:
(https://i.postimg.cc/QKZ08N9R/screen016.png) (https://postimg.cc/QKZ08N9R)
Could you check it please?
And text here has small font, bug?
(https://i.postimg.cc/0KrGSxVy/screen018.png) (https://postimg.cc/0KrGSxVy)
Ok, string will be fixed.
Small font because of long string. It is normal.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 17, 2019, 06:51:15 pm
I don't know bug this or not, but when you using Magnetic Ion armor, backpack slot is filled with engine sprite, so you can't put anything there. Engine gone if you on the land, so you can use backpack again. But when I started 2 parts mission, I've found what underwater engine missing too and backpack could be used:
(https://i.postimg.cc/D8513K9Z/screen019.png) (https://postimg.cc/D8513K9Z)
Save file to test and check:
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 17, 2019, 07:28:03 pm
Land version of mag-ion armor goes without backpack.
And what goes to second stage - sadly, Yankes refuses to make different starting conditions for different stages. So if you begin on land, you stay on land...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 17, 2019, 07:32:04 pm
Land version of mag-ion armor goes without backpack.
And what goes to second stage - sadly, Yankes refuses to make different starting conditions for different stages. So if you begin on land, you stay on land...

Starting conditions are my doing, Yankes is innocent.

The armor transformation feature (currently under Starting conditions) does work between stages... so you can transform armors between stages if you want to already today.
But maybe wait until OXCE 5.5 (to not do the work twice), because I have just split the Starting conditions into "Starting conditions" and "Enviro effects", and armor transformations will be under Enviro effects starting with OXCE 5.5.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 17, 2019, 08:45:10 pm
Armor transformation is useless without weapons restriction.
In this case we have surface mission, turning to underwater.
And if change of armor is possible, surface weapons now staying in underwater stage. So i decided to make second stage surface too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: gfzuglian on May 17, 2019, 10:28:01 pm
Is there any feature that creates a save file with all the equipment in any mission? For example, when doing alien base missions (again) I use one equipment configuraton in the first level and another in the second level. I basically swap every weapon for heavy sonic. I initially thought that the save button served for this mechanic.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Meridian on May 18, 2019, 12:10:35 am
Armor transformation is useless without weapons restriction.
In this case we have surface mission, turning to underwater.
And if change of armor is possible, surface weapons now staying in underwater stage. So i decided to make second stage surface too.

Well, I really can't help with that.
The weapons banned on the first stage are just not available anymore for the second stage, they are teleported back to base.

Maybe the mission INFO description could say that the mission is both on surface and underwater and the player should take dual equipment only?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 18, 2019, 06:35:05 am
Then in first stage we can not use surface weapons.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 18, 2019, 01:53:47 pm
Just opinion dependence on Vanilla analyze, it has 2 stages mission but they're both only at water or on surface. But here we have a more different missions. May be in future releases it could be fixed or changed, or author will change maps and enemies layouts.
P.S.
More values to fix at single battle option:
(https://i.postimg.cc/xcM1tm9z/screen020.png) (https://postimg.cc/xcM1tm9z)
I think you better check it yourself, it might be more. And why no MC Controller available in equipment menu? Alien only weapon obtained as loot?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 18, 2019, 08:15:47 pm
And why no MC Controller available in equipment menu? Alien only weapon obtained as loot?
Mc-controller is a part of mc-armor, as sayed in description.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 18, 2019, 08:19:29 pm
Oh, sorry for false call then. My fault, lazy ass to read, plus English not my native, I just prefer to use it because Russian translation is bad most things i.m.o incorrect or missing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 19, 2019, 05:14:14 am
Oh, sorry for false call then. My fault, lazy ass to read, plus English not my native, I just prefer to use it because Russian translation is bad most things i.m.o incorrect or missing.
Какой ещё плохой русский перевод?! Русский-оригинальный язык мода!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Shiroi Bara on May 19, 2019, 02:08:44 pm
MPS guy with 85 MC strength panicked in one MC attack from Mind Worm. Really? Second level of difficulty. Is that normal?
Пример: Deep One переведен как "Глубинный". Использовать прилагательное вместо существительного немного странно. А где-то он прописан как "Глубинник", что более адекватно. Ну про особенности разрыва слов из-за переносов я уже помолчу, тут, видимо, это из-за движка. Ряд статей в Уфопедии тоже не переведены. Ну это опять же временно. Поэтому, даже с моим отвратным английским, особенно в плане грамматики, я предпочитаю его.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
Post by: Nord on May 19, 2019, 04:44:21 pm
Version 2.28 is up. At last.
Changelog:
- added new inventory pics (64 of them) for ALL armors;
- added some music;
- added new SWS: scout drone (for surface recon);
- increased value of civilian lives;
- diver knife do less damage to armor;
- rebalanced USO mission chances;
- rebalanced alien item levels;
- randomised mission spawn time;
- mindworms attack nerfed;
- fixed Outcast bugs;
- fixed missing strings;
- fixed music in excavation;
- minor fixes;
- OXCE 5.4.1 used.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 19, 2019, 09:13:57 pm
Female Magnetic Ion armor bug? Looks like no armor, only engine present at backpack:
(https://i.postimg.cc/7bw8m6MQ/screen023.png) (https://postimg.cc/7bw8m6MQ)
Save file attached. And if it's confirmed, could you please upload fixed files at you post, because now it's confuse me and I need recheck it few times before going to mission.
P.S.
And Aqua Plastic guys looks like wearing nothing at battlefield, or it's my imagination (played too much today)
(https://i.postimg.cc/68DDkVFt/screen024.png) (https://postimg.cc/68DDkVFt)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: 5taras on May 20, 2019, 05:24:34 am
I hope scout drone can carry bombs as underwater one.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: mark617 on May 20, 2019, 06:15:44 am
Following Error with 2.28 (this is from log file):

[19-05-2019_20-13-52]   [INFO]   OpenXcom Version: Extended 5.4.1 (v2019-04-29)
[19-05-2019_20-13-52]   [INFO]   Platform: Windows 64 bit
[19-05-2019_20-13-52]   [INFO]   Data folder is:
[19-05-2019_20-13-52]   [INFO]   Data search is:
[19-05-2019_20-13-52]   [INFO]   - C:/Users/Mark/Documents/OpenXcom/
[19-05-2019_20-13-52]   [INFO]   - C:/Users/Mark/Desktop/TWoTS_2_28/
[19-05-2019_20-13-52]   [INFO]   User folder is: C:/Users/Mark/Desktop/TWoTS_2_28/user/
[19-05-2019_20-13-52]   [INFO]   Config folder is: C:/Users/Mark/Desktop/TWoTS_2_28/user/
[19-05-2019_20-13-52]   [INFO]   Options loaded successfully.
[19-05-2019_20-13-52]   [INFO]   SDL initialized successfully.
[19-05-2019_20-13-52]   [INFO]   SDL_mixer initialized successfully.
[19-05-2019_20-13-52]   [INFO]   Attempted locale:
[19-05-2019_20-13-52]   [INFO]   Detected locale: C
[19-05-2019_20-13-52]   [INFO]   Attempting to set display to 3840x2160x8...
[19-05-2019_20-13-53]   [INFO]   Display set to 3840x2160x8.
[19-05-2019_20-13-53]   [INFO]   Loading data...
[19-05-2019_20-13-53]   [INFO]   Scanning standard mods in ''...
[19-05-2019_20-13-53]   [INFO]   Scanning user mods in 'C:/Users/Mark/Desktop/TWoTS_2_28/user/'...
[19-05-2019_20-13-53]   [ERROR]   FileMap::mapExtResources(xcom1, UFO): external resources not found.
[19-05-2019_20-13-53]   [INFO]   Loading rulesets...
[19-05-2019_20-13-57]   [INFO]   Loading fonts... Font.dat
[19-05-2019_20-13-57]   [INFO]   Lazy loading: 0
[19-05-2019_20-13-57]   [INFO]   Loading extra resources from ruleset...
[19-05-2019_20-13-58]   [FATAL]   FileRecord::at(Resources/Armor/New_Inv_pics/F0/0f36.png): requested file not found.
[19-05-2019_20-13-58]   [ERROR]   FileRecord::at(Resources/Armor/New_Inv_pics/F0/0f36.png): requested file not found.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 20, 2019, 06:17:36 am
Female Magnetic Ion armor bug? Looks like no armor, only engine present at backpack:
Save file attached. And if it's confirmed, could you please upload fixed files at you post, because now it's confuse me and I need recheck it few times before going to mission.
P.S.
And Aqua Plastic guys looks like wearing nothing at battlefield, or it's my imagination (played too much today)
You are right anout mag-ion. Here is a quick fix. Extract a file from archive.
Plastic aqua armor is all fine though.

to mark617: Same quick fix.

I shall reupload a mod now.

Upd.: main mod updated.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: gfzuglian on May 20, 2019, 01:39:00 pm
Well, just update my game to 2.28 (I was playing with 2.24) and
the special naga city event just appeared and  I got the key.

I wonder if its coincidence or there was a bug in 2.24.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 20, 2019, 01:56:17 pm
Well, just update my game to 2.28 (I was playing with 2.24) and
the special naga city event just appeared and  I got the key.
  There was so many bugs fixed between 2.24 and 2.27...
I wonder if its coincidence or there was a bug in 2.24.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 20, 2019, 09:07:12 pm
It seems Mind Worms nerved not enough. MCP guy with 85 MC strength lost 95% of morale in one attack. Or should I just ignore all those missions? I can't protect myself from MC attack even with MCP guys. I just scare to imagine what will be in Superhuman if they such dangerous on Experienced.
P.S.
Some magenta dots and areas on picture, may be because of palette problems:
(https://i.postimg.cc/4HKtyhwJ/screen025.png) (https://postimg.cc/4HKtyhwJ)
P.P.S.
Ancient Alien Dungeon 2nd level some troubles with minimap:
(https://i.postimg.cc/5Yv57YYK/screen026.png) (https://postimg.cc/5Yv57YYK)
Save file if you need.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 21, 2019, 05:16:06 am
Dots will be fixed. Someday.
Map does not work in ancient dungeons. It is intended.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: 5taras on May 21, 2019, 10:24:52 am
As discovered Meridian aquanauts can not carry bodies of sleeping civilians.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 21, 2019, 10:49:22 am
As discovered Meridian aquanauts can not carry bodies of sleeping civilians.
Yes, just as in vanilla.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 21, 2019, 07:14:08 pm
Not made full review on this mod yet, but Ion armor after you already have Magnetic Ion? Hmm... Not research this topic completely but when it shows up in list kind confuse me. Just expression anyway.
P.S.
Encounter strange bug with tanks and Poseidon. Look at screenshot. One of tanks managed to enter double size door but now I couldn't  move it back to the ship. May be because of ship wing. You might need check it yourself, save file to check
(https://i.postimg.cc/mt768NtM/screen028.png) (https://postimg.cc/mt768NtM)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: gfzuglian on May 22, 2019, 04:09:24 am
I loved to use snipers on the ship's roofs, but it cannot be done with the Leviathan, unless if one's using flying armor. Is it a valid request?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 22, 2019, 05:59:52 am
I loved to use snipers on the ship's roofs, but it cannot be done with the Leviathan, unless if one's using flying armor. Is it a valid request?
IMHOA best tactic for snipers is to equip floating suit and go as high as possible, preparing to bring death and purgation from the sky.. i mean in most effective way.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: gfzuglian on May 22, 2019, 01:37:52 pm
IMHOA best tactic for snipers is to equip floating suit and go as high as possible, preparing to bring death and purgation from the sky.. i mean in most effective way.

You are absolutely right. But that can only happen in subsea missions. I tought it was just anti strategic to loose this height advantage.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 22, 2019, 04:11:13 pm
Hammerhead loses it's destination target when dogfight phase over (last time I send it to alien colony and it destroyed Hunter Killer). I think it same for other transport ship what can carry weapons. Is it normal?
P.S.
Oh, just figured out what this question better ask at OXCE topic, miss typed, but if Meridian replies here, it would be nice.
P.P.S.
Another cosmetic bug, STR_... string, look at screenshot, save file has attached:
(https://i.postimg.cc/MnqH22CW/screen030.png) (https://postimg.cc/MnqH22CW)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 23, 2019, 03:44:23 pm
Another cosmetic bug, STR_... string, look at screenshot, save file has attached:
Got it.

Also, to Meridian:
Watching your playthrough.
Adding soldier transformations, for your existing units. Also fixed bugs that you mentioned.
But: if i use
Code: [Select]
    spawnedPersonType: STR_MC_SOLDIER
    producedItems: []
instead
Code: [Select]
    spawnedPersonType: STR_MC_SOLDIER
    producedItems:
      STR_MOLECTRONICS: 1
then get an error "blabla, cant find an item with the name of spawned soldier" but (in this case) i have no item, named "STR_MC_SOLDIER".
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Meridian on May 24, 2019, 03:14:00 am
It's producedItems: {} not producedItems: []
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 24, 2019, 07:42:09 am
It's producedItems: {} not producedItems: []
Great. Should help.
Also, craft equipment names are different for different crafts, so types of equipment marked in USOPedia.
In Moray case - 2 torpedoes and 1 cannon.
And about guardians - heavy gauss can help. And torpedoes.

Btw, should i release new version with soldier transformations right now or wait for something more to fix?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 24, 2019, 07:35:48 pm
Have you changed names of research topics in new version? I got this:
(https://i.postimg.cc/Fkchjcxh/screen031.png) (https://postimg.cc/Fkchjcxh)
Started new game on SHIM (I know, I'm crazy, but this is fun), so this screen is new for me.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 24, 2019, 08:03:35 pm
Yes i did, but hmmm... you should not see this out of tech tree.
I should look.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 24, 2019, 09:00:56 pm
Forget mentioned what I've moved to OXCE 5.5 latest, but I think this tech tree message not it's issue. And after I've research it I got this screen, seems result of same bug:
(https://i.postimg.cc/mPCc0Cj9/screen032.png) (https://postimg.cc/mPCc0Cj9)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Meridian on May 24, 2019, 11:53:10 pm
Also, craft equipment names are different for different crafts, so types of equipment marked in USOPedia.
In Moray case - 2 torpedoes and 1 cannon.

You can define weapon type per craft if you wanted... but USOpedia is also good enough if not.

Code: [Select]
  - type: STR_MORAY
    weapons: 3
    weaponTypes: [1,2,2]
    weaponStrings: [STR_WEAPON_TYPE_CANNON, STR_WEAPON_TYPE_TORPEDO, STR_WEAPON_TYPE_TORPEDO]

Code: [Select]
  STR_WEAPON_TYPE_TORPEDO: "TORPEDO>{ALT}{0}"
  STR_WEAPON_TYPE_CANNON: "CANNON>{ALT}{0}"

Btw, should i release new version with soldier transformations right now or wait for something more to fix?

There are 2 more episodes coming (including a 3+ hour colony attack). After that I will not be playing for 3-4 weeks, because of holidays.

When upgrading to OXCE 5.5 don't forget to fix the starting conditions, the structure has changed.

Hammerhead loses it's destination target when dogfight phase over (last time I send it to alien colony and it destroyed Hunter Killer). I think it same for other transport ship what can carry weapons. Is it normal?

Yes, this is normal.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 25, 2019, 05:14:19 am
Ok, so i should do.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 25, 2019, 03:59:30 pm
I don't know bug this or just because new OXCE, but sometimes, when you reached mission destination and window with mission briefing shows up, the music still playing geoscape tune. Usually it change to briefing one.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Meridian on May 25, 2019, 04:25:16 pm
not OXCE

mod just uses undefined sounds, e.g.
      music: GMATTBAS
      music: GMBIGMAR
      music: GMDEFBAS
      music: GMISPOSH
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 25, 2019, 04:29:45 pm
Whats happened when I repair Paladin armor? I can't find it checking item list. Dose it transforms to Aqua plastic armor?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Voidez on May 25, 2019, 05:59:31 pm
greetings. it seems there is a bug with a scout drone: it may be taken to the underwater missions.

as i presume the problem lies in the startingConditions - allowedVehicles
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 25, 2019, 06:29:01 pm
not OXCE

mod just uses undefined sounds, e.g.
      music: GMATTBAS
      music: GMBIGMAR
      music: GMDEFBAS
      music: GMISPOSH
Ok, will look.
Dose it transforms to Aqua plastic armor?
Yes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Meridian on May 25, 2019, 07:28:57 pm
Ok, will look.Yes.

Ehm, sorry, those are vanilla, false alarm.

Anyway, whatever the bug is, it won't be oxce. Maybe some briefings are missing the music definition?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 25, 2019, 07:58:18 pm
greetings. it seems there is a bug with a scout drone: it may be taken to the underwater missions.

as i presume the problem lies in the startingConditions - allowedVehicles
Do you use OXCE 5.5?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 25, 2019, 08:05:37 pm
Just a favor - can you change sound of aqua lung flying aquanauts for something else? Now it's look like it has engine, but it has not. And same for some aliens, same sound. At later releases of course, not such important now.
P.S.
Monster attack terror mission no longer penalty for leaving it? I mean land and abort 0 points. Or it was always?
P.P.S.
About not playing briefing music, this one for example, keeps playing geo track:
(https://i.postimg.cc/gXjT9PvM/screen034.png) (https://postimg.cc/gXjT9PvM)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Voidez on May 25, 2019, 10:58:50 pm
Do you use OXCE 5.5?
TWoTS 2.28 + Extended 5.5 v 2019-05-19
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 26, 2019, 01:04:42 am
Well, that was fun, failed on SHIM at December, can't get any live aliens, except Medic, stuck on research 0 implants in stores, Gas weapons require 1-2 shots to kill Gilman, 3-4 to Carcharodon and 3-4 to Hallucinoid. Another problem trajectory, on some missions like Biolab 2nd level you need stay close to enemy due to map design and environment layout. Jet harpoon stun ammo useless, only good against aquatoids. I did NOT get Thermal Tazers too.  And of course MC attack is pain in the ass. Incredibly hard. Good luck to all who will try this challenge.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 26, 2019, 06:05:34 am
TWoTS 2.28 + Extended 5.5 v 2019-05-19
That's the point. Reverse back to 5.4 or wait for 2.29.
Monster attack terror mission no longer penalty for leaving it? I mean land and abort 0 points. Or it was always?
It can not be, because of civilian's deaths. Please provide savegame.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: davide on May 26, 2019, 12:40:38 pm
Why do you not include Blank's huge collection of USOs ?

https://openxcom.org/forum/index.php/topic,4521.msg62152.html#msg62152 (https://openxcom.org/forum/index.php/topic,4521.msg62152.html#msg62152)



Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 26, 2019, 01:06:45 pm
That's the point. Reverse back to 5.4 or wait for 2.29.It can not be, because of civilian's deaths. Please provide savegame.
Can't now because of Ironman, but may be I'll do it again without it and will save just before landing while Triton on his way.  I guess mod still require a lot of testing and debugging, but I'm not lying.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 26, 2019, 02:58:20 pm
Why do you not include Blank's huge collection of USOs ?
In fact i did. Not all of them, though, only those i liked. But i should look once more. Thanks for reminder.
Can't now because of Ironman, but may be I'll do it again without it and will save just before landing while Triton on his way.  I guess mod still require a lot of testing and debugging, but I'm not lying.
You may be wrong about mission name, that's all. Other way i dont know what to think...  :P
Checked once again - all terror missions cause 300-400 negative points if abort them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Shiroi Bara on May 26, 2019, 03:21:18 pm
Just encounter it via new battle. Choices: monster terror, craft Triton, superhuman. Aborted get 0 points, but sometimes it gives you negative score. I think it's RNG and you need test it deeply
(https://i.postimg.cc/XpjvByH5/screen039.png) (https://postimg.cc/XpjvByH5)
(https://i.postimg.cc/9DxC78R5/screen038.png) (https://postimg.cc/9DxC78R5)
(https://i.postimg.cc/XZQL35zg/screen040.png) (https://postimg.cc/XZQL35zg)
P.S.
Very interesting: aborting immediately gives you 0, but if you turn few aquanauts  in you ship and wait may be a minute it gives negative.
P.P.S
Not sure about time now, I think it's just RNG. It might be OXCE bug.
P.P.P.S
Apologizes for too many post scriptums, but just tested on old openxcom 1.0 git 2018-12-31 18:02. Same behavior - 0 points but sometimes negative score. Seems RNG. Hope not PC based and someone else can confirm it too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 26, 2019, 03:47:33 pm
Just encounter it via new battle. Choices: monster terror, craft Triton, superhuman. Aborted get 0 points, but sometimes it gives you negative score. I think it's RNG and you need test it deeply
P.S.
Very interesting: aborting immediately gives you 0, but if you turn few aquanauts  in you ship and wait may be a minute it gives negative.
P.P.S
Not sure about time now, I think it's just RNG. It might be OXCE bug.
I know wat is wrong. Thanks to Meridian's letsplay. Sometimes there is no space on map to spawn civilians. I should rework vanilla island terrain. Thanks for report.

Also, i have looked at Blank's  USOs and was surprised to understand that they are not included in TWoTS. I thinked they are. Maybe they were lost when i was confused in versions. (Somewhere between 2.19 and 2.22) Should do it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: davide on May 26, 2019, 05:25:35 pm
In fact i did. Not all of them, though, only those i liked. But i should look once more. Thanks for reminder.
...
Also, i have looked at Blank's  USOs and was surprised to understand that they are not included in TWoTS. I thinked they are. Maybe they were lost when i was confused in versions. (Somewhere between 2.19 and 2.22) Should do it.

Thank you for considering my suggestion

I would be grateful to you if you can list the maps that you discard so maybe I can add them back locally,
or better you could add a couple of ufos.rul , the master with your selection and the optional with the full usos maps list.


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
Post by: Nord on May 26, 2019, 05:47:47 pm
Thank you for considering my suggestion

I would be grateful to you if you can list the maps that you discard so maybe I can add them back locally,
or better you could add a couple of ufos.rul , the master with your selection and the optional with the full usos maps list.
Basically i add all vanilla-based designs. Those named uso01b, uso01bl1 e.t.c.
No use for experimental(c, d, ...)

Upd.: Version 2.29 is up.
Changelog:
- Added new USO interiors by Blank;
- Added soldier transformations to cyborgs and MC-shielded ones;
- MC-shielded aquanautc MC-strength increased;
- rebalanced a few things;
- defined names for craft weapon slots;
- Fixed new music;
- Fixed island civilian spawn;
- minor fixes;
- suited for OXCE 5.5. And exactly this version is used.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Meridian on May 27, 2019, 12:14:13 pm
- suited for OXCE 5.5. And exactly this version is used.

Thanks for the update!

You can indicate minimum OXCE requirement also via metadata.yml, like this:
Code: [Select]
requiredExtendedVersion: "5.5"

More info here: https://openxcom.org/forum/index.php/topic,6945.0.html
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Shiroi Bara on May 27, 2019, 01:31:02 pm
New music bug - landed at shore mission with mutants, immediately aborted and music gone, just sound of sea waves at geoscape. Sorry, no save file.
P.S.
Civilians (not ship crew) present now on pirate attack cargo ship missions too?
(https://i.postimg.cc/188hf9rQ/screen041.png) (https://postimg.cc/188hf9rQ)
Save file for it:
P.P.S.
Never mind, I think this is Civilian Ship not Cargo, just same layout.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Nord on May 27, 2019, 03:02:41 pm
Not a bug, new music.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Shiroi Bara on May 27, 2019, 06:30:15 pm
This guy face, a little Hitler one, is he wearing moustache?
(https://i.postimg.cc/nssG6wKp/screen042.png) (https://postimg.cc/nssG6wKp)
Or he gay and it's black lipstick?
P.S.
New soundtrack not bad but how I can set standard geoscape music? And for new soundtrack - it will be nice to upload full album somewhere, so people can change music themselves, even using  standard names.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: wolwerin on May 27, 2019, 11:17:02 pm
This guy face, a little Hitler one, is he wearing moustache?
(https://i.postimg.cc/nssG6wKp/screen042.png) (https://postimg.cc/nssG6wKp)
Or he gay and it's black lipstick?
P.S.
New soundtrack not bad but how I can set standard geoscape music? And for new soundtrack - it will be nice to upload full album somewhere, so people can change music themselves, even using  standard names.
It's just a black mustache.
Press the End key and choose the music that you like.))
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Nord on May 29, 2019, 07:12:13 am
Oh. Looks like i have used not 2.28.1 for making new version, but 2.28. So again, file was updated to 2.29.1 - with fixed inventory sprites.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: DaManWithGun on May 30, 2019, 12:05:47 am
So, I've been a fan of your project for a while (I started playing whenever I got time since 2.0x) and I'd like to thank you for maintaining and continuing to develop this mod, or should I say expansion pack.

I've got a few things to mention:

1) I'm currently in a brainstorming phase of making my own mod - a TftD/Apoc interquel, set properly on Earth post-T'leth, however after playing your mod I find vanilla TftD too bland for what I have in plans. Would you mind if TWoTS will serve as a basis instead?

2)There's a smol bug with the the M.C. Battlearmour, namely extended.rul lists its special weapon as STR_MCBA, however there is no such item in Items.rul but rather STR_MCBA_HAND
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Shiroi Bara on May 31, 2019, 12:54:03 am
For some strange reason doors missing where they should be. This is famous "penis" layout ship. Look at screenshot. And yes, ship was almost destroyed by Barracuda, but why doors gone? Or this is new ship from pack what has different doors placement? Just in case attaching save file. Don't forget set Ironman=false if you want to experiment with it.
(https://i.postimg.cc/Bt5tZ5yr/screen046.png) (https://postimg.cc/Bt5tZ5yr)
P.S.
Ok, never mind, this is new layout, I just moved deeply at ship and have found it. False call.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Nord on May 31, 2019, 10:47:40 am
So, I've been a fan of your project for a while (I started playing whenever I got time since 2.0x) and I'd like to thank you for maintaining and continuing to develop this mod, or should I say expansion pack.

I've got a few things to mention:

1) I'm currently in a brainstorming phase of making my own mod - a TftD/Apoc interquel, set properly on Earth post-T'leth, however after playing your mod I find vanilla TftD too bland for what I have in plans. Would you mind if TWoTS will serve as a basis instead?

2)There's a smol bug with the the M.C. Battlearmour, namely extended.rul lists its special weapon as STR_MCBA, however there is no such item in Items.rul but rather STR_MCBA_HAND
1) yeah, sure.
2) oh, sh**. Thanks, will fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Shiroi Bara on June 01, 2019, 06:59:59 pm
Base defense mission, my tank can't move because no 2x2 ways for it exists. You might need change some structures and test it deeply. Save file attached:
(https://i.postimg.cc/hzsv8gZW/screen047.png) (https://postimg.cc/hzsv8gZW)
P.S.
Actually it can moves, but can't leave small area (2 training pools) and go to another part of the base.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Shiroi Bara on June 01, 2019, 09:20:50 pm
Another base defense. Naga spawns inside large storage facility, 1st turn, screenshot and save file:
(https://i.postimg.cc/876Zpdb3/screen048.png) (https://postimg.cc/876Zpdb3)
P.S.
More of them spawns inside the base, I guess it because I don't have Sub Pens. But why not spawn them all inside Air Lock then?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Nord on June 01, 2019, 10:29:37 pm
Base defense mission, my tank can't move because no 2x2 ways for it exists. You might need change some structures and test it deeply. Save file attached:
P.S.
Actually it can moves, but can't leave small area (2 training pools) and go to another part of the base.
Well, it happens.
Ok, i'll do something.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Shiroi Bara on June 01, 2019, 11:00:09 pm
I lost my try, this base too. Builded it with 10 only soldiers. It was main nstorage base. All zbrite and resources are f....ed. My fault anyway. For fun staff: Air Lock Area looks crazy:
(https://i.postimg.cc/f3VQNWWC/screen049.png) (https://postimg.cc/f3VQNWWC)
(https://i.postimg.cc/bdp8Ghmy/screen050.png) (https://postimg.cc/bdp8Ghmy)
The main problem what I can't get any live navigator or even technician, Nagas don't have those ranks, haven't counter gilmans very large too. Did once  very large Nagas and failed (aborted) on aquatoids - insane MC... And those implants - I did artifact site with gilman - 0 implants from it (. It will be glad if you change research system or may be increase amount drops on implants. Failed on December 1ts year. Sometimes I think what this game on highest difficulty is just a lottery of getting necessary aliens and items before certain point or you will lose due to lack of  technology.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: 5taras on June 03, 2019, 02:22:22 pm
Use drones carrying armed mines. It will help to stop waves of incoming aliens in most cases besides raids of lobstermen.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Shiroi Bara on June 03, 2019, 09:59:47 pm
Please remove option spawn missions inside Alien colony radius. Not every time I have Barracuda researched. And even I have it, there is chance get shielded USO what will kill it instant.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Shiroi Bara on June 06, 2019, 06:13:36 pm
Excuse me, 799 Time Units to use Aimed Shot on Scout Drone?
(https://i.postimg.cc/7bZ079sQ/screen052.png) (https://postimg.cc/7bZ079sQ)
Not checked it yet as it correct on not, just want inform you immediately. Check save file.
P.S.
According wiki it has no weapon and it's power 0. But if it is, why then reticle present and one of the slots? May be is better remove it completely? This is 799 Time Units just confuse.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Nord on June 07, 2019, 02:13:25 pm
Please remove option spawn missions inside Alien colony radius. Not every time I have Barracuda researched. And even I have it, there is chance get shielded USO what will kill it instant.
It is impossible due to game engine.
Excuse me, 799 Time Units to use Aimed Shot on Scout Drone?
Not checked it yet as it correct on not, just want inform you immediately. Check save file.
P.S.
According wiki it has no weapon and it's power 0. But if it is, why then reticle present and one of the slots? May be is better remove it completely? This is 799 Time Units just confuse.
It is needed by game engine. You can just ignore this weapon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Shiroi Bara on June 07, 2019, 10:44:32 pm
It is impossible due to game engine.It is needed by game engine. You can just ignore this weapon.
Ok, then why underwater drone has no weapon, but has a sensor instead of it? Is it possible for underwater only? If not, I have suggestion make same for land and replace what exists now, but of course it's need be unlocked when Particle disturbance sensor has been researched too.
P.S.
Why some Naga has no weapon? I found them on medium or larger ships, 100% not panic or berserk. Screenshot and save file:
(https://i.postimg.cc/XZRJxhk6/screen053.png) (https://postimg.cc/XZRJxhk6)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.29)
Post by: Nord on June 13, 2019, 06:13:42 pm
Version 2.30 is up. Look at modportal.
Changelog:
- Fixed MC Battlearmor special weapon;
- Added ALL units armor overview in USOPedia;
- Included wonderful pWWWa's "Alt Drills";
- Reworked some USOPedia pages;
- Improved russian texts;
- Minor fixes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Meridian on June 14, 2019, 10:24:12 am
1/ metadata.yml should have

Code: [Select]
reservedSpace: 2

since you are using indices > 1000 for HANDOB.PCK

2/ This sprite doesn't exist (the bulletSprite index should be much smaller)

Code: [Select]
#Alien weapons
  - type: XARQUID_WEAPON
    bulletSprite: 203

Both 1/ and 2/ will be checked and enforced starting with oxce 5.5.1

3/ The ruleset validator found 148 issues... mostly typos, duplicate keys, non-existing properties and wrongly placed properties... most of it is relatively harmless, but should be corrected

More info about the validator here: https://openxcom.org/forum/index.php/topic,6552.0.html
(don't forget to switch validation syntax from OXC to OXCE... somewhere in the plugin settings)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Nord on June 14, 2019, 10:50:52 am
  That was... unexpected.
Thanks, i'll look.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on June 16, 2019, 06:20:07 pm
Zero balance of mod. Unwinnable. Aliens has infinite MC attack range, you aquanauts hasn't. Impossible to get MC protected guys from beginning. As soon as terror missions and 2 stage missions begins, you forced to lose them because can't just resist MC attacks. Aborting them gives you big negative score. Monster attack, terror mission, include Antarctica base attack and Artifact site appears in one same month forcing you lose game in 2 next months due to negative score. Basic guided weapons with 2 points only has crappy accuracy, why they're just present in the game? I guess for mockery. No Navigators shows at all at beginning, so 0% progress in research and eventually losing game due to lack of tech. Alien implants are too rare to obtain. Magna pack explosives can't kill unarmored mutant or deep one even it landed just to their bare feet. Barracudas very fast losing armor, and repairs hell know how long when you need them just for protect you Tritons. Sonic manufacture tech not allow you manufacture ammo for pistols, rifles, etc. Seriously? 50% penalty for line of sight but aliens hasn't it. Balance.... no not heard about it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: wolwerin on June 16, 2019, 11:12:28 pm
Zero balance of mod. Unwinnable. Aliens has infinite MC attack range, you aquanauts hasn't. Impossible to get MC protected guys from beginning. As soon as terror missions and 2 stage missions begins, you forced to lose them because can't just resist MC attacks. Aborting them gives you big negative score. Monster attack, terror mission, include Antarctica base attack and Artifact site appears in one same month forcing you lose game in 2 next months due to negative score. Basic guided weapons with 2 points only has crappy accuracy, why they're just present in the game? I guess for mockery. No Navigators shows at all at beginning, so 0% progress in research and eventually losing game due to lack of tech. Alien implants are too rare to obtain. Magna pack explosives can't kill unarmored mutant or deep one even it landed just to their bare feet. Barracudas very fast losing armor, and repairs hell know how long when you need them just for protect you Tritons. Sonic manufacture tech not allow you manufacture ammo for pistols, rifles, etc. Seriously? 50% penalty for line of sight but aliens hasn't it. Balance.... no not heard about it.
Yesterday passed this mod. It is really difficult and sometimes difficult to find the right resource, but not to such an extent that it is directly impossible. But the game has smoke, which saves from many problems, there are drones and tanks that do not allow you to run out of the ship to your soldiers at MK When exploring protected Aquanauts from MK, no problems at all. Worms for study, you can kill drones and Tanks(but really long). There is a gas weapon that kills at the beginning and mid-game almost all easily, poyus laser weapons, plus there is a melee weapon that can kill even Lobstermen. Just with this weapon, you can safely pass the alien base (checked personally). For all game I didn't feel problems with their research was more than enough, I didn't investigate everything up to the end. To not withdraw in minus, with those missions where 2 level. You can always perform the first level and fly from the second, the rating will be in the black, and what was produced at the first level will fly with you to the base. There was always a penalty of 50% if the Aquanaut sees no purpose.(Just like in other mods). Again, there is Smoke that will Save us from the aliens.
And do not forget that this is a Mod that Complicates the game, and makes it more interesting this. And you can always find an approach and a solution to any mission, even the barge was taken with gas weapons.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on June 17, 2019, 12:40:38 am
Well, congrats to you with finishing it. And I did blocking doors with drones and tanks, but aliens likes open the Triton doors and first (not Turtle) tanks usually not even survive one sonic shot. 50% weapons penalty may be ok, but why we have it on throwing too? Especially on flares what likes drops to you feet even you guys has more than 100 throwing accuracy.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Nord on June 17, 2019, 06:07:48 am
...And you can always find an approach and a solution to any mission, ...
Exactly.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on June 17, 2019, 04:16:10 pm
Can you remove Tritons from sub pens in base defense mission and make that area clean like in original UFO? This would be nice, because sub pens contains not Tritons only and showing Tritons there every time is not correct. If you decide do it that should be mod on this forum what can help modify files.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Nord on June 17, 2019, 05:24:11 pm
Can you remove Tritons from sub pens in base defense mission and make that area clean like in original UFO? This would be nice, because sub pens contains not Tritons only and showing Tritons there every time is not correct. If you decide do it that should be mod on this forum what can help modify files.
I did not changed vanilla sub pens. In original game there was Tritons. Always. But i can remove them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Meridian on June 17, 2019, 05:30:27 pm
I did not changed vanilla sub pens. In original game there was Tritons. Always. But i can remove them.

I like the craft being shown. If it makes any difference, I vote against removal.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on June 17, 2019, 07:19:47 pm
If it's not possible to change this map due to Triton, Poseidon etc ship limitation, is it possible:
1. Change exit tiles, so coward and whine players like me just abort it without risk be killed by reaction fire
2. Increase amount of tiles for same purposes
3. Initially place all units on tiles only
Thanks for you patience and answers
(https://i.postimg.cc/ZBg8S5hH/screen057.png) (https://postimg.cc/ZBg8S5hH)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Solarius Scorch on June 17, 2019, 09:08:25 pm
If someone made other maps for the other vessels, it would be possible to spawn them with verticalLevels. But only if there was code to place the right vessel map based on Geoscape data.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on June 17, 2019, 10:39:53 pm
How to rearrange the buildings? I found an article in USOpedia, but I don't understand where to click. On world map it doesn't do anything. Should I enable something in option?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Meridian on June 17, 2019, 10:49:56 pm
How to rearrange the buildings? I found an article in USOpedia, but I don't understand where to click. On world map it doesn't do anything. Should I enable something in option?

The feature/cheat has been removed recently from OXCE.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on June 18, 2019, 03:31:59 pm
Zero magnetic navigation from very large dreadnought now? :o Or it's random and I just got unlucky? Did landed undamaged with Nagas. 25 enemies on SH.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Meridian on June 20, 2019, 03:08:37 pm
There is something wrong with the faces of guys in Exosuits in the newest version (upgraded from 2.27 to 2.30)... the colors seem off.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Nord on June 20, 2019, 04:19:28 pm
It is not really wrong... it is not really good reworked after applying filter. Maybe i will upgrade images  when have more free time for drawing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on June 20, 2019, 08:20:06 pm
Wow those Sirius guys absolutely madness on SH, zero damage from sonic pulser and gas cannon turtle tank. And this aquanaut just staying on some invisible roof:
(https://i.postimg.cc/XGPpzY8d/screen058.png) (https://postimg.cc/XGPpzY8d)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: wolwerin on June 20, 2019, 09:38:32 pm
There is something wrong with the faces of guys in Exosuits in the newest version (upgraded from 2.27 to 2.30)... the colors seem off.
They have not faded, and finally cleaned the suit from the inside, and now they are more visible :D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: AMX on June 22, 2019, 04:07:37 pm
I noticed two things with the English text:
"Deep Bombs" should be "Depth Charges"
"Squall" should not be translated, because it's used as a name - the usual transcription for this weapon is "Shkval"
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on June 25, 2019, 12:18:45 am
Same problem what I mentioned before, tanks can't leave train pool area because of stairs in 2x2 road and some device, but now doors here only for 1 person, not 2 tiles too:
(https://i.postimg.cc/dD6Jn6hb/screen059.png) (https://postimg.cc/dD6Jn6hb)
Any chance to redo design of train pool in near future?
 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Nord on June 25, 2019, 07:37:45 am
Same problem what I mentioned before, tanks can't leave train pool area because of stairs in 2x2 road and some device, but now doors here only for 1 person, not 2 tiles too:
Any chance to redo design of train pool in near future?
According to this picture, a problem isnot in a pool. Can you say which facility your turtle stay in?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on June 25, 2019, 08:13:42 pm
I build 2 training pools together in horizontal line. Tank can't leave right pool and enter left one. The door between them is only has space for aquanaut, I mean 1 tile only. Tanks require 2 tiles doors. Have you check the save file yet?  And about training pools design - you can see what tank who stuck now looking at stairs on left pool what took 2x1 tiles of 2x2 there, so he can't move further even it manage to leave the right training pool. And this control device at the bottom of the pool took same 2x1 tiles of free 2x2. But device could be passed using way to right and top, but as I already said, stairs blocks the way.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Nord on June 25, 2019, 09:20:52 pm
Have you check the save file yet? 
I have now.
It is alien containment facility, where single door is. And it is vanilla map. I can, therefore, change this map in next patch.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on June 25, 2019, 09:56:01 pm
Oh, that seems I provided wrong info, sorry about that. This run is over anyway. Well if you'll fix it next patch in would be great, now the question about changing pools a little, may be moving stairs to different place or redesign it completely.
P.S.
This mod just loves me. It's wanna kill my run again. Hey aliens why not build you base just in one mile of mine HQ base next time? Why so far now?
(https://i.postimg.cc/dDj3MC6d/screen060.png) (https://postimg.cc/dDj3MC6d)
Any suggestion what should I do, consider what I'm just building my Barracuda? Funny stuff. Save file for enthusiasts who may want play from this moment.
 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: wolwerin on June 26, 2019, 04:15:28 pm
Oh, that seems I provided wrong info, sorry about that. This run is over anyway. Well if you'll fix it next patch in would be great, now the question about changing pools a little, may be moving stairs to different place or redesign it completely.
P.S.
This mod just loves me. It's wanna kill my run again. Hey aliens why not build you base just in one mile of mine HQ base next time? Why so far now?
(https://i.postimg.cc/dDj3MC6d/screen060.png) (https://postimg.cc/dDj3MC6d)
Any suggestion what should I do, consider what I'm just building my Barracuda? Funny stuff. Save file for enthusiasts who may want play from this moment.
As they like to do it, they did not give rest to one my base, about 7-9 times were under construction nearby. And it made it burn. :D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on July 04, 2019, 12:39:08 am
Got aggro medium ship which I've managed to drown just at my base. It's even shows on world map in same pixel.
(https://i.postimg.cc/TpvtWNtk/screen061.png) (https://postimg.cc/TpvtWNtk)
And a question now - why medium ship was aggro if I never had any activity in this region until I fully build my Triton and Barracuda? What the reason of seeking  my base or my ships?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Nord on July 04, 2019, 06:28:37 am
What do you mean by "aggro"? Hunter-seeker? (USO, attacking your crafts?)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on July 04, 2019, 01:51:30 pm
Yeah, Hunter Killer, but Seeker is new for me. So far I've encounter them only at bases or in strange operation when a lot of alien subs just downed in same spot and if you click on it you can see a list of USOs, usually small, medium, large and floating interceptor (very small) who protect that group. But medium stand alone was new for me. That's why I'm asking and surprising.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Nord on July 04, 2019, 02:08:13 pm
Ah, you have encountered an active alien cruising. Some cruising uso's can be spawned as Hunter-killers. Or not, it is random.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Shiroi Bara on July 04, 2019, 02:24:24 pm
Ok, so it was normal. Question about research: will enhanced Navigator unlock same technologies as normal one (magnetic navigation and it's dependents) or I need both of them? So far (may be it's because Superhuman or I just got unlucky) I got no Navigators alive.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
Post by: Nord on July 04, 2019, 03:41:23 pm
Ok, so it was normal. Question about research: will enhanced Navigator unlock same technologies as normal one (magnetic navigation and it's dependents) or I need both of them? So far (may be it's because Superhuman or I just got unlucky) I got no Navigators alive.
Yes, enchanced aquatoid will be useful just as normal.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Nord on July 07, 2019, 09:03:44 am
Version 2.31 is up.
Changelog:
- Fixed OXCE 5.5 incompatibilities;
- Minor balancing (bio armors, uso speed, gauss resistances, etc)
- Minor fixes (strings, inventory pics, bullet sprites, etc)

To Shiroi Bara: Door under alien containment facility enlarged.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Solarius Scorch on July 07, 2019, 11:26:20 am
Hi Nord,
Two things:
1. I made a cleaner version of the Bio-Drone inventory pic. It's in RGB, so you'd have to convert it to the TFTD palette (I don't have it), but there should be no other colours.
2. I see there has been no updates on Transifex since last year. Have there really been no updates?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Nord on July 07, 2019, 01:02:51 pm
Hi Nord,
Two things:
1. I made a cleaner version of the Bio-Drone inventory pic. It's in RGB, so you'd have to convert it to the TFTD palette (I don't have it), but there should be no other colours.
2. I see there has been no updates on Transifex since last year. Have there really been no updates?
1. thanks, can use in next update (if i find enough bugs to fix)
2. Well... i forget about Transifex completely. But updates of mod since new year contain low quantity of new texts. This update, eg , has only three grammatic errors fixed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Solarius Scorch on July 07, 2019, 01:42:47 pm
OK, I uploaded the newest strings to Transifex.
I really encourage you to use the translations when they're done, people put a lot of work in these, you know.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 08, 2019, 10:00:27 pm
To Shiroi Bara: Door under alien containment facility enlarged.
Thank you for you fix, but I'm done, I've failed around 100 times now. This mod too hard for me, even on easiest difficulty. Too much tilt, too many negative emotions of this game. Of course I can just not use Ironman and reload but I don't like take my moves back. It's unfair. My fault anyway. bad planing, bad tactics, bad resource usage and e.t.c. Sorry I was too rude because of my tilt and posted some stupid messages here. Gotta take a break, because I spend 4 months of real life just trying other and other like stupid mule on tiny bridge.
P.S.
Enlarged door is still 1x1 tile. Here is 2 save files for you. First geoscape with 3 bases, second is base attack mission on base number 2. And screenshot as well. Or may be it was another door?
(https://i.postimg.cc/p9rf4YGy/screen062.png) (https://postimg.cc/p9rf4YGy)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 16, 2019, 09:27:20 pm
Ok, the break is over, no more Ironman for me. Too hard. Those Ghosts can't be targeted for some unknown reason. It cost me few aquanauts already. "No viable trajectory" message pops if I try shoot them with Gas cannon. Here is screenshot and save file. I don't know bug is it or not, but I don't see any obstacles between my aquanaut and he's target.
(https://i.postimg.cc/yDNWYrrK/screen000.png) (https://postimg.cc/yDNWYrrK)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 18, 2019, 12:07:51 am
Question: how strong are Freaks supposed to be?

On my first (well technically second) encounter with them (small landed USO, episode #109), they panicked 2-3 of my MC-Shielded guys (all 100 MC Strength) without problems and mind-controlled on the second turn.
Was I just unlucky or should I avoid them completely? :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: 5taras on July 18, 2019, 12:02:57 pm
Question: how strong are Freaks supposed to be?

On my first (well technically second) encounter with them (small landed USO, episode #109), they panicked 2-3 of my MC-Shielded guys (all 100 MC Strength) without problems and mind-controlled on the second turn.
Was I just unlucky or should I avoid them completely? :)

Quite strong. Sonic autoguns work against them. Their shield is regenerating. Several shots at one turn is necessary to remove shield. Shock launcher works but still not at first shot. May be bio weapons are effective. Never tried. You need to research bio-weapons or sonic autoguns to oppose heavily armored hellcrabs which will appear soon as pets of freaks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 18, 2019, 12:07:18 pm
Quite strong. Sonic autoguns work against them. Their shield is regenerating. Several shots at one turn is necessary to remove shield. May be bio weapons are effective. Never tried.

I know about their defenses.

I am asking about the strength of their M.C. and how easy it is (or should be) for them to panic/mindcontrol an MC-Shielded aquanaut with MC Strength = 100.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Bobit on July 18, 2019, 04:11:20 pm
You could just look through units.rul. Not sure what the string is for freaks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 18, 2019, 04:14:51 pm
You could just look through units.rul. Not sure what the string is for freaks.

I can see their stats with a Mind Probe, that's not a problem and not my question.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 19, 2019, 03:08:01 am
Can anyone explain me what the hell those alien interceptors who instant destroy my Barracuda or even better interceptors like Moray and etc? At this screenshot 2 alien ships approach my base, so I send Barracuda to check it out and it was attacked by this mad alien interceptor. It has no shield but what the hell weapon it using? Early versions of this mod dose not have such insane alien USO. What the reason then build you own interceptors if they can't survive even one shot against very small alien USO? This is bullshit seriously. I don't care now because I can reload, but making this part of game such one sided completely kills chance playing Ironman. Or this is bug or my PC RNG just broke? Check save file.
(https://i.postimg.cc/vDW4cL9H/screen063.png) (https://postimg.cc/vDW4cL9H)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 19, 2019, 10:55:30 am
Bugreport: M.C. Focuser doesn't work (almost always misses).

Ufopedia says accuracy is 2.5 * psi skill... but Stats for nerds show it is only 0.25 * psi skill.

A soldier with 95 psi strength and 65 psi skill has only about 26 attack score (10 + 0.25*65) and final accuracy is between -4% and 51% without considering victim's psi strength. For an average joe alien with psi strength 30, the accuracy drops to between -34% and 21%.

Trying to hit a Gillman from 1-tile distance works maybe once in 20 attempts.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 19, 2019, 11:14:29 am
Bugreport 2: Ion-Armor psi defense is bugged (and probably STR_WALKER_UC psi defense is bugged too)

I finally figured out why the Freaks were mind controlling me like crazy.
The Ufopedia says Ion Armor has +20 psi defense, but actually it has only 20 psi defense (without +), completely ignoring psi strength and skill.

Current code:

Code: [Select]
armors:
  - type: STR_ION_ARMOR_UC
    psiDefence:
      flatHundred: 0.2

Should be:

Code: [Select]
armors:
  - type: STR_ION_ARMOR_UC
    psiDefence:
      psiStrength: 1.0           # +100% of psi strength (vanilla)
      psiSkill: 0.2              # +20% of psi skill (vanilla)
      flatHundred: 0.2           # +20 (modded)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 19, 2019, 11:29:26 am
Can anyone explain me what the hell those alien interceptors who instant destroy my Barracuda or even better interceptors like Moray and etc?

Because of difficulty level.

The Fighter has a reload rate of 10, which translates to:

10-20 seconds on beginner
8-16 seconds on experienced
6-12 seconds on veteran
2-4 seconds on genius
1-2 seconds on superhuman

You play on Superhuman, so I guess you deserve to suffer.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 19, 2019, 02:34:47 pm
Thank you for explanation, Meridian. I guess I need lure out all of alien interceptors then. This trick should work. Usually If you enter base defense range and goes back, the alien USO lost you sigh and just land somewhere nearby, so Triton can attack colony safely. Btw, Meridian about bugs what you have discovered - will you fix it and upload fixed files here or we need wait until author will do it? Haven't saw him here for awhile. But we all have real life which more important than this game. So he may be just busy now.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 19, 2019, 02:57:48 pm
Btw, Meridian about bugs what you have discovered - will you fix it and upload fixed files here or we need wait until author will do it?

I'll wait until Nord fixes them, they are not game breaking.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: 5taras on July 19, 2019, 06:57:00 pm
I played on Superhuman. It was disaster. If someone is a masochist, he's welcome. There is a project named ufo alien invasion. I wonder, if it will be ever finished.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 19, 2019, 07:20:02 pm
5taras
Yeah, totally agreed with you. I'm masochist :). I managed to survived for 2 years of the game time even with Ironman, but later aliens just raise their activity like crazy, a bunch of sandwich USO's (one or more USO in same coordinates usually covered by HK or even few HKs) just roaming around all globe. My score went down very fast even I did hell of lot missions. So I decided remove Ironman and just wonder now is it even possible to beat this hardest difficulty?
P.S.
Here we go, time to lose another game:
(https://i.postimg.cc/94Bp0n6h/screen064.png) (https://postimg.cc/94Bp0n6h)
I don't know is that feature of highest difficulty or just broken mission script.
P.S.S.
This is very interesting, according you words, Meridian, on beginner difficulty Barracuda shouldn't had any problems with that duo USO near Africa, what I posted before. What I'm did - in save file I changed difficulty to 0, reloaded it and Barracuda survived with 1% hull remains, but shooting interval of alien USO was same. How you will explain this? Reloading rate hasn't changed, I think it only armor was more stronger. Bug? New game script?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 20, 2019, 03:19:09 pm
Sorry for double post but this is really bothering me now and I want to know what happened with this mod or OXCE. This is Beginner difficulty played from start, no modification of save files. This alien USO not HK, but when I approaching it, it starts shooting with half of second interval. Why? Why not 10-12 seconds as it should be? Where is the truth? May be difficulty affects only armor, damage and hull penetration? On superhuman it will destroy my Barracuda instant and sound absolutely same if I pressed self-destruct red button if I will be out of ammo or it will be Triton instead of Barracuda.
(https://i.postimg.cc/tshCJKCT/screen066.png) (https://postimg.cc/tshCJKCT)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 20, 2019, 06:38:07 pm
Sorry for double post but this is really bothering me now and I want to know what happened with this mod or OXCE.

Nothing, everything is as it should be.

This is Beginner difficulty played from start, no modification of save files. This alien USO not HK, but when I approaching it, it starts shooting with half of second interval. Why? Why not 10-12 seconds as it should be? Where is the truth?

10 seconds is not "real world" 10 seconds. It is "game seconds". And game seconds are much quicker than real world seconds.

Just compare it to let's say xcom Avalanche missiles... UFOpedia says they have a reload time of 72 seconds... but you can shoot them much more frequent (because 1 game second is different from 1 real second).

(https://thumb.mod.io/mods/1543/395/thumb_1020x2000/thumb_qrpajlwe050520150235.png)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 20, 2019, 07:46:45 pm
Ok, thank you for you patience, but I have another question - is it possible to  change that fast rate of fire to more slow via script files according different game difficulty or it's hardcore programed? If you remember Dreadnought in Terror from the deep (vanilla variant, but using openxcom or OXCE) shoots hard but not so fast like that USO. How I can change that rate of fire if it even possible?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 20, 2019, 07:50:47 pm
Ok, thank you for you patience, but I have another question - is it possible to  change that fast rate of fire to more slow via script files according different game difficulty or it's hardcore programed? If you remember Dreadnought in Terror from the deep (vanilla variant, but using openxcom or OXCE) shoots hard but not so fast like that USO. How I can change that rate of fire if it even possible?

You can change the rate of firing using the "reload" attribute.
The change based on difficulty is hardcoded at the moment.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 20, 2019, 08:00:43 pm
Example for dummies please, in what rule file it located? Could you post some script code here?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 20, 2019, 08:02:36 pm
Example for dummies please, in what rule file it located? Could you post some script code here?

ufos.rul

Code: [Select]
ufos:
  - type: STR_SURVEY_SHIP
    size: STR_VERY_SMALL
    sprite: 0
    damageMax: 60
    speedMax: 2000
    accel: 12
    power: 0
    range: 0
    score: 50
    reload: 56                            # <----------- this attribute
    breakOffTime: 300
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 21, 2019, 05:20:14 pm
The mission scrip of this mod incredibly bugged. Infinite wave of aliens even on beginner. Testing now in debug mode. This is madness - aliens building their colonies in same spot again and again. Sometimes you can get 2 colonies builded in 2 miles  between them or even one under another in same place. Even Meridian mentioned mission generation bugs in his last videos. And what the hell this lady doing underwater?
(https://i.postimg.cc/ftFJGpgY/screen067.png) (https://postimg.cc/ftFJGpgY)
P.S.
Jesus, as i said totally bugged. I just destroyed 2 colonies in raw, and they build 2 more i same place:
(https://i.postimg.cc/ZW23t9BW/screen069.png) (https://postimg.cc/ZW23t9BW)
P.P.S.
More bugs today:
(https://i.postimg.cc/kRCgPSdv/screen070.png) (https://postimg.cc/kRCgPSdv)
Friendly Jellymen has wrong name if middle click used:
(https://i.postimg.cc/RNyZLhPd/screen071.png) (https://postimg.cc/RNyZLhPd)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 21, 2019, 07:40:13 pm
Ok, more to go - this Manta has no weapons but self destruct button is missing as it present when you use Barracuda or Triton. May be OXCE bug? Save file to test, HK will pop out soon, just wait few seconds:
(https://i.postimg.cc/k2c7DP1N/screen072.png) (https://postimg.cc/k2c7DP1N)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on July 21, 2019, 07:56:40 pm
Ok, more to go - this Manta has no weapons but self destruct button is missing as it present when you use Barracuda or Triton. May be OXCE bug? Save file to test, HK will pop out soon, just wait few seconds:

Self destruct button is missing, because there is an abort button... you can just run away.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 22, 2019, 03:26:24 pm
Very strange looking aquatoid, but guess it because of his sprite just half covered by ground object:
(https://i.postimg.cc/LJR6gSry/screen073.png) (https://postimg.cc/LJR6gSry)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on July 24, 2019, 10:13:44 pm
The mod script no longer generate Pirates attack the ship version (which begins Barracuda research line) since  June month and you will fail (my last attempt). I'm not unlock containment because no aliens appears at all, only mission on shore. May be it was my RNG, but I think game script is bugged now. Infinite infiltration waves of USO's regardless of difficulty, starting from June or Jule. Oh, one important moment for me - my last pirate ship mission fails because Triton get destroyed by HK, while it was on the way to mission. May be it affects or may be not, I don't know.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: PaxCecilia on August 02, 2019, 01:45:13 am
Having a bug where the upgraded Jet Harpoon ammo is not being brought into mission inventory screen (equippable in base). Any Jet Harpoons with the Supercavitating Ammo do not show up in the post-briefing equipment phase, and none of the unloaded SC ammo shows up either.

I'm on the latest OXCE build, so it may just be some incompatibility there. Lots of other guns are working fine so it's not pausing my progress.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: 5taras on August 08, 2019, 10:02:27 am
One cannot throw grenades to an elevator platform.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on August 10, 2019, 07:12:24 pm
Seems this mod dead now, because author abandoned it and not response at all. Locust can't be stunned. This noob guy has melee 80% accuracy with tazer and tried few times stun it, but no effect. Beginner difficulty. For people who want and can resolve it, screenshot and save file:
(https://i.postimg.cc/LqmJRq1R/screen074.png) (https://postimg.cc/LqmJRq1R)

 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on August 10, 2019, 07:23:02 pm
Use stun grenades. Locusts have funny loftemps, that prevent melee in certain situations.

Also, it's August, Nord is probably just in holidays... no need to declare the mod dead :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Bobit on August 11, 2019, 12:36:52 am
Shiroi 2 months  ago: this mod suck I never playing it again

Shiroi now: mod dead authro won't listen to me

Sorry if this is harsh, but you should calm down, you clearly like  the mod, and usually your "bugs" are just minor design disagreements. And it seems really easy to have design disagreements for OpenX mods since they're all hardcore in their own way.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on August 11, 2019, 06:21:43 pm
Nice toxic community here. So this mod is perfect, author is genius and this is not a bug:
(https://i.postimg.cc/tsnbPYqH/screen075.png) (https://postimg.cc/tsnbPYqH)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Meridian on August 11, 2019, 06:23:51 pm
Nice toxic community here. So this mod is perfect, author is genius and this is not a bug:
(https://i.postimg.cc/tsnbPYqH/screen075.png) (https://postimg.cc/tsnbPYqH)

why would it be a bug?

it is nicely telling you that you can't use this craft... and that you haven't yet discovered any craft that can go there
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Pierpus82 on August 17, 2019, 10:16:54 am
Is it normal not hearing "vanilla" sound effects at all? No button clicking, no shooting, no deathscream, no explosions, i just hear the music ( new ones are very cool ) and the new sound effects ( mutants death, ADS gunfire ). I'm using the last version (2.31) should i reinstall everything?



BIG EDIT

Solved everything by reinstalling over OpenXCom , OXCE  big deal and Twots. Lost all previous saves, but no big deal. Thanks anyway and sorry for my noob questions!

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Shiroi Bara on August 23, 2019, 05:13:49 am
According USOpedia words about Enhanced Aquatoids: "...As side of effect, we have observed significantly decreased M.C. capabilites...", but after I checked units.rul file, I've found what all psiSkill parameters same as in Vanilla's equal file located in game folder (Path to OXCE installatation\standard\xcom2). For example this from mode file:
Code: [Select]
- type: STR_HEAVYAQUATOID_NAVIGATOR
    race: STR_HEAVYAQUATOID
    rank: STR_LIVE_NAVIGATOR
    stats:
      tu: 69
      stamina: 100
      health: 50
      bravery: 80
      reactions: 65
      firing: 67
      throwing: 63
      strength: 50
      psiStrength: 40
      psiSkill: 30
      melee: 85
    armor: HEAVYAQUATOID_ARMOR
    standHeight: 16
    kneelHeight: 12
    value: 10
    deathSound: 50
    intelligence: 7
    aggression: 1

And this is from Vanillas:
Code: [Select]
- type: STR_AQUATOID_NAVIGATOR
    race: STR_AQUATOID
    rank: STR_LIVE_NAVIGATOR
    stats:
      tu: 54
      stamina: 100
      health: 35
      bravery: 80
      reactions: 63
      firing: 52
      throwing: 58
      strength: 40
      psiStrength: 40
      psiSkill: 30
      melee: 76
    armor: AQUATOID_ARMOR0
    standHeight: 16
    kneelHeight: 12
    value: 10
    deathSound: 50
    intelligence: 7
    aggression: 1
And yes, this is two different races, but as far as I can understand, for normal Aquatoids mod using Vanilla's file. So question - is this is bug or not, because all psiSkill same for both races but should be nerved for Enhanced Aquatoids  according USOpedia?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: 5taras on August 27, 2019, 11:50:26 am
1. On the second stage of T'leth mission one cannot put all the 30+ aquanauts on evacuation zone.
It's does not sound logical. Only if all the present aliens are killed then one can use all live aquanauts for the 3rd state.
2. Why not replace all aquanauts in T'leth with armored aquanauts or at least with freaks and hellcrabs to make the life of a gamer more amusing?
3. How the freaks can move in land if they seemingly don't have legs? Same for nagas. I don't know any animal that type of anatomy. Snakes don't have hands.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Nord on August 29, 2019, 07:05:41 pm
Hi all! Greetings from kara-kum desert. I am not dead, just as mod. I just was in a long business trip. Now i am on my way home. Try to answer you in a next few days.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
Post by: Nord on August 31, 2019, 12:31:21 pm
And here we go.

Bugreport: M.C. Focuser doesn't work (almost always misses).

- Fixed

Bugreport 2: Ion-Armor psi defense is bugged (and probably STR_WALKER_UC psi defense is bugged too)

 - Fixed
Ok, thank you for you patience, but I have another question - is it possible to  change that fast rate of fire to more slow via script files according different game difficulty or it's hardcore programed? If you remember Dreadnought in Terror from the deep (vanilla variant, but using openxcom or OXCE) shoots hard but not so fast like that USO. How I can change that rate of fire if it even possible?

Rate of fire of USO's was increased in mod, but power and aim was reduced to maintain balance.

The mission scrip of this mod incredibly bugged. Infinite wave of aliens even on beginner. Testing now in debug mode. This is madness - aliens building their colonies in same spot again and again. Sometimes you can get 2 colonies builded in 2 miles  between them or even one under another in same place. Even Meridian mentioned mission generation bugs in his last videos. And what the hell this lady doing underwater?
P.S.
Jesus, as i said totally bugged. I just destroyed 2 colonies in raw, and they build 2 more i same place:
Aliens, building multiple colonies are not bugged, this is an invasion after all.
Building colonies on a single spot is a engine bug, hovewer. I can not fix it.
Quote
P.P.S.
More bugs today:
Friendly Jellymen has wrong name if middle click used:

 - Fixed

The mod script no longer generate Pirates attack the ship version (which begins Barracuda research line) since  June month and you will fail (my last attempt).
Wrong, pirates will spawn until you gain church data bank. And after that church begin to attack military arsenals. (35% chance per  month)

Quote
I'm not unlock containment because no aliens appears at all, only mission on shore. May be it was my RNG, but I think game script is bugged now. Infinite infiltration waves of USO's regardless of difficulty, starting from June or Jule. Oh, one important moment for me - my last pirate ship mission fails because Triton get destroyed by HK, while it was on the way to mission. May be it affects or may be not, I don't know.
Random allmighty, plus maybe not enough sonar coverage.
Must admit, Meridian in his letsplay countered almost no ifiltration growing. Less than i expected. Because of random, i think.

Having a bug where the upgraded Jet Harpoon ammo is not being brought into mission inventory screen (equippable in base). Any Jet Harpoons with the Supercavitating Ammo do not show up in the post-briefing equipment phase, and none of the unloaded SC ammo shows up either.

I'm on the latest OXCE build, so it may just be some incompatibility there. Lots of other guns are working fine so it's not pausing my progress.
SC ammo can be used only under water. So if you take them to the land mission, they will not be shown.

Seems this mod dead now, because author abandoned it and not response at all. Locust can't be stunned. This noob guy has melee 80% accuracy with tazer and tried few times stun it, but no effect. Beginner difficulty. For people who want and can resolve it, screenshot and save file:
(https://i.postimg.cc/LqmJRq1R/screen074.png) (https://postimg.cc/LqmJRq1R)
It is intended. Try to hit fly with stick and you understand why.

According USOpedia words about Enhanced Aquatoids: "...As side of effect, we have observed significantly decreased M.C. capabilites...", but after I checked units.rul file, I've found what all psiSkill parameters same as in Vanilla's equal file located in game folder (Path to OXCE installatation\standard\xcom2). For example this from mode file:

 - Fixed, thanks.

1. On the second stage of T'leth mission one cannot put all the 30+ aquanauts on evacuation zone.
It's does not sound logical. Only if all the present aliens are killed then one can use all live aquanauts for the 3rd state.
2. Why not replace all aquanauts in T'leth with armored aquanauts or at least with freaks and hellcrabs to make the life of a gamer more amusing?
3. How the freaks can move in land if they seemingly don't have legs? Same for nagas. I don't know any animal that type of anatomy. Snakes don't have hands.
1. Fixed
2. Agree, done. First T'leth level now posessed by Freaks;
3. They have. Look at USOPedia.

So, new version is up.
Changelog:
 - New unit - naga honor guard;
 - ion armor and ogre shields improved;
 - mag-ion armor now calls "mag armor";
 - jellymen reaction improved;
 - sonic oscillator nerfed even more;
 - naga spawn reduced, and additional naga missions stops not after research alien key, but after research naga commander;
 - alien key manufacture fixed;
 - exosuit now gain additional light in abyss;
 - minor fixes, mostly reported by Meridian in his letsplay.
 - updated to OXCE 5.6.2.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.32)
Post by: Shiroi Bara on September 12, 2019, 05:25:42 pm
I found strange bug, using Gas Cannon with GC-HE bolts on certain enemies will result obtain free GH-AP bolts after mission ends as loot. Don't have save files and you might experiment and test it on New battle to reproduce it yourself. The enemies in mission could be Nagas. if I find more accurate info I'll post it here with save file.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.32)
Post by: Shiroi Bara on September 16, 2019, 03:20:59 am
Long time not saw it, but it happens - game crashed during base defense mission. Played Ironman mode but got lucky and saved game automatically. Steps to reproduce: open the door with tank, it should be Biodrone there - shoot it twice, then hit middle mouse button to check its health and status and game should crash with message about color error:
(https://i.postimg.cc/RNNh4p5x/crash.jpg) (https://postimg.cc/RNNh4p5x)
(https://i.postimg.cc/Z9FKV13p/screenshot.jpg) (https://postimg.cc/Z9FKV13p)
Save file:
P.S.
Just checked and found what this is a little early save file, but you not even need to shoot to Biodrone. The game crashes if you check it's status using mouse middle button.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.32)
Post by: Nord on September 16, 2019, 09:58:41 am
Long time not saw it, but it happens - game crashed during base defense mission. Played Ironman mode but got lucky and saved game automatically. Steps to reproduce: open the door with tank, it should be Biodrone there - shoot it twice, then hit middle mouse button to check its health and status and game should crash with message about color error:
(https://i.postimg.cc/RNNh4p5x/crash.jpg) (https://postimg.cc/RNNh4p5x)
(https://i.postimg.cc/Z9FKV13p/screenshot.jpg) (https://postimg.cc/Z9FKV13p)
Save file:
P.S.
Just checked and found what this is a little early save file, but you not even need to shoot to Biodrone. The game crashes if you check it's status using mouse middle button.
Ok, new biodrone picture from Solarius needs patching. If you have previous version,you can replace this pic.
Will be fixed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.32)
Post by: Meridian on September 17, 2019, 02:47:50 pm
I found strange bug, using Gas Cannon with GC-HE bolts on certain enemies will result obtain free GH-AP bolts after mission ends as loot. Don't have save files and you might experiment and test it on New battle to reproduce it yourself. The enemies in mission could be Nagas. if I find more accurate info I'll post it here with save file.

I can't reproduce, need a save.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.32)
Post by: Meridian on September 20, 2019, 01:15:45 pm
@Nord: MCD errors

Code: [Select]
[ERROR] Error in terrain: ENTRY dataset: ENTRY object 6 has invalid DieMCD: 47.
[ERROR] Error in terrain: A_BASE dataset: ORGANIC2 object 6 has invalid DieMCD: 47.
[ERROR] Error in terrain: LEVEL dataset: ORGANIC2 object 6 has invalid DieMCD: 47.
[ERROR] Error in terrain: AENTRY dataset: ENTRY object 6 has invalid DieMCD: 47.
[ERROR] Error in terrain: A_LAB dataset: ORGANIC2 object 6 has invalid DieMCD: 47.
[ERROR] Error in terrain: WORM_I dataset: FLOAT object 40 has invalid DieMCD: 255.
[ERROR] Error in terrain: PORTWORM dataset: FLOAT object 40 has invalid DieMCD: 255.
[ERROR] Error in terrain: TSUTER dataset: ORGANIC2 object 6 has invalid DieMCD: 47.
[ERROR] Error in terrain: OUTP00 dataset: ORGANIC2EMPTY object 6 has invalid DieMCD: 47.
[ERROR] Error in terrain: UFOA00 dataset: ORGANIC2 object 6 has invalid DieMCD: 47.
[ERROR] Error in terrain: UFOA01 dataset: ORGANIC2 object 6 has invalid DieMCD: 47.
[ERROR] Error in terrain: UFOA02 dataset: ORGANIC2 object 6 has invalid DieMCD: 47.
[ERROR] Error in terrain: TYPHON dataset: TYPHON object 23 has invalid DieMCD: 252.

Code: [Select]
[INFO] Zero movement cost on floor object:  walk:0 terrain:PIPES dataset:PIPES index:21.
[INFO] Zero movement cost on floor object:   fly:0 terrain:PIPES dataset:PIPES index:21.
[INFO] Zero movement cost on floor object: slide:0 terrain:PIPES dataset:PIPES index:21.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFOBATTLE dataset:U_BITS index:6.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFOBATTLE dataset:U_BITS index:6.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFOBATTLE dataset:U_BITS index:6.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFOBATTLE dataset:U_BITS index:7.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFOBATTLE dataset:U_BITS index:7.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFOBATTLE dataset:U_BITS index:7.
[INFO] Zero movement cost on floor object:  walk:0 terrain:A_BARGE_T dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:A_BARGE_T dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:A_BARGE_T dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:A_BARGE_T dataset:WHALE index:0.
[INFO] Zero movement cost on floor object:   fly:0 terrain:A_BARGE_T dataset:WHALE index:0.
[INFO] Zero movement cost on floor object: slide:0 terrain:A_BARGE_T dataset:WHALE index:0.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO01 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO01 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO01 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO02 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO02 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO02 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO03 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO03 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO03 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO04 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO04 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO04 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO05 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO05 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO05 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO06 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO06 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO06 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO07 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO07 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO07 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO08 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO08 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO08 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO01E dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO01E dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO01E dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO01H dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO01H dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO01H dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFO01H dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFO01H dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFO01H dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:LAB00 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:LAB00 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:LAB00 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFOC1 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFOC1 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFOC1 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:UFOB1 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:   fly:0 terrain:UFOB1 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object: slide:0 terrain:UFOB1 dataset:UINT3 index:13.
[INFO] Zero movement cost on floor object:  walk:0 terrain:CAMBALA dataset:CAMBALA index:0.
[INFO] Zero movement cost on floor object:   fly:0 terrain:CAMBALA dataset:CAMBALA index:0.
[INFO] Zero movement cost on floor object: slide:0 terrain:CAMBALA dataset:CAMBALA index:0.

Code: [Select]
[INFO] ----------
[INFO] SUMMARY
[INFO] ----------
[INFO] CAMBALA: 0
[INFO] ENTRY: 6
[INFO] FLOAT: 40
[INFO] ORGANIC2: 6
[INFO] ORGANIC2EMPTY: 6
[INFO] PIPES: 21
[INFO] TYPHON: 23
[INFO] UINT3: 13
[INFO] U_BITS: 6, 7
[INFO] WHALE: 0
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.32)
Post by: Nord on September 20, 2019, 01:40:38 pm
 :-[
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.32)
Post by: Shiroi Bara on September 22, 2019, 04:06:33 pm
I can't reproduce, need a save.
Try new battle - Naga, beginner, seabed, Triton, use 3 shrimp light drones and may be 2 aquanauts. Use equip/unequip trick with them - put gas cannon in their weapon slot at the beginning of turn and shoot, and unequip it back  before turn ends to avoid TU penalty because of big weight. You might need shoot enemy when it's out of drone line of sight with 50% penalty as well. Check loot screen after battle ends. It's may be random. I'll post more info if I find 100% method how to reproduce it exactly.
P.S.
Save file before I killed last Naga, but this time I did overweight - I put one gas cannon to Shrimp light drone weapon slot and just stays with it inside the ship.
P.S.S.
Confirmed. This is overweight bug - just put one cannon to drone weapon slot and keep it inside ship. You can kill all Naga with aquanauts only never use other drones.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.32)
Post by: Meridian on September 22, 2019, 10:01:11 pm
thanks, fixed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.32)
Post by: Nord on September 28, 2019, 08:17:50 pm
Version 2.33 is up.
Changelog:
 - Biodrone inventory fixed;
 - terrain bugs fixed;
 - changes in T'Leth enemys;
 - minor fixes;
 - OXCE 5.6.2 used.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: greenking13 on October 09, 2019, 03:23:22 am
Okay, so I may have found a funny enough bug to warrant creating an account.

First off, hi, great modpack so far, although I can't get very far in SH ironman, just like how it was in regular TFTD.

Anyways, bug time. Simply put, if you set fire around/on the Polyph, it will get up and move. Yes. What I'm assuming is a barnacle is so adverse to fire that it will sprout legs and move just enough so it's no longer in fire.

I'm assuming that they are not meant to move.

This bug was created with a phosphorus torpedo hitting the large 2x2 polyph. (I ran out of regular torpedos on my guy and thought why not use the phosphorus one.) As can be seen in the attached photo, it used to be adjacent to the now on fire rock and the bit of red coral.

Sincerely,
Green
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: The Martian on October 09, 2019, 07:34:52 am
I was digging around in the The world of (Terrifying) silence's files and noticed a really cool looking piece of equipment labelled the Xrifle.

However the HandObs for this rifle (In my opinion) didn't quiet match the BigOb or FloorOb sprites so I've edited them.

Just in case anyone else is interested in using this edited version as well, I'm uploading the images.

To use this with The world of (Terrifying) silence you will need to convert the colour palette of the image to match X-com: Terror From The Deep's expected settings. The images are currently configured for use with X-Com: Enemy Unknown.



Original Xrifle HandOb:
(https://openxcom.org/forum/index.php?action=dlattach;topic=5566.0;attach=44654;image)

Edited version of Xrifle HandOb:
(https://openxcom.org/forum/index.php?action=dlattach;topic=5566.0;attach=44655;image)

I've also edited it for a colour swap to a white/blue style:
(https://openxcom.org/forum/index.php?action=dlattach;topic=5566.0;attach=44656;image)

The full image sets for both the Red and Blue Xrifle are attached to this post in a .zip file.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Meridian on October 09, 2019, 10:18:16 am
As can be seen in the attached photo, it used to be adjacent to the now on fire rock and the bit of red coral.

Hi,
how exactly can it be seen in the photo?

I don't see any indication of movement.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: greenking13 on October 09, 2019, 10:24:18 am
Apologies as to the vagueness, I just meant the scenario itself, rather than the movement. Although, I guess it could be interpreted the original location of the polyph due to the bit of a fire ring around the area mentioned. The photo was taken directly after the movement occurred. I'm not entirely sure how the Phosphorus torpedo's fire works, but I believe it coats an area, so the fire decay after a turn shouldn't remove 90% of the fire and leave the center empty, right?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Meridian on October 09, 2019, 11:02:05 am
I'm not entirely sure how the Phosphorus torpedo's fire works, but I believe it coats an area, so the fire decay after a turn shouldn't remove 90% of the fire and leave the center empty, right?

The fire can disappear in just one turn. For example on the empty seabed tiles.

Did you see the Polyph actually move?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: greenking13 on October 09, 2019, 05:16:49 pm
Yes, I saw the Polyph move. I had a person within it's shooting range, and fully expected to lose said person, but rather it got up and moved instead of shooting. I didn't see a panic message, so it wasn't panicked.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Shiroi Bara on October 13, 2019, 01:05:17 am
Hey Nord, I'he found what clearing Barge mission not give synonium device parts (or how it called - forget right now, same loot if you clean up artifact site or colony mission). Is it a bug? If I remember correctly mission briefing tells something about what this device present on barge as well. Could you explain please?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Nord on October 13, 2019, 10:17:24 am
As i remember, barge contain control device, but not synomium one. Synomium devices mounted under ground, they are large and heavy. (under device with spinning rings lies contact floor to it).
Simly - barges do not participate in mind control network building.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Shiroi Bara on October 13, 2019, 01:39:51 pm
Ok, got it. I asked because those devices looks same, that's why missing such loot at the end confuse me. By the way, I never tried just go to 3rd floor and blow it up. Will I get same message after destroying it: "Control device has been destroyed. Proceed to entrance and abort"?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Nord on October 14, 2019, 08:19:49 am
Yes you will. Also you can
Use pvt launcher right from your craft doors and finish mission in one-two shots.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Meridian on October 14, 2019, 05:57:02 pm
Yes, I saw the Polyph move. I had a person within it's shooting range, and fully expected to lose said person, but rather it got up and moved instead of shooting. I didn't see a panic message, so it wasn't panicked.

I tried everything I could, but I couldn't make them move.

They have max 1 energy, which is not enough to make even one step.
Also when they panicked and berserked, they didn't move.

If you can reproduce it, make a save and upload it here.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: ohartenstein23 on October 14, 2019, 08:02:54 pm
Could the polyph moving be an issue of a destroyed tile having 0 TU movement cost? That would match being able to move with only 1 max energy.

Nord, if you don't want polyphs to move at all you could set the "allowsMoving: false" tag on their armor.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Meridian on October 14, 2019, 08:11:45 pm
Could the polyph moving be an issue of a destroyed tile having 0 TU movement cost? That would match being able to move with only 1 max energy.

Nord, if you don't want polyphs to move at all you could set the "allowsMoving: false" tag on their armor.

I checked movement cost for twots and there was only a single one MCD entry with zero cost.
I sent it to Nord to check yesterday.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Unmadesoldier on October 17, 2019, 07:22:24 pm
Well, how do I put this...This is hands-down the worst xcom tftd megamod I have ever played.

versions 2.32 and 2.33 both crash as I send the flounder craft to t'leth with some B.S maperror that says that abomination enemy not found.

please fix.

- a very pissed off yet still polite user.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Meridian on October 17, 2019, 08:18:46 pm
Wow, that's new.
Worst mod because of one crash after playing the game for 200+ hours? I'd say that's a record, most mods crash a lot sooner :)
Welcome to the forums...

@Nord: there is a small typo in alienDeployments.rul

Code: [Select]
...
    race: STR_ABOMINATIONS             # should be STR_ABOMINATION    (without S at the end)
    nextStage: STR_TLETH_P2
    finalDestination: true
...

That fixes the crash.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Unmadesoldier on October 17, 2019, 11:36:20 pm
There are at least 3 more big issues with the mod that I see.

1. Ion weapons are not manufacturable unless that was the intention.

2. The hyper dense alien materials are kind of useless. They cant be used to make better armors or new ammo types for more weapons, and no use in craft torpedo weapons.

3. Getting the cyclop mechanized armor is not possible and I've genuinely tried to get my hands on it. Has it been removed from the mod or am I missing something?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Nord on October 18, 2019, 09:53:08 am
There are at least 3 more big issues with the mod that I see.

1. Ion weapons are not manufacturable unless that was the intention.

2. The hyper dense alien materials are kind of useless. They cant be used to make better armors or new ammo types for more weapons, and no use in craft torpedo weapons.

3. Getting the cyclop mechanized armor is not possible and I've genuinely tried to get my hands on it. Has it been removed from the mod or am I missing something?
1. Yes, just as sonic. You can make your own weapon, based on this technology.
2. Like 1, this tech used in other applications, like
PWT craft cannon, solitone charges, pwt disprlacer,  Stinger sub, chainsword, e.t.c.
3. Cyclop research requirements:
Triscene corpse, Ion armor, Zrbite ammunition, Alien sub construction, live armored gillman technician, sonic weapons manufacturing.
@Nord: there is a small typo in alienDeployments.rul
Oops :)
Will update soon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Meridian on October 18, 2019, 12:18:57 pm
Oops :)
Will update soon.

Thanks.

Also please check these MCDs:

Code: [Select]
AREA51_D1_TFTD: 108, 109, 110, 111, 134, 135
AREA51_D4_TFTD: 108, 109, 110, 111, 134, 135
CAMBALA: 0
CRYPTABANDONED: 0
UINT_R2: 0
WHALE: 0

All those have armor value 0, which will cause endless loop when exploded.
Probably want to use armor value 255, but pls check, I didn't look what they are.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
Post by: Nord on October 18, 2019, 03:15:07 pm
Version 2.33f is up.
Changelog:
- Fixed t'leth crash;
- Minor bugfixing;
- OXCE 6.0 used.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Unmadesoldier on October 18, 2019, 05:39:39 pm
Thank you Nord.

Also, I found that the alien ADS clip cant be manufactured.
Is this a bug or is it intentional?

Not like it really matters as by the time I see it being used by those former church of Sirius chumps better weapons are already available.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on October 19, 2019, 07:53:20 am
Intentional.

Also, you all know that i am not native english speaker. So yesterday i was very surprised to learn that "twot" means "the waste of time" in english internet slang. Odd...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Lord_Kane on October 19, 2019, 12:51:04 pm
Intentional.

Also, you all know that i am not native english speaker. So yesterday i was very surprised to learn that "twot" means "the waste of time" in english internet slang. Odd...

it can also be a alternate spelling of twat, but thats rarer.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Shiroi Bara on October 20, 2019, 03:31:19 pm
How many times I need to ask add evacuate tiles everywhere? Why you can't fix it for few years? Or get rid of this shitty map completely, because 100% lost. Or place all enemies outside of extraction zone at least for first turn.
(https://i.postimg.cc/34Xn8s3V/screen077.png) (https://postimg.cc/34Xn8s3V)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Solarius Scorch on October 20, 2019, 04:52:43 pm
How many times I need to ask add evacuate tiles everywhere? Why you can't fix it for few years? Or get rid of this shitty map completely, because 100% lost. Or place all enemies outside of extraction zone at least for first turn.

I think you should rethink your wording, or at least pay some real money Nord.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Unmadesoldier on October 21, 2019, 03:41:37 am
@Nord

There is a nice resource for undersea warfare i think you should take a look at: H.I Sutton.

Here is a link to his blog on a topic I think you might find useful.
http://www.hisutton.com/Biomimetic_Autonomous_Underwater_Vehicles.html

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on October 21, 2019, 09:11:51 am
@Nord

There is a nice resource for undersea warfare i think you should take a look at: H.I Sutton.

Here is a link to his blog on a topic I think you might find useful.
http://www.hisutton.com/Biomimetic_Autonomous_Underwater_Vehicles.html
UUV's have relatively low applications in TFTD. Long, sigare-shaped forms can be used only as crafts, but UUV's are too small for them.
But thanks anyway.

How many times I need to ask add evacuate tiles everywhere? Why you can't fix it for few years? Or get rid of this shitty map completely, because 100% lost. Or place all enemies outside of extraction zone at least for first turn.
No, i will not. 32 cells is enough for terror mission.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Shiroi Bara on October 21, 2019, 01:51:51 pm
32 cells is enough for terror mission.
:( Is it possible to put all x-com units just to those cells at the beginning? Same as they inside Triton, no empty spaces between extraction tiles. This mission worst than Polyths now, because you can abort and just lost guys who not at exit area. Moving is suicide, reaction fire kill you guys.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on October 21, 2019, 03:01:16 pm
:( Is it possible to put all x-com units just to those cells at the beginning? Same as they inside Triton, no empty spaces between extraction tiles. This mission worst than Polyths now, because you can abort and just lost guys who not at exit area. Moving is suicide, reaction fire kill you guys.
I'll try.

Upd.:
Re-readed docs. Looks like i need to convert whole cruise liner into X-COM craft to do this. Dont think this is good idea.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Solarius Scorch on October 21, 2019, 09:23:41 pm
Re-readed docs. Looks like i need to convert whole cruise liner into X-COM craft to do this. Dont think this is good idea.

Doooo iiiiiiit.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Unmadesoldier on October 27, 2019, 05:38:19 am
Hi Nord. Would you consider adding this weapon to TWOTS?(http://https://images.app.goo.gl/qwswDnWYwzasDos3A)


The QBS-06 chinese underwater rifle based on the venerable Soviet/russian aps rifle.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on October 27, 2019, 09:15:59 am
Hi Nord. Would you consider adding this weapon to TWOTS?(http://https://images.app.goo.gl/qwswDnWYwzasDos3A)


The QBS-06 chinese underwater rifle based on the venerable Soviet/russian aps rifle.
It is mostly the same as allready included ADS.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Unmadesoldier on October 28, 2019, 03:45:50 am
Fair enough.

Though I did notice something rather odd, or rather, logically inconsistent with TFTD in general.

Why dont craft sonic oscillators work above the sea? We see man-portable sonic weapons as well as alien craft sonic weapons working just fine above water in game and the latter in the original beginning cutscene.

I also noticed a major lore inconsistency with regards to t'leth and some of the aliens namely the ones that originated on earth. If T'leth was originally a colossal interstellar alien colony ship that crashed into the earth as the giant asteroid that wiped out the dinosaurs, how the hell were the aliens able to get the gillmen and triscenes to side with them after the fact? Its outright stated that the gillmen and Triscenes are in fact prehistoric races and or species from the cretaceous era. And the Naga's....where did they come from? Are they an earth-evolved species? Alien created? As well as the lobstermen, charcharodons, tasoths (possibly), octs, and freaks...they do not appear to be alien in origin but rather genetically engineered from earth organisms by I presume to be the ultimate alien or the aquatoids or jellymen.


Is there an in-universe explaination for this or is it a simple oversight on behalf of microprose or others?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on October 28, 2019, 08:16:42 am
About oscillators on land - game simply cant distinct it from other craft weapons, so if one make sky dogfight possible, then there will be flying torpedoes.
About races...
Microprose  (vanilla) aliens are all genetically-engineered clones, based on previously captured species. No cooperation, no allies. Just biorobots.
In my mod i have tried to add some diversity, without breaking lore.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: greenking13 on October 28, 2019, 08:10:04 pm
So, after playing another 20 or so Polyph missions, with attempts to get the big one to move again, I have not been able to make them move. I'm guessing it was a destroyed tile issue, but oh well. I guess that was just a quirk of that mission that day.

Onto the main reason I posted today.

For those who are trying to play this pack in SH, how are y'all (/did y'all) surviving the starting year? From what I can understand, the weapon progression is Harpoon->ADS->X-COM Rifle/Laser Rifle/Harpoon Gun (Laser for infinite ammo, x-com rifle for triple tap, Harpoon gun for underwater), but that's as far as I've gotten in terms of weaponry. I use the Torpedo Launcher for some of the mission enemies like the Jellyfish/Xarquids.  I'm aware that the gas cannon + its heavy version can be used due to it having a higher damage than most options, but it is less viable for enclosed missions due to the arc. The other issue is that at least for the heavy variant, they explode any loot you'd gain due to pileup. What is the next weapon tier? Is the micro launcher any good?

As for armors, Diving suit is the starter, but you could choose the Aqua-lung which allows you to go vertical for the cost of stamina. I steam-lined for Hazard armor for everyone, I skip the Hard Suit due to the stat decrease and no crouching. When I can, I switch to aqua plastic suit and for my doormen the armored version (The one which cost 16x aqua plastics), which is pretty amazing since doormen can tank some sonic shots if they're lucky. I'm hesitant to consider piling everyone into the armored suits since for that price I could try and build the Poseidon, which I've yet to get enough plastic for by August. Is this one of the strategies people use to survive?
(Oh, which reminds me, I don't know if the increase in alien ships and interception correlates with the newest version, or if in my current game, I am just unlucky enough to be in the two highest activity zones, but there does seem like an increased alien activity in the latest version.)

My serious question is... how are y'all fighting the shark people? They seem to be quite resistant to the SC harpoon ammo, to the point that I've point blank placed roughly 20 or so into one shark and it didn't die.

As a final part, does anybody use the acid weapons early game for a particular enemy? I'm considering incorporating them into my play style, but haven't considered against what so far. How many drones do people keep in their bases? I'm tried keeping 4 scouts, 4 underwater scouts, and 4 of the drones whose names I can't remember, but that only have the single gun with 70% accuracy or something? Plus a HWP if I get to it in time.

By August how many bases do people have? I so far only make two, one for my main base doing 50-75 scientists and 96 Engineers, with the ability to do 20 soldier training, and my second base which is a mass soldier farm of 50 training, and as of this play through (#9) 2 workshops to try and get a bit more cash. (Still being built, but the way this month is going, I think I've lost, since I'm going to lose an Artifact mission and my last month had what seems to be an alien base built if the score is anything to go off of.)

Thanks for any advice given, and good luck to all playing,
Green

(Side note: Did one of the recent versions of OXCE remove the ability to trade cash for moving buildings around? Or is CTRL+Left-Mouse not the right keybind?)

UPDATE: This play through is now over. I did not survive the month. I got roughly 2000 points from various missions throughout the month, but I was still -874 at the end of the month. But, I have learned that Xarquids are particularly vulnerable to torpedoes, plus they give 4 plastics each, which is nice. Also, I've updated my post to be a tad more accurate since I am playing right now and not just posting between classes.
So, from Jan 1st to Aug 1st, I detected 52 flying subs. Also... apparently I spotted an alien colony? I never saw it on my geoscape I think.
Is the bubble good for the heavy suits, since it would allow you to carry heavier weapons and have more armor?

Update #2: I now agree with Shiroi Bara on the topic of the cruise liner missions, or at the very least have something running in the background that checks to see if the ship inventory is within the exit, and if not to move it until it is. As seen in the image attached, everything is below Telmo, who is not on an exit tile sadly.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on October 30, 2019, 01:34:33 pm
Quote
everything is below Telmo, who is not on an exit tile sadly.
Ok, i think i know how to fix it. Will do.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: greenking13 on October 30, 2019, 04:59:42 pm
Awesome. In the mean time, do you know if there is a way to transport everything on a tile to a different one? I know I can use debug and Ctrl-W to warp people, but I have no clue if that does anything for items on a tile. (I literally only showed up to this mission to look at the aliens, say "Yup, those are aliens." and leave.)

Update: I couldn't find a command, but I was able to just use warp and peoples bags to move everything onto a tile before leaving. Also, what's with the two different alien ship cruiser missions? One lands like the tile grid above, and the other lands with the Triton in the same format as the pirates attacking a ship.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on November 01, 2019, 12:59:14 pm
Update: I couldn't find a command, but I was able to just use warp and peoples bags to move everything onto a tile before leaving. Also, what's with the two different alien ship cruiser missions? One lands like the tile grid above, and the other lands with the Triton in the same format as the pirates attacking a ship.
Cruise ship and cargo ship from original game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Unmadesoldier on November 03, 2019, 03:14:23 am
A better detection vessel?

There are a few possible candidates for this. Chief among them are:

- the status-6/poseidon russian nuclear powered intercontinental super torpedo but with a removed nuclear payload and a massive alien/hybrid tech sensor suite installed.
Pros: unlimited underwater range, faster than any bouy, and relatively inexpensive to make as it is a retrofit of an existing weapon.

Cons: really fragile, the smallest of alien craft can take these out, unarmed and cant defend itself.

A completely new design based on hybrid technology that is powered by zrbite and has a faster speed and a weapons pod that allows it to defend itself. Not a substitute for a dedicated undersea interceptor tho.

Pros: superior speed, very few usos can catch it. Can match the speed of a hammerhead, has a singular cannon mount for self defense, aqua plastic construction so it can take a beating.

Cons: pretty expensive. Losing one will set you back a good deal, needs to refuel periodically.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on November 03, 2019, 02:51:02 pm
A better detection vessel?
For which purpose?
Dont forget that any vessel faster than 100 pts will run out of fuel and return back to base over time. It adds nasty micromanagement. At least i think so.
On the other side, armed buoy is an interesting idea...
As all seamen know, unarmed buoy in neutral waters is a free source of rare metals...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Unmadesoldier on November 04, 2019, 05:14:08 am
I see.


Here's an idea I thought could be implemented into the mod:

Heavy lasers as a purchasable surface weapon.
Used by exoskeleton equipped military personnel.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on November 04, 2019, 03:29:26 pm
Here's an idea I thought could be implemented into the mod:
Ok, if someone will provide spritesheets and paperdolls.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: greenking13 on November 06, 2019, 01:55:31 am
I don't want to reveal a cheesy exploit I just discovered (Well, immeditately that is, I was probably going to post about it later.) but I ran into a second bug at the same time.

So it appears there is a way to cheese the Mind Worms/Locust Terror Mission simply by using scout drones + Officer Laser Pistol. All you need to do is just fly above the enemy and shoot down for a few turns to kill, rinse, repeat. The bug that I've found it that it looks like my scouts are seeing out of their behind, as seen by pressing the alt key and seeing the arrow point the opposite direction. Secondly, it looks like the mind worms try and fail to force sleep the drones. While this is expected, I don't know if their attempt to is meant to be. Attached below is a copy of my battle with them, be warned it is Iron Man, so you'll have to change the setting that handles that... which now that I think about it, I don't know the name of.

Also attached is just something I want help figuring out, since it looked like the torpedo defenses have a mesh issue in which you can see through parts of them as seen in the attached first-person and save.

Now back to what is probably going to be a 200+ turn mission, which at the end I have to remember to not kill one mind worm because I think it gives me a research.

EDIT: I stand corrected. Locust can fly, they just usually choose not to. One of my drones is now dead, time to try and let one of these mind worms pass out and scoot it back to the ship AND RUN! All other bugs are still true though.

UPDATE: So, there might be an issue with Lobster man and base defenses. They do not appear to be moving and only acting either when I am close enough to them to walk and claw me, or in reaction. Attached below is another file, obviously named. Sadly, I think I have to lose this base because I don't want to try and spend 6 years going through them with bullets of 0 damage. I don't even know if I can damage their armor enough to do damage to them.

UPDATE #2 11/10/2019: Are Jellymen meant to be able to surrender? Not as in after passing out and waking up, but in general, like the Cult?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Unmadesoldier on November 12, 2019, 01:51:45 am
Different craft gas cannon ammo options? Options like supercavitating ammo, superdense needle ammo, high explosive, and zrbite craft gas cannon ammo.

Also, superdense needle shotgun ammo for hydrojet cannon.
Maybe also add superdense needle darts and jet harpoons?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: greenking13 on November 16, 2019, 11:52:09 am
So, time for a few more bug reports. (And one WTF image from my best/latest run.)

First one: MindWormCuttoff.sav is a save of a graphical glitch in which due to the terrain and the height I am viewing from, the MindWorm is cut in have horizontally and its top half is not visible. The entire Mind Worms enemy is visible by moving down one height.

Second one: Sightlines.sav is a save of a sight glitch in which I have two people in rooms, and they should have the same visibility into the middle of a corridor, but they don't. I have fpslooks accompanying. 000 is the view from the top guy (The one who can't see the armored gillman) and you can see the enemy, but I'm assuming that you need to see center of mass to have sight. 001 is the view from the bottom guy (The one who can see the armored gillman) and he interesting has sight due to what looks like a gap in the door. Note: I don't believe either actually have firing sightline since I did attempt to shoot after I created this save and they both broke their respective walls in the way of the enemy.

And finally is just a WTF moment from my current run. Yeah. It's like the 20th of February and I have -6000 score because in this month alone I had a terror mission I couldn't make it to (-1000) and two successful base defenses (+600 or so from each), roughly 30 landings, 60 ufos, and a second Jellymen Weapon mission even though I couldn't arrive at, which I'm guessing was like a -1000 or something. I believe they had to have built 2 more alien bases to have gotten that score. Also, all the landings were within their base zones, so I couldn't go to them due to the hunters that patrol them. This is... just brutal. But hey, I'm researching the sonic sniper rifle, about to get the Jellymen tech exchange research, and have gotten a lobsterman commander from the last base defense. Next month I have to do a lot of shit for though, otherwise this run might be over. I don't even want to know how badly I'm losing support this month.

Also, just a quick question, but how is the AI for bio-drones designed for base defenses? It seemed that they never move and only overwatch. I'm assuming they didn't move, due to the fact that there were two 2 high stacks that didn't move when I got sight of them.

-Green
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on November 16, 2019, 01:23:08 pm
Thanks for your feedback.
Not much i can say about graphic glitches.
Sightlines.sav is a save of a sight glitch in which I have two people in rooms, and they should have the same visibility into the middle of a corridor, but they don't.
As you can see, not same but similar.
Quote
This is... just brutal.
(https://k.img.mu/dmXoXr.jpg)

Quote
Also, just a quick question, but how is the AI for bio-drones designed for base defenses? It seemed that they never move and only overwatch. I'm assuming they didn't move, due to the fact that there were two 2 high stacks that didn't move when I got sight of them.
No changes from vanilla.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
Post by: Nord on November 24, 2019, 08:00:54 pm
Version 2.34 is up.
Changelog:
 - Added nev vehicle - Scorpenae;
 - Added armored zombies (from armored soldiers)
 - Some additional images (inventory and background);
 - Decreased crew size of Triton to 12 men or 2 SWS;
 - Global terrain-based environment (e.g. abyss in darkest regions of world ocean);
 - Fixed crypt ruins map;
 - Fixed X-Rifle research;
 - Minor fixes;
 - Stunning improves morale;
 - Newest OXCE 6.1.1 used.

P.S. Experiments with cruise liner was ... not successfull.

Upd.: version 2.34f - fixed Scorpaena manufacturing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: new_civilian on November 26, 2019, 11:34:50 am
Just a quick question/suggestion: Are Bland's new USO variants included in your mod? He made a couple of alternative layouts some time ago for the default USOs. Would be a simple copy and paste job to add them if you don't already have.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: Nord on November 26, 2019, 01:11:36 pm
Yes they are. Not all of them, though.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: misterx on November 29, 2019, 02:55:15 pm
Thanks again for the really impressive work :) here are some observation of mine:

now, on to some annoyance/suggestions:  ;D ;D

1) the sap and p11 clips seems to be a bit ofset, is that intended or normal

2) "fishfood" that replace the rank "seaman" is kinda offensive i think , though funny, how about to replace with the vanilla one?

3) in the briefing text of the pirate attack ship right after the word catch may need to be followed by at least to better explain the player the importance of capturing and interrogating live enemies

4) on a brand new game, in ver 2.34f third difficulty level, a polyph is attackingat night my acquanaust, by the 4th turn ive lost 4 of them (!!!) Why these damned kill in one shot? How about to decrease thei damage please? Such static creature should be a really easy enemy

5) first land assault, second turn sectoid reaction fire kille 2 of mi men. Hell i do remeber vanilla TFTD was a hell of a game, some difficulty tuning may be possible alon keeping the game balanced? just thought :)

6) I'd like the vanilla harpoon gun sound, but if you wan to replace the current one i'd like more, for a hint looke here:
https://it.audioblocks.com/stock-audio/steam-shot-bednse328dbk0wxrtuo.html

For now just playingat the very beginning of the game, got first 3 mission all at night. maybe more daymissions would be less frustrating, at least at a fresh game :D

For some eventual wepaons addictions contente, inspiration :

futuristic underwater wepaons: https://www.google.com/search?client=firefox-b-d&biw=1536&bih=728&tbm=isch&sa=1&ei=ehXhXaa-B-iHjLsPpN-u4Aw&q=futuristic+underwater+weapons&oq=futuristic+underwater+weapons&gs_l=img.3...29624.31636..31835...0.0..0.181.1005.12j1......0....1..gws-wiz-img.......0i19j0i7i30i19j0i7i30j0i7i5i30.ogW2SYNdNdc&ved=0ahUKEwim49qPvI_mAhXoA2MBHaSvC8wQ4dUDCAY&uact=5

futuristic weapons: https://www.google.com/search?client=firefox-b-d&biw=1536&bih=728&tbm=isch&sa=1&ei=ehXhXaa-B-iHjLsPpN-u4Aw&q=futuristic+underwater+weapons&oq=futuristic+underwater+weapons&gs_l=img.3...29624.31636..31835...0.0..0.181.1005.12j1......0....1..gws-wiz-img.......0i19j0i7i30i19j0i7i30j0i7i5i30.ogW2SYNdNdc&ved=0ahUKEwim49qPvI_mAhXoA2MBHaSvC8wQ4dUDCAY&uact=5
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: unarmed drifter on November 29, 2019, 10:06:29 pm
2) "fishfood" that replace the rank "seaman" is kinda offensive i think , though funny, how about to replace with the vanilla one?

"fishbait" maybe ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: Nord on November 30, 2019, 07:55:10 am
to misterx:
1. Yep. Not much difference though. Will fix. If not forget...
2. Meridian call them so in his letsplay. I liked. Also renamed russian string.
3. Thanks, will fix.
4. Not try to win all fights. Learn to withdraw. Polyphs are allready well nerfed.
5. I think it is normal. Like most kills alien do from reaction shots.
6. Nah, thanks. Existing one is better to my taste.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: greenking13 on November 30, 2019, 11:58:43 pm
Hello Nord, I'm back with more things! And more griping! (but you can mainly ignore that, I'm just salty.)

Let's start off with a few saves. (And hoping I correctly remember what the bugs were.) As always, the saves are in SH/IM, change that how you can for bug checking.

ArmorTear.sav: Concerns the Advanced Bionic Armor and that if you are going diagonally up (So straight up on your screen) you can see some pixels in the top right of the moving character that are not transparent. Not a big deal, but it's a thing I noticed.

IncorrectNoLineofFire.sav: This is a bit of a weirder one and while I do feel like I should have this shot onto the ghost, since if I recall correctly shooting isn't taken from the center of mass but is offset onto the side which holds the gun, but that's not what this is about. Try to fire with MGS Zuzana and when it blinks what's blocking your shot, look at what all it's saying is blocking the shot. Somehow not only is the wall in front of her blocking her shot, but also part of the farthest top cryopod AND the wall past that pod is blocking the shot. I felt that was weird enough to warrant a glance at.

WhatAreWalls.sav: Last of the saves themselves, we have the one in which somehow I can see an enemy through a hole in a wall, but can't shoot them, can't see the area surrounding them (not that surprising) and I have this weird fpslook of MGS Milan's LoS. (Next Attachment) Curiously enough, the walls don't seem to actually exist, which makes me wonder if there is a bug pertaining to using a DPL bomb on the artefact mission site on these walls in which the wall that remains isn't properly coded. (Not your issue, but base game I believe.)

The rest are images and questions I have. (If I can remember the context of them.) Oh, and as a heads up, I believe that ArmorTear and IncorrectNoLineofFire were both made in the 33F version, but after testing in the 34 version, they do still seem to exist.

fpslook002.png: While not readily visible, the soldier can somehow see the head of a naga inside of a downed USO due to the fact that the roof is missing. I was wondering if somehow Nagas are slightly taller than 1 tile, or if instead the wall is somehow lower than one tile. Or is it possible that the naga is standing on something inside the downed USO that is slightly elevating his height? Also, skip down to Screen114.png for a normal view of what's being seen. Forgot I had this.

(Not an image) Btw, I like what you've done with the Triscene weapons. Also, fuck you. I was not expecting a dinosaur with a flamethrower. That group wasn't ready. Good job.

Screen105.png: Not going to lie, I don't remember the context one bit. But I think I saved this due to the fact that it's missing the front window. I think this USO was one of the shielded ones, and I'm curious if the lack of a window is due to them being able to molecularly see through walls or something.

Screen108.png: So... this was my one and so far only Jellyman Outpost Defense and I noticed there were civilians down here with us before I noped away from those probing octopi. Really wishing you could carry 2x2 enemies somehow because I really need them for my next MC research. Anyways, are the civies meant to be in that mission? It feels like they really shouldn't be.

On the topic of so far one and only missions for me, this is going in spoilers as well.
Earlier on in the game, or last game idk, I ran into a fucking massive lobster monster on the geoscape. It was moving at like 100 units or something and tried to slowly intercept anything that came near it. What in the hell was that? I do have a picture of it, but in the same vein I'm putting this in spoilers, I'm leaving that image out.

Screen116.png: I don't know if you can precisely control civilian spawning mechanics, but I feel like there should be an algo that checks the surrounding box of tiles of a civilian to see if there is 2 or more civilians already next to them. Because of this party. I am aware the algo state should still allow conga lines. It was just a half-baked idea.

Screen128.png: Yeah. Something tells me this wasn't meant to be able to be done. Also, she couldn't escape that. But hey! She could forever scan to make sure enemies weren't coming through that alley. Some say, Sara Lombardi is still there, to this very day. Others say she and 4 other MC-protected super brain-dead soldiers have taken over Base Zeta and protected it against 23 armored gillmen and Deep Ones just yesterday. But that's just X-COM propaganda probably. Scratch that, we have confirmation that Sara Lombardi is still at main base, and that the leader of the now undoubtedly X-COM propaganda base defense was Laila Mustafa, Commander of X-COM! and Kun-woo Maeng, Captain of X-COM

Uhhh... I've ran out of attachments. YOU WIN THIS ROUND FORUMS!

Time for the text version of images.

So, the topic "Interrogated Engineer" depends on Enhancecd Aquatoid Navigator and is unlocked by Lobster Technician or Armored Gill Man Engineer. Apparently, you get the topic if you complete either of the two unlocks, so I'm kind of confused why it says it depends on Enhanced Aquatoid Navigator. I thought dependencies were required before you could complete a research? Or is it that if I had gotten a EAN completed, I would have been given the opportunity to research this topic instead of needing either unlock req?

Finally, remember my -7000 monthly score a few weeks back? I'M STILL IN THAT SAVE! Literally, the months following that one go: 0, 1400, 900, -5500, and the current month I'm starting at roughly 2k due to for the first time in this playthrough winning an Artefact Site mission. That was +2173 score at like first day, 9th hour of the month. Plus, that aforementioned probably propaganda Base Defense which netted me a nice +505 score and a stunned Armored Gill Man Commander which didn't really help me in the slightest besides allowing me to now break down armored gill men. Which reminds me, why is that I need a live specimen of the Enhanced Aquatoids and Armored Gillmen to be able to dissect their corpses instead of just the corpses like the normal trend? That seems odd.

To end this long rambling post, a final remark and three questions. The remark is that I am now starting the Ancient Naga City mission at nighttime. Does the night time affect the visibility, or is it always this difficult to see in this mission? Secondly, on the topic of night vision, none of the presets seem to be really compatible with TFTD and only change the color of statue eyes the a dramatic effect instead of player visibility. Is there one you recommend, or do you recommend just ignoring that that's a config given? AND FINALLY: Where do freaks exist in this game? Are they just a super-late game enemy that only appears after 2 years have passed or something? I thought they might be the ones in the shielded USOs, but so far that seems to only be Enhanced Aquatoids. If they're a specific mission based enemy, just say that, and I'll be okay with that answer.

Anyways, thanks for making this great TFTD mod, and until next time
Vigilo Confido
-Green
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: Nord on December 01, 2019, 11:21:50 am
Wow, that's a bedsheet of text.
Ok, step by step:
ArmorTear.sav:
Thanks, fixed.
IncorrectNoLineofFire.sav:
It's all fine, only closest wall blocks your shot. Other blinking parts is an artifacts of script, i think. Doesnt do anything.
WhatAreWalls.sav:
Vanilla terrain artifacts. Should i edit? Maybe...
fpslook002.png:
Looks like naga stand on some kind of stair (Alien stool maybe?). Cannot say without savefile.
Triscene:
Yeah, f..k you too, dude.
Screen105.png
It is not a window in other ones, but a gun port. About USO sensors - you can read about it in an article "alien sub construction".
Screen108.png
How did he get there??? Must investigate...
Spoiler:
That was monster. https://i.redd.it/oj7gm17ii3f31.jpg (https://i.redd.it/oj7gm17ii3f31.jpg)
Screen116.png:
Not enough places for units to spawn. Will fix.
Screen128.png:
No time to swim in a pool when your homeis under attack. This is punishmet. (This is intended trap i made)
Interrogated Engineer:
Thanks, fixed.
Naga city:
It is allways dark. Because it is dark depths.
Nightvision:
I prefer color 8.
Freaks:
Will begin to appear after certain scenario mission.

Wish you a luck.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: Shiroi Bara on December 06, 2019, 02:12:41 pm
Am I missing something or game has dramatically changed since I've played it last time?
(https://i.postimg.cc/RNRgpJv0/screen078.png) (https://postimg.cc/RNRgpJv0)
X-rifle in research tree list? Surface weapons already unlocked by finishing flamethrower. And I can buy those rifles too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: Nord on December 06, 2019, 03:51:46 pm
Am I missing something or game has dramatically changed since I've played it last time?
(https://i.postimg.cc/RNRgpJv0/screen078.png) (https://postimg.cc/RNRgpJv0)
X-rifle in research tree list? Surface weapons already unlocked by finishing flamethrower. And I can buy those rifles too.
Yes it is. If a player will be ignorant enough, he can acquire x-rifle without researching surface weapons. So i decided to add this research. To complete the circle. :-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: misterx on December 09, 2019, 03:45:28 pm
Dear Nord, have you thought about adding some more playing content, for instance a couple of armors, a pai of new enemies and a couple of weapon tiers?

Exaples:

heat ray weapons:
https://openxcom.org/forum/index.php/topic,2065.0.html

acid capsule gun:
https://openxcom.org/forum/index.php/topic,2761.0.html

alternat suite:
https://openxcom.org/forum/index.php/topic,4088.0.html

man in black, gazer and anthropod:
https://openxcom.org/forum/index.php/topic,2180.0.html

Terrain expansion:
https://openxcom.org/forum/index.php/topic,4680.0.html

In the end some content is planned to be added? Thanks again :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: Nord on December 09, 2019, 04:53:08 pm
Heat ray - completely useless underwater.
Acid gun - already in.
Alt suits - with what backstory?
Mib, gazer and antropod - not in THIS mod ;-)
Terrains - some of them already there.

And in common term - i can add something new, but i dont want to do graphic from scratch. And this thing must fit in TFTD concept.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: misterx on December 10, 2019, 09:37:48 am
Heat ray - completely useless underwater.
Acid gun - already in.
Alt suits - with what backstory?
Mib, gazer and antropod - not in THIS mod ;-)
Terrains - some of them already there.

And in common term - i can add something new, but i dont want to do graphic from scratch. And this thing must fit in TFTD concept.

OK, so you may want to give a shot to:

[TFTD][BETA][ALIEN][WEAPON] XOps's TFTD beta mods:Carcharodon Aliens+Ion Weapons (by XOps)
https://openxcom.org/forum/index.php/topic,4205.msg57023.html#msg57023

[Craft] [TftD] Baracuda/Manta Upgrades (inspired by Xcomutil option for Xcom1)
https://openxcom.org/forum/index.php/topic,4548.msg62724.html#msg62724 (by Roxis 321)

[TFTD] Aqua Weapons Starter Pak
https://openxcom.org/forum/index.php/topic,5836.msg89861.html#msg89861 (by ave369)

[SOUND] Gifty's TFTD soundtrack!
https://openxcom.org/forum/index.php/topic,3879.msg50028.html#msg50028 (by Gifty)

[TOTAL CONVERSION] [GLOBE] DUNE - Desert world 0.28
https://openxcom.org/forum/index.php/topic,2957.0.html (by clownagent)
(seems to be pretty on hold, but has some interesting assets that could fit in twots)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: Nord on December 10, 2019, 12:20:15 pm
You did not played mod? Most of ithis are already in there.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: misterx on December 10, 2019, 01:54:39 pm
You did not played mod? Most of ithis are already in there.

Not extensivley, but please may you update the first post with all the mods included in TWoTS then?

I also remember to have read somowhere that destroying oil pipelines can cause diplomatic issues with the funding countries, is that true? If so that thini is implemented in the mod?

Edit: a generic psitol concept is attached :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: Nord on December 11, 2019, 09:48:43 am
Not extensivley, but please may you update the first post with all the mods included in TWoTS then?
I have taked(was taking? oh that english times) many things from other mods without adding whole mod. Such as some maps from terrain pack, or sprites from newcivilian's "My_mod" and so on. I simply can not remember them all. But must admit, that almost all things was redacted, modded, improved (or worsened) before put in TWoTS.
Quote
I also remember to have read somowhere that destroying oil pipelines can cause diplomatic issues with the funding countries, is that true? If so that thini is implemented in the mod?
No, it is not true. And it is nearly impossible to do. Or not so impossible... Hmm. Need to think about.
Quote
Edit: a generic psitol concept is attached :)
And what is behind that concept? Some idea maybe?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: misterx on December 12, 2019, 02:31:06 pm
Just a raw idea, in case you'd want to make new weapons, whatever :)

Only think found so far in the forum that may fit into the mod, according to my thoughs, may be:

1) [WEAPON] [CRAFT] Tyran_nick's mods
(https://openxcom.org/forum/index.php/topic,1435.0.html)

2) [MOD]Lots of Mods! (mass accellerated weapons, disruptor cannon and the moray, a new sub)
(https://openxcom.org/forum/index.php/topic,5969.msg91875.html#msg91875)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: andre2 on December 12, 2019, 03:12:21 pm
Hi,
feedback and bug reports.  :)

Dude, this mod is amazing! I´m into it for maybe 30h now. I´m a gamer since ´92 on C64 and since ´96 on PC. I have seen so much and are bored of most game concepts. But this mod hit´s a spot an presses my buttons. :-)
The mod is like when a fantastic artist covers an already good song and turns it into something even better. Like "Summertime Blues" by Eddie Cochrane performed by Stray Cats.
I came across the mod because of the Youtuber YETI. I swore to myself to not ever touch the early X-Com games again. Because I spent so much time with them. Well, there goes that.....

I really like what you do there with squeezing out content from the base game. Like to now obtain the Particle Disturbance sensor, you need to research and build it. That felt like cool and appropiate.

Alien bases intercept my craft now?!?!?! WTF?!?!?! -Good job! That is a nice spin.

The CORMORANT with gas cannon is so crappy. It really has it´s strengths as one time use as a one way product. :-) It really is only the fodder to get the dropship in to mess up the base.
Maybe it would be good to always get the Triton into the base, regardless of has the CORMORANT shot down the interceptor or not. So that the CORMORANT is the bait and distraction. That would be a thrilling feature for iron man mode. "At least I dont have to rebuild it this time." or "And I have to build a new CORMORANT. Again!!!."
But the CORMORANT is as it should be. In such an appearing alien thread, you can be happy to be at least able to intercept their small craft. Maybe there will be something better available than the gas cannon for the CORMORANT.

What I really like is the weaknesses overview per species. I still really don´t know how to obtain theese, if by research or PEW PEW PEW experience. But when the one for the lobster man popped up, that was quite helpful and a relief of some sorts. Basically with the gear available I have to charge the most dangerous melee enemy so far with melee weapons.....and tazers. The first appearance of lobster man was a shitpants moment. Then having to charge them was the 2nd one. Good job! Game design wise, this is so amazing! :-) Because you have to adapt or you "get adapted"....by claws, sissors and the rest of their arsenal.

I really like the Gas cannon and auto jet cannon and their ammo types(the gatling looking thingy). Good job on that!

 
The mod feels like a triple A title to me.....almost.
I had to juggle alot of Magna grenades until I could get the Gauss Rifle. That felt kind of bad. Because the Jet Harpoon performs poor at hitting things. While the laser rifle does well on the surface. Usually in UFO and TFTD I used 2x grenades per soldier and that was 99% of times enough. In TWoTS I had to step it up to 4x.
Maybe there is a spot in the gap between weapons to be filled out. As the Jet Harpoon is so inaccurate, grenades are just a better working solution for that period. Maybe there is a solution for that via research, but I did not come across early. Depending on grenades for 10-20 missions feels so bad, as it is always the same. Prime it by one dude in the craft. Throw it outside to a dude, who delivers the final throw 2 times. And dont forget the gas cannon. Maybe I should have gone 4x gas cannon per 12 soldiers instead of 1x gas cannon.
The Gauss rifle is really what I dared to get as a firearm, before I discovered it as research.
But anyway, what you have done so far with the guns is way better then TFTD. In TFTD it was just "rush sonic weapons ASAP". "When a fantastic artist covers an already good song....."

Also, the research menu via "Q" is kind of spoilery. I looked a little bit around in there to find a way to aqua plastics and other things. Now I know that there are armored versions of enemies and some other things. I rather not know anything about that. It was still kind of enjoyable when I almost shit my pants with the first appearance of lobster man. As my ways of dealing with them, wasn´t dealing with them well.
I dont know if "Q" is a feature of OpenXcom or TWoTS. Maybe there should be a version of it, where you only can see, to what your current resources lead to. Based on the aliens in the holding cell and the aquired items in storage.

I always felt with basic TFTD that game design wise the research feature lacks a little bit of trancparency. I had issues/ little hickups back then to get to Zrbite armor and such. But with the fact in mind, that a badly needed research may be already available and already listed for ages, the game is doable. As I dont have to learn the battlescape gameplay so much. I did that around 1998. ;-)

Also the 1st base gets small fast. One has to ousource from there. That is cool and challenging. From the management point and credits wise.

I now have 5 bases. The 1st is the fighting one. The 2nd is for production. The 3rd will become the research one. A 4th will may be become a storage base. And who knows, what is still hidden in the deapths of the mod for a 5th base.

But I feel, the that the base game has some weaknesses, regarding managing so much. Like behind the intercept button, there is a feature missing, which leads directly to "Equip Submarine".
Like when you want to start the Triton, you have to get through the base first to equip all the lately produced guns, armor, gear. Then you go back to GEOSCAPE and then you can launch. This is not a shortcut.
The situation is similar with transferring gear across all bases. It feels like there could be some shortcuts, which make life easier. Like the bar on which are all your bases are selectable, should be available in every TRANSFER screen or CHECK STORES srceen behind the BASE INFORMATION screen.
The same feature "Equip Craft" should be behind the specific base menu. For when you click a base on the globe.
Dont get me wrong. For what you can do, manage and achieve, the GUI is already simple.Considering that it was designed for what resolution? 680x420? But still there is room to catapult the features of the GUI from the 90´s into 2019.


Bug: The guided Torpedo is listed in the Usopedia. But I cant manufacture it. I just have noticed, that it is dependent on the research for "Advanced torpedo launcher". It feels like the guided torpedo should only appear in the Usopedia, when it is available for production and the research was really REALLY finished.

Bug: The update txt of the latest update says X-Rifle research was fixed.
Yesterday I had the X-Rifle research still available in the list of research projects. But I had the thing already bought in numbers, equipped and used on various missions. Like *PEW PEW PEW* Oh wait, it does more like *bang bang bang*.
So somehow I could research it twice. Unless it get´s accessible twice via surface weapons aquisition. But I can remember, I already had it´s data in the Usopedia and the research was listed again for availability.

So I just took some time to write you this. Hopefully you like it. I now don´t want any more interruptions, playing your mod. :-) Man I´m so curious what happens next. WOW. GJ!!! :-) :-) :-)

I have huge respect for the ammount of work you have put into this. It cannot have been little. It must have been alot. It pays and all worked out. I enjoy what you have achieved. I´m sure other people feel the same way.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: Nord on December 13, 2019, 05:28:48 am
Thank you for your warm reply.
Bugs will be fixed soon.

Though i shall say, that new gameplay mechanics are a result of hard work of Yankes and Meridian, autors of OXCE game engine extension. Thanks to them.

Also, you really should try Dioxine's "X-Pirates" and Solarius's "The X-com files". They are awesome.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
Post by: misterx on December 13, 2019, 09:53:40 am
Also, you really should try Dioxine's "X-Pirates" and Solarius's "The X-com files". They are awesome.

Tryed both, but the former is actually down for mainteinance, just trying the latter, very excellent works! Looki'n forward to other content addiction, whatever :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 13, 2019, 11:59:10 am
Polishing continues.
Version 2.35 is up.
Changelog:
- Various minor bugfixes;
- Implemented decreased enemy's TU on the first turn;
- Minor balancing;
- OXCE 6.2 used.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: new_civilian on December 13, 2019, 12:34:30 pm
Cool, I will start a campaign with your mod once I finished my X-Piratez one, this will take some time, though...  ::)

I know they are starter weapons and have to be crappy, but I hate-love the harpoons that you get at the start... 8)
Combine rookie X-Com soldiers with a wimpy starter weapon, go on a difficult mission.... You get the picture  ;D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: SIMON BAILIE on December 13, 2019, 11:41:34 pm
With a fresh install of the latest version and no other mods, 2.35 I get the following error. I had a look at the particular file through notepad + but can't see what's wrong.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Meridian on December 13, 2019, 11:44:59 pm
open research.rul
go to line 873
and add a colon after the word disables
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: SIMON BAILIE on December 13, 2019, 11:54:47 pm
Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 14, 2019, 05:24:46 am
Oops. As bashorg says, "we got 10 bugs. 8 fixed, 6 left"

Fixed, please download 2.35F.

Uploading fixed version right after new one become a tradition to me... a bad tradition. I'll try my best next time.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: LouisdeFuines on December 14, 2019, 12:00:46 pm
Just returned after many months.

First: Does this mod have already full german support?

Second: Has it been removed, that alien colonies spawn infiltration missions? At least the aliendeployment.rul tells so.

Third: After installing the latest version, I had to type in my resolution. Mod has no arrows for me to change that via mouse-click. It this intended?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 14, 2019, 02:09:59 pm
First: No, but you can help with it, if you want.

Second: No, but rate of spawn reduced.

Third: not really understand, but such terms are not mod thing, but enine thing. Look OXCE subforum maybe.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Meridian on December 14, 2019, 02:12:37 pm
Third: After installing the latest version, I had to type in my resolution. Mod has no arrows for me to change that via mouse-click. It this intended?

Depends on your system.

OpenXcom asks the system if it can provide supported resolutions... if it can, you will have arrows.. if it can't, there will be no arrows.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: LouisdeFuines on December 14, 2019, 03:42:37 pm
When I play OXCE, I`m shown the arrows, when starting with Meridians latest build 6.2.

Problem occurs only with this mod.

As for the alien colony infiltration:
See here in the aliendeployments.rul (line 2126):
markerName: STR_ALIEN_BASE
    markerIcon: 7
    genMission:
      STR_ALIEN_SUPPLY: 100
    genMissionFreq: 6

There is no line "STR_ALIEN_INFILTRATION" anymore

Does it have moved somewhere else?
I want no infiltrations spawned by the colonies.
Do I have to deactivate it at another place?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: andre2 on December 14, 2019, 05:22:41 pm
Hey Nord,
I got your mod by MOD.IO.
I dont know if there are other sources for it. But what kind of is missing is a guide about how to update. I have Ver 2.34 and I would like to update without screwing up my game progress.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 14, 2019, 06:08:15 pm
Download  newest version (2.35f now), unpack it. Copy a folder xcom2 from "twots_*previous version*/user/" into your brand new "twots 2_35/user/" folder. That's all. You can also copy file "options.cfg", but i will not recommend it.
As for the alien colony infiltration:
You show a Jellymen colony.
Line 4188 of alienDeployments.rul is what you searching.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: LouisdeFuines on December 14, 2019, 07:16:12 pm
Line 4188 of alienDeployments.rul is what you searching.
@Nord:
My AlienDeployments.rul has only 2873 lines.

When I look for STR_ALIEN_INFILTRATION, I simply can`t find that line.

Please look into my uploaded .rul. It`s from your mod I have taken it from.

I`m using Notepad++.

But even, if another edtior is used by you: I should be able to find the appropriate line by "searching" it. But it isn`t there.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 14, 2019, 07:29:04 pm
It is ruleset from original game. You need to seek "user/mods/twots/ruleset/aliendeployments.rul"
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: LouisdeFuines on December 14, 2019, 07:34:20 pm
Many thanks!

Your and the help of Meridian helped me out!

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: andre2 on December 15, 2019, 08:52:22 pm
I just have researched the Baracuda and built the first one. In my opinion the mod would profit from a tutorial entry about manning USOs in the USOPEDIA in the first section.
There are three properties that matter:
ACC
BRA and
REA.
A little text about what is what would be helpful for new guys.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: andre2 on December 16, 2019, 01:49:39 am
I had an enhanced Aquatoid taking stun harpoons from the Jet Harpoon and it got the blood drops over it, rather than the ZzzzZZZzzzz.
And Im pretty sure that he only took stun Harpoons. As I spotted an enhanced Navigator among them via the Mind probe thingy. As I wanted such a one.
I dont know if that is intended or a bug.
I made a save of it.

It is the one who lies at the bottom level at the corner of that one room.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 16, 2019, 05:10:40 am
Thanks, harpoons - is a bug, will be fixed.
About ufopedia article - i'll think about it. Dont you want to help create english version?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: misterx on December 16, 2019, 03:54:03 pm
Dear Nord;

Care to use the APS underwater rifle?: https://en.wikipedia.org/wiki/APS_underwater_rifle?

if so please have the srites attached, speaking of "TFTD theming" i made also an H&K MP5 navy version, grab it here too if you want. Cheers :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 16, 2019, 03:58:39 pm
Dear Nord;

Care to use the APS underwater rifle?: https://en.wikipedia.org/wiki/APS_underwater_rifle?

APS is obsolete. ADS now used by russian specops. And it is already in mod.
https://en.wikipedia.org/wiki/ADS_amphibious_rifle (https://en.wikipedia.org/wiki/ADS_amphibious_rifle)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: misterx on December 16, 2019, 04:03:23 pm
APS is obsolete. ADS now used by russian specops. And it is already in mod.
https://en.wikipedia.org/wiki/ADS_amphibious_rifle (https://en.wikipedia.org/wiki/ADS_amphibious_rifle)

Sorry i was not waware of that. But APS may be still implemented and ADS avaiable as an upgrade?

Last "input": how about to use some kind of submarine as starting craft, instead the seamster may built upon some research. I remember to have seen some kind of that in a post here, but can't remember where  :'(
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 16, 2019, 05:27:46 pm
Sorry i was not waware of that. But APS may be still implemented and ADS avaiable as an upgrade?

Last "input": how about to use some kind of submarine as starting craft, instead the seamster may built upon some research. I remember to have seen some kind of that in a post here, but can't remember where  :'(

Hehe. Many players grumble about how awful is seamaster, and you want to make him not the worsest one.  ;D
Still, any mini-submarine needs a delivery vessel. And best of it is Seamaster P8-M. Or not best, but fastest.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: andre2 on December 16, 2019, 10:11:43 pm
@ Nord: thanks for the offer. I believe that I maybe would not deliver that text so well. I havent understood the whole fighter crew thingy yet.

I really like the Seamaster and the gamestart. Such a fight vs. aliens should start as an uphill battle.
Like when the americans landed in Guadalcanal, they lost 2 CA Cruisers and DDs and almost all the "dropships" erm... their freighters full of supplies for the marines by japanese night action.

BTW, Church of Sirius guys just climbed my sub and even threw an explosive of a weak kind at my smoked up door team. WOW. O_O
I´m having fun here.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: andre2 on December 16, 2019, 10:38:32 pm
I dont understand the weaknesses report for the Bio-Drone.
So does it still explode when shot by stun or HE ammo? The text could be a little bit more presice.
I asume it tries to say, if you shoot HE at it, you may already have a little savety distance to your dudes. So you just dont care about it´s own blast so much.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: andre2 on December 17, 2019, 12:46:56 am
Bug?:
I can only build 1x Biolab at my research base. After placing the first, the entry in the build menu for the Biolab jumps to the very bottom of the list. Also then, when you click the entry, no sub menu opens, where the needed items are listed.

I opened the build list at another base. There the Biolab was in the middle of the list.

Savegame is attached.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 17, 2019, 05:35:06 am
1. Yes, aliens do such tricks because of expanded map routes.
2. If you kill biodrone with HE or stun him, he will not explode.
3. Only one biolab per base allowed, just as sayed in USOpedia.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: andre2 on December 17, 2019, 11:15:20 pm
I double checked. The information about the fact that only one per base is too deeply hidden. It is like games from 20 years ago, where searched for 3-5 hours on how to progress in the level. When internet was not around.

Maybe you can ad one line in the first stage of description.
"Only one biolab per base."

Like for the naval fleet control center. There it says: "EXPENSIVE!".

Also I only now found out that the transmission resolver can replace sonar. A text like: "The transmission resolver can replace the advanced sonar. It has a little bit more range and also decrypts the mission and species of the craft."
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Meridian on December 17, 2019, 11:20:15 pm
Everything looks just fine to me.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: andre2 on December 18, 2019, 07:48:21 pm
I had to remove a transmission resolver, because I placed it bad and my base planning would not have worked. I lost 4 of the 5 last magnetic navigations and the only alien synomium decive part.
That is so cruel. Cant there be a full refund of theese things? The facility had a build progress of 1 day.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 19, 2019, 04:35:49 am
You can use CRTL+LEFT CLICK to relocate  facility. For a price.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: ohartenstein23 on December 19, 2019, 04:47:29 am
You can use CRTL+LEFT CLICK to relocate  facility. For a price.

You can't do that anymore in the latest version of OXCE, that feature was removed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 19, 2019, 06:10:39 am
But why?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Meridian on December 19, 2019, 10:35:47 am
But why?

Because it was controversial, and I got sick of 50% of people complaining about it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Meridian on December 19, 2019, 11:16:07 am
Yep, though i disagree, but more here:
https://openxcom.org/forum/index.php/topic,3626.msg118360.html#msg118360

It was removed exactly because of people like you.
It is not coming back, stop asking.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: misterx on December 19, 2019, 11:18:13 am
Because it was controversial, and I got sick of 50% of people complaining about it.

Ok, i personally liked it, but "de gustibus" though i disagreed

@Nord: i've modifyed the x rifle "manufacturoing" the x-pistol. May i hunble give an hint on naming: ahat aoubt "omega rifle"? Seems more appealing the the x one. Don't know if you wanna add it to the game anyway stuff is attached. Also if you plan to add on "old" weapon i've redrawn the uzi here: https://openxcom.org/forum/index.php/topic,4595.msg120923.html#msg120923.

If you feel more creative, check google: https://www.google.com/search?q=futuristic+weapons&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=2ahUKEwiT05vbrsHmAhWBM-wKHSgYAzEQ_AUoAXoECA0QAw&biw=1536&bih=728&dpr=1.25#imgrc=Jb7dUOUBZ6R7SM:
:)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 19, 2019, 02:01:09 pm
It was removed exactly because of people like you.
It is not coming back, stop asking.
No, i'm not asking it back. Just  surprised that i miss that.
I'm trying to read all your changelogs carefully.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Meridian on December 19, 2019, 02:11:47 pm
No, i'm not asking it back. Just  surprised that i miss that.
I'm trying to read all your changelogs carefully.

My answer was for misterx (he just deleted his post in the meantime), not for you Nord.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 19, 2019, 06:14:36 pm
Oh, ok. Phone screen, small letters.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Unmadesoldier on December 20, 2019, 01:41:31 am
Could it be possible to buy the officers laser pistol after researching it in a future update? By the way, the scorpenae is a damn good craft.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 20, 2019, 04:52:52 am
Laser pistol? For what purpose? It is useless.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: andre2 on December 20, 2019, 02:23:07 pm
Maybe he wants it for a roleplaying aspect.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: CaptainMagicono on December 28, 2019, 03:52:14 am
So this is my sixth attempt at beating this mod in Veteran Ironman and I have to say I have been really enjoying the mod, good job to everyone that has worked on, thanks for making it.

I think I found a bug involving the aliens intercepting X-com craft and destroying them though and i'm not really sure if anyone has mentioned this already since I can't really search for any specific term for the bug.

Anyway, I one of my Tritons leaving base to get to a terror site, a few moments after departing I got the pop-up that the Triton was about to be intercepted, well shit, this is why you always bring an escort after a point. So the Triton got one shot by the interceptor, stung since it had 9 soldiers and most of that bases gear inside it, oh well, I still have my other base and soldiers to compensate until I build up that bases squad and equipment again.

Thing I realized after this happened though, the base they came from still had the living quarters filled up as if those soldiers were still alive and taking up space, but the ship they were in was destroyed. So these dead soldiers are still taking up living space.

I would have to assume this is some behavior that only happens because they died on the Geoscape rather than the Tactical engine or something. I assume this because they did not even get memorial entries, it's like they just vanished out of all history after the transport they were in was shot down. I have not noticed if this also happens if a X-com piloted fighter craft like a Moray is shot down, I have not checked if that one pilot still takes up a living quarters slot or not.

If this has not happened for anyone else, maybe my situation was different, I did notice that the Triton was shot down in basically a single volley rather than a few on the interception screen, which I had not seen before, so that could have something to do with it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 28, 2019, 04:15:30 am
Wait for some days, and these soldiers, saved from open sea, will return to their service.
If a ship is shot down, pilots and passengers will survive. But not cargo.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: CaptainMagicono on December 28, 2019, 04:35:18 am
Oh wow, I was so confused just now when I saw my arrival of "new" troops was actually the same soldiers that I thought were dead with all the armor as well. That is actually a lot more lenient then I was expecting from this mod honestly. Now that I know this I am curious if my assumption was correct in that soldiers can't really be "killed" through the Geoscape engine events? Or at least they can't have a proper death report made for them and such.

Thanks for the quick reply btw.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: The Reaver of Darkness on December 29, 2019, 01:59:21 am
Could it be possible to buy the officers laser pistol after researching it in a future update?
Laser pistol? For what purpose? It is useless.

It has maybe one use: it's a tiny 1x2 weapon with a weight of 2 and no ammo clips. Any soldier carrying a heavy weapon with a short ammo supply could easily toss one of these somewhere into the inventory. Like carrying a knife, only with more range and less damage.

But also looking over its stats, I feel like it could use a small buff. The article declares it to be popular, but the carbine outperforms it in virtually every way. Its shot ranges, for example, are much shorter than other weapons in its class. It's also more expensive than the carbine.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on December 29, 2019, 08:10:20 am
Ok, laser smg then?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Mathel on December 31, 2019, 05:40:36 pm
Hello.
I decided to try this during the holidays.

It seems fun so far, but I ran into a segfault. It triggers when the naked civilian man moves after ending the turn.

Since I am already commenting, I noticed that CQC is not enabled. This makes melee weapons less useful, as ranged weapons can be used at melee range with almost perfect accuracy.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Meridian on January 01, 2020, 05:01:07 pm
It seems fun so far, but I ran into a segfault. It triggers when the naked civilian man moves after ending the turn.

OXCE 6.3 critical bug.
I will release a fix soon.

Edit: fixed, please upgrade to OXCE 6.3.1
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on January 03, 2020, 11:51:09 am
Ok, a question:
what to add as self-defense laser weapon: compact laser smg or compact laser shotgun?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: misterx on January 03, 2020, 11:57:01 am
Ok, a question:
what to add as self-defense laser weapon: compact laser smg or compact laser shotgun?

...both?  :P
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: CaptainMagicono on January 05, 2020, 06:08:59 am
So I built the Transmission Nexus over my Naval Control Center, and after being built I was still not seeing the extra information about alien subs and their mission/race, etc. I never built the 1x1 Transmission Resolver since I figured the Nexus was just an upgraded version. Also it seems like the function of the Naval Control Center is no longer functioning either after replacing it with the Nexus. Is this a bug? or did I do something wrong here? Do I need to first build a Resolver for the Nexus to work?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on January 05, 2020, 09:33:35 am
Unclear, please provide save file.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: CaptainMagicono on January 05, 2020, 07:42:55 pm
Hopefully that works. Base "five" is the one with the Transmission Nexus. I did notice one single ship after I posted before actually showed the proper info, but it then immediately disappeared off radar like a second after. I looked at the "info for nerds" section of the facility and it said something about 2% detection chance or something, maybe that's the problem? It's just not 100% chance like in vanilla x-com transmission resolver?

Anyway, hopefully the save file will explain better.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Unmadesoldier on January 06, 2020, 04:02:14 am
I'm not sure if this would make a ton of sense for the mod so here goes:

Terran plasma guns in the mod?

I know we have one already, but its really difficult to use. So perhaps we could eventually learn how to make them?

To unlock them you'd have to first research magnetic navigation and gauss technologies and then research alien cryogenics and ultradense materials.

Magnetic navigation and gauss technologies will allow for improved plasma generation/containment, ultradense materials and alien cryogenics would allow for improved plasma fuel storage and allow for the production of metastable metallic hydrogen which is very energy dense and could serve as the basis for terran plasma weaponry. Granted these are surface only weapons, and are not as effective as sonic weapons but they do a decent job.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on January 07, 2020, 11:35:45 am
So I built the Transmission Nexus over my Naval Control Center, and after being built I was still not seeing the extra information about alien subs and their mission/race, etc. I never built the 1x1 Transmission Resolver since I figured the Nexus was just an upgraded version. Also it seems like the function of the Naval Control Center is no longer functioning either after replacing it with the Nexus. Is this a bug? or did I do something wrong here? Do I need to first build a Resolver for the Nexus to work?
Ok, seems like you need to build transmission resolver to see USO extras. Engine restriction, i think.
Function of nexus - maintain connection, watching USO detected when it leaves standart resolver radiuses.

P.S.: you dont need mod of swapping small and very small, it is allready in TWoTS.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: ShivaTheDeceased on January 08, 2020, 12:05:12 am
Hello Nord and OXCE crew.

I just made an account to report a Segmentation Fault I started having yesterday. I think it has something to do with Jellymen research/ufopaedia entry, but not sure.

I was playing version 2.35f and OXCE 6.2. Today I updated to OXCE 6.3.3 and the fault is still happening. I've attached my log and most recent hard save.

Other than that, I've really enjoyed this mod so far, so thank you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Shiroi Bara on January 08, 2020, 02:19:59 am
On this screen we have option to make MC gifted guys:
(https://i.postimg.cc/gwrgWkwf/screen079.png) (https://postimg.cc/gwrgWkwf)
But on this one, there is no option to do same:
(https://i.postimg.cc/jnhHfGwH/screen080.png) (https://postimg.cc/jnhHfGwH)
So question - is this OXCE limitation or can we have same option here too? May be some ruleset changes in future releases?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: gaffer on January 08, 2020, 06:10:53 am
So this is my sixth attempt at beating this mod in Veteran Ironman and I have to say I have been really enjoying the mod, good job to everyone that has worked on, thanks for making it.
Happily concur with Magicono, am having a blast playing TwoTS.  I tried it some time back and began a game on Superhuman.  My first disturbance saw my rookie seamen surrounded by Hallucinoid which made short work of the team,  bringing down 2 of the horrors before they were nearly wiped, a single survivor.
A second attempt some weeks later resulted in an even gastlier scene with no kills and all hands lost.
I left the mod for a while to try Area51 and XCOM Files which I hadn't tried and eventually wanted to give this a second go, as TFTD always held a special place, bugs or not of the original.

This time on the latest release, I was fairing much better on Veteran Difficulty despite considerable losses and had a core group of developing Aquanauts. Had finally replaced the starting tech with Jet harpoons line of Weapons,
and laser tech alongside my mostly broad research as it is extensive and I couldn't help myself ::) Despite my generally better performance, the score didn't add up and at the end if May 2038 the Council pulled funding, bringing the war to an end.

Just started my 3rd attempt on Experienced and have to say, I'm very grateful to the developers of the mod, and OXC/OXCE team.  Really enjoying things and looking forward to future updates.

Again, thank you!
Maybe I can make it to 2039!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on January 08, 2020, 11:57:31 am
I just made an account to report a Segmentation Fault I started having yesterday. I think it has something to do with Jellymen research/ufopaedia entry, but not sure.
I dont see any segfaults. Maybe i should do something to spawn it? Also - a lot of mods may cause conflict.

So question - is this OXCE limitation or can we have same option here too? May be some ruleset changes in future releases?
It is intended. You can start recruiting campaign to search gifted people. But you can not make the man gifted.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Meridian on January 08, 2020, 01:17:14 pm
I just made an account to report a Segmentation Fault I started having yesterday. I think it has something to do with Jellymen research/ufopaedia entry, but not sure.

I was playing version 2.35f and OXCE 6.2. Today I updated to OXCE 6.3.3 and the fault is still happening. I've attached my log and most recent hard save.

Crash happens during saving.

Caused by alien base self-destruction feature. Will be fixed soon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Shiroi Bara on January 08, 2020, 09:04:27 pm
It is intended. You can start recruiting campaign to search gifted people. But you can not make the man gifted.
Hmm. I don't understand. I mean - why I can add implants to existing soldiers to make them MC protected or made Cyber guys, but can't do same with people who have some MC skills which has discovered by training them in MC lab and instead I need buy new fresh guys? In older version there is no option make MC protected and Cyborgs at all. And you have to buy them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on January 08, 2020, 09:39:27 pm
Gifted soldiers have more mc-strength than normal soldiers. It is talented people with same implants as normal soldiers, trained in mc-lab.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Meridian on January 09, 2020, 08:45:27 pm
Hello Nord and OXCE crew.
I just made an account to report a Segmentation Fault I started having yesterday. I think it has something to do with Jellymen research/ufopaedia entry, but not sure.
I was playing version 2.35f and OXCE 6.2. Today I updated to OXCE 6.3.3 and the fault is still happening. I've attached my log and most recent hard save.
Other than that, I've really enjoyed this mod so far, so thank you.

Here's a fix, please try it and let us know if it helped: https://lxnt.wtf/oxem/builds//Extended/Extended-6.3.3-6ccf300f0-2020-01-09-win64.7z
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Alessias on January 09, 2020, 09:23:42 pm
About Segmentation Fault when done researching Abyssian Treaty. Till next patch/version of the mod when it'll be fixed, you must to clear all existing abyssian alien bases on the globe before completing this topic.

2 Nord:
- Great, GREAT work!!! It's a really new life of beloved strategy game, many tens of hours of playing, I've sunk deep in TWoTS Terror from the Deep ;D

Allmost anything well balanced... except starting weapons, they're practically useless :) First misson versus polyps depleted about five dozen of harpoons with nearly no effect)) Restarted, pressed on weapon research - and polyps are not unbeateble  more.

A little suggestion - why not manufacture Autosonic from Sonic Cannon + some addition(molectronics, alloys, etc)? Also Sniper sonic = Sonic Blasta Rifle + addition... This fits well into common concept, unlike currently required some cloning+alloys, what to do with clonings not in bioweapon? Don't take it as offence, it's only a suggestion.

The very idea to disassemble for rare parts unused ammunition and corpses is also great one! Not to sell cannon clips and pulsers, make precious zrbite of them :D
 If only expand to ability of disassembling stun bombs and disruptor ammo, or to convert disruptor ammo into PWT Torpedos (2 DA →1 PWT or 1 DA+2-3 zrbite1 PWT maybe?)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Alessias on January 09, 2020, 09:40:41 pm
Here's a fix, please try it and let us know if it helped: https://lxnt.wtf/oxem/builds//Extended/Extended-6.3.3-6ccf300f0-2020-01-09-win64.7z
Just have tried fix with old save just before SegFault.
For the first look game crashes no more when trying to save( as was with previous version).
Thanks a lot!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: ShivaTheDeceased on January 10, 2020, 01:28:08 am
Here's a fix, please try it and let us know if it helped: https://lxnt.wtf/oxem/builds//Extended/Extended-6.3.3-6ccf300f0-2020-01-09-win64.7z

Fix seems to work. I reverted to an old save and redid the treaty research. So far the game saves without causing crashes.

I'll play around with this build for a few hours while MHW is updating and see if anything else arises. Thanks for the timely fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Amoebka on January 11, 2020, 10:17:01 pm
Are there any guidelines on how fast things should go on geoscape? I'm currently a full year in, and haven't seen a single jelly yet, let alone some mysterious hellcrabs/freaks medics keep telling me about. There were a few lobster encounters a while ago, but they all but disappeared as soon as I researched TSL, seemingly to annoy me by denying engineers for interrogation.  ;D All I ever see are shark dudes and snake dudes. Is it all pure random, or is it still too early for some races to show up?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Alessias on January 11, 2020, 11:03:14 pm
Are there any guidelines on how fast things should go on geoscape? I'm currently a full year in, and haven't seen a single jelly yet, let alone some mysterious hellcrabs/freaks medics keep telling me about. There were a few lobster encounters a while ago, but they all but disappeared as soon as I researched TSL, seemingly to annoy me by denying engineers for interrogation.  ;D All I ever see are shark dudes and snake dudes. Is it all pure random, or is it still too early for some races to show up?
As far as I know, some new strong races(and several new type of missions) appear after torturing high ranked nagas and researching new topics revealed  therefore. In the beginning I try to capture  at least one  example of any rank from soldier to commander of new race I meet on battlefield.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
Post by: Nord on January 12, 2020, 01:39:40 pm
Are there any guidelines on how fast things should go on geoscape? I'm currently a full year in, and haven't seen a single jelly yet, let alone some mysterious hellcrabs/freaks medics keep telling me about. There were a few lobster encounters a while ago, but they all but disappeared as soon as I researched TSL, seemingly to annoy me by denying engineers for interrogation.  ;D All I ever see are shark dudes and snake dudes. Is it all pure random, or is it still too early for some races to show up?

You must advance through story.

Also:
Vesion 2.36 is up.
Changelog:
- Added new tier of alien weapons: shard guns;
- Added new craft weapon - aquaplastic cannon;
- Added recycling of termal shock bombs and pvt rounds;
- Increased HP of enchanced aquatoids;
- Minor bugfixing.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 13, 2020, 08:25:20 pm
There seem to be 2 types of shard pistols that have the same name but don't stack in storage. Is this intentional? Haven't gotten to researching them yet.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 13, 2020, 09:27:12 pm
There seem to be 2 types of shard pistols that have the same name but don't stack in storage. Is this intentional? Haven't gotten to researching them yet.
Oh, misprint in english translation. There must be "rifle".
Not too bad though, will fix somewhat later. Thanks.

Also forget to mention new surface item - laser smg. As requested, 2x1 and can be wield one handed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 14, 2020, 01:36:00 pm
First impresisons playing 2.36: very nice mod, there are very small details that may need a look: for instance some sprites are not quite centered, plus flamethrower should be a two handed weapons. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 14, 2020, 05:29:52 pm
Why save file? Something i should to try in it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 14, 2020, 07:40:01 pm
Is there a way to check my savefile to see if plot missions are progressing properly? I've researched Naga Society 6 months ago and haven't seen a single temple yet. Can shooting down scouts prevent them from spawning or something?

I also haven't captured any mutants and shore village missions have disappeared. How screwed am I? Cult of the Drowned God doesn't seem to affect game progression according to the in-game research tree viewer, is that correct?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 14, 2020, 07:46:04 pm
Is there a way to check my savefile to see if plot missions are progressing properly? I've researched Naga Society 6 months ago and haven't seen a single temple yet. Can shooting down scouts prevent them from spawning or something?

I also haven't captured any mutants and shore village missions have disappeared. How screwed am I? Cult of the Drowned God doesn't seem to affect game progression according to the in-game research tree viewer, is that correct?
Hard to say. You must not be able to miss a plot, but everything is possible in this world. Upload your save file and i will look into it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 14, 2020, 07:48:25 pm
Here's the latest save.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 15, 2020, 11:56:10 am
Why save file? Something i should to try in it?

Bo just to let you ser the detail i wrote above

Would you ever mind to consider implementing the concussion cannon from openxcom files (https://openxcom.org/forum/index.php/topic,5836.msg89876.html#msg89876)? There is also an interesting idea about a map on an oil rig platform, check here (https://openxcom.org/forum/index.php/topic,4157.msg62290.html#msg62290)

Would be nice also to expand the pirate cultura arsenal: the are supposed to use love firearms so soundn't be a problem add some more hardware; on the forum there are plenty of these. 6 or 7 piece might be fine? For instance i've attached an handful of sprites: a colt m4 and a  pulse rifle and pistol actually rather similar to the marine ones in the movie "alien 2"  taken from here: https://openxcom.org/forum/index.php/topic,4983.msg72985.html#msg72985, I modified the shard craft cannon too and made an assault cannon (kinda doom2 chaingun ??? ) with relative ammo (suggested item size: 2x2). May be conceived as a light squad support weapon, a gas cannon/lancejet cannon update alike, with average range and phosphor and explosive slugs but only with snap and auto shots, x4 or x6 for instance. Might work both undersea and on land. Also a new gun concept and a reworked verison of the APS rifle, in case ypu would just add it

Other interesting addictions may be the scout dolphin from yrizoud (https://openxcom.org/forum/index.php/topic,3139.0.html) and  here: (the shark-thing seems quite nice, though)
https://openxcom.org/forum/index.php/topic,3934.msg88269.html#msg88269

Included mods of other authors: "Extended facilities" by Blank. "Moray" by tyran_nick. "Carharodons" by Xops. "More USO" by Blank. TFTD Alt Drills by pWWWa.
Swapped small and very small USO maps, so you dont need to use external mod.
Included new_civilian's TFTD patch.

These are included as for 2.36 version, do you plan to integrate other ones? For example the soldiers nationality flags featured in "the openxcom files"? (Screenshot taken from youtube (https://www.youtube.com/watch?v=mRIUALOr92k))
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 15, 2020, 01:27:53 pm
Here's the latest save.
No, all just fine. Exact that research will spawn story mission, causing new race to meet you.
Bo just to let you ser the detail i wrote above

Would you ever mind to consider implementing the...
I never had intention to turn this mod into analogue of FMP for TFTD.
It has its own plot and own... How to say... Quantity of useless items tha can be put inside without making micromanagement of them use wast part of time. Eh, i think it is ugly phrase, sorry for my bad english.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 15, 2020, 01:44:04 pm
You mean the old beacon?

The only new race I'm eager to meet are the goddamn lobsters. Haven't seen them at all this playthrough. Pretty sure lobster techincian is the only major research block I have left.  >:(
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 15, 2020, 02:28:04 pm
You mean the old beacon?

The only new race I'm eager to meet are the goddamn lobsters. Haven't seen them at all this playthrough. Pretty sure lobster techincian is the only major research block I have left.  >:(
You can encounter lobstermen in any alien base. On the second stage
And beacon gives
ancient dungeon, and then - freaks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: The Reaver of Darkness on January 15, 2020, 06:37:04 pm
Also forget to mention new surface item - laser smg. As requested, 2x1 and can be wield one handed.

That's actually really beastly! Thanks!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 15, 2020, 09:15:03 pm
So tryed a bit 2.36 verisjn, i have some  thoughts to share:

1) laser weapons acquisition may lead also to an heavy laser, dont' you think?

2) cannot see why in 2038 akm, axe and flamethrower need days to be researched  :o

3) most weapon gained through the "special weapons acquisition" topic are pretty useless bebause the very limited range, aside the APS rifle. may these have some more range?

4) explosives should be renamed dynamite (because it's effectively that). It may unlock another topic "explosive licence acquisition".

Don't pretend the game to be "realistic" but some details may be adjusted :)

4) i got two entire crews massacrated but strangely manage to recover an USO because last acquanaut of my second team was able to kill last acquatoi that decided to play "hide and seek" instead to kill my last soldier  :o and in the end i got him
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 15, 2020, 09:25:58 pm
I would imagine finding a black market antiquarian that still sells AKMs in 2040s to be a pain, so maybe that's ok. Not like you have anything else to do with your scientists at that point, you get like 2 missions per month in the beginning.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 15, 2020, 09:35:48 pm
I would imagine finding a black market antiquarian that still sells AKMs in 2040s to be a pain, so maybe that's ok. Not like you have anything else to do with your scientists at that point, you get like 2 missions per month in the beginning.
You underestimate its potential. :-) Dont forget that only 20 years left. Not a big deal really.
But you are right about research - it has been tested and balanced.

To misterx:
1. No. You need to research your own weapons, just as ufopedia says.
2. Look up.
3. Look no.1. and these ranges pretty close to real ones.
4. Happens.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 16, 2020, 01:31:39 pm
I would imagine finding a black market antiquarian that still sells AKMs in 2040s to be a pain, so maybe that's ok. Not like you have anything else to do with your scientists at that point, you get like 2 missions per month in the beginning.

Thge point is not about selling and buyng, but time needed to theresearch to be accomplished

To misterx:
[...]
4. Happens.

That's weird, i forgot to say i used oxce+ 6.3.4 a more recent version than the one provided with the mod.

Oh, my very last suggestin: since in TFTD is present the "magnetic navigation" tecnology, how about to have a "magnetic guns" wepaon tier? It may be the 3d and more powerful alien one, right after the sonic, i modified xracer wepon concept here (https://openxcom.org/forum/index.php/topic,1448.msg13174.html#msg13174) and they are pretty cool, plus the desing mayfit well in the mod. Need only handobs and ammos, anyway have a look :) I attached also the doom 2016 pistol sound effect in .ogg format, may it be used? And those blackstone:aliens of gold guns are mandatory (https://openxcom.org/forum/index.php/topic,3392.msg47455.html#msg47455)! I'ts a pity no mod featires those!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 16, 2020, 01:46:02 pm
You mean like gauss (i.e. magnetic) weapons the mod already has which are literally manufactured from magnetic navigation?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 16, 2020, 01:54:21 pm
You mean like gauss (i.e. magnetic) weapons the mod already has which are literally manufactured from magnetic navigation?

Actually i meant gauss may be a thing - pheraphs being renamed "rail wepons" and magnetic another one, just a justification to add more stuff  ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 16, 2020, 02:41:15 pm
Gaus gun - is directly a common name of electromagnetic coil accelerator.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: andre2 on January 16, 2020, 11:22:02 pm
Hi
Bug report (Ver 2.36):
The SHARD PISTOL has like two entities.
I could research it twice.
It is listed twice in USOpedia.
It has 2 entries in inventories on top of each other.

Also I cant get the nessecary research for T´Leth. Do I have to research a Lobster Man Commander twice?

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Jokerke12 on January 17, 2020, 01:15:48 am
Hi
Quick question. The always daytime mod doesn't work with this mod. Nighttime missions stay nighttime missions. Is it supposed to do that?
I'm guessing it's intentional, but I thought I'd ask, just to be sure.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 17, 2020, 10:03:54 am
Hi
Bug report (Ver 2.36):
The SHARD PISTOL has like two entities.
I could research it twice.
It is listed twice in USOpedia.
It has 2 entries in inventories on top of each other.
Yeah, one of them is actually rifle.
Quote
Also I cant get the nessecary research for T´Leth. Do I have to research a Lobster Man Commander twice?
How that? :o Please provide save file.
Hi
Quick question. The always daytime mod doesn't work with this mod. Nighttime missions stay nighttime missions. Is it supposed to do that?
I'm guessing it's intentional, but I thought I'd ask, just to be sure.
Yes, many mods are incompatible with TWoTS.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: andre2 on January 17, 2020, 11:47:44 am
Her is the save file.

In the above 2 screenshots you can notice, that once the Lobster Man Commander is darkened out and once, at the other screenshot, the letters are still lightened.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 17, 2020, 07:53:37 pm
The ufopedia talks about AKM but it resembles more an AK 47, plus the foregrip is brawn and the handle is tan, may i suggest uniforming the colors? Oh and a version with fixed gnubutt would add more variety, as the real AKM (https://en.wikipedia.org/wiki/AKM)

Edit: the endless war mod has a nice AKM sprite, i'd avise to use it replacing the current one (https://openxcom.mod.io/the-endless-war)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 17, 2020, 08:02:58 pm
Her is the save file.

In the above 2 screenshots you can notice, that once the Lobster Man Commander is darkened out and once, at the other screenshot, the letters are still lightened.
Yes, it is vanilla mechanic. You have interrogated lobsterman commander before youlearn what to ask. Now you need one more. Also you will need
to research alien key from naga city. Have you got that?

The ufopedia talks about AKM but it resembles more an AK 47, plus the foregrip is brawn and the handle is tan, may i suggest uniforming the colors? Oh and a version with fixed gnubutt would add more variety, as the real AKM (https://en.wikipedia.org/wiki/AKM)

Edit: the endless war mod has a nice AKM sprite, i'd avise to use it replacing the current one (https://openxcom.mod.io/the-endless-war)
This particular gun has been worn by semi-mindless fanatics for many years. It is rusty and dirty. Like this one. (https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse3.mm.bing.net%2Fth%3Fid%3DOIP.-12tKWN4EVk4zdIOZVA5ygHaE8%26pid%3DApi&f=1)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: andre2 on January 17, 2020, 10:26:36 pm
@ Nord: No, I dont have Naga City yet. I asume the 2nd Lobsterman Commander knows more about that.  ;)

In ever knew you need 2 of them in Vanilla. I´m already in the 2nd level of a base with 18 dudes and 60 stun bombs. Stun first, ask later.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 17, 2020, 10:30:36 pm
@ Nord: No, I dont have Naga City yet. I asume the 2nd Lobsterman Commander knows more about that.  ;)
No, live Snakemen knew more.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 17, 2020, 11:17:32 pm
This particular gun has been worn by semi-mindless fanatics for many years. It is rusty and dirty. Like this one. (https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Ftse3.mm.bing.net%2Fth%3Fid%3DOIP.-12tKWN4EVk4zdIOZVA5ygHaE8%26pid%3DApi&f=1)

mmhh ok actually you're right it's more contestualized like x-piratez. Good job with the sound department also, i like the new geoscape track too, and a couple more of battlescape tracks would be appreciated, theADS rifle sound is very cool and original!

Other ideas for possible addictions: here (https://vocal.media/futurism/the-coolest-futuristic-guns-that-actually-exist) and here (http://www.hisutton.com/Covert_Shores_Guide_to_Underwater_weapons.html). Also  having clips (batteries)  for laser weapons would be more frustrating, challengin, please think about :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Steelpoint on January 20, 2020, 09:00:18 am
I've found this mod quite interesting to follow. Like the Hardmode expansion mod I enjoy how this expands concepts and well done mechanics.

Considering the lengths this mod goes with the addition of more surface based weapons, like the AK or newer generations of 'laser' weapons, I'm surprised there is no early game surface only armour you can give your troops for the more uncommon surface missions.

If I could tender a suggestion it'd be a alternative ability to wear old style coveralls as a alternative early game armour for surface missions, perhaps they have a tiny bit better protection than the starting dive suits. Its always bugged me how our soldiers will still wear their bulky deep dive suits on missions taking place on islands or surface ships.

Otherwise, keep up the good work!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 20, 2020, 09:00:22 am
Other ideas for possible addictions: here (https://vocal.media/futurism/the-coolest-futuristic-guns-that-actually-exist) and here (http://www.hisutton.com/Covert_Shores_Guide_to_Underwater_weapons.html).
CAV-X is indeed interesting thing. Looks like we will have an SC-ammo before 2040 and X-COM... or the aliens are allready here and X-COM sells part of their old equipment...
Otherwise, keep up the good work!
Thanks.
Quote
If I could tender a suggestion it'd be a alternative ability to wear old style coveralls as a alternative early game armour for surface missions, perhaps they have a tiny bit better protection than the starting dive suits.
Continue playing and you will find them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Steelpoint on January 20, 2020, 09:06:59 am
I suppose I'll have to operate under the view that our organisation was re-organised to be so hyper focused on underwater operations that the bureaucrats who authorised our armaments never imagined we'd conduct surface operations and thus never gave us any real access to surface only armour and guns.

Good stuff otherwise.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 20, 2020, 10:32:01 am
I suppose I'll have to operate under the view that our organisation was re-organised to be so hyper focused on underwater operations that the bureaucrats who authorised our armaments never imagined we'd conduct surface operations and thus never gave us any real access to surface only armour and guns.

Good stuff otherwise.
Not quite that. As sayed in usopedia, we can acquire surface stuff, but will not develop our own. And about buying more advanced surface weapons, what you can suggest? (Remember that stuff from first alien war is useless without elerium.)
Right now you can acquire
old armor suits and experimental elerium-free plasma weapon
later in game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Steelpoint on January 20, 2020, 11:19:32 am
Best I could think of is refurbished old war Power Armour that is redesigned to run off of Zrbite.

Maybe you could make a case that we could purchase the ability to 'buy' old AW1 Plasma Weapons that still use elerium based ammo, state that we found an old XCOM stockpile of the ammo so we have a limited ability to field a small amount of the weapons, you could take it a step further and make it that you can 'research' a 'Old XCOM Bunker' research that will grant the player a limited amount of elerium based plasma ammo (20 to 60 units per) and that is the limit of ammo for the few plasma weapons we have.

In theory what'd happen is that the player could gain access to, say, two plasma pistols, four plasma rifles and two heavy plasma guns. As well as about 20 to 30 ammo clips for the three gun types, and that would be all the player can use for the entire game, you cannot buy more or manufacture more, as there is no elerium left to make them. As such you could either sell these items for a tidy profit (It belongs in a museum!) , or keep and use them for surface missions only and gain a slight advantage for so long as the ammo lasts.

Either way, I'll have to play the mod further to form more coherent opinions, this is just my early thoughts on your question.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 20, 2020, 05:14:46 pm
Do aliens still run colony supply missions in this? I have a colony monitored with 3 wide-range sonars and haven't been able to detect a single cruiser landing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 20, 2020, 06:32:02 pm
Do aliens still run colony supply missions in this? I have a colony monitored with 3 wide-range sonars and haven't been able to detect a single cruiser landing.
Yes, with 85 percent chances. Remember that wide-array sonar has limited detection chances and supply ships moving stright to target. Also Jellymen bases (without detection circle) dont spawn supply ships.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 20, 2020, 06:36:55 pm
Wait, 85% chances of what? A supply ship per month? Weren't they like every 5 days in vanilla or something?  :D

I thnik 3 big radars should be 60% detection every 30 minutes, and supply ships land for over a day, so there is no way I'm missing them. Unless landed ships have lower dertection profiles, I guess, which wasn't the case.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 21, 2020, 08:01:25 am
Wait, 85% chances of what? A supply ship per month? Weren't they like every 5 days in vanilla or something?  :D

I thnik 3 big radars should be 60% detection every 30 minutes, and supply ships land for over a day, so there is no way I'm missing them. Unless landed ships have lower dertection profiles, I guess, which wasn't the case.

Frequency of missions generated by alien base is set to "4". It is 2/3 of vanilla. Each generated mission can be supply(85%) or infiltration(15%).
Jellymen bases generate alien cruise missions with vanilla frequency.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Steelpoint on January 21, 2020, 09:35:32 am
My only main early game issues is a major tendency for many of my surface/suspicious activity missions end up taking place 'just' outside of my starting transports fuel range. Also, the difficulty of the early game sus activity missions feels very out of proportion (hello Xarquids again), the surface missions are pretty fair in difficulty and serve as a great way to gain access to Laser Rifles and X-Rifles, but the underwater missions are a weighted dice roll against the player if you even have the firepower to kill a single enemy, let alone half a dozen who all have full TUs and reaction shots on your exposed troops.

The pirate missions tend to get repetitive very fast, same map layout and literal same spawn points (there is always one cultist spawning to the direct south of the landing zone) means you'll be going through the same ship a dozen times. Does not detract from the enjoyment to a major degree but it does mean my ground tactics become very homogeneous since I know the entire layout, I suppose this is something you could extend to terror missions, but the difference is I can get multiple pirate attacks more consistently.

All in all these are mostly minor concerns, since the game has a much slower start (far more in line with X-Files than Hardmode or most other mods) and skipping or not being able to reach these early missions is not that punishing outside of loss of experience training. I do think the sus activity missions should at least for the first month or two be a bit more 'fair' in the enemies present.

--

Oh, one minor feedback point. The X-Rifles lack any 'oomph' when you fire them, sounding more like Gauss rifles or a peashooter. They should use more traditional ballistic firing sounds.

Otherwise, I've quite enjoyed the other aspects of the mod so far. Good stuff!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 21, 2020, 05:08:59 pm
Xarquids drop with 1 large torpedo. You are supposed to rush heavy weapons research and equip 8 torpedo launchers for monster activity missions.
It's not so much that the difficulty is stacked against you, the mod is simply unplayable without spoilers. You have to know in advance what you will need to research and in which order to stand a chance. So your first playthroughs will end in losses until you learn how to do things through trial and error.
The real obnoxious part is that most missions don't give enough loot to be worth doing. These pirates and underwater monsters really overstay their welcome, and there are many more like that. Most mission types you only really want to do once (or not do at all because they give nothing), but they keep spawning forever. So you are stuck doing a dozen recurrent missions every month for zero gain while hoping you can sneak in a supply/dreadnought run somewhere in between the endless spam.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Miranori on January 21, 2020, 07:50:08 pm
Hello, where I could report crash? I dont know if its TWoTS or XCOM error.
(I attached log / save / screen - game crash after kill all enemies and before continue to next stage.)
Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Meridian on January 21, 2020, 08:15:54 pm
Hello, where I could report crash? I dont know if its TWoTS or XCOM error.

oxce error... please update to oxce v6.3.4

and while you're at it also twots 2.36 if you want :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Steelpoint on January 21, 2020, 08:17:26 pm
I just wanted to reiterate that when I was suggesting an alternative surface only coveralls armor, I intended it as something the player has free access to at the start of a game.

Even if it has identical armor values to the diving gear. I think it'd be more valued for roleplay value, why wear bulky diving suits when we are dropping in the middle of a city.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 21, 2020, 08:20:23 pm
I just wanted to reiterate that when I was suggesting an alternative surface only coveralls armor, I intended it as something the player has free access to at the start of a game.

Even if it has identical armor values to the diving gear. I think it'd be more valued for roleplay value, why wear bulky diving suits when we are dropping in the middle of a city.
Two reasons:
- you know about such thing as "uniform"?
- deep-diving semi-hard suit is in fact somewhat protective. Not as good as power armor, but better than nothing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Steelpoint on January 21, 2020, 08:54:58 pm
Diving suits never struck me as an official uniform, more as equipment.

Im simply suggesting that our troops would likely, for roleplay purposes, ditch their bulky diving gear for more comfortable and maneuverable coveralls for any dedicated surface mission.

Naturally this would stop occurring as newer dive and power suits are developed as these suits, due to their flexible materials and powered limbs, would be just as effective on land and sea.

Just a very minor suggestion, and is sourced more from my pet peeve of soldiers taking dive suits into battle on the surface which i first thought of when i first played tftd.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 22, 2020, 04:24:21 pm
Ok, so I'm not sure if this is a bug with the mod or the engine, but still.

Stun grenades cause bleeding for whatever reason. And bleeding unconscious aliens are NOT recovered after the mission (neither as live aliens nor even as corpses).

Also, Gillman Commander doesn't unlock mc research despite being a mc-capable alien. I honestly don't remember how it was in vanilla (which was bugged to all hell anyway), but logically all mc-capable aliens should unlock it. This isn't a big deal, but it's also easy to fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 22, 2020, 08:10:20 pm
Stun grenades cause bleeding for whatever reason. And bleeding unconscious aliens are NOT recovered after the mission (neither as live aliens nor even as corpses).
Bleeding or overstun? Also you know that shooting tile with sleeping unit will bring wounds to this unit?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 22, 2020, 08:54:05 pm
Bleeding (fatal wounds), indicating by blood drops. No bullets flew over the "corpse" and I'm confident the alien wasn't wounded previously (worm terror so they couldn't have shot themselves in panic or something either).

Regardless of how this happened, the second part of the bug still stands - wounded and unconscious aliens shouldn't disappear after the mission. Either they died in-transit and I get the corpse or they lived and I get the live speciment.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 22, 2020, 08:57:48 pm
Regardless of how this happened, the second part of the bug still stands - wounded and unconscious aliens shouldn't disappear after the mission. Either they died in-transit and I get the corpse or they lived and I get the live speciment.
Dont know exactly how this work, but wounded unconsnious units some times become captured, and sometimes dying. I think about it like "dead before ambulance arrives".
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Mathel on January 23, 2020, 09:25:11 am
Dont know exactly how this work, but wounded unconsnious units some times become captured, and sometimes dying. I think about it like "dead before ambulance arrives".

Observation:
They usually die (But their corpses tend to be recovered). I do not know whether it is because they are already almost dead (Can't check HP), or because any remaining soldiers heal civvies and own soldiers, but do not heal captives. If you want captives, try to make sure they do not have critical wounds before battle ends.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 23, 2020, 09:56:54 am
Observation:
They usually die (But their corpses tend to be recovered). I do not know whether it is because they are already almost dead (Can't check HP), or because any remaining soldiers heal civvies and own soldiers, but do not heal captives. If you want captives, try to make sure they do not have critical wounds before battle ends.

maybe they tendo to be recovered if a certain threshold of helth point is not overcomed, but pheraphs it's handled by oxce+ executable and not by rulesets?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: MasterBLB on January 25, 2020, 12:39:54 am
How to find S.O.R.E.S.O Crash Site, or actually Khimtar black box?? I'm at 15/08/2038, and still stuck with Cormorant :/ I could really use Barracudas, as retaliating UFOs are growing problem.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: CaptainMagicono on January 25, 2020, 07:29:07 am
How to find S.O.R.E.S.O Crash Site, or actually Khimtar black box?? I'm at 15/08/2038, and still stuck with Cormorant :/ I could really use Barracudas, as retaliating UFOs are growing problem.

You have to capture a live Church of Sirius Cultist and then interrogate them. Once you do that, you will be able to get the mission to raid one of their churches. In said church raid, you will obtain their computer databank, researching that will give you the ability to do the Khimtar black box mission and so on.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: MasterBLB on January 25, 2020, 11:21:32 am
Oh dammit, I have these databanks since 2 months...thanks mate.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 27, 2020, 09:29:03 am
Some othe rideas for addictions: i made a simple "mission sub 1" weapon underwater crossbow; actually such tools do exist might be fine to add one of these, along with ave369's [TFTD] Aqua Weapons Starter Pak (https://openxcom.org/forum/index.php/topic,5836.msg89861.html#msg89861) )i've atacched to mod to this post), along with and heavy harppon and its ammo, plus the cinese QB&-06 and relative ammo, an updated version of 1975's APS,cheche the attacments :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 27, 2020, 12:05:00 pm
I think something is wrong with 2.36 after all. I abandoned my initial playthrough and started a new one, and it's the same story again. Researched naga society in spring, still not a single temple in winter.  :( Is it possible to break the quest by researching it too early?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 27, 2020, 05:38:05 pm
I think something is wrong with 2.36 after all. I abandoned my initial playthrough and started a new one, and it's the same story again. Researched naga society in spring, still not a single temple in winter.  :( Is it possible to break the quest by researching it too early?
Code: [Select]
    researchTriggers:
      STR_NAGA_SOCIETY: true
      STR_ALIEN_KEY: false
So, if you havenaga society and dont have alien key, then naga temple will spawn.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 27, 2020, 06:37:36 pm
I know, that's why I'm upset. I HAVE researched Naga Society and have never seen a temple (therefore I can't have the key). This happened twice in a row now - naga society in spring and no temples all the way into winter.

I see that the mission chance is 50%. Are you sure it will try every month when coded that way? What if it tries the first month you have the research, and then if those 50% fail it never tries again?

I'm just not sure what's going on. I'll probably edit my save to spawn the mission.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 27, 2020, 09:30:14 pm
I know, that's why I'm upset. I HAVE researched Naga Society and have never seen a temple (therefore I can't have the key). This happened twice in a row now - naga society in spring and no temples all the way into winter.

I see that the mission chance is 50%. Are you sure it will try every month when coded that way? What if it tries the first month you have the research, and then if those 50% fail it never tries again?

I'm just not sure what's going on. I'll probably edit my save to spawn the mission.
Please provide save file. I'll look.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Alazar on January 28, 2020, 07:41:38 am
Constant Segmentation error crash after researching "Ceasefire with Abyssians" (medusa people). Game crashes always on attempt to save when research is done.

Slapping log and save file 3 days prior research finish.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 28, 2020, 09:54:34 am
Constant Segmentation error crash after researching "Ceasefire with Abyssians" (medusa people). Game crashes always on attempt to save when research is done.

Slapping log and save file 3 days prior research finish.
You need to update OXCE.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 28, 2020, 03:32:58 pm
Another question: would some mention about outdated equipment fit to the mod like "the openxcom files"?

(https://i.postimg.cc/8cp2BFHC/openxcomfiles-outdated-weapons.png)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 28, 2020, 03:58:13 pm
Another question: would some mention about outdated equipment fit to the mod like "the openxcom files"?
For what reason?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 28, 2020, 04:07:59 pm
For what reason?

game starting technology and contestualization, this may justify the AKM presence?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: wcho035 on January 28, 2020, 04:17:40 pm
Nord as pm. Here are the screenshot. Please pm me if you can help.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 28, 2020, 06:10:32 pm
Ok, so the naga temple issue isn't gamebreaking. I still haven't seen a single one, but apparently all you need to progress are Naga Lords, and those can be found in dreadnoughts.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Unmadesoldier on January 29, 2020, 05:01:47 am
Female mutants? If it's possible It would be interesting to see them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Alazar on January 29, 2020, 06:13:28 am
Abyssian USOs keep spawning after Ceasefire was signed, bases are gone though. I figured its probably to get their stuff, but it goes against logic. We have a coop ceasefire signed, we have traded tech yet we still can attack em onesided. I suggest removal of abyssian USOs after the ceasefire research and add their weapons after tech exchange research, to the craft under, "Trade" option, currency will be Zrbite or aquaplastics or both, since they rely on it, to sustain their reserves.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 29, 2020, 09:06:16 am
Abyssian USOs keep spawning after Ceasefire was signed, bases are gone though. I figured its probably to get their stuff, but it goes against logic. We have a coop ceasefire signed, we have traded tech yet we still can attack em onesided. I suggest removal of abyssian USOs after the ceasefire research and add their weapons after tech exchange research, to the craft under, "Trade" option, currency will be Zrbite or aquaplastics or both, since they rely on it, to sustain their reserves.
Active missions will continue till the end. New missions begins with the beginning of next month, so then jellymen will leave.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: MasterBLB on January 29, 2020, 02:33:49 pm
<Attention, this may contain spoilers. Feedback is related to version 2.36>

Great mod Nord, perhaps greatest of all I've played. The World of Terrifying Silence is so interesting and fresh I felt like I was playing Terror from the Deep 20 years ago.
Many new tech to research, new alien races to face, new interesting mission types, and some usage for stuff like implanters, cloning devices, learning arrays enriches TFTD to just another level of fun, never known before. I also like very much that Plastics Armor finally feels useful - while against shard and sonic weapons it gives a notable chance of survival it absolutely shines during fights with Church of Sirius cultists.
And on top of it, extremely smooth and easy installation, I wish all other game mods were made such way.
I can't stop playing the mod. I just can't...that urge to play another turn I thought it was lost during these modern, shiny, but soulless games.
I play at Genius difficulty level, and so far I'm on 5th November 2038.

However, there is a room to improve things a bit in next releases:
1) A text file manual with new key shortcuts(found some in UFOpedia, but not all) and description of new, unknown in vanila TFTD stuff would be most welcome; it could also contain some hints for newcomers about ex. what to research at the very begging, to what pay attention etc.
2) Surface/Laser/Other Weapon Acquisition, as well as researching all these AKM, revolver, flamethrower is just a nonsense. XCOM, a military organization does not have access to military stuff? Senseless.
3) Imprecise armor data in UFOPedia - there is 50 for Xarquid, but 55 in battle according to MC Read (Genius difficulty level). Same for Carcharodons, 30 UFOPedia and 35 in battle. Would be nice if these were consistent.
4) 280 Aqua Plastics required to build a Poseidon craft seems too much, especially in early game, and assuming you've moved Aqua Plastics fabrication much further into research tree. Though I admit it was fun to save and gather every bit of plastic from UFOs and dissections ;)
5) Speaking about Poseidon, or any other transport sub I suppose(got Triton and Poseidon so far), I miss functionality known from Xenonaut which allowed to manually organize soldiers inside a transporter. Currently I have 14 aquanauts and 3 scout drones, and I wish the drones be not at the front row, but next to doors.
6) Sub Cormorant could at least have possibility to equip 2 cannons, as it'll be our base interceptor till research of Barracuda, and it does not have torpedo slots.
7) Path to research Barracuda is so weird and unobvious I had to ask for help in your thread as I couldn't find it on my own - there should be connection in tech tree viewer between Church Data Bank and S.O.R.E.S.O Crash Site.
8) Scout drones are destroyed too easily, they could get a chance to dodge, and reduced the range of detection by enemies.
9) About scout drones, they have completely unfitting them sounds, especially underwater Shrimp Light Drone.
10) Vibro Blade requires a lot research time, seems too much a bit.
11) Speaking about research time, why use that weird #=- instead of days, hours and minutes?
12) Melee attacks costs too much - for example Gauss Rifle hit requires same amount of TUs like an auto shot. I remember I didn't use Heavy Thermic Lance in vanila TFTD due to attack cost 16 TUs, in your mod Nord simple Thermal Taser requires 28 TUs used by 80 TU aquanaut. Definitely too high.
13) Sometimes mission info button does not describes difficulty level correctly. For example I got a mission to raid some Alien Barge, it was said it'll be medium difficulty level. Inside I've faced 40 Aquatoids and around 8-10 Hallucinoids, and of course I was MC'ed into obliteration. Really medium difficulty, dammit...;P
14) Alien interceptors attacking my subs have too high DPS and range, which makes all other than Squall torpedoes practically useless for Barracudas. Only Squall have a chance to be fired and deal damage to enemy before our sub will go down.
15) Squall Missiles are also potent enough during interception missions. I feel no need to use newer Dolphins and Jonny Deafs; haven't researched Kraken Torpedoes yet.
16) While it is understandable that better craft weapons like Aquaplastic Cannon and Dolphin Torpedo Launcher require precious at early stages Aqua Plastics to manufacture a necessity to use Aqua Plastics to fabricate ammo for them is a waste of short supplies of that material, especially when we're collecting the plastics for Poseidon.
17) Check which of our aquanauts got experience already, except messagebox with names could use also similar arrows whose are used by Particle Disturbance Sensor, just maybe in different color, shown till an aquanaut is selected. Shouldn't be too hard to implement.
18) "Locust" is not the best name assuming they are the same creatures as Mind Worms. "Mind Swarm" perhaps?
19) Gauss technology issue - while I get the idea behind the change, and I like it, in practice it creates a problem. Because all Gauss weaponry need Magnetic Navigation to manufacture building anything other than final weapons makes no sense. So I skipped Gauss pistols and went straight to Gauss Rifles because I had just 8 Magnetic Navigations while 14 total was needed, and also because power of the Gauss Pistol is not a significant upgrade compared to X-Rifle, Laser Rifle and Jet Harpoon with Supercavitating ammo. Also, requirement to separately research base clip for them is dumb. I also had issues what to do to finally get Gauss Tech, finally I was forced to use tech tree viewer. Btw, I like very much other types of Gauss weapons, like Autocannon and Sniper.
20) Shard Weapons and Sonic Weapons seems to lie too closely each other - right now I can choose between researching Shard Pistol/Pistol which is in fact rifle/Cannon, and Sonic Technology, then pistols, rifles and cannons. Either Shard Weapons should be available earlier, or Sonic Tech hidden deeper.
21) Not sure is it'll appear later in the game, but some kind of lab facility to enchant genetically our aquanauts, based on alien cloning and such kind of stuff would be most welcome; what it'd do is to add say +25 value for a statistic other than MC-related.
22) There is an issue with not enough space in bases for facilities. Because research labs are nerfed to accommodate just 25 scientists so you need to build 3-4 instead of 2-3, all alien stuff which in base TFTD was used only to sell now is needed for something which requires A WAY MORE general stores than before, and also many new facilities has been added base grid is simply no longer big enough to accommodate everything. My suggestion is to add floors 2nd and 3rd to our bases - alien bases can have 4 floor colonies, so why can't ours have? That'd require some overhaul for existing facilities perhaps, as some of them have to be built on top floor only, like pens and sonars. Or just expand the base grid by 1-2 rows and columns.
Btw, what about possibility to move facility instantly? I've found a shortcut CTRL+left click on a facility to move it, but it does not work.

Some bugs:
1) Vibro Blade after being researched can't be produced; the description Vibro Blade(i) in tech tree view suggest it can be purchased, but aside it does not make any sense it doesn't appear on purchase list as well. This applies also to Thermic Lance and Heavy Thermic Lance I suppose, as these have same designation (i).
2) I had an attack on underwater laboratory run by enhanced Aquatoids, 2 stages mission - 1st stage was on shore, 2nd one went underwater. During underwater part I could still use surface equipment, like stun grenades.
3) I got Hallucinoid Autopsy from Aqatoid Medic, UFOPedia entry about it was created, and it triggered Thermal Taser research. Later on I got Hallucinoid corpse from a mission, and Hallucinoid Autopsy was listed on possible projects to research.

Some OH FUCK moments, when I was surprised by the game. It was fun :)
1) Meeting Xarquids very early in the game. I had just ADS guns at that time, so I hadn't expected any results - and rightly, I couldn't even scratch them, so I was forced to abandon the mission, and rush research of Jet Harpoon + SC ammo assuming 48 piercing damage will be enough. Well, the next encounter was as much painful as the 1st one, but this time I had MC Reader and I discovered the Xarquids should be prone to grenade attacks. And in fact two simple magna grenades beneath the creature was enough to kill it.
2) Assault on Church of Sirius temple. X-Rifles wonderfully kills cultists, everything goes as smoothly as possible, and suddenly HE appears. A Paladin of Church. He seems wearing an Aquaplastic Armor...damn, I sense a trouble here. And in fact, I'm not doing anything to him; luckily, I had few Laser Rifles in ship. These deal just 35 damage, but negate half of armor, let's try them...voila, it worked!
3) Terror in Tokio. I've met these cute Carcharodons for the first time. As usual I took X-Rifles for surface mission, but I see these are not much potent against the sharks. But having in mind experience from church raid I've took Laser Rifles as backup weapons for everyone. A quick rearm during mission and damage started to be dealt, however sharkoids provided to be pretty tough, and required 2-3 solid hit to be killed. Also, they was so fierce enemies I managed to save just one civilian out of 12. Btw, that bite animation us just awesome :)
4) Terror on an island. 1st OF FUCK moment - what the hell is that, a terrestrial Tentaculant?! Err no, some Mind Worm; but that also sounds very dangerous! Oh Lord, it looks so gross! But it is weak, just one, sometimes two shoots from X-Rifle are enough to kill it. Other enemy types seemed less dangerous, some Locusts and Worm Zombies. Okkay, seems the mission is doable, so I'm passing the turn and..,OH FUCK, OH FUUCK OH FUUUUCK!!! Half of my squad lies unconscious. Well, I have medikits, so I will wake them up...OH FUCK again, a whole dose is barely enough to wake one aquanaut o.O During next enemy turn they lie again, and the rest has panicked.
Well, mission reload and change of tactics then.
This time I This time I aggressively jumped out Triton, and started to search for Mind Worms to kill as much of them as possible before their turn. At that time I didn't know (as name doesn't suggested) that Locusts also have psionic powers, so I ignored them. Well, it's hard, but keeping balance between waking up lying soldiers and sprints for searching Mind Worms I managed to accomplish the mission.

I hope you'll find the feedback valuable, especially the part about base size. If you like I'll provide next part as I'll advance into the game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 29, 2020, 05:36:24 pm
I think ufopedia always lists base stats (for veteran difficulty), genius increases them a bit.

Nord, out of curiosity, what's the intended/expected length of a playthrough? I'm 13 months in and basically feel like I have everything to dispatch to T'leth, yet I still have no access to a lot of tech, have never seen jellies and aliens haven't even upgraded to ion weapons yet. Is this normal?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 29, 2020, 07:17:34 pm
Damn, I didn't know countries can renounce alien pacts in OXCE. This is incredibly cool. Does it happen because of the high score or because I destroyed a colony in their waters?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: CaptainMagicono on January 29, 2020, 07:28:41 pm
Likely because you destroyed a colony in their waters. I think my highest score in one month was like 12K and none of the countries came back to funding me that were already gone.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 30, 2020, 06:26:31 pm
<Attention, this may contain spoilers. Feedback is related to version 2.36>
Oh.
1. Maybe. But i need someone to write them in english.
2. If you read ufopedia, you will know that XCOM was near full shutdown and now operates as third-class agency. So they need to do tons of bureacracy.
3. These numbers displayed automatically with game engine.
4. This is done right for that. Because normal game ends with tons of unused aquaplastics.
5. Engine limitations.
6. If cormorant will be a thing, then what barracuda needed for?
7. Maybe something to add into ufopedia articles? But what?
8. Nah. They must be one-shot scouts. If you want combat support - use SWS.
9. I'll search for some other sounds then.
10. I'll think about.
11. Engine limitations.
12. Not really understand a question. Most melee attacks use fixed amount of time - so newbie and top leveled soldier will use same amount of TUs. And firearms use percentage.
13. It is very relative description. Do not trust it. :-)
14. Best balance i can done.
15. For bigger ships and shielded fighters they are not effective enough.
16. So you need to chose where to invest your limited resources. I think it is good.
17. Not my part. You can ask Yankes or Meridian for such feature.
18. Google "Sid Meier's Alpha Centaury"
19. Maybe i can change pistol production to 2 pistols per 1 navigation.
20. Shard weapons are done for aliens. They are not too useful for X-COM.So late research is not really a problem.
21. You mean biolab? It is allready there.
22. First report of such problem. Never experienced such thing myself. Hmm...Also facility moving was removed by OXCE authors.

Bugs:
1. Not a bug. No alien weapons can be produced.
2. Engine limitations. :-(
3. Dont mess autopsy and live specimen research. This is vanilla game mechanic.

Thanks for feedback.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 30, 2020, 06:52:52 pm
All melee weapons in your mod seem to use percentage TU costs, actually. Thermal tazers, all alien blades, tridents, vibro knives.

And I have to say that I agree with shard weapons being a bad addition. Armor was never really good in TFTD, your mod nerfs it even further and makes it insanely expensive, and now most aliens have guns that ignore it too. A shitty shard pistol not rarely one/two shots aquanauts in power/mag armor. A single suit of which costs you an entire medium USO.
They also don't sell for good money, so income is severely nerfed with nothing to compensate.
And now you also barely have clips for sonic weapons, which can't be manufactured.

Stockpiling hundreds of guns I can neither use nor sell doesn't feel right to me. There has to be at least some use for them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 30, 2020, 07:30:51 pm
All melee weapons in your mod seem to use percentage TU costs, actually. Thermal tazers, all alien blades, tridents, vibro knives.
Indeed. Odd. Need to fix.
Quote
And I have to say that I agree with shard weapons being a bad addition. Armor was never really good in TFTD, your mod nerfs it even further and makes it insanely expensive, and now most aliens have guns that ignore it too. A shitty shard pistol not rarely one/two shots aquanauts in power/mag armor. A single suit of which costs you an entire medium USO.
They also don't sell for good money, so income is severely nerfed with nothing to compensate.
And now you also barely have clips for sonic weapons, which can't be manufactured.
Maybe balancing case. Need to think about.
Quote
Stockpiling hundreds of guns I can neither use nor sell doesn't feel right to me. There has to be at least some use for them.
Why do you can not sell them?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Amoebka on January 30, 2020, 09:33:31 pm
What's even the point of selling when they are worth 20k? That's basically nothing even in the early game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: MasterBLB on January 31, 2020, 01:24:06 am
1. Maybe. But i need someone to write them in english.
Well, at the beginning all shortcuts should be enough.

2. If you read ufopedia, you will know that XCOM was near full shutdown and now operates as third-class agency. So they need to do tons of bureacracy.
That's true, but is Terror from the Deep a game about bureaucracy? Would I'd like to play such game I'd install "Papers, please!" rather.

3. These numbers displayed automatically with game engine.
So these can't be made accurate to what is really seen in battle? A pity.

4. This is done right for that. Because normal game ends with tons of unused aquaplastics.
While I was preparing the feedback I was at early stage of the game, where enemy UFOs were pretty rare, and there were only mission like "Suspicious activity" and "Church pirates raid" available. Now, as the time progressed I have reserve around 1000 of Aquaplastics. Point no longer valid.

5. Engine limitations.
Oh that's sad :( Such feature would be most useful.

6. If cormorant will be a thing, then what barracuda needed for?
With 2 cannon slots Cormorant will be better at putting down small/maybe medium UFOs, whose now usually run away after few shots taken. Barracuda, which has 2 torpedo slots and 1 cannon slot still will be better, especially to fight those annoying enemy interceptors. But path to research Barracuda is not short, we need something till then.

7. Maybe something to add into ufopedia articles? But what?
Well, it should be enough to add links in the tech viewer like:
Church Data Bank -> now it is only "Affects game progression", it could be mentioned here "SORESO Crash Site", from which there is link to Khimtar Black Box, and then Barracuda.

8. Nah. They must be one-shot scouts. If you want combat support - use SWS.
Nono, I didn't expressed myself precisely. It's perfectly fine they are one-shooted, I meant these should be harder to spot, and harder to hit.

12. Not really understand a question. Most melee attacks use fixed amount of time - so newbie and top leveled soldier will use same amount of TUs. And firearms use percentage.
Well, that probably was your goal, but something went wrong, as  Amoebka rightly says.

14. Best balance i can done.
15. For bigger ships and shielded fighters they are not effective enough.
16. So you need to chose where to invest your limited resources. I think it is good.
Hmmm...assuming Dolphins require Aquaplastic both for launcher and ammo maybe it should have its range increased to something like Squall? It'd make usage of these worthwhile.
But still I think ammo for Aquaplastic Cannon should be the same as ordinary Gas Cannon.

17. Not my part. You can ask Yankes or Meridian for such feature.
What would be the best way to contact them, via PMs or some kind of feedback thread?

18. Google "Sid Meier's Alpha Centaury"
Found it :) Nice, I suppose these was inspiration?

19. Maybe i can change pistol production to 2 pistols per 1 navigation.
Hmmmm, I'm afraid it still won't be enough :/ Magnetic Navigations are very hard to acquire at the early game, and every one piece counts. I think you can safely drop requirement of 1 Mag Nav for Gauss Pistols, as these have only 55 power, more or less similar level to what Hydrojet Cannon and Jet Harpoon + SC Ammo offers. This way it'd make sense to manufacture them before getting later Gauss weapons.

20. Shard weapons are done for aliens. They are not too useful for X-COM.So late research is not really a problem.
What do you mean by 'Shard weapons are not too useful for XCOM'??

21. You mean biolab? It is allready there.
Well, if biolab allows to put aquanauts into a treatment to say increase TU/whatever by some amount then yepp, I meant Biolab.

22. First report of such problem. Never experienced such thing myself. Hmm...Also facility moving was removed by OXCE authors.
Well, now as it turned out I won't be able to manufacture sonic weapons and clips the issue becomes even bigger, as selling all that alien stuff should be avoided. Technically speaking, how hard it'd be to add another floor to current grid? Even one extra would help immensely.

Bugs:
3. Dont mess autopsy and live specimen research. This is vanilla game mechanic.
I'm not messing. The medic gave me dead Hallucinoid Autopsy. Then, after killing another Hallucinoid in mission I have "Hallucinoid Corpse" on possible research list. Looks like some kind of flag has not beet set.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on January 31, 2020, 08:59:40 am
Well, at the beginning all shortcuts should be enough.
Dont understand, sorry. Explain please.
Quote
With 2 cannon slots Cormorant will be better at putting down small/maybe medium UFOs, whose now usually run away after few shots taken.
Hmm. Maybe.
Quote
Well, it should be enough to add links in the tech viewer like:
Church Data Bank -> now it is only "Affects game progression", it could be mentioned here "SORESO Crash Site", from which there is link to Khimtar Black Box, and then Barracuda.
No, these links created automatically. But i will think what i can do.
Quote
What would be the best way to contact them, via PMs or some kind of feedback thread?
You can create new topic in OXCE section of forum with "[Suggestion]" in its name.
Quote
Technically speaking, how hard it'd be to add another floor to current grid? Even one extra would help immensely.
In the base defense map? possible, but why? In the basescape - nearly impossible.
Quote
Bugs:I'm not messing. The medic gave me dead Hallucinoid Autopsy. Then, after killing another Hallucinoid in mission I have "Hallucinoid Corpse" on possible research list. Looks like some kind of flag has not beet set.
Oh, my bad. I mean corpse research and autopsy. It is two separate topics, but researching corpse gives you autopsy (like overview) and maybe something more. And medic can give you only autopsy.
What's even the point of selling when they are worth 20k? That's basically nothing even in the early game.
Ok, understand.

Also i think about change shards from piercing armor to damaging armor. What do you think?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: misterx on January 31, 2020, 09:20:23 am
Also i think about change shards from piercing armor to damaging armor. What do you think?

Yes, but also with a limited pirecing capacity less than sonic? The sonics are menat to be an upgrade of the shard, i think :)

@Nord: how about the secon ship here (https://openxcom.org/forum/index.php/topic,7827.0.html)? Might be used by human pirates?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: MasterBLB on January 31, 2020, 01:36:22 pm
Dont understand, sorry. Explain please.

I mean all what is mentioned in UFOPedia + OXCE shortcuts, like CTRL + E, CTRL + H. Personally I haven't discovered a shortcut for searching stuff in lists (research, manufacture), but I see on youtube videos such shortcut exists.

the base defense map? possible, but why? In the basescape - nearly impossible.

I meant in the basescape. Crap :/
Maybe it's possible to extend the basescape a bit, say 2 rows + 2 columns? Or in case of issue with rows just columns?

###########################################################################################
BUG - invisible holes in medium UFO
1st, move Seul-ki Janggok around point 38,14,0 and watch a reaction shot from inside the UFO.
2nd, end the turn and see Jules Kayowa at 35,25,0 is killed. You can rotate him clockwise to spot a Naga.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
Post by: Nord on February 03, 2020, 12:10:55 pm
Version 2.37 is up.
Changelog:
- Cormorant now have 2 harpoints for cannons;
- Fixed shard weapons(armor damage, no more armor piercing, proper rifle name, proper sell costs and recovery points);
- Fixed melee weapons TU cost;
- new sounds for drones;
- more space for large storage and large quarters;
- minor balancing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 03, 2020, 08:50:26 pm
"Cormorant now have 2 harpoints for cannons;"
Great! Will especially build one again to see how it intercepts small ufo with 2xGas Cannon/Aqua Plastic Cannon

"Fixed shard weapons(armor damage, no more armor piercing, proper rifle name, proper sell costs and recovery points);"
Seems working - I've just been shot in the chest, wearing Zrbite-powered armor. Now my front armor is lowered to 85 from 100, but aquanaut hasn't been wounded.

"Fixed melee weapons TU cost;"
Well, it seems something went wrong, TU cost of an attack is still % dependent not constant. Looks like engine limitations...well, why you don't set low value for %cost, like 8-12%? High melee attacks costs would also explain why Tentaculants are so timid in TWoTS.

"new sounds for drones;"
Apparently not for Squid Light Drone (underwater mission), but that may be related to having mission in progress while updating TWoTS to 2.37. Will check in a next mission then edit this entry.
EDIT:
Nope, in a next mission, after game restart the sound is still as it was before 2.37

"more space for large storage and large quarters;"
That's great and so much welcomed, especially storage, but now values in UFOpedia description and stats for nerds don't match.

BTW, I assume Naga Trident acquisition is similar to those needed for Khimtar Black Box - I have to research "Naga Society" which will unlock some kind of new mission type (Naga Temple?) in which I'll get the trident as a bounty, right? And like Khimtar Black Box the trident is not linked in tech tree viewer.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 04, 2020, 11:35:01 am
"Fixed melee weapons TU cost;"
Well, it seems something went wrong, TU cost of an attack is still % dependent not constant. Looks like engine limitations...well, why you don't set low value for %cost, like 8-12%? High melee attacks costs would also explain why Tentaculants are so timid in TWoTS.
Just checked. All works fine. O_o
Quote
"new sounds for drones;"
Apparently not for Squid Light Drone (underwater mission), but that may be related to having mission in progress while updating TWoTS to 2.37. Will check in a next mission then edit this entry.
EDIT:
Nope, in a next mission, after game restart the sound is still as it was before 2.37
My bad, forget about surface/underwater doubling...
Quote
"more space for large storage and large quarters;"
That's great and so much welcomed, especially storage, but now values in UFOpedia description and stats for nerds don't match.
Damn, i know that i forget something.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 04, 2020, 01:00:47 pm
Quote
"Fixed melee weapons TU cost;"
Well, it seems something went wrong, TU cost of an attack is still % dependent not constant. Looks like engine limitations...well, why you don't set low value for %cost, like 8-12%? High melee attacks costs would also explain why Tentaculants are so timid in TWoTS.
Just checked. All works fine.

Seems you've missed some. Spear, Hook and Axe indeed have fixed attack cost 18 and 25 TU, Vibro Blade as well, but for Thermal Tasers it is still 35%, for Gauss Weapon melee hit costs 40% TUs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Mathel on February 04, 2020, 01:24:59 pm
Also one thing with metadata.

Metadata.yml and thus mod selection screen still say "version: 2.36".
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: misterx on February 04, 2020, 01:34:49 pm
OH, and no new content  :'( :'( care for addin Solarius' concussion cannon form opexcom files? (https://openxcom.org/forum/index.php/topic,5836.msg89876.html#msg89876)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 04, 2020, 02:41:29 pm
Seems you've missed some. Spear, Hook and Axe indeed have fixed attack cost 18 and 25 TU, Vibro Blade as well, but for Thermal Tasers it is still 35%, for Gauss Weapon melee hit costs 40% TUs.
Tasers... they are not clearly melee. You think they must havee fixed amount of tu?
What is gauss weapon melee hit? I have no such thing in my mod. Maybe you have turned on some other mods?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 04, 2020, 03:18:43 pm
I think it makes sense for tazers to have %tu costs. The rate at which they freeze targets depends on the device itself, not the speed of the aquanaut swinging it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Solarius Scorch on February 04, 2020, 03:44:07 pm
I think it makes sense for tazers to have %tu costs. The rate at which they freeze targets depends on the device itself, not the speed of the aquanaut swinging it.

Exactly. At least that's how most mods do it - mechanical weapons (like guns) have % TUs, while simple melee and such have flat values.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: andre2 on February 05, 2020, 08:31:07 pm
Bug: I had a base mission going at the bottom level in Ver 2.36. I converted to 2.37 and finished the mission.
The Transport started but the base was not removed.
This is bad. I had to play ~1.5h in 2.37. Base missions are boring. I dont want to do it again in 2.36 and then convert to 2.37.
:-(

Can I remove the base somehow in 2.37?

The save "10 After mission.sav" is made with 2.37 with the returning craft.
The save "!!!.sav" was made in 2.36.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 05, 2020, 09:01:11 pm
Indeed, I've turned a mod called 'Gun Melee'. Well then, assuming tasers are not melee weapons then I revoke my bug report.

However, sound for scout drones has not been changed, be in underwater or on surface missions. Tested on Squid Light Drone.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 06, 2020, 05:13:20 pm
Bug: I had a base mission going at the bottom level in Ver 2.36. I converted to 2.37 and finished the mission.
The Transport started but the base was not removed.
You have two colonies near each one. Number 4 (staying) and number 12 (destroyed).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: andre2 on February 06, 2020, 05:39:41 pm
:/ Right. I havent played for 2 weeks and forgot that. Sorry for the additional work caused. I just checked it by aborting the mission.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 07, 2020, 11:55:42 pm
Seems there is a bug - Locust cannot be hit by melee attacks. I tried with Squid Light Drone stun, with Fabio Fuentes armed with laser cutter, and Galen Pavlakakis Gauss rifle melee attack provided by mod - neither of these attempt were successful despite high chances of hitting the target, and reloading the save didn't changed output.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 08, 2020, 08:46:14 am
Seems there is a bug - Locust cannot be hit by melee attacks. I tried with Squid Light Drone stun, with Fabio Fuentes armed with laser cutter, and Galen Pavlakakis Gauss rifle melee attack provided by mod - neither of these attempt were successful despite high chances of hitting the target, and reloading the save didn't changed output.
Have you tried to hit bee swarm with a stick? It is not a bug, it is intended.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 08, 2020, 01:29:44 pm
Have you tried to hit bee swarm with a stick? It is not a bug, it is intended.
In such circumstances at least one bee would be hit, so it's not good analogy.
I suggest to change behavior - remove 100% evade, but put very high melee resistance for Locust Shell, like 20%, or 10% even. Result will be identical to what you intended (melee ineffective against Locust), but without that bug-like behavior.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 08, 2020, 01:51:41 pm
They are not immune. Other weapon with melee damage type (like tangler) will hit them with full strength. They just use tiny loftemp. Number 78 actually. You can look here: https://www.ufopaedia.org/index.php/LOFTEMPS.DAT (https://www.ufopaedia.org/index.php/LOFTEMPS.DAT)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 08, 2020, 02:37:30 pm
I see. Well, from player's perspective it looked like something was wrong, as few dozen attempts with near 100% hit chance failed - therefore the report. If you insist to keep the current mechanic at least mention something like "Locust swarm can greatly evade melee attacks, it's very hard to hit them this way." in UFOpedia for topic "Locust" so no one else in the future will be surprised.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 08, 2020, 06:25:48 pm
If you insist to keep the current mechanic at least mention something like "Locust swarm can greatly evade melee attacks, it's very hard to hit them this way." in UFOpedia for topic "Locust" so no one else in the future will be surprised.
Ok.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 08, 2020, 09:48:46 pm
Any plans to make jelly weapons tradable after the treaty? If you keep them hostile you can farm easy missions for score and special weapons, while all the treaty gives you is 3 technologies only 1 of which is at least somewhat useful. Almost feels like the game punishes you for being a good guy and acting diplomatic.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 08, 2020, 10:05:31 pm
Any plans to make jelly weapons tradable after the treaty? If you keep them hostile you can farm easy missions for score and special weapons, while all the treaty gives you is 3 technologies only 1 of which is at least somewhat useful. Almost feels like the game punishes you for being a good guy and acting diplomatic.
Hmm. Maybe. For unholy amount of zrbite maybe?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 08, 2020, 10:10:10 pm
Hmm. Maybe. For unholy amount of zrbite maybe?

Well, probably not too unholy. My point is, making a treaty should be better than not making a treaty. If the weapons are too expensive then you still leave them hostile to farm and nothing changes.

Oh, and maybe it should be something other than zrbite. Zrbite is already used for tons of stuff, while many other fluff items have barely any uses. Biotechs like jellies would probably appreciate stuff like cloning or implanters more.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 09, 2020, 12:46:11 am
Found something weird - zrbite ammunition leads to zrbite ammunition in tech tree viewer, see the attachment.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 09, 2020, 04:32:40 pm
Wait a second, you changed melee weapon TU costs to flat without changing the numbers. That makes them about two times worse overall.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 09, 2020, 08:33:05 pm
In fact, numbers has been changed. But not to vanilla.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 09, 2020, 08:51:59 pm
I happened to look at the vibro knife, which was 9% and is now 9 flat. Alien blades seem to lose 10% or less from the cost (25% to 23 flat, etc).
Since aquanauts are on average 65 TU (starting 50, training cap at 70, hard cap at 80), which is 35% lower than 100 TU, this is overall still a huge nerf.

I wonder if nerfing melee further is necessary. Ideally stabbing someone in melee should be more powerful than point blank shooting (otherwise why bother with melee weapons at all).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Mathel on February 09, 2020, 09:25:08 pm
I wonder if nerfing melee further is necessary. Ideally stabbing someone in melee should be more powerful than point blank shooting (otherwise why bother with melee weapons at all).

Considering CQC does not seem to be implemented, there does not seem to be much point to melee other than stunning.
You could autoshot from point blank and have almost guaranteed hits, or attack in melee and likely miss.

One use I found would be killing Lobstermen before you get powerful enough guns.

Also, termal taser still has 100% hit chance regardless of skill (80% with other hand occupied.)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 10, 2020, 07:03:25 am
It is questionable. I am not satisfied with current situation, but i have done it before with some purpose. I just cant remember it. I can reconsider melee costs, but to which numbers?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 10, 2020, 08:56:11 am
This will be a long and complicated post. I can write it in russian if that will make it easier for you to read (russian is my first language anyway).

Right now your numbers seem to be based around snap shots of comparable sonic weapons (given the average 65 TU soldier). Thermic lance costs about the same as sonic rifle snap and does similar damage, vibro blade costs the same as sonic pistol snap and does similar damage, etc.

I don't think this is quite reasonable. Melee weapons should be better in melee than point blank shots, not same or worse. You need to run up risking reaction fire every step, risking melee reactions, leaving yourself out in the open, and if you miss the alien will shoot you point blank. Plus for whatever reason all melee weapons have absolute garbage accuracy in the mod, while point blank rifle fire almost never misses, which means melee should be a lot faster than shooting to be balanced.

Personally I think accuracy is the bigger problem with melee right now, but for TU costs some suggestions would be:
1) Lower the number by about 35-40% (9% to 6 flat for vibro knife, 20% to 12 flat for vibro blade, etc). This way the weapons will be about the same effectiveness as they were in 2.36 for average soldiers, worse than before for rookies and better than before for maxed-out veterans.
2) Assume that an average soldier should be able to land a successful melee attack for less TU than a successful point blank shot from a similar sonic weapon. This is where melee accuracy really ruins the day. Average starting soldier only has 30 melee accuracy, further penalised by the weapon. Assuming pool training is mandatory, we can say 50 melee accuracy is the average. This means that vibro blade, for example, needs to be twice as fast as point blank snaps from a sonic pistol, which is also around 12 TU per attack.

I think the best course of action is to adjust the numbers by 35-40% and then raise the accuracy of weapons that need it (thermic lance, heavy lance and trident, unless it is supposed to be really bad).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 10, 2020, 12:01:55 pm
It is questionable. I am not satisfied with current situation, but i have done it before with some purpose. I just cant remember it. I can reconsider melee costs, but to which numbers?

Well, from playing vanila TFTD 20 years ago I remember I wasn't using Heavy Thermic Lances due to 16-18 TU attack cost which I've found too high for practical use - by practical use I mean oneshooting a lobsterman. I stuck with Vibro Bladess/Thermic Lances whose attacks cost around 7-11 TU if I recall correctly, and whose (Thermic Lance) was able to put lobsterman down in 2 hits just like heavy version, while oneshooting practically all other aliens.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Alazar on February 10, 2020, 02:55:48 pm
I personally dont like the cost on chainswords: like 55% TU, for one hit, two handed?. Emperor does not approve.
Being real though, this weapon damage is insane, but TU cost of operating it is making it useless or heavily reliant on ambush tactics. Makes a good meme weapon for making shortcuts on 1st part of alien base assaults.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 10, 2020, 03:23:57 pm
Chainsword looks like it's intended to be a terrain-destroying tool (it's strong enough to cut USO hulls and create new entrances), not a melee weapon. I guess it could use a better name to indicate its purpose.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Solarius Scorch on February 10, 2020, 05:34:20 pm
So technically an Eviscerator, not a standard chainsword. 55% would be pretty okay for an Eviscerator. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Alazar on February 11, 2020, 12:42:30 pm
Chainsword looks like it's intended to be a terrain-destroying tool (it's strong enough to cut USO hulls and create new entrances), not a melee weapon. I guess it could use a better name to indicate its purpose.
Ever tried opening a metal door with a chainsaw?

Anyway if I need a hole in a wall, I use disruptor launcher, yeah it also kills or heavily wounds everything in immidiate area so thats a win for me.

So technically an Eviscerator, not a standard chainsword. 55% would be pretty okay for an Eviscerator. :)
Eh, looks more like 30k early type chainsword.

Oh and its 60% TU, even less usable.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: The Reaver of Darkness on February 12, 2020, 04:56:47 am
Bug report, not sure if this has been fixed yet:
The piles of rubble inside the military dig site are blocking too much vision relative to how large they are.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 12, 2020, 05:11:01 am
Fixed long ago.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 12, 2020, 12:00:10 pm
@Nord
Are Aquatoids just extinct so I don't face them in USO missions, or it's just RNG, or at the some part of campaign they appear only in specific mission types?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 12, 2020, 05:21:00 pm
Aquatoids are replaced by enhanced aquatoids past a certain point on all missions except resource raids (which might be an oversight). And if you have an aquatoid base they will keep spawning from it too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 12, 2020, 11:24:04 pm
Naay, neither base nor enhanced ones appear outside alien barge/alien underwater lab missions.

Btw @Nord, is Sonic Oscillator nerfed? I remember it from vanila TFTD having bigger range than 55km, and definitely higher rate of fire. The one in your mod is hardly usable, sadly :/
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 13, 2020, 06:46:07 am
Naay, neither base nor enhanced ones appear outside alien barge/alien underwater lab missions.

Btw @Nord, is Sonic Oscillator nerfed? I remember it from vanila TFTD having bigger range than 55km, and definitely higher rate of fire. The one in your mod is hardly usable, sadly :/
Yes, nerfed. Vanilla one was an ultimate weapon, now it is very good cannon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MasterBLB on February 13, 2020, 02:36:00 pm
Well, enemy interceptor UFOs still tear my Barracudas apart 1 vs 1 so I'd question that "very good" cannon. I can understand lower range, and necessity to use precious zrbite as ammo, but at least increase its DPS to some higher level - like 8-10s reload time, and higher accuracy. Otherwise its not worth using compared to gauss cannon:
1) lower DPS 4,583 vs 5,625
2) only 40% hit chance, which means most of the shots will miss. That wouldn't be that bad, but adding zrbite consumption to consideration makes usage of weapon rather not worth it.
3) it has double the range of the gauss cannon, that's true. However, it still does not outrange UFO interceptors so this merit has little matter.
In general, it seems overnerfed, and as mentioned in previous feedback these UFO interceptors cause balancing issues. Sooner or latter you'd have to ponder about them, and tweak values. I'm very disappointed about performance of the sonic oscillator considering how much tech I had to research to get it, how many rare materials use to manufacture and use one, but tech tree viewer hints something called ion cannon, I do hope that one will prove worth using.

Speaking about own-manufactured sonic weapons, XCOM sonic cannon is absolutely awful having only not much accurate auto mode, and sniper sonic rifle very high TU usage cost. I find it's better to stick with just gauss rifles and have alien sonic cannons loaded into ship as backup weapons.

I'm gonna write a huge feedback once I'll finish the game, meanwhile writing some finding now and then.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 13, 2020, 04:30:35 pm
Sonic oscillator actually doesn't consume any zrbite to fire at all. Don't tell Nord.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 13, 2020, 09:11:14 pm
Sonic oscillator actually doesn't consume any zrbite to fire at all. Don't tell Nord.
But why? it must consume... maybe you have other  mods activated?
Also dps must be larger (bigger?) than of gauss. I will change that, thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 13, 2020, 09:19:16 pm
Sonic oscillators use zrbite as ammo. Zrbite is unchanged from vanilla. Vanilla zrbite doesn't have clipSize specified. When clipSize isn't specified, it defaults to 0. When a weapon is reloaded with ammo that has clipSize 0 it reloads for free.

If sonic oscillators are supposed to use zrbite per shot literally nobody will ever use them. Zrbite is already too valuable.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on February 13, 2020, 09:45:46 pm
oh, got it. So i want to fix zrvbite consumption AND rise oscillator's dps, so it will be powerful, but expensive weapon. Not just supergun as in vanilla, but supergun, firing gold rounds.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Amoebka on February 13, 2020, 10:05:15 pm
Meh, guess it's DUPs all the way from the first month to T'leth then.  :-\

Research is supposed to give you better tech, not infinite sidegrades and variants. If gauss cannons are still in use 2 years into the game, long after sonic is available, that's actually an indication that the balance is bad. Being too scared to make things overpowered leads to the opposite extreme where the tech tree is too flat and players don't feel like they make any progress. I feel like this is a general issue TWoTS has, not just with craft weapons.

It sucks quite a bit to have tons of new toys and then never use any of them because they are too situational or underpowered. It effectively wastes your own effort as the modmaker, too, because you spend time making content players won't see much. As a player, I really want to use all those cool looking new subs and guns and whatnot, but to do so I have to pretty much handicap myself. I can't recall how many times have I finished a new research, read the report and said: "Wow, this looks interesting. Guess I'll never use it because sonic rifle / ion armor / manta is better."

Your mod has the best content for TFTD of all mods, don't undersell it.  :P
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: The Reaver of Darkness on February 13, 2020, 10:12:49 pm
MELEE:

In my own modding experience I found that the easiest way to make melee weapons work was to make them fast, powerful, and accurate. I let the soldier's attributes (like strength, melee accuracy, reactions) add most or all of its damage, meaning it scales in power with game progression or just with how often you use the weapons (especially if the weapon trains the same attributes it uses). My rule of thumb is that a given melee weapon should do more damage than a ranged weapon at the same tech level, even though it costs less TUs to use. Also consider how often it should actually hit, and adjust its accuracy accordingly. Vanilla melee accuracy is 20-40, so a melee weapon with a 100% internal hit chance will still miss most of the time.


Your Gauss Cannon:
Range: 25
Damage: 90
Accuracy: 35
Reload: 20/16/12
Effective DPM vs small: 62.4/78.0/104.0
Effective DPM vs medium: 70.9/88.6/118.1
Effective DPM vs large: 88.6/110.7/147.7

Your Sonic Oscillator:
Range: 50
Damage: 110
Accuracy: 40
Reload: 24
Effective DPM vs small: 72.6
Effective DPM vs medium: 82.5
Effective DPM vs large: 103.1

Your alien sub hit points:
Very Small: 50/60/150/260/350
Small: 300/500/650
Medium: 550/650/750
Large: 1400/2000/4200

My conclusion: the sonic oscillator has potential merit by having more range. Even if no USOs have a weapon range within the margin, it can still likely down small subs faster than the gauss cannon merely because it begins firing sooner. But even against the beefier smalls, the sonic oscillator is still about the same power as the gauss cannon. Mediums have roughly the same toughness as smalls, but against larges the sonic oscillator will be weaker unless you mount several of them. Short of mounting it on a Leviathan (or maybe a Manta with good torpedoes), the range advantage isn't going to make much difference against something that beefy.

There are four ships that can notably be out-ranged by the sonic oscillator (but not the gauss cannon) (and I have no idea how often they show up): Cruiser, Hunter, Envoy, Mothership.

The DPM values I put above are based on assuming no pilots, and running the full set of equations to determine average sustained applied damage. None of the craft have built-in hit bonuses that I can find, nor do any USOs appear to have dodge bonuses. Therefore, the addition of pilots to grant hit bonuses should increase all the DPM numbers somewhat evenly, with some advantage given to lower hit chance weapons (like the Gauss Cannon) and against smaller USOs. Based on this info, I conclude that you should probably make the following change:

Sonic Oscillator Reload Time:
24 => 22 (if it's supposed to be marginally better than Gauss Cannon)
24 => 20 (if it's supposed to be significantly better than Gauss Cannon)
24 => 18 (if it's supposed to be way better than Gauss Cannon)
24 => 16 (if it's supposed to be a supergun)

As for the ammo, you should just create a manufacturing recipe that turns Zrbite into Sonic Oscillator ammo. Maybe 1 piece for 5/10/20/25 shots.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Unmadesoldier on February 18, 2020, 11:22:11 pm
Gauss grenades and explosives?

They'd be more powerful than the magna blast grenade and explosive but cannot be purchased and must be manufactured they shouldnt require magnetic navigation to manufacture.

Could we also get a surface usable heavy laser?


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: andrewgreve on February 22, 2020, 10:42:04 am
alien ADS clip = 25 damage
regular ADS clip = 30 damage

ufopedia and stats for nerds reflect this.

I also had a shrimp drone survive being shot by alien ADS round today.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MeaslyTpod on March 01, 2020, 07:38:20 am
Hello, during an alien barge mission, my Turtle got stuck between the door and Poseidon's wing.
It couldn't return to the transport thus had to be left behind to abort the mission, incurring a significant loss.
SWSs aren't cheap to manufacture so I'm quite grateful if this issue is fixed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: davide on March 01, 2020, 11:25:15 am
Do yuo try to shoot to walls ?

in theory an external double cell path would seem to be on the top/right/top/right/right

Do yuo try to move by near step ?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: BlackStaff on March 01, 2020, 12:46:26 pm
How did you get to this place?
Just go the other way around...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on March 01, 2020, 12:55:22 pm
Hello, during an alien barge mission, my Turtle got stuck between the door and Poseidon's wing.
It couldn't return to the transport thus had to be left behind to abort the mission, incurring a significant loss.
SWSs aren't cheap to manufacture so I'm quite grateful if this issue is fixed.
Thanks, fix is ready, update soon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: MeaslyTpod on March 01, 2020, 02:23:30 pm
Thanks, fix is ready, update soon.
I appreciate it.  ;D

How did you get to this place?
Just go the other way around...
The other way you mentioned is impossible for SWSs, it looks as if SWSs can move through but in truth the rear side of the transport takes 1 tile width space....so there's only 1 tile width space left.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: andrewgreve on March 02, 2020, 07:59:21 am
sorry to pester but was it intentional to have the alien ADS clip be weaker than the standard ADS clip?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on March 02, 2020, 08:19:24 am
sorry to pester but was it intentional to have the alien ADS clip be weaker than the standard ADS clip?
Yes. It is ignoring armor instead.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
Post by: Nord on March 03, 2020, 10:15:36 am
Version 2.38 is up.
Changelog:
 - Fixed Poseidon map;
 - Fixed/rebalanced melee time costs and aim;
 - Fixed drone sounds (checked);
 - Rebalanced Sonic Oscillator;
 - Now Oscillator and Ion craft cannon require ammo;
 - New loot - neurointerface components;
 - Now one mag.navigation needed to produce 4 gauss pistols or 2 rifles;
 - Mag. navigation manufacturing;
 - Minor fixes;
 - Newest OXCE used.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: SIMON BAILIE on March 03, 2020, 01:26:39 pm
I was checking out v2.38 but the game won't load, yaml error-see attached. I've checked through notepad + but can't see what the issue is?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: hellrazor on March 03, 2020, 01:44:50 pm
I was checking out v2.38 but the game won't load, yaml error-see attached. I've checked through notepad + but can't see what the issue is?

Probably tabs used instead of spaces on line 4857 in Items.rul
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: Nord on March 03, 2020, 01:47:26 pm
I was checking out v2.38 but the game won't load, yaml error-see attached. I've checked through notepad + but can't see what the issue is?
Damn. Thanks, will reupload when get to my PC.

Upd.: Reuploaded. Please upgrade.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: The Reaver of Darkness on March 03, 2020, 08:17:29 pm
You can tell Notepad++ to always put spaces in instead of tabs for a given language. Go to Settings > Preferences > Language > YAML and under 'Tab Settings' check '[ ] Replace by space'.

You can also change all tabs into spaces on a given page by clicking Edit > Blank Operations > TAB to Space.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: Nord on March 15, 2020, 10:22:38 am
Ok, as i have seen in Yeti LP, there is a minor nasty bug: Exosuit back armor is 1. It is typo, and there is a quickfix: replace that file.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: MeaslyTpod on March 17, 2020, 03:02:15 pm
I appreciate the fix of Poseidon map, now SWS can move freely inside the alien barge!
Well, I recently restarted the game and somehow Khimtar mission doesn't spawn despite the church data base being researched, it's already June and 2 countries are gone...help?
I wonder if at least 1 month of wait is required after the church data base research.
Does the story progression affect the enemy strength?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: Nord on March 18, 2020, 05:14:13 am
I appreciate the fix of Poseidon map, now SWS can move freely inside the alien barge!
Well, I recently restarted the game and somehow Khimtar mission doesn't spawn despite the church data base being researched, it's already June and 2 countries are gone...help?
I wonder if at least 1 month of wait is required after the church data base research.[/quote]
Yes, next month shall begin. But you can provide savegame and i'll look.
Quote
Does the story progression affect the enemy strength?
Yes, but in way of new aliens emerge. Guns will upgrade with time passing, not story moving.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: MeaslyTpod on March 18, 2020, 02:45:21 pm
Thank you for your kindness, well, thankfully crash site mission spawned in the next month. :)
I seriously hate HKs btw.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: chronocide_commando on March 18, 2020, 11:47:19 pm
Dart Autogun has increased (instead of reduced) one-handed penalty.
Penalty works like a multiplier, so 25% means sharply reduced accuracy, while the default value of 80% means you can effectively dual-wield Gas Cannons.

Suggestion: set oneHandedPenaltyGlobal to 50 or less, fix oneHandedPenalty value for weapons that use it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: Nord on March 19, 2020, 11:59:53 am
Ok, thanks.
Checked twice. It is allready fine, 25% used. Equal to 75% of accuracy when one-handed. Normal guns have 50%.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: chronocide_commando on March 19, 2020, 06:38:51 pm
No, oneHandedPenalty: 25 means 25% accuracy. See the ruleset reference or just check it in-game.

https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Accuracy
Quote
20% penalty would be encoded as "80" (i.e. 100 minus 20), meaning you will use the weapon at 80% of its usual accuracy.

Normal guns have 80% accuracy when used one-handed.
The default value of oneHandedPenaltyGlobal is 80, not 50. And it isn't set to 50 anywhere in TWoTS. You can plainly see it in Stats for Nerds that it uses the default value of 80.
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Battlescape

Just try holding a Gas Cannon in one hand and a Dart Autogun in the other, then check their accuracy.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
Post by: Nord on March 20, 2020, 06:09:36 am
Quote
Override for the global one-handed penalty (which applies only to weapons marked as twoHanded). 20% penalty would be encoded as "80" (i.e. 100 minus 20), meaning you will use the weapon at 80% of its usual accuracy.
Looks like this ufopedia wiki text is wrong then.
Will fix dart gun.

Upd: Version 2.39 is up.
Changelog:
- Now all units have inventory images, and let no one go offended;
- New shield level indicator - when unit is hit, flash message shows shield left;
- minor fixes;
- OXCE 6.4 used.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: chronocide_commando on March 20, 2020, 04:58:38 pm
Shard Rifle and Laser SMG still have increased one-handed penalty.

Other guns still have 20% penalty, not 50%.

This is because oneHandedPenaltyGlobal isn't set anywhere, and the default value is 80, not 50.
Was this intended? You just said it's supposed to be 50%.

Sorry for nagging.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Nord on March 21, 2020, 05:28:42 am
Shard Rifle and Laser SMG still have increased one-handed penalty.

Other guns still have 20% penalty, not 50%.

This is because oneHandedPenaltyGlobal isn't set anywhere, and the default value is 80, not 50.
Was this intended? You just said it's supposed to be 50%.

Sorry for nagging.
Why dont you sayed it before  ;D Now i need to find more bugs for full-fledge update.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: chronocide_commando on March 22, 2020, 06:57:16 am
Could you enable bug hunt and maybe have more units be capable of surrendering? Some of the maps are huge and complex, and finding that one last panicking aquatoid running around unarmed can take quite a few turns, which is kinda pointless.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Nord on March 22, 2020, 07:29:55 am
You can add this :
Code: [Select]
bughuntMinTurn: 20
bughuntMaxEnemies: 3
bughuntRank: 0 # commanders are VIPs
bughuntLowMorale: 0
bughuntTimeUnitsLeft: 65
(copied from OXCF)
to the "vars.rul"
I'll add it in next update.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Shiroi Bara on March 22, 2020, 12:16:32 pm
Hey Nord, can you made any one-handed laser weapons without penalty what could be purchased in shop? Or only way now is use officer laser pistols if you get enough them from surface missions as loot? I like SMG, but it has penalty bug as it mentioned before (accuracy dramatically drops from 31% to 8% or so). May be in future releases? Dart guns looks OK, but SC ammo not working on land and without it it's pretty weak.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Nord on March 22, 2020, 01:46:40 pm
Here, replace this file and yiu will suffer no more. :-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: chronocide_commando on March 22, 2020, 10:33:41 pm
I'll add it in next update.
Thanks!

What's the intended way of dealing with USOs until you get the Barracuda? I lost a campaign in August because of massive negative rating, probably because I couldn't shoot down any USOs with Cormorant, especially with all the interceptors around. But in an earlier playthrough (around mid-2018) I didn't have any problems like that for some reason.
Was there some balance change regarding alien activity? Was it just bad luck? Should I have used Seamasters as fighters instead of Cormorants? Are Cormorants completely useless? How to deal with interceptors in early game, especially if aliens have a base close to one of yours?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: MeaslyTpod on March 23, 2020, 02:23:33 am
What's the intended way of dealing with USOs until you get the Barracuda?
Last night I sent a Triton to raid a touched down USO(very small one)...then the touched down USO suddenly started moving and shot down my Triton...
It was April of the first year, when I had no access to Barracuda.
The only way to protect a Triton without Barracuda/Cormorant would be an escort of Seamaster, well at least it can be equipped with DUP...or save scum.

Players have to rush to Barracuda asap from the beginning, you might be able to unlock Barracuda in May/June if you rush, I totally ignore Cormorants btw.
I managed to finish the interrogation of a live cultist in March so Temple Mission should spawn in the next month.
and if I managed to finish researching Church Database in the same month then Blackbox Mission should spawn in the next month, May.

Creeper corpse unlocks Alien Containment facility, non-laser Cultist equipments unlock Stun Grenade, Live Cultist unlocks Temple Mission(in the next month after interroggation), Self-Propelled Projectile unlock Dart Gun with stun ammo, a live alien unlocks Stun ammo for Jet Harpoon, SORESO/Church Database unlocks Khimtar Crash Site(in the next month after the research of both databases), Heavy Aquatic Weapons unlock Torpedoes to deal with Xarquidos at the crash site, Khimtar Blackbox unlocks Barracuda, yay!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Nord on March 23, 2020, 02:57:32 am
Last night I sent a Triton to raid a touched down USO(very small one)...then the touched down USO suddenly started moving and shot down my Triton...
Turn on radar circles for hunter-killers. It will make your play a bit more comfortable.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: chronocide_commando on March 23, 2020, 03:08:11 am
Turn on radar circles for hunter-killers. It will make your play a bit more comfortable.
How?

BTW, checked out the saves from the failed campaign in debug mode. The aliens went from one colony in June to three by the beginning of August and five by the end of August (just as I finished my first two Barracudas). Is it supposed to be like that? I didn't rush Barracuda specifically, but ran out of things to research long before Khimtar Crash Site appeared, so it's not like I was too slow.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: MeaslyTpod on March 23, 2020, 05:01:00 am
Turn on radar circles for hunter-killers. It will make your play a bit more comfortable.
If you don't mind, I'd like to know how to turn on that feature!

BTW, checked out the saves from the failed campaign in debug mode. The aliens went from one colony in June to three by the beginning of August and five by the end of August
Eh seriously?
During my last playthrough I lost 3 countries by the end of August on veteran difficulty.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Nord on March 23, 2020, 05:28:25 am
Looks like this parameter was removed from options of main menu. Ok, so here is file to replace.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: chronocide_commando on March 23, 2020, 05:38:13 am
During my last playthrough I lost 3 countries by the end of August on veteran difficulty.
I only lost one, but then I got -2711 rating and lost the game, which was kinda unexpected.

Looks like this parameter was removed from options of main menu. Ok, so here is file to replace.
Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Shiroi Bara on March 23, 2020, 10:02:36 am
Big alien waves is hardest part of this mod. You could lose game at the middle of you progress through story  or even at the end if they're decided build up few bases on the globe. They just send bunch of USO's and always protect them with HK. The only way is sacrifice few of you Barracudas (sometimes big landed ship is protected by 2 of HKs) while you approach to big landed USO with Triton. If you playing on genius or superhuman all you interceptors just useless because alien fire rate becomes instant - it's just evaporates you ships. It could even damage Leviathan 3/4 of it's health. Or you must wait while all HK is landed and get rid of them 1st. Plus they like to patrol areas and make you life terrible, because you can even leave sometimes you base. And if you decide go to alien base...  well building temporary attack base inside alien detect radius could do a trick. Zoom in and send out you ship for 1 mile out of you base and wait while HK pops out and you get message what you ship get targeted by HK. Immediately go back to you base. HK will lose his target and  will land in few minutes. Now you can send you Triton to alien base while HK not active. Destroy colony and dismantle you temporary base. Or you may go for landed HK instead of colony. Doing bunch of landed HK still gives you good score, but take care of Molecular control, because aquatoids there like do it.
P.S.
Wow, you vars.rul changes everything. Usually this HK detection radius only shows when you have Transmission resolver. it might change game difficulty a lot now.
(https://i.postimg.cc/VdV5mPTH/screen081.png) (https://postimg.cc/VdV5mPTH)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Evil_bl on March 24, 2020, 05:19:07 pm
Big alien waves is hardest part of this mod. You could lose game at the middle of you progress through story  or even at the end if they're decided build up few bases on the globe. They just send bunch of USO's and always protect them with HK. The only way is sacrifice few of you Barracudas (sometimes big landed ship is protected by 2 of HKs) while you approach to big landed USO with Triton. If you playing on genius or superhuman all you interceptors just useless because alien fire rate becomes instant - it's just evaporates you ships. It could even damage Leviathan 3/4 of it's health.

I`m finished this game on Sup/Ironman.
"Big alien waves is hardest part of this mod." - not really. You can ignore them if you have good rating(as practice shows, there are no problems with the rating, even if there a lot of UFO`s and terrors missions). You should hold on up to first armored Gillmans or Lobstermen (After that, the game will go much easier). In my last try i had 8-9 active alien colonies (2 of them i destroyed). The hardest part of this mod - main base defense (Because of stupid AI. They just waiting for you).
As for Barracudas vs interceptors. I find out only one way to destroy them without losing Barracudas. You need 2 barracudas with coward pilots and "Shkval" rockets (i don`t know how it called in ENG version, because i`m played on RUS. They have 60km range, 50% hit, 40 dmg). Cowards pilots slows down interception speed, and you can shoot twice. Shoot only on Caution Attack. It will help on first phase of the game. And yeah, always launch your Triton with 2 Barracudas in escort....ALWAYS!=))) Against interceptors with a shield i use only Disruptors rockets.

Another tip. Use you sonars to hold on mission spots on a globe. Just send them to a terror or another mission(not all) and you can buy some time for reorganization or making some staff.
Also, You can do a trick. Just build a base on colony. Build a dock. Send to this base you triton with staff. And launch a Triton to assault =) I didn`t do that, but in theory it should work

P.S. Sorry for my English
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: MeaslyTpod on March 25, 2020, 01:03:33 pm
Thank you for vars.rul, so USO with radar radius is a HK...how about adding a topic on usopaedia explaining HKs.
Oh and I'm having trouble finding ALIEN NAVIGATORs who are required to research Gauss Weapons, all I can see is soldier/squad leader/technician...help?

Well, I wonder what the merit of dealing with Polyphs is...each of them can withstand a direct hit of a large torpedo while Xaquid/Halcinoid easily dies with 1 direct hit.
and they unlock vital researches.
I usually abort missions with them cause they're time/resource consumer.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Nord on March 25, 2020, 02:49:55 pm
Artikle exist, but it can be upgraded.
As of polyps - try something else than explosives.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: chronocide_commando on March 25, 2020, 03:52:44 pm
Polyphs are easy to kill by spamming aimed shots at long range. Too easy, in fact, since they have shorter range than your guns and can't shoot back.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Shiroi Bara on March 25, 2020, 04:25:12 pm
I`m finished this game on Sup/Ironman.
Wow, impressive, I did around 50 attempts to do it about half and and year before, but fail, get tilted and start whine here, making people angry here because my behavior. So I gave up and no longer play Iron man and using middle difficulties. But this is great what people beat this game on hardest difficulty, great opportunity to learn how to play. You result proves what game beatable on hardest level, but require good tactics skills and planing.
Quote
Just build a base on colony.
Almost doing same. Not building attack base on it, which might work very well, just inside of detection range of it. And I mentioned it before.
Any chance to see you playthrough? Of course if you can upload it and recorded it early. Or may be redo it in future? It's rare now to see how people play openxcom mods, people are prefer modern games now. And Russian OK, because I'm native speaker.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Evil_bl on March 25, 2020, 05:29:27 pm
Wow, impressive, I did around 50 attempts to do it about half and and year before

I did only 12 attempts. All previous attempts I spent on studying the game and possibilities =) I can only say that experience from another mod helped me a lot (Hardmode Expansion, that i also finished in sup\iron)

Any chance to see you playthrough?

Yes. You can find my gameplay on my youtube https://www.youtube.com/playlist?list=PLuRqrGgfk1RSfyuEzb4TcxRHJE2Qkbh-H (there is some short videos, because of some kind youtube issues and my internet. Sorry about that. On my Twitch a have more "Stable" videos but they will expire soon)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: MeaslyTpod on March 26, 2020, 02:14:15 am
On paper, Poseidon carries up to 18 units but in the battlescape somehow only 15 appear, help?
On this screenshot it appears 15 soldiers were onboard but in truth I brought 18 yet 3 of them disappeared as if they weren't onboard from the beginning...what?
I aborted the mission and realized the 3 missing soldiers ARE still onboard alive, scary.

It seems the last 3 of the passenger list disappear during the ground combat.
Maybe this has something to do with Poseidon map fix from 2.38, which I requested?
I suspect the deployment coordination hasn't been relocated accordingly after Poseidon itself was moved so 3 soldiers spawn in the wall of Poseidon's hull...

As of polyps - try something else than explosives.
Thanks guys, soooo jet harpoons seem to be powerless against Polyphs, I need to find more powerful weapons.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Nord on March 26, 2020, 05:27:07 am
Poseidon - oh. "We had 6 bugs, 4 fixed, 5 left." Thanks, will fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Shiroi Bara on March 26, 2020, 02:43:53 pm
How many turns I need wait while enemies on Barge is shows up? They only MC me that's annoying but refuse come close to Triton. I can abort any time but why AI just refuse attack using weapons? Or this mission has Sneaky AI option On what disabled default by mod rules?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Nord on March 26, 2020, 02:50:01 pm
They are doing their own duties. On barge mission YOU are attacker. :-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Shiroi Bara on March 26, 2020, 03:07:46 pm
So this is infinite? game won't crash even after 1 000 000 turn?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Evil_bl on March 26, 2020, 03:27:49 pm
How many turns I need wait while enemies on Barge is shows up? They only MC me that's annoying but refuse come close to Triton. I can abort any time but why AI just refuse attack using weapons? Or this mission has Sneaky AI option On what disabled default by mod rules?

You can`t do this mission without MC resistance. I always fly away from it until you get some chips in heads of aquanauts =)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: chronocide_commando on March 26, 2020, 03:42:40 pm
You totally can. Have the panicking/berserking aquanauts drop all weapons (they can still be used for scanning and healing) and stun the ones already mind controlled.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Shiroi Bara on March 26, 2020, 03:46:05 pm
Yeah, MC is pain, but Barge not always has Aquatoids or their enhanced form. Sometimes it Gilman  even on 1st detected Barge, I don't know what % of it. Lazy to check ruleset files. I did it early once on Superhuman, took me an ages to complete and if I remember correctly now it was 48 of them very which is absolutely insane. But early game allows you bring 3 SWS instead of 2 now. Anyway I just aborted. Plus score, I lost 1 guy because my mistake and Gauss rifle but it's OK. I have debug mode on, but not using it, just wondering will AI behavior change or not with time.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: MeaslyTpod on March 27, 2020, 10:16:45 am
Poseidon - oh. "We had 6 bugs, 4 fixed, 5 left." Thanks, will fix.
I hope the next patch will come soon, don't want to hurry you but you know, x-com always needs more hands to defend HOLY TERRA.   ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
Post by: Nord on March 27, 2020, 11:37:46 am
I hope the next patch will come soon, don't want to hurry you but you know, x-com always needs more hands to defend HOLY TERRA.   ;)
Oh, if you ask - here is it.
Version 2.40 is up.
Changelog:
- enabled bughunt mode after turn 20;
- enabled radar circles over hunter-killers;
- Various minor bugfixes;
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MasterBLB on March 27, 2020, 11:59:36 pm
How do I get MC=enhanced aquanauts? I finished needed research, and now I'd like to put it into some use.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MeaslyTpod on March 28, 2020, 12:35:39 am
Oh I really appreciate the new patch, hope didn't hurry you that much...well I had a cargo ship with 2 levels to rescue so you know.
Bughunt mode sounds a helpful feature, majority of missions end before 20 turns pass though.

I somehow can't find alien navigators yet and wonder where to find them.
It's already July of the 1st year, my soldiers seriously need more powerful weapons than Jet Harpoons to deal with deep sea horrors.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Jimboman on March 28, 2020, 01:35:56 am
my soldiers seriously need more powerful weapons than Jet Harpoons to deal with deep sea horrors.

I've tried to play this three or four times but have given-up before the end of the first year because of the useless weapons, even on the easiest setting.  Lasers on the surface are ok, but underwater-wise we need better early weapons (and aquanauts that didn't go to the Stormtrooper School of Shooting).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on March 28, 2020, 02:33:28 am
Emm... gas cannons? Heavy gas cannons?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MeaslyTpod on March 28, 2020, 03:13:10 am
I've tried to play this three or four times but have given-up before the end of the first year because of the useless weapons, even on the easiest setting.  Lasers on the surface are ok, but underwater-wise we need better early weapons (and aquanauts that didn't go to the Stormtrooper School of Shooting).
Interrogating an alien navigator leads to Gauss Weapons, you can check tech tree viewer by pressing Q on geoscape.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 28, 2020, 10:05:04 am
Getting live Navigator is pretty annoying sometimes. They're only present on Terror missions, middle or larger USO's. Artifact site has Navigators too, but you probably will be screw up before even finishing first stage due to MC attacks. Barge... hmm... read my cries few posts early. Shark guys has one as well, but it's hard to kill them and they're shows up too late, usually when aliens builds a bunch of bases. Another problem getting MC reader, which rare too. Without it Sonic weaponry will be blocked and even you managed to get Navigator early and unlock Gauss it's pretty useless against Tasoths, Lobsters and Sharks resist them. All what you have as melee attacks and gas things.  By the way guys, remember times when we needs exactly one Magnetic navigation for one Gauss, that was real pain. Oh and MC... too much of it on any difficulty, getting Implants another nightmare. One landed dreadnought gives you two only which will be spend immediately for Bio-lab construction. This is feature of this mod - surviving is priority.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MeaslyTpod on March 28, 2020, 02:49:47 pm
Getting live Navigator is pretty annoying sometimes. They're only present on Terror missions, middle or larger USO's.
It's August of the 1st year, and Gas Cannons don't work well against Tasoth at the communication site mission...mmmm.
So Alien Navigators aren't onboard small USOs? I didn't know that, might be in a dire situation, don't know what to do...
Well, I have 1 MC Reader and Moray/Poseidon/Turtle are available but the lack of more powerful weapons is critical.
It seems all I can do is to pray so that a medium USO comes to the vicinity of my HQ.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 28, 2020, 03:32:47 pm
I'm ignoring Artifact sites, this is too hard for me. I know what some people did them even on Superhuman, but not me until I get sonic weapons and MC protected guys. Usually I just land there and only fight first stage if it has Gilman (no MC and terror units on pyramid map) or shark mobs which has Navigator. The last one is dangerous if you get unlucky and Octs spawn with them too. Then I abort, Oct MC is nightmare. Sometimes I try Aquatoids (navigator present) and Tasoth guys, but only if I have turtle to block  the Triton door, so panicked guys  won't leave it easy. Need keep eye and unequip all explosives include disturbance grenades. Weapons on the floor too. Long and patience, but if thing goes bad, tank get destroyer or low health just abort -750 score + score from killed aliens is better than full wipe. Total month score could be nullified doing landed very small (beware they could up and attack you, but now it's easy to detect because of circles), small or medium USO's.  And if you got drills you could melee any aliens who came close to Triton door. Even underwater scout drone without weapon could shoot if you equip gas cannon or whatever you like. Shoot, put weapon down to avoid big time units penalty and repeat. Beware disruptor pulse launcher on medium USOs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: chronocide_commando on March 28, 2020, 11:20:00 pm
I've tried to play this three or four times but have given-up before the end of the first year because of the useless weapons, even on the easiest setting.  Lasers on the surface are ok, but underwater-wise we need better early weapons (and aquanauts that didn't go to the Stormtrooper School of Shooting).
It's OK as long as you use aimed fire. Bursts are for close quarters, snaps are only there for reaction fire.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MeaslyTpod on March 29, 2020, 12:36:59 am
Hmm I rarely use aimed fire as my soldiers need TUs to return to cover.
Oh man, I seriously need a navigator why no medium UFO appears on radar...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Unmadesoldier on March 29, 2020, 05:04:55 am
High explosive jet harpoon bolts? Because I like having a mini hydro-jet cannon HE but without the heavy weight. Also can we have heavy lasers and more human plasma weapons for surface use?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Evil_bl on March 29, 2020, 06:23:16 am
it's pretty useless against Tasoths, Lobsters and Sharks resist them.

You Wrong=) Gauss weapon is good against Tasoths and Sharks. Sharks weakens is HE also. Tasoths just have a lot of HP. Against Lobsters u should use only stun or weapons with melee type damage(Abyssians weapon).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MeaslyTpod on March 29, 2020, 09:25:14 am
Yeap, Gauss Rifle is enough to beat shark people.
The real problem is how to gain access to Gauss weapons.
I still can't see a medium USO.

High explosive jet harpoon bolts? Because I like having a mini hydro-jet cannon HE but without the heavy weight. Also can we have heavy lasers and more human plasma weapons for surface use?
I personally want to suggest giving an incentive to interrogating alien technicians.
While Medics/Navigators/Engineers/Squad Leaders/Commanders grant access to valuable/indispensable technologies or info, Technicians simply reveal USO specs...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 29, 2020, 11:08:39 am
You Wrong=)
Well, all doing mistakes, include me. I'm not pro player. Haven't check USOpedia for long time, about aliens weaknesses. I just remember how once I can't get live navigator for long time and finally obtain him as enhanced guy, who which unlocks Navigator+ research line too. Jeez... as soon as interrogated him my project tree goes crazy so many things to do... So for all who has no luck with this rank - try just survive and you will be rewarded later. Missing it delay the progress but getting it dramatically increase it like an avalanche.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: chronocide_commando on March 29, 2020, 02:05:18 pm
Hmm I rarely use aimed fire as my soldiers need TUs to return to cover.
As long as you fight at long range you're not that likely to get hit even without cover. And hard suits make your guys likely to survive at least one hit, so the risk is more than acceptable. Closing the distance seems to reduce your advantage, at least in early game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 29, 2020, 02:08:15 pm
By the way, checked USOpedia for Carcharodons - 90% weak to acid and smoke and only 50% to armor piercing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MeaslyTpod on March 30, 2020, 04:09:45 pm
It's September of the first year and still no navigator yet somehow no country dropped so far.
The problem is that just waiting for a navigator isn't that fun...storage is filled with various components, most available research topics are done, avoid communication site missions...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on March 30, 2020, 05:44:57 pm
Erm... you can not acquire valuable results by avoiding complicate missions. It is a rule number 1. Equip explosives, smoke grenades and torpedo launchers, take vibro blades or at least hooks and go get some seafood. If  you will fear anything, invasion will not spare you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 30, 2020, 07:37:39 pm
Erm... you can not acquire valuable results by avoiding complicate missions. It is a rule number 1. Equip explosives, smoke grenades and torpedo launchers, take vibro blades or at least hooks and go get some seafood. If  you will fear anything, invasion will not spare you.
With all my respect Nord, but people can play this game how they want. Some people prefer may be coward but safe strategy. Better play safe than rash things. And question regarding Carcharodons: on superhuman my trained soldiers with aimed shot sometimes produce 0 damage with acid ammo. This fact confuse me. Why? 10% resistance? Or 50% piercing working first - I mean you need penetrate armor first and only after acid deals the damage? Any comments how it works?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Bobit on March 30, 2020, 08:34:23 pm
Shiroi, 50% armor piercing just means enemy armor is reduced by 50%, not that 50% of damage ignores armor.

E.g. 20 armor vs 5 damage. 5 -(20/2) = -5 = 0 damage.

Resists apply before armor.

This isn't really specific to the mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 30, 2020, 09:00:04 pm
Thanks for fast reply but now I totally lost, what those stats means? I'm talking about weakness:
(https://i.postimg.cc/8JVdp9Lm/screen084.png) (https://postimg.cc/8JVdp9Lm)
What weapon type will deal best damage to them?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Unmadesoldier on March 30, 2020, 10:14:01 pm
Gauss and sonic weapons are the most effective against charcharodons.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 30, 2020, 10:57:12 pm
Gauss and sonic weapons are the most effective against charcharodons.
Ok, but if I don't have them, same Navigator problem as always, will acid do at least 90% damage or not? Or should I use explosives rounds, include zrbite powered? What those numbers exactly means? Debug shows them as damage modifiers, but there is no damage modifiers for explosives. Will then they do 100% damage?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on March 31, 2020, 03:58:56 am
Yes, unmarked resistances equal to 100%, what means full damsge.
And no, resistances not only affect armor, but damage too. So it would be:
5/50*100-20.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 31, 2020, 11:23:16 am
Thank you for explanation, Nord. Today I first time for very long play experience lost Turtle tank shooting close to him with explosives rounds. I has low health killed Naga on land inside supply ship and destroyed itself. Was really surprised. Is this new OXCE feature? I haven't saw it before. Difficulty affection?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on March 31, 2020, 01:40:43 pm
Thank you for explanation, Nord. Today I first time for very long play experience lost Turtle tank shooting close to him with explosives rounds. I has low health killed Naga on land inside supply ship and destroyed itself. Was really surprised. Is this new OXCE feature? I haven't saw it before. Difficulty affection?
Not really understand. You fire explosive rounds in close combat? Then why you surprised of explosion? Or you mean something else?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MeaslyTpod on March 31, 2020, 02:33:26 pm
Erm... you can not acquire valuable results by avoiding complicate missions. It is a rule number 1. Equip explosives, smoke grenades and torpedo launchers, take vibro blades or at least hooks and go get some seafood. If  you will fear anything, invasion will not spare you.
I tried an artifact mission, where Shark guys negate direct hits from Gas Cannon...
and 6 of them wiped my whole squad inside Poseidon by throwing grenades, shooting Sonic Cannons during a turn.
Still can't find a navigator...all the medium ships I found are infested with Gill Men.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 31, 2020, 02:50:12 pm
I used Turtle tank equipped with 12 explosives rounds. Shooted with 2 tiles far from me to enemy. Usually I never encountered this effect before. Their armor never damage if they shoot close to themselves. May be it was some zrbite tiles which exploded? Really strange. Let me provide screenshot where it happened:
(https://i.postimg.cc/HxzrXjd1/FSCL2.jpg)
4 red tiles for my tank and 1 small for Naga.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 31, 2020, 03:07:00 pm
I tried an artifact mission, where Shark guys negate direct hits from Gas Cannon...
and 6 of them wiped my whole squad inside Poseidon by throwing grenades, shooting Sonic Cannons during a turn.
Still can't find a navigator...all the medium ships I found are infested with Gill Men.
Ouch I hate them too, I just got one alive Navigator exactly from them, but after month where they send only small ships. Finally few medium shows up and  with one of them I almost fail. Fucking Navigator get panicked but next turn opened door of Triton and threw grenade inside. 2 people left and somehow scout drone survived too. Jeez... hate this. Because I lost bunch of equipment which need reproduce. It's bothering me more than losing soldiers. 70 technicians still produce it slow. Doing very large now... Octs.... Staying in ship and slow waiting while Octs come close to it to kill them first. Almost all guys already panicked because of MC. As for you, sir, do you have MC reader? if yes, use it to check where is Navigator, to prevent kill him. Nord already explained what ammo works against them. Don't hesitate to use phosphorous rounds - they deal fire wounds to them, so they bleeding out and lose morale fast. Acid only produce 90% damage and clip size quite low, but they shoots as hitscans without projectile risk of heavy explosion  as gas cannons.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on March 31, 2020, 03:56:15 pm
Why do you take stunned alien to the craft? Was your idea to take off leaving site? If not - you can just shot once or twice in a body on the ground, using stun darts. It will persuade him not to stand up.

4 red tiles for my tank and 1 small for Naga.
Dont know what happens. No savefile left?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MeaslyTpod on March 31, 2020, 04:02:42 pm
Ok, thanks guys, I have to focus on battles rather than past failures...well thankfully I have 1 MCreader.
I already retreated from an artifact mission so try the next month that is October?
Somehow no MCreader was recovered from medium ships, I wonder where I got one, maybe from cruise/cargo ship.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on March 31, 2020, 04:22:18 pm
Dont know what happens. No savefile left?
Sorry Nord, nope, doing Ironman mode now =) Enjoying alien weakness strategy =) I'll (or may be you're if you have time for that) try to reproduce it in New Battle mode, using debug and moving targets around, if I encounter it again, I'll post any save files (and) or useful info. It's may be rare bug.
P.S.
Failed on dreadnought. Managed killed 3 Octs but they wiped out my tank, one guy left ship and I just aborted, +75 score anyway, bad thing what I still need it for Biolab progress, but good what Magnetic navigation research on the way now =)
P.P.S.
Hate cruise ship with no hideout. Sharks came out with biodrones.  Instant abort. No thanks. Can't deal with them yet. Am I coward? Even if I'm, -500 better than wipe not prepared.
P.P.P.S.
Coward strategy on Superhuman :)
(https://i.postimg.cc/w1CPpxV9/screen002.png) (https://postimg.cc/w1CPpxV9)
Five Nagas has surrended =) But no commander because I've killed him. No MC Reader on the base which I used for dreadnought. But most important what researches can go next now.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MeaslyTpod on April 01, 2020, 01:34:09 am
I finally found a medium ship with Aquatoid and successfully captured a navigator, yay, it's middle of September.
So the point is to challenge tough enemies with less powerful weapons like Khimtar Blackbox Mission?

Does anybody know where to farm M.C.Reader btw?
I only have 1 and am currently inside an alien barge, can't find others at all.
Mind Control isn't a big problem once you know who is susceptible to Mind Control, compared to the rarity of M.C.Reader/Navigator.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 01, 2020, 03:10:56 am
Not 100% sure, but MC Readers random loot (if you not explode them with gas cannons or grenades) on any land terror missions include both Port and Island, Cruise and Cargo ships plus Antarctica mission too.  Artifact site has enemies with MC Readers too. Not quite remember now large or very large USO has MC Readers or not. Barge has too. But I think it's dependence on race of enemies who you fighting. Need check .rul files, or wait for Nord reply. You might fully clean the house but not get them. And missing them block the research line. But don't worry as soon as you research it and even lose it, you won't stuck. You can't just check enemies ranks and TUs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: MeaslyTpod on April 02, 2020, 02:36:29 am
I just beat a barge with Aquatoid and acquired 4 M.C.Reader, hooray.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 02, 2020, 03:27:01 pm
-3500 for aborting Tsunami generator mission? You forcing lose game again? It's impossible to nullify with other missions. Way too harsh. I haven't saw any Jelly guys yet and this stupid mission pops up? Great. Why not add -10000000000000000000000000000 already? They should have alternatives not forced game other with missions like that.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on April 02, 2020, 04:16:53 pm
-3500 for aborting Tsunami generator mission? You forcing lose game again? It's impossible to nullify with other missions. Way too harsh. I haven't saw any Jelly guys yet and this stupid mission pops up? Great. Why not add -10000000000000000000000000000 already? They should have alternatives not forced game other with missions like that.
In fact, you just yet allowed jellymen to wash out one of humanity's city out of existence. Ok, maybe 3500 is too much. How about 2500? Or dont abort it. Not really hard mission, jellymen are not too tough.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 02, 2020, 04:34:30 pm
Why such mission pop up if I even had any of them yet? 7 bases cover the globe but so far maximum who I've encountered was armored gilmen. Ok, I'm not pro but this really badly surprised me. Probably will lose game in February if this mission pops up again. At least will know now, but penalty too high. Even all city wiped out. The game always should give you chance to fix you loses with more easiest missions during month. At least get zero score.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 02, 2020, 06:50:04 pm
Well this game lost, as always aliens came when player not prepared for them. Tasoth  and MC control destroying all. One year it's playable next will lose automatically.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on April 03, 2020, 04:50:03 am
Try to decrease difficulty, turn off ironman maybe?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 03, 2020, 11:06:43 am
Calm down, calm down! This words sending to myself. My fault. Just tilted as always. My fault. You author - you rules, so I'm shut the f..ing up =) Totally my fault. Too coward strategy. Anyway I've learned a lot of previous run. You couldn't believed but it was first time when I used different weaponry for different enemies. And it works. I had 7 bases and 55 millions of free cash but only 2 bases used for missions. Started build special base for production and researching too late. So all it was my fault. This is just a game and I'm human, just too much nervous. Have a nice day =)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 03, 2020, 06:31:35 pm
I think I've found another glitch or bug, I don't know is this mod related or OXCE. Steps to reproduce: cargo ship with Triton, day time, gilmen. Opened door shooted to gilman. He's react back and kill my aquanaut. Used second guy to pick his dropped gas cannon from corse and step back to Triton and aborted. Game not count any civilians on the ship -26 score only.
(https://i.postimg.cc/SX733wyn/screen085.png) (https://postimg.cc/SX733wyn)
Sorry no save file.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on April 03, 2020, 06:43:49 pm
Impossible to reproduce.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 03, 2020, 06:55:33 pm
Just did it in New battle mode. Superhuman difficulty. may be it's same bug what you have fixed before with worms on Island. But this time I shooted missed went back to ship and skip one turn. Aborted 0 score. During first turn no civilians screams at all. I think they had no placed on map. Let me check it in debug mode with opened map.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 03, 2020, 07:00:06 pm
Got it. Here we go - save file. No civilians at all.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on April 04, 2020, 07:00:35 am
Got it. Here we go - save file. No civilians at all.
How you reach that? It is an alien supply mission with cargo ship deployement. Odd...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 04, 2020, 10:00:40 am
I have no idea, lol. But I pick new battle, Cargo ship, superhuman, gilmen. Most of times it has humans on but sometimes has nothing. And I'm not lie - yesterday I landing on shipping route and aborted as I mentioned before. Same effect - no humans so only -26 score. If it's not mod bug then it's OXCE bug and I hope Meridian will investigate it. Because as you said mission calls "Shipping route" but aliens like in supply mission? But why deepones then instead of Xarquids? Really odd. Totally agreed =) It's guys too you to check. OXCE is latest.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 04, 2020, 10:38:51 pm
Hey Nord, I'm checking weight of Exosuit and found what it has same as Hardsuit if it equipped on aquanaut. But the article in USOpedia says what it's lighter than hard one. Is this a bug or intended?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on April 05, 2020, 03:55:07 am
Hey Nord, I'm checking weight of Exosuit and found what it has same as Hardsuit if it equipped on aquanaut. But the article in USOpedia says what it's lighter than hard one. Is this a bug or intended?
intended. In fact, it just does'nt matter. Hevyness of hardsuit - is an impossibility to wear it on land.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Unmadesoldier on April 05, 2020, 05:58:09 am
A secondary type of plasma gun? More like a rifle but with the capability to have 2-3 snapshots or 1 aimed and one snap shot. Does 60 damage and is unlocked by researching elerium exchange, gauss technology, alien cryogenics, and ion-beam accelerators.

This would give us a superb late-game surface only alternative to sonic weapons.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on April 05, 2020, 12:48:46 pm
A secondary type of plasma gun? More like a rifle but with the capability to have 2-3 snapshots or 1 aimed and one snap shot. Does 60 damage and is unlocked by researching elerium exchange, gauss technology, alien cryogenics, and ion-beam accelerators.

This would give us a superb late-game surface only alternative to sonic weapons.
emm... gauss rifle?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Unmadesoldier on April 06, 2020, 08:42:33 pm
@Nord

It's not entirely clear as to what exactly gauss weapons are as the tftd source material and ufopedia seem to contradict each other. The wiki says that gauss weapons are particle beam weapons...and the heavy gauss is a projectile weapon that is powered by particle accelerators that feed a combination of matter and antimatter into each shell.

In your mod plasma weapons and gauss weapons are distinct weapon types.

I just wasn't sure what the specific differences were in your mod so I suggested a lighter version of the human tech plasma gun that's already in the mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on April 07, 2020, 06:43:25 am
 Yes, but weapon you described fit just right a place of gauss rifle.   No reason of adding two similar weapons i think.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 07, 2020, 06:05:52 pm
Any news on bug yet? Here a new save file from another fail run. It's Ironman mode on, so set it off if you want investigate. Same ship, no humans. They just decided not board that cargo ship.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 14, 2020, 01:52:49 pm
Hunter Killers in this game is bullshit. I've escorted my Triton with 2 Barracudas and got attacked by HK, instead of attack Barracudas it's just wiped out my Triton. GG. Better switch to normal open open x-com where is no hunter killers at all.
P.S.
They just destroyed my base in region where I NEVER touched any USO, nice algorithm.
Dog fight screen was like:
    #  -  Triton who were destroyed instant
   ## - Barracudas, they killed HK, but WHY the hell it's attack Triton instead of them??? Another .rul files bug or it's another OXCE bug?
I checked .rul files, it' should prefer interceptors 1st.
P.P.S.
Oh, ic huntMode=2 now this is expaling everything. Random. It could be Triton 1st. Well ok, so all Interceptors now is USELESS because you Triton could be attacked 1st.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on April 14, 2020, 04:22:24 pm
Oh, ic huntMode=2 now this is expaling everything. Random. It could be Triton 1st. Well ok, so all Interceptors now is USELESS because you Triton could be attacked 1st.
Hmm... i really cant remember why i chose random. Maybe it is a bug?
Ok, 3 bugs reported. One more and i will update mod.  ;D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 14, 2020, 05:40:23 pm
I checked ufopedia for it:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
That's why I psycho-up again. Haven't encounter it before. I lost lot of Tritons usual way before - no escort, or escort with one interceptor only, but today's RNG what choose Triton really pissed me off. I respect you and mod and work what you did. If you decided keep 2 value as random - it's up to you, it's just make game very hard for hard levels. It's still winnable but need a lot of good RNG.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Shiroi Bara on April 15, 2020, 05:19:44 pm
Hey Nord, could you please check this USO layout which should be in .rul files?
(https://i.postimg.cc/KK8R9RM9/screen091.png) (https://postimg.cc/KK8R9RM9)
I started some discussion in main OXCE thread because of bug when Naga can use fan as holes in the USO and climb and descend there. Today I've found what my aquanauts can do same. But question now - if they can do in this type USO and this is not bug, why they can't do same at dreadnought? May be some empty space .rul files in places where walls (fans) should be? The bugged (or featured?) fan right under red cursor. You need remove Ironman flag if you want experiment with save file or just generate same type of USO via New Battle mode menu. Thanks in advance.
P.S.
Never mind I just figured out what you already read our with Meridian discussion. But it will be great if you made something one way like, I mean all USO can have this feature or remove it. For my opinion it's better remove it, because dreadnought with such many holes will be easy to assault. 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
Post by: Nord on April 16, 2020, 10:24:32 am
Version 2.45 is up.
Changelog:
 - Fixed Triton map;
 - Fixed holes in some of USO's roofs;
 - Fixed Cargo ship civilian placement;
 - Added feature: geoscape events;
 - Fixed alien fighter hunt behavior, nerfed his shooting frequency;
 - minor fixes;
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 16, 2020, 11:18:01 am
Still HuntMode=2 for some USOs? Ok, your rules, your work. But better be prepared. Anyway this is fair - if those HK send just kill anything. If you hungry for blood, doesn't matter who is it. I'm not complain. =)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 16, 2020, 11:57:41 am
Still HuntMode=2 for some USOs? Ok, your rules, your work. But better be prepared. Anyway this is fair - if those HK send just kill anything. If you hungry for blood, doesn't matter who is it. I'm not complain. =)
No, huntmode will be overwritten by alienmission settings. Only horrors prefer to attack transports. But any transport can outrun horrors.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 16, 2020, 12:14:43 pm
Ok, thank you, really appreciated. I'm not expert with .rul files, usually just using ufopaedia as info. That's why such fast and wrong conclusions from me. Apologizes. 
P.S.
In real war it's ok to attack any enemy crafts, it's duty of interceptors pilots watch out and protect the transport, but in this game it's just hard coded. I mean if transport chosen first you can't do anything, might only click aggressive attack at dog fight screen and praise what you Triton survives before HKs will be killed. And even with this rules it could be solved just sending few only interceptors to suspicious region for scouting. If they get attacked it could cost you less than losing full Triton with equipment on the board. Problem not this mechanics - problem is the time to rebuild all and negative score won't wait you. Or using detect vessels is might good idea too. 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: MeaslyTpod on April 16, 2020, 03:54:07 pm
Nord's constant effort to update this mod is always appreciated!

I finished researching gauss weapons, wonder what to do next...so this mod forces players to fight powerful enemies with less powerful weapons, right?
Then should I try enemy bases with gauss weapons?
I seriously need powerful weapons to deal with lobster people/tentaculats...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 16, 2020, 05:26:15 pm
Nord's constant effort to update this mod is always appreciated!

I finished researching gauss weapons, wonder what to do next...so this mod forces players to fight powerful enemies with less powerful weapons, right?
Then should I try enemy bases with gauss weapons?
I seriously need powerful weapons to deal with lobster people/tentaculats...

Once again: specially balanced to deal with Evil Cancers:
1. hook.
2. advanced torpedo launcher.
3. heavy gauss
4. acid weapons to reduce armor, then anything.
5. heavy gas cannon with Zrbite ammo.
6. explosives (not single, but...)
7. termal tazer

There is a plenty of possibilities.

P.S. Oh, and laser cutters. Works well if you hit.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 16, 2020, 11:11:36 pm
I seriously need powerful weapons to deal with lobster people/tentaculats...
Lobsters are weak to stun, especially thermal shock launcher and melee drills, tentaculats are weak to explosives. You can check USOpaedia via "New battle" menu, when equip ship, middle click on any item to get access to it, scroll until find you enemy type and check the weaknesses. By the way - have you unlocked Sonics yet? Biolab build up?
And some cosmetics bug as always:
(https://i.postimg.cc/hhGJs14Z/screen093.png) (https://postimg.cc/hhGJs14Z)
There is no longer feature to move building for 100k, because Meridian consider it as cheat and has remove it. So article a bit outdated here:
(https://i.postimg.cc/V5TjbV9W/screen094.png) (https://postimg.cc/V5TjbV9W)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Meridian on April 16, 2020, 11:30:09 pm
There is no longer feature to move building for 100k, because Meridian consider it as cheat and has remove it.

I was the one who added this feature/cheat in the first place... saying it was removed because of me... is ridiculous!

It was removed because of all of you, who complained endlessly about it.

I am the one who is missing this feature the most.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: vadracas on April 16, 2020, 11:59:41 pm
Wait, modders and players were complaining about moving base buildings? I totally heard this story wrong.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: MeaslyTpod on April 17, 2020, 03:08:45 am
There is a plenty of possibilities.
You're totally right!
It seems I don't have access to acid/hook/sonic/biolab, have to check tech tree, thanks!

Wait, modders and players were complaining about moving base buildings? I totally heard this story wrong.
I was somewhat confused as ufopaedia mentions rearranging buildings yet the function is actually removed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: xcomfan on April 17, 2020, 10:20:14 am
Nice mod thanks! "Unfortunately" there are no new toys added to play with, may i suggest to scavenge into Final Mod Pack (https://openxcom.mod.io/final-mod-pack)? Also, would be nice to have a FMP version for TFTD,  merging TWoTS and the aforementioned mod? :P
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 17, 2020, 10:26:15 am
What do you mean?
There is a lot of new toys.
And FMP is a compilation of dozens separate mods of different authors. X-com files is way more advanced.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 17, 2020, 12:33:17 pm
Another lost run. Tasoths came to base. Haven't saw single one yet. I have no idea how to beat this game.
P.S.
Aliens throw grenades on first turn, amazing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: xcomfan on April 17, 2020, 04:53:15 pm
What do you mean?
There is a lot of new toys.
And FMP is a compilation of dozens separate mods of different authors. X-com files is way more advanced.

I meant some new weapons for both xcom and aliens, as well as sone more crafts, at least i wish. Congrats for the mod!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Meridian on April 17, 2020, 05:06:43 pm
I meant some new weapons for both xcom and aliens, as well as sone more crafts, at least i wish. Congrats for the mod!

There are many new weapons for both xcom and aliens, as well as some more crafts.... wake up and stop smoking whatever it is you're smoking!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: xcomfan on April 18, 2020, 01:27:25 am
There are many new weapons for both xcom and aliens, as well as some more crafts.... wake up and stop smoking whatever it is you're smoking!

Probably i lostvsonething..i saw as for weapon tiers:
harpoon guns--->laser--->gauss--->shard--->sonic

is that right? Firearms are used by the cult of sirius defaction so i did not consider. I though there eere a few..if any plans to have some more stuff will be considered i'd be happy, though  ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 18, 2020, 05:12:13 am
Shard not lead to sonic, garpun goons lead to tier 2 human projectiles, last tier is ion-beam weapons. Plus jellymen weapons, freezer, projector, etc.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: xcomfan on April 18, 2020, 01:13:20 pm
I was the one who added this feature/cheat in the first place... saying it was removed because of me... is ridiculous!

It was removed because of all of you, who complained endlessly about it.

I am the one who is missing this feature the most.

Oh actually i liked it too...may be at least avaiable as mod?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: ValeriusPaipikus on April 18, 2020, 01:38:26 pm
Hi, Nord. Do you still planning to add some new major stuff to your mod like new guns, aliens and crafts?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 18, 2020, 06:18:05 pm
Hi, Nord. Do you still planning to add some new major stuff to your mod like new guns, aliens and crafts?
No. I decided to count this mod as finished. Only bugfixing and minor updates when needed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: ValeriusPaipikus on April 20, 2020, 07:48:41 am
Crazy bug in russian translate - word "%u0441%u043F%u0435%u0441%u0438%u0430%u043B%u044C%u043D%u043E%u0439" instead of "%u0441%u043F%u0435%u0446%u0438%u0430%u043B%u044C%u043D%u043E%u0439" in description of "%u0434%u0440%u043E%u0442%u0438%u043A%u043E%u043C%u0451%u0442".
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 20, 2020, 11:20:07 am
Crazy bug in russian translate - word "%u0441%u043F%u0435%u0441%u0438%u0430%u043B%u044C%u043D%u043E%u0439" instead of "%u0441%u043F%u0435%u0446%u0438%u0430%u043B%u044C%u043D%u043E%u0439" in description of "%u0434%u0440%u043E%u0442%u0438%u043A%u043E%u043C%u0451%u0442".
Man, you have a PROBLEM with encoding. Do you use Mac?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 20, 2020, 02:11:03 pm
Question - why aquatoids from landed very small HK tries MC me? Do they have Navigators, Commanders, Technicians ranks there? As far as I know only those ranks can do it. Or you allowed MC with Squad leaders too?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 20, 2020, 02:37:24 pm
Any alien with MC skill greater than zero can panic/control your unit. No aquatoid stats was modified. Then it must be vanilla behavior.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Solarius Scorch on April 20, 2020, 03:43:10 pm
Crazy bug in russian translate - word "%u0441%u043F%u0435%u0441%u0438%u0430%u043B%u044C%u043D%u043E%u0439" instead of "%u0441%u043F%u0435%u0446%u0438%u0430%u043B%u044C%u043D%u043E%u0439" in description of "%u0434%u0440%u043E%u0442%u0438%u043A%u043E%u043C%u0451%u0442".

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 20, 2020, 06:06:00 pm
It is beautiful.  ;D ;D ;D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Meridian on April 22, 2020, 01:42:23 pm
2.45 package contains TFTD OG files... please remove and reupload
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 22, 2020, 04:05:27 pm
Why small USO landed at my base has terror units? If you decided made attack the base with small USO's too, it's should be no terror units Commanders or other high ranks who magically appears at mission even small one attacked the base. Bullshit. What next - very small with full colony army? In this mission gilman Commander keep controlled my aquanauts.
This is the craziest bug what I saw in this mod. 2! gilmen staying on the ground on 1 tile. Check their sprites via middle button using  highlighted 1,2 enemy spotted marks.
(https://i.postimg.cc/grrnLSV3/screen096.png) (https://postimg.cc/grrnLSV3)
Save file attached. Ironman flag set to false but I'm still not reloading.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 22, 2020, 04:53:48 pm
2.45 package contains TFTD OG files... please remove and reupload
Oops. Reuploaded.
Why small USO landed at my base has terror units? If you decided made attack the base with small USO's too, it's should be no terror units Commanders or other high ranks who magically appears at mission even small one attacked the base. Bullshit. What next - very small with full colony army? In this mission gilman Commander keep controlled my aquanauts.
It is a bug. will be fixed, thanks.
Quote
This is the craziest bug what I saw in this mod. 2! gilmen staying on the ground on 1 tile. Check their sprites via middle button using  highlighted 1,2 enemy spotted marks.
And this is not a bug. These two units are in different hangars.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 22, 2020, 05:11:07 pm
Ok, if they in 2 different hangars that's ok. Seems I'm blinded. Will check later. Saved the base thank God! Remove all pilots in Barracuda not working - nothing happens pilot still riding interceptor, same as add pilot - it's pop up empty window without list of pilots. I don't know why.
P.S.
I have request, but probably not accepted - increase amount of ammo  to acid guns in one clip and made pistol one-handed for close range combat scouting (protecting). I think it's fair - all type of weapons now has it with small exception of course - Dart gun and Jet harpoon  but both same research line tree, Gauss has, Sonic too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 22, 2020, 06:12:27 pm
Short range acid weapon? It sounds dangerous to use in real life, but why not.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 22, 2020, 06:55:52 pm
Yeah it will be great, you know as soon as I start playing game using alien weaknesses it makes my life much easy. It's still hard as hell in superhuman but using right weapons against right enemies helps a lot especially before unlocking Gauss and Sonic. You could remove auto shot from acid guns and add it to pistols.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: wcho035 on April 23, 2020, 08:42:48 am
Hey Nord, if it is alright with you, can I port your mod to my Hybrid mod like an expansion pack?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 23, 2020, 09:08:21 am
Hey Nord, if it is alright with you, can I port your mod to my Hybrid mod like an expansion pack?
Port? Like how? It is a great piece of work. If you want to made it, you're welcome.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: wcho035 on April 23, 2020, 09:38:38 am
It is not hard. Just some conversion there and sometime rul files review here. Since I have your permission, I intend to keep most of your changes and stuff. First things first, your resource asset need to be convert to UFO standard. 

If I am to help you with this, would you support its update like you are doing it with TWOTS?

Also how much time can you allow in helping me with this porting?

With the porting, the TFTD side of the Hybrid is yours alone.

UFO side is Reavers, with his faithful mod.



So it a big combo.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 23, 2020, 10:00:55 am
Also how much time can you allow in helping me with this porting?
That's what i am talking about. :D
Sorry, i can not provide any sufficient help. All my free time with right mood for modding are sacrificed to my other mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: wcho035 on April 23, 2020, 10:12:06 am
Can you support of its update or consultation on changes to be able to make Hybrid compatible?  Remember, with Hybrid, you can open up other possibilities. TBH, almost 50% of your asset is already converted in my other mod... ;D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 23, 2020, 12:21:37 pm
Consultations, of course. Sprite drawing - not now. :-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: wcho035 on April 23, 2020, 01:05:31 pm
The consultation I have in mind, for example, rul file changes. Like Armour.rul to make your mod compatible, the damage modifier has to be updated to my hybrid mod like having plasma damage included for your units and etc. Which weapon can use on land or sea.

We will talk more when the time comes. I need to finished up with Reaver on his mod integration with my mod.

This is not something to be done over night, like 6 months down the line. Sooner if I can find volunteers to help convert your resources to UFO standard.

I am going to start a new tread on Work in Progress for this. Thanks.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 23, 2020, 05:05:16 pm
The mod unwinnable on superhuman. Sadly but no balance at all. Aliens use MC attacks and you have not fully protected aquanauts from beginning as it was in classic games. Lobsters came to base when you have no weapons to deal with them. Unbeatable two stages missions because lack of MC protection and armor. Unlocking technologies require aliens ranks who use MC or not even shows up in game like sometimes sharks never shows up. November or December 100% loss. 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Meridian on April 23, 2020, 05:10:39 pm
The mod unwinnable on superhuman. Sadly but no balance at all.

There's no need to say that it is unwinnable and unbalanced.

1/ There are many people who have won the game on superhuman... so it is definitely winnable.

2/ And balance is a completely subjective thing, what is balanced for me might not be balanced for you, or vice versa.
I say it is perfectly balanced.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: vadracas on April 23, 2020, 05:27:39 pm
The mod unwinnable on superhuman. Sadly but no balance at all. Aliens use MC attacks and you have not fully protected aquanauts from beginning as it was in classic games. Lobsters came to base when you have no weapons to deal with them. Unbeatable two stages missions because lack of MC protection and armor. Unlocking technologies require aliens ranks who use MC or not even shows up in game like sometimes sharks never shows up. November or December 100% loss. 

Why not play on a lower diff?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 23, 2020, 06:33:41 pm

1/ There are many people who have won the game on superhuman... so it is definitely winnable.


How many of them beat the game without instant grenades, line of sight MC control and other things what made game easy? And only Ironman mode.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Meridian on April 23, 2020, 06:49:57 pm
How many of them beat the game without instant grenades, line of sight MC control and other things what made game easy? And only Ironman mode.

I don't know. Half of them?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 23, 2020, 06:54:23 pm
Don't wanna provoke you, but may be in far future you I'll redo this game on hardest difficulty, so no-hands people like me something learn some useful tricks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Meridian on April 23, 2020, 07:15:06 pm
Don't wanna provoke you, but may be in far future you I'll redo this game on hardest difficulty, so no-hands people like me something learn some useful tricks.

Sure. I'm definitely planning on playing this awesome mod again. On Superhuman, why not.

PS: I assume Superhuman will be even easier for me than Veteran. More aliens = more loot = more money = quicker and easier progression. Very similar to vanilla.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 23, 2020, 08:56:48 pm
OK, looking forward for it. Sorry for requesting it here, but could you add me to you aquanaut list? Just change the name to single word "Shirobara" because my "White Rose" written not so correct, using Japanese rules. Or whatever call me how you want and kills as much as possible because I'm annoying, awful, crying and tilted person who definitely deserves it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 24, 2020, 08:23:52 pm
Officially I'm suck:
(https://i.postimg.cc/dkDcWSt4/screen097.png) (https://postimg.cc/dkDcWSt4)
Difficulty not an issue. Only did Antarctica 2 stages, -861 for fail on cargo ship against Aquatoids. Managed unlock the Gauss but haven't found any dreadnought to keep progress further. They just build bunch of bases and float entire globe with HKs. Send poor Triton to landed one, but another pop up and killed me because I accidentally enter the enemy base detection range which I haven't discover yet. And I'm not unlocked any Barracudas yet. Buoys helps, just bad luck with enemy base on the way. Should send buoy there first.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 25, 2020, 04:09:43 am
Officially I'm suck:.
Accomplished 18, failed 13. Well, yes.
Did you try original TFTD. Or maybe change tactic. More smoke, more explosives.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 25, 2020, 03:34:03 pm
Original TFTD is very easy. Unlock the sonic fast make oscillators. Equip the ship destroy any USO except dreadnought. Land on any terror, 2 stages or artifact site and leave it. Easy plus always without troubles because will get positive score just destroying  USOs. No HKs at all. No need do colony, just wait for lobstermen dreadnought. 100 MC resistant guys from beginning, not all of them of course but as soon as MC lab build up you can filter high MC resistant guys and sack rest. 2 hours 30 minutes to speedrun it. I'm not speedrunner just saw how others did. And this:
(https://i.postimg.cc/cvLbH3TK/screen098.png) (https://postimg.cc/cvLbH3TK)
3rd January beginner. -20 is ok, just surprised what it shows up so early.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 27, 2020, 01:25:49 pm
This guy, who corpse now =)
(https://i.postimg.cc/RWCkkQB4/screen099.png) (https://postimg.cc/RWCkkQB4)
Shooted this drone (new one) and destroyed it using shotgun:
(https://i.postimg.cc/JyZSJT33/screen100.png) (https://postimg.cc/JyZSJT33)
Seriously? Shot range weapon now shoots through entire map?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 27, 2020, 03:17:41 pm
Maybe. Actually, he can aim completely another target, but critically miss. :-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 28, 2020, 05:25:23 pm
Small bug may be? Question marks everywhere:
(https://i.postimg.cc/D4V0vnRW/screen101.png) (https://postimg.cc/D4V0vnRW)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on April 28, 2020, 05:59:45 pm
Small bug may be? Question marks everywhere:
Yes, wrong text language. Will fix later, thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on April 30, 2020, 02:58:14 pm
No Jellyman rank showing on stunned one:
(https://i.postimg.cc/ygcddNrv/screen103.png) (https://postimg.cc/ygcddNrv)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Meridian on April 30, 2020, 03:35:55 pm
We have already heard this many times.
Please stop spamming.
If you don't like the difficulty of this mod, play something else.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on May 01, 2020, 03:54:48 am
No Jellyman rank showing on stunned one:
I'll look.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on May 01, 2020, 06:04:14 pm
It might not be bug and may comes from original TFTD but I can step on tiles which have some control devices on it:
(https://i.postimg.cc/tsd1mFHh/screen105.png) (https://postimg.cc/tsd1mFHh)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Solarius Scorch on May 01, 2020, 08:26:09 pm
It might not be bug and may comes from original TFTD but I can step on tiles which have some control devices on it:

Well, if the TU cost is appropriately higher and the unit sprite is shifted upwards, then I'm not sure it's bad.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Shiroi Bara on May 04, 2020, 05:07:15 pm
Strange behavior of big 2x2 Polyphs - if they get hurt, usually by heavy aquatics weapons (most time I'm using phosphorous rounds), when alien turn they start walking. It happens only once. On second turn they staying on ground. I don't have save files. But I think it could be reproduced easily via "New battle" in menu. This bug (or not) might be already reported, haven't read full topic for long time. Apologies if it's double. 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Meridian on May 04, 2020, 05:27:00 pm
Strange behavior of big 2x2 Polyphs - if they get hurt, usually by heavy aquatics weapons (most time I'm using phosphorous rounds), when alien turn they start walking. It happens only once. On second turn they staying on ground. I don't have save files. But I think it could be reproduced easily via "New battle" in menu. This bug (or not) might be already reported, haven't read full topic for long time. Apologies if it's double.

It was already reported, long ago, but I never managed to reproduce it.

If someone knows how to do it, I'm all ears.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: Nord on May 05, 2020, 08:55:42 pm
Version 2.46 is up.
Changelog:
- added new weapon, acid pistol;
- now small retaliation USO must bombard your base instead of assault (not checked, if you survive that - please report);
- increased range of microtorpedo launcher;
- minor bugfixing;
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 06, 2020, 03:40:02 pm
Message about underwater discovering zrbite shows up, promised me +10 amount of it, but days has passed and nothing had arrived to any of my bases. Still 1 (for research purpose only) left in stores. Version 2.46.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 06, 2020, 10:47:12 pm
Regarding our friends polyphs. This is save file before I shooted it using phosphorous rounds. Hit succeed and polyph start burning. Immediately skipping turn and it walking. It was second big 2x2 who did it, first did not. Using OXCE on Windows 10 x64. You might need experiment with RNG, because I have no idea how it will work on you PC. But on mine aquanaut hit it successfully and triggering  that bug. The things what I have found - hitting it to it's left upper or down left corners of it's sprite model with 73% accuracy triggers walking, but hitting a little bit further with half of accuracy (yellow 36% number) to right upper or down corners not let him walk. Happy investigating, hope you give us some info if you can reproduce it yourself.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
Post by: xcomfan on May 07, 2020, 11:00:44 am
- added new weapon, acid pistol;

Nice, hope you gonna add some more stuff :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Meridian on May 07, 2020, 11:55:49 am
Regarding our friends polyphs. This is save file before I shooted it using phosphorous rounds. Hit succeed and polyph start burning. Immediately skipping turn and it walking. It was second big 2x2 who did it, first did not. Using OXCE on Windows 10 x64. You might need experiment with RNG, because I have no idea how it will work on you PC. But on mine aquanaut hit it successfully and triggering  that bug. The things what I have found - hitting it to it's left upper or down left corners of it's sprite model with 73% accuracy triggers walking, but hitting a little bit further with half of accuracy (yellow 36% number) to right upper or down corners not let him walk. Happy investigating, hope you give us some info if you can reproduce it yourself.

I can reproduce now.
It's some crazy pathfinding bug with 2x2 units and tiles on fire. There's a mismatch between artificially inflating the cost of walking because of fire and deflating it back when performing the actual walk. Inflate doesn't happen, deflate does, resulting in 1 TU and 0 Energy walk cost.

@Nord: totally not worth fixing on OXC(E) side, I would just break pathfinding even more. Please use the "allowsMoving: false" flag on the armor... this will 100% prevent any attempt at moving.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 07, 2020, 08:46:19 pm
Ok. Will do. When someone will find another 3 bugs. :-) (new principe - each 5 bugs leads to the patch.)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 08, 2020, 05:25:54 pm
Damn, the new acid pistols almost 90% useless - 3 tiles aim shot range and 5 maximum where 2 last dramatically accuracy drops even for aimed shot. Plus they have strange explosion effect when hit the target. Yes, they for close range, but why so small distance? Any chances to rework them may be?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 08, 2020, 10:46:35 pm
Damn, the new acid pistols almost 90% useless - 3 tiles aim shot range and 5 maximum where 2 last dramatically accuracy drops even for aimed shot. Plus they have strange explosion effect when hit the target. Yes, they for close range, but why so small distance? Any chances to rework them may be?
No. I like them just as they are. :-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 09, 2020, 10:00:08 pm
You asked, I got it. Anyway my another run almost other, but those STR_RUBBLE need to be fixed:
(https://i.postimg.cc/ppqtnyjN/screen106.png) (https://postimg.cc/ppqtnyjN)
Plus, what do next with it? Looks like two big pieces of shit, literally.
P.S.
Ok, I need build same building in place of damaged, got it. But price expensive, I mean same as build brand new. Aliens destroy sub pen  now. Same bug with STR:
(https://i.postimg.cc/G4R14Nzf/screen107.png) (https://postimg.cc/G4R14Nzf)
P.P.S.
They keep attacking and only air lock left untouched.  Done with this run, no whine =) But, IMHO, frequency of bombing should be nerved. They almost destroyed this base during one month.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 09, 2020, 10:55:38 pm
Have you noticed: which type of USOs has done bombing runs? Only cruisers, or different ones?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 09, 2020, 11:50:20 pm
I have no idea, most of them were small. It's only info what I got. I had no transmission resolver detector to check their types.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 10, 2020, 09:57:40 pm
I have no idea, most of them were small. It's only info what I got. I had no transmission resolver detector to check their types.
Ok, i'll try to check.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 11, 2020, 03:44:03 pm
Smoke broke or working incorrect. My aquanaut was in center of it (I dropped primed grenade to his feet) but Naga shooted 3 times and all 3 times hit him. Second turn another guy in same situation was killed too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Solarius Scorch on May 11, 2020, 04:07:37 pm
Smoke broke or working incorrect. My aquanaut was in center of it (I dropped primed grenade to his feet) but Naga shooted 3 times and all 3 times hit him. Second turn another guy in same situation was killed too.

Never seriously played TWOTS yet, but it looks like heat vision or psi vision to me.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 11, 2020, 04:50:11 pm
I think I know why it happens - it was on water mission and Naga can fly, i.e. swim. Naga was on 2nd floor and seems smoke not effect height.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: 5taras on May 11, 2020, 08:34:56 pm
For those who are interested, this guy posted his walkthrough of TWOTS on Ironman level of difficulty.
https://www.youtube.com/watch?v=2eYxy2HuwdI
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 11, 2020, 09:55:23 pm
For those who are interested, this guy posted his walkthrough of TWOTS on Ironman level of difficulty.
https://www.youtube.com/watch?v=2eYxy2HuwdI

It is deadly boring.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Evil_bl on May 13, 2020, 04:49:36 pm
It is deadly boring.

Next time I will tell some jokes while playing in ironman mode ;D :D ;)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 13, 2020, 08:53:12 pm
The game is very dependence on RNG. If you not get Navigator on first terror mission, the chance of lose 95% in September. Same for first aliens in January, if it's not creeper it delay containment and increase chance of lose too. And better not build any additional basses until research at least Gauss, aliens  will attack them and you have no chance to survive. Drills (even you unlock them with Calcinites) are rare. Tasers works good but cost time units to use. And nasty aliens like I already said loves attack you bases regardless disturb you them or not. Very hard, very challenge.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Sander Bouwhuis on May 13, 2020, 09:17:25 pm
For those who are interested, this guy posted his walkthrough of TWOTS on Ironman level of difficulty.
https://www.youtube.com/watch?v=2eYxy2HuwdI

Next time I will tell some jokes while playing in ironman mode ;D :D ;)

Ooooooooooh no! It's not in English. That's a real shame as I wanted to watch a fun (boring?) playthrough.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 13, 2020, 11:51:22 pm
He  is Ukrainian I assume, but he comments on Russian, yeah watching it without understand language sux.  You can skip until attempt 12. But things what he did - used instant grenades what I'm consider is cheating, and changed something in Gauss line research, he said what used special mod, so it might be not fair play throw anyway. I'm waiting for Meridian when he will be free and redo it on superhuman. It could be in far... far... future. 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Evil_bl on May 14, 2020, 02:35:45 am
But things what he did - used instant grenades what I'm consider is cheating
Even with instant grenades - it is not easy. Any way I used grenade settings that were allowed.

and changed something in Gauss line research
I downloaded "TWoTSfix for OpenXcom" when i started a new try (12 try) in 2.37 version. On First stream on 12th try i had that mod (i didn`t have a gauss weapon whole stream any way). And second stream was on 2.38 version. In that version was some balance for a gauss weapons. So, mod, which i downloaded, was not actual in my 2.38, and so on. You can check it any way on my youtube records=)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 14, 2020, 03:03:06 am
Hey Nord, I've found some strange x-rifles behavior - if you research them as prerequisites  for Surface Weapon Acquisition, when they grey in research tree, it unable to use them before second research complete, I mean move them to ship - they're not present in the list. Any chance to change it? Usually I can move other things what not yet researched like machine guns.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 14, 2020, 02:44:55 pm
Hey Nord, I've found some strange x-rifles behavior - if you research them as prerequisites  for Surface Weapon Acquisition, when they grey in research tree, it unable to use them before second research complete, I mean move them to ship - they're not present in the list. Any chance to change it? Usually I can move other things what not yet researched like machine guns.
Sorry, it is engine limitations which i dont know how to avoid. If i change it, you will not be able to research x-rifles finded(found?) on terror sites.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 14, 2020, 03:45:55 pm
Ok, no problem, as I though what this is OXCE behavior. And it's happens pretty rare - this x-rifle accident I got in Antarctica where I first time encounter surface weapons. Usually I'm unlocking them early after shore or ship missions. By the way can we buy laser pistols what soldiers drops? it will be great to add them as purchase too. But up to you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Unmadesoldier on May 14, 2020, 09:31:13 pm
Can you make the gauss sniper rifle and gauss autogun subject to the oxce infinite gauss option?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: yhe1 on May 15, 2020, 11:05:50 am
New user here, did not read the enough thread yet. But is this more or less like the Final Mod pack for TFTD? The orginal stuff is not changed, only adds a whole bunch of new stuff?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Meridian on May 15, 2020, 01:13:32 pm
New user here, did not read the enough thread yet. But is this more or less like the Final Mod pack for TFTD?

Yes.

The orginal stuff is not changed, only adds a whole bunch of new stuff?

Practically every mod changes original stuff.
FMP also changes original stuff.
But yes, the original stuff is not modified too much (both in FMP and in TWoTS).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 15, 2020, 03:18:43 pm
One Naga opened door to Triton and stunned all aquanauts. I have 2 alive scout drones there, but mission is over and Triton lost. Why this happened? All drones where inside of craft. What the hell?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 15, 2020, 06:06:37 pm
One Naga opened door to Triton and stunned all aquanauts. I have 2 alive scout drones there, but mission is over and Triton lost. Why this happened? All drones where inside of craft. What the hell?
Why not?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 15, 2020, 07:05:14 pm
Why not? Because I never lost craft when only had remain HWS.  Shrimp drones works fine, tanks too, but surface fly drones just not count at all. They gone not even stunned. Are they set as soldiers in some rule sets now? I mean it was 2 units on battlefield left what I could use next turn but game won't let me do it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 16, 2020, 12:05:42 pm
Oh, now i got it. You lose battle when only drones stay alive. But without save file i can not reproduce it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: 5taras on May 16, 2020, 01:55:34 pm
One could put freaks with hellcrabs in T'leth levels instead of squishy aquatoids. It would make the game more amusing. Why not? Please add them in final levels.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 16, 2020, 03:20:49 pm
Here we go - it seems what surface drones could be stunned. Shocked. This is save file from new battle. Two guys has thermal shock launchers. Just shoot to themselves and you will see what both guys went unconscious and drones get slept as well.  That explains things. I was angry and not checked result screen what shows info about losing HWS as well. Is this affects only surface drones now? How about base defense? As I mentioned before Shrimp drones are not vulnerable to stun, but they underwater only. But base defense mission has it's own specific rules, because you can use both drones and SC ammo too. Don't want get another nasty surprise.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 17, 2020, 12:20:47 pm
Oh, it's okay then. Yes, air drones can be frozen. Thin plastic can not protect electronic from freezing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 17, 2020, 04:13:33 pm
Sound like unreal and real together. In cold environment in real life electronics could be frozen, but drones has sleep marks which is unreal. It's not live form. But OK. Well MC Reader dilemma now - where to get? Don't wanna check all rule set files, so asking here - land terror missions only? Barge and Colony? Haven't found them on dreadnought, supply cruiser and battle (large terror) ship yet. Stuck on progress now, consider what I'm on very rare good Ironman run, globe are covered, Biolab is up, September, still have some time until very nasty thing will happens.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 17, 2020, 08:48:26 pm
Don't forget fix this too, when you dismantle damage building:
(https://i.postimg.cc/MnhtVKBw/screen108.png) (https://postimg.cc/MnhtVKBw)
P.S.
Artifact site has MC Readers. At least first stage brought me four. Carcharodon guys has them. Totally forgot about this type of mission.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 18, 2020, 04:35:10 pm
Sadly, but gotta downgrade version because of infinite bombing attack on same base. And I just getting message about it without any ship on sonar. May be it's affected by chance of detection but aliens should forget about base location after they successfully bombed the base to give player chance for rebuild. For now I don't know how protect the base from invite loop of attacks. It's just sucking money for repair. And one more technical moment. If you start play this version on OXCE 6.4.2 or early, upgrading to 6.5 will produce segmentation fault crash if you try load old save file. May be save format was changed, I don't know.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Meridian on May 18, 2020, 04:46:25 pm
If you start play this version on OXCE 6.4.2 or early, upgrading to 6.5 will produce segmentation fault crash if you try load old save file. May be save format was changed, I don't know.

That should not happen.
Do you have a save that I can try?

Save format was not changed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 18, 2020, 04:59:27 pm
Nope, sorry I overwrite it starting new game. May be I did something wrong when manually upgrade the version. I just copied new exe file on place of old. Next time I'll totally replace old folders too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Meridian on May 18, 2020, 05:16:10 pm
I just copied new exe file on place of old. Next time I'll totally replace old folders too.

Yes, that will definitely crash.

You need to update everything.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: 5taras on May 18, 2020, 08:09:56 pm
Seems that game went harder after my last play on superhuman.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 18, 2020, 10:27:32 pm
Sadly, but gotta downgrade version because of infinite bombing attack on same base. And I just getting message about it without any ship on sonar. May be it's affected by chance of detection but aliens should forget about base location after they successfully bombed the base to give player chance for rebuild.
.I suppose that not only last ufo in alienMission set doing bombing run, but all of them. I think it dhould not be like that, though.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Shiroi Bara on May 19, 2020, 04:57:56 am
Old version even worst. Lost game in February because got base defense against Aquatoids and Calcinites. Ten people had no chance at all. Bad RNG but this is not fun now when aliens retaliate after I just destroyed one very small USO with deep bombs. I assume what on 2.46 they will bomb everything until wipe out my base anyway. 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 19, 2020, 12:43:10 pm
Old version even worst. Lost game in February because got base defense against Aquatoids and Calcinites. Ten people had no chance at all. Bad RNG but this is not fun now when aliens retaliate after I just destroyed one very small USO with deep bombs. I assume what on 2.46 they will bomb everything until wipe out my base anyway.
Save file?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Bobit on May 19, 2020, 05:38:22 pm
aliens retaliate after I just destroyed one very small USO with deep bombs.

Isn't it a rule of thumb for all vanilla games that you  shouldn't attack USOs/UFOs near your bases? Retaliation is incredibly powerful and each kill gives a fair chance of it, so you simply never give the enemy the opportunity to retaliate unless you're sure you can take it. I personally don't like the mechanic because it is low clarity (new players don't know this, you don't know the retaliation range, you don't know what will assault, all for a mechanic that ends the game), but it's how vanilla works, so the mod can't be blamed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: vadracas on May 19, 2020, 06:14:19 pm
Isn't it a rule of thumb for all vanilla games that you  shouldn't attack USOs/UFOs near your bases? Retaliation is incredibly powerful and each kill gives a fair chance of it, so you simply never give the enemy the opportunity to retaliate unless you're sure you can take it. I personally don't like the mechanic because it is low clarity (new players don't know this, you don't know the retaliation range, you don't know what will assault, all for a mechanic that ends the game), but it's how vanilla works, so the mod can't be blamed.


Retaliations don't end the game if you have multiple bases I thought?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Bobit on May 19, 2020, 08:09:30 pm
They don't, but if your main base goes down you're gonna have a bad time. Any manned base loss is pretty devastating too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: vadracas on May 19, 2020, 09:02:16 pm
good point.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Srletinja on May 20, 2020, 08:07:22 pm
First - love this mod - its incredible :)

Few questions:

1. Researched almost everything - got flounder - no T'leth mission - am I missing something?
3. Flounder has 50 zrbite capacity and yet can't go 10 miles further from base before reporting low fuel? This is intended?
2. How do I train "M.C gifted" aquanauts - I can train everything else (cyborg/M.C.resistant)

I am stuck :(

Thank you
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
Post by: Nord on May 20, 2020, 11:22:33 pm
First - love this mod - its incredible :)

Few questions:

1. Researched almost everything - got flounder - no T'leth mission - am I missing something?
3. Flounder has 50 zrbite capacity and yet can't go 10 miles further from base before reporting low fuel? This is intended?
2. How do I train "M.C gifted" aquanauts - I can train everything else (cyborg/M.C.resistant)

I am stuck :(

Thank you
1. Lobsterman commander and bloop site.
2. not really, maybe a bug.
3. You can only order  new ones. A talent is a talent, it can not be trained.

Upd.: version 2.47 is up. Nothing new, just minor bugfixing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on May 24, 2020, 03:54:48 pm
For some unknown (at least for me) reason I can see through wall of Triton the enemy Ghost. Turn 1, night-vision auto mode on. Version 2.45. To be honest I've encounter a lot of glitches like this, include when enemy can spot me from 2nd floor of medium USO's and shoot through it as well. I don't know is this mod bug or just OXCE engine.
(https://i.postimg.cc/w1nGqykn/screen109.png) (https://postimg.cc/w1nGqykn)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on May 24, 2020, 10:51:30 pm
Why the hell my main base attacked by lobstermen if I never destroyed any USO in this game yet. I even don't have Barracuda unlocked. And when this bullshit will be fixed? I can not deal with lobstermen even with Gauss, I don't have melee weapons unlocked. How I suppose to survive? Every September loss because base attack on main base.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on May 25, 2020, 04:48:05 pm
Why the hell my main base attacked by lobstermen if I never destroyed any USO in this game yet. I even don't have Barracuda unlocked. And when this bullshit will be fixed? I can not deal with lobstermen even with Gauss, I don't have melee weapons unlocked. How I suppose to survive? Every September loss because base attack on main base.
Lobsterman retaliation can occur in september with 20% chances. It is a chances for retaliation to be with lobstermen. Retaliation mission chances are unchanged from vanilla. So it is not mod in charge of your loses. ;-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on May 28, 2020, 04:39:15 pm
I have not made so far yet so was really surprised when got this:
(https://i.postimg.cc/jCRYMd9p/screen110.png) (https://postimg.cc/jCRYMd9p)
Jellyman reacted hit my guy in Exosuit and wtf? Calcinite protoform instead of corpse. Have not saw this before. Bug or it should be? Still using 2.45 version. Save file just in case.
P.S.
21 Jellymen on very small hunter killer. Really? I know what this is SH, but I.M.H.O. way too much.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on May 28, 2020, 06:53:16 pm
All things going as they should.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Soderbok on May 30, 2020, 06:24:49 pm
I'm enjoying the mod but I do need to ask for some help with one of the missions.
I'm doing the infiltration of a floating island of mind worms. So far I've wandered around blasting pretty much anything that identifies as hostile.
I don't know what I need to do to complete this mission.
The only mention of this mission I can find is non this forum where someone mentions its pretty easy if you have disruptors.

So I thought it would be a good idea to ask here.
What do I need to do, to complete this mission?
I've stomped everything I can find that identifies as hostile but the mission doesn't end.
So what do I need to do to finish it?

I've tried pulling all the nauts back to craft and taking off but it only marks the mission as a fail and unresolved.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: yhe1 on May 31, 2020, 10:44:44 am
Hello, I am playing TWoTS, but i do not want the ufo extender ranged based accaurcy, how to do I change it? Thanks!

edit: figured it out. Thanks for having readable formats!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on May 31, 2020, 12:55:30 pm

I've stomped everything I can find that identifies as hostile but the mission doesn't end.


You've stomped not all of them. Look into holes in the ground. Look over water near the shores.

edit: figured it out. Thanks for having readable formats!
You're welcome.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: yhe1 on May 31, 2020, 02:09:25 pm
I am not too far into the mod, but it seems like a lot of weapons have their ranges limited? Could there be more a "vanilla" version of the mod with the normal ranges restored?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on May 31, 2020, 04:33:51 pm
I am not too far into the mod, but it seems like a lot of weapons have their ranges limited? Could there be more a "vanilla" version of the mod with the normal ranges restored?
You can make it, if you want.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: LouisdeFuines on June 07, 2020, 09:41:26 pm
Where can I find the patchlogs of the updates?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on June 08, 2020, 09:43:29 pm
Where can I find the patchlogs of the updates?
On the first page, under spoiler.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on June 11, 2020, 05:22:51 pm
Latest version. Message: "Alien bombs has damaged our base <Name of base>". Ok, dismantled all buildings except air lock. The messages keeps pops up periodically and air lock keeps untouched. This is really stupid. I don't know is this AI bug or air lock  can not be destroyed at all. I don't want abuse this because having such base will distract all alien attention to this "invincible" base. I think this is bug and should be fixed. If you want check yourself go ahead. Save file has attached. It's crappy beginner difficulty because I'm bad and just want win this game one time. But Ironman mode set to true, don't forget change to false it if you want experiment with RNG. 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on June 11, 2020, 05:56:02 pm
Airlock can not be targeted by bombing now. I dont want to destroy base completely. But such behavior is not good.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on June 11, 2020, 10:07:52 pm
The month has over and in the next they seems forget about that base. So far no attacks on it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on June 16, 2020, 08:49:41 pm
I thought you fixed it, but seems no.
(https://i.postimg.cc/bGxYmv1H/screen111.png) (https://postimg.cc/bGxYmv1H)
I understand what this is Rubble, but 2x2 building still has STR_RUBBLE_2 string. Jiz... this is hurts. Another run is over. They have discovered my single base and will destroy it on month. First attack and Triton gone. Time to restart.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: 5taras on June 17, 2020, 02:22:46 pm
Yeah, it sucks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on June 17, 2020, 10:10:26 pm
Too harsh? I can balance it down.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: xcomfan on June 18, 2020, 12:16:00 am
Yes please :) maybe with some more content  8)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: ghostknife on June 19, 2020, 10:02:25 pm
Not sure f this one has been reported before, but I have run into an issue. This cropped up after I shot down a very large sub and then attempted to assault it. As the Poseidon arrived at the crash site the game crashed and this message came up 'open xcom has crashed: Alien Deployment STR-HOR3 - not found.'

I have a saved game just before the event which I can send your way if you let me know what you need.

Thanks

Pete
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on June 20, 2020, 11:08:10 am
Alien Deployment STR-HOR3 - not found.'
I'm not developer, but annoying whining guy, but I think you had sink down Sea Horror USO, what usually cause Mind Worm land mission  every month since June or July first year. Nord will correct me, and yes, just attach save file when USO already drowned, but you haven't  arrive to it with you transport  yet. It helps Nord investigate the problem and fix it asap. Imo I don't think what this kind assault mission possible by default, the ship should explode, but I'm not sure, let's wait Nord response here.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on June 20, 2020, 01:09:58 pm
Not sure f this one has been reported before, but I have run into an issue. This cropped up after I shot down a very large sub and then attempted to assault it. As the Poseidon arrived at the crash site the game crashed and this message came up 'open xcom has crashed: Alien Deployment STR-HOR3 - not found.'

I have a saved game just before the event which I can send your way if you let me know what you need.

Thanks

Pete
How do you manage to shot it down instead of destroying?
... maybe some changes in OXCE?...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Meridian on June 20, 2020, 01:43:46 pm
How do you manage to shot it down instead of destroying?
... maybe some changes in OXCE?...

Yes, there is a known issue.

I have changed destroyed threshold for kamikaze UFOs from 50% to 100% HP by modder request... and it has unwanted side effects.
It will be fixed in OXCE 6.6

Hotfix here: https://openxcom.org/forum/index.php/topic,4058.msg128927.html#msg128927
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: ghostknife on June 21, 2020, 10:20:01 pm
Thanks for responding - its good to hear it is all in hand.
Pete
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on June 23, 2020, 10:28:37 pm
I have some questions.

Ancient alien dungeon is part of what quest chain/tech unlock?
I did not get military dig site and cult of Sirius raid miltary base yet and now in game is October 2039 have already done 2 barge missions and 2  artefact missions, am I missing something?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Amoebka on June 24, 2020, 10:51:05 am
Ancient alien dungeon is part of what quest chain/tech unlock?

Church attacks shipping - church safehouse - researched databank - downed martian battleship - researched alien beacon - ancient dungeon - researched cloning chamber - freaks - T'leth, if I remember correctly.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on June 24, 2020, 08:33:34 pm
Church attacks shipping - church safehouse - researched databank - downed martian battleship - researched alien beacon - ancient dungeon - researched cloning chamber - freaks - T'leth, if I remember correctly.

Thank you for information.

Btw, why hook have strength damage bonus but naga trident does not have this bonus too?

I also captured Tasoth guardian and Naga honor guard too but they seem not offer anything special, I could not even research Tasoth guardian corpse (which consider as different item from tasoth corpse), is it intentional?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on June 25, 2020, 03:59:35 pm
Stunned on first stage with Dart gun Deepone counter as dead when second stage of shipping cruise ship begins. What the hell? Should I keep him in back pack? I just aborted game as soon as I clean first stage and live Deepone is gone. He was not overstunned, I mean he had "zzz" not snowflake mark. I don't know will this save file helps or not, but I'm attaching it:
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on June 26, 2020, 09:46:54 am
Stunned on first stage with Dart gun Deepone counter as dead when second stage of shipping cruise ship begins. What the hell? Should I keep him in back pack? I just aborted game as soon as I clean first stage and live Deepone is gone. He was not overstunned, I mean he had "zzz" not snowflake mark. I don't know will this save file helps or not, but I'm attaching it:
Discussed allready, two reasons found. 1 - bug, was fixed. 2 - vanilla behavior, can not change.
Btw, why hook have strength damage bonus but naga trident does not have this bonus too?
Because you cant cut with trident.
Quote
I also captured Tasoth guardian and Naga honor guard too but they seem not offer anything special, I could not even research Tasoth guardian corpse (which consider as different item from tasoth corpse), is it intentional?
It is normal.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on June 26, 2020, 10:52:15 am
2 - vanilla behavior, can not change.
Seems so. I managed clean up second stage and capture another Deepone there. Result screen shows now two live Deepones. Apologizes for false calling.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on June 26, 2020, 12:09:15 pm
I have request: ability to disassemble any x-com armor when no needed. Currently the mod allow recycle paladins armors or repair it. But recycle aqua plastic armor (and broken as well) for aqua plastic would be great too, so trained guys can later use exosuit instead. Same for other later armors, except may be bionics according mod's usopeadia description. Any thoughts?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on June 26, 2020, 02:13:06 pm
Thanks for reply, Nord.

Why laser pistol could not be bought even after research? it is one of a few (if not only) man-made weapons which could not be bought after research.

I think there should be some rewards for research rare captured enemy like Tasoth guardians leader and Naga honor guards too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: ghostknife on June 26, 2020, 05:23:33 pm
Hi,

I just got access to one of the new subs the 'Typhon' is that a typo? should it by 'Typhoon' or is it genuinely named after the Greek God Typhon. Just wondering.

Peter
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on June 27, 2020, 04:34:21 pm
crash report

Crash after attempt to land on crash site of lobster-shaped alien sub

report said that deployment STR_HOR3 not found

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on June 27, 2020, 07:42:50 pm
crash report

Crash after attempt to land on crash site of lobster-shaped alien sub

report said that deployment STR_HOR3 not found
As it written on a previous page, this is new OXCE version issue. Maybe will be fixed in update.
Hi,

I just got access to one of the new subs the 'Typhon' is that a typo? should it by 'Typhoon' or is it genuinely named after the Greek God Typhon. Just wondering.

Peter
And Triton and Poseidon do not bother you?
Thanks for reply, Nord.

Why laser pistol could not be bought even after research? it is one of a few (if not only) man-made weapons which could not be bought after research.
Because it is almost completely useless.
Quote
I think there should be some rewards for research rare captured enemy like Tasoth guardians leader and Naga honor guards too.
Any suggestions about reward?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on June 27, 2020, 09:09:09 pm
Laser pistol is even more useless than revolver (which could purchase)?

If Tasoth guardian only appear on that dungeon battle, maybe capture its leader should spoil us about upcoming Freak. For about other other rewards, let's me explore this mod more as my research progress is now only 45% but if I have to answer you now, I think it should random spilling about how to use aliens items that not yet researched (but not how to manufacture it) or unlock some more lore detail.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on June 28, 2020, 01:44:45 pm
Because it is almost completely useless.
Let me argue with you. The damage is low but it has more accuracy than Dart gun, cost less TU to use and still has useful half armor effectiveness piercing which sometimes very useful against even strong armored enemies. At least could be used for scouting purposes with heavy armored aquanaut if player not got Gauss yet because no luck capturing Navigator or has no any melee drills.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on June 29, 2020, 01:51:04 pm
How long time wait until infinite bombing cycle with invisible USO will be fixed? Another loss because aliens keep bombing same base. If they target main base you lose it as I mentioned before. Rebuilding structures is useless because they keep attacking.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on June 30, 2020, 08:49:48 am
How long time wait until infinite bombing cycle with invisible USO will be fixed? Another loss because aliens keep bombing same base. If they target main base you lose it as I mentioned before. Rebuilding structures is useless because they keep attacking.
You still dont provide save of "infinite cycle".
Also, bombers can be shot down by base defenses. Easier than assault ships.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on June 30, 2020, 10:50:36 am
How long time wait until infinite bombing cycle with invisible USO will be fixed? Another loss because aliens keep bombing same base. If they target main base you lose it as I mentioned before. Rebuilding structures is useless because they keep attacking.

Bomb should end once you build any kind of base defense (torpedo defense also working fine against suicide bomber).

@Nord, why advanced Medi-kit has only 5 unit of pain-killer? and how it is more potent than normal medi-kit?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Tomash on June 30, 2020, 11:45:30 pm
Hello. My first post here, I've registered on this forum promted with a crash screen, so let's get this over with:

The crash ends with a screen "Alien Deployment STR_HOR2 not found.", happens when landing a Triton after downing an extra large alien ship which looked like a dragon head (gave me a micro heart attack, 10/10 would see again). I have a savefile right before sending Triton but from what I see on this and previous page this is a known issue and even has a hotfix, correct?

I want to thank for TWoTS. It's the reason I've installed OpenXCom and I'm having a blast. The author managed to increase difficulty and complexity but in a very smart and challenging way. I love fixing the biggest flaw of TFTD, i.e. a very binary tech tree.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on July 01, 2020, 08:47:06 am
You're welcome.

@Nord, why advanced Medi-kit has only 5 unit of pain-killer? and how it is more potent than normal medi-kit?
It restores more per use.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on July 01, 2020, 10:24:44 am
Hello. My first post here, I've registered on this forum promted with a crash screen, so let's get this over with:

The crash ends with a screen "Alien Deployment STR_HOR2 not found.", happens when landing a Triton after downing an extra large alien ship which looked like a dragon head (gave me a micro heart attack, 10/10 would see again). I have a savefile right before sending Triton but from what I see on this and previous page this is a known issue and even has a hotfix, correct?

I want to thank for TWoTS. It's the reason I've installed OpenXCom and I'm having a blast. The author managed to increase difficulty and complexity but in a very smart and challenging way. I love fixing the biggest flaw of TFTD, i.e. a very binary tech tree.
Hi, welcome! Sorry for replying instead of author, but Nord already explained few post above. This is OXCE bug what will be fixed in new release. It happens because this kind of ship should explode and never get sinked. In simple words - there is no such mission exist in this mod. That's why game crashing trying execute thing what doesn't present.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 01, 2020, 08:21:36 pm
What sea horror really does?

Why not just set alien crew in sea horror to 0 so that it would become automatic salvaging instead of battle?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Meridian on July 01, 2020, 08:46:29 pm
Why not just set alien crew in sea horror to 0 so that it would become automatic salvaging instead of battle?

That would crash too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 04, 2020, 06:36:19 pm
Where could I find Jellyman Ruler?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on July 04, 2020, 10:45:12 pm
Where could I find Jellyman Ruler?
In a jellymen installations.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 06, 2020, 05:42:19 pm
Cocoon's description need some correction. it should be "thrown" instead of "trown" which using in description.

And why MC projector is 2-handed weapon? with its damage output and range it should be only 1-handed pistol-like weapon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on July 06, 2020, 09:00:16 pm
Cocoon's description need some correction. it should be "thrown" instead of "trown" which using in description.
Thanks.
Quote
And why MC projector is 2-handed weapon? with its damage output and range it should be only 1-handed pistol-like weapon.
Because it is not really a weapon. More like an alien multitool.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 07, 2020, 10:21:36 am
I admit my own noob for play on beginner difficulty after last time play UFO defense (not even TFTD) 25 years ago but I notice that the same enemy get tougher and tougher both in term of weapons they carry and toughness to tank damage I deal to them (such as after one year has passed in game most enemy now carry sonic cannon as their common weapon of choice as other lighter weapons only mostly phased out and thing even worse in alien bases as they using disrupter pulse launchers without concern property damage in their own base. I also used to able to kill hellcrab with 3 shots of gauss rifle but now 6 shots and it still stand, etc) is it feature of game/mod or it is just my false perception?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on July 07, 2020, 02:05:56 pm
50/50
 :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 08, 2020, 07:27:13 pm
Why although has advanced bionic armour, there is no advanced hybrid armour? And why hybrid armour has +5 fire accuracy but bionic armour and advanced bionic armour does not have this bonus?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 11, 2020, 06:24:33 pm
after played progress up to 80% of tech trees, I think I know much enough to suggest some equipment that I think it would be nice to have.

1) Phosphorus/Incendiary granade, working like phosphorus round of gas cannon, damage may not great and not scale so well in late game but it is very useful give temporary bright vision early game when player still not yet access to bio-flare.
2) Gas cannon's dye/smoke rounds and acid rounds. Gas cannon type weapons should have secondary role as utility granade launcher equipment (acid round here also reference to Resident Evil series too)
3) Heavy gas cannon's phosphorus rounds, dye/smoke rounds, and acid rounds, reason similar to 1) and 2)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 12, 2020, 05:54:05 pm
I don't know why but MC shield of MC battlearmour is gradually deminish instead of recharge. Is it a bug?

How and where could I find alien key?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: amanaman3600 on July 14, 2020, 09:16:47 am
Alien Keys can come from Naga City missions Suppanut.

Also, I can't for the life of my figure out what making a soldier into a cyborg does.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: amanaman3600 on July 14, 2020, 10:25:43 am
Sorry for the double comment, but when and where do Triscene start showing up? I'm like 19 months in and haven't seen one yet
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 14, 2020, 08:00:31 pm
@amanaman3600 Triscene would show up in terror mission which involve Tasoth on land but its position would be in competition with Bio-drone so you would not found them so often. (I regret to sell its corpse due to I didn't know that cyclops armour require this corpse as component at that time due to this is my first playthrough.)

How to go into naga city? What is condition to trigger it? I get mission of naga temple a few times and total research progress is now 81% and have already research "T'leth, alien city" but no yet able to access to Laviathan and have yet to get to naga city.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: amanaman3600 on July 15, 2020, 09:57:00 am
I believe you need to interrogate a naga lord?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 15, 2020, 12:58:38 pm
Thanks for replied, @amanaman3600.

Where could I find naga lord? large naga ship? or terror site? or naga temple?

I can't remember that I ever catching it as I seem to assume that I caught  all those matter long ago.

Edited: I have already checked, I have yet to catch the nagalord, I found several naga sorcerors, and captured some honor guards, but I have not access to nagalord yet. Where could I catch it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on July 16, 2020, 10:40:16 am
Just started this awesome mod!
I've captured a live Deep One. Does it still have the old tftd bug that you need to wait to research it until after you get Ion-Beam Accelerators?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: wcho035 on July 16, 2020, 01:54:05 pm
No, it doesn't have the same bug, if there is you can mod the heck out of it and get rid of it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on July 16, 2020, 02:09:00 pm
Cool, I'm excited to see what this mod has in store for me :D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 17, 2020, 08:32:10 pm
Is there anyway to prevent alien colony from spawning? Almost immediately after I destroy last of its colonies (I raid 12 colonies in last two months, already have lobsterman commander, and sick of colony already), it found new one almost immediately after a few days in the same month (know that due to I check savegame data to make sure none of them left and this month is spawning colonies after I keep squashing their "last" colony).

And where could I find Naga Lord?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Amoebka on July 18, 2020, 09:53:59 pm
And where could I find Naga Lord?

Naga Temple or Naga Dreadnaught. Probably also base defense, never checked.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: 5taras on July 19, 2020, 06:25:33 am
Could you add jellymen's dreadnought as well?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 19, 2020, 09:32:10 am
Naga Temple or Naga Dreadnaught. Probably also base defense, never checked.

Thanks for information. I have checked my own saved data history and found that I have unknowingly kill 2-3 of them in the past without know that they are naga lords.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Oleg on July 19, 2020, 01:38:18 pm
What do I need to research to get Ultimate ship? I reasearched Lobsterman commander, and Manta is my best ship.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Boooster on July 20, 2020, 02:00:31 pm
I can't believe I just discovered this mod now!   TFTD is one of my favourite games and watching a lets play and it looks superb!  One question I do have about something that always bothered me about the base game - is there any variety to alien colonies?  Meaning, can we find an aquatic base, a taste base, Gillman base, etc? 

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on July 20, 2020, 02:16:49 pm
I found a 'Research Barge' filled with Aquatoids but I just started the game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on July 20, 2020, 02:25:36 pm
One question I do have about something that always bothered me about the base game - is there any variety to alien colonies?  Meaning, can we find an aquatic base, a taste base, Gillman base, etc?
No, still classic Tasoths and Aquatoids first stage and Lobstermen on second. But you can modify it yourself, I don't remember 100% now, but if you remove race entries  in alienDeployments.rul file which linked to STR_ALIEN_COLONY, you will get colonies with different aliens. Better ask Meridian or more experiences guys here to avoid broke the game, but I did it few times with classic TFTD and it worked.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 20, 2020, 08:21:40 pm
Now my research tech tree progress is 88% and already has alien key. I have plan to complete research tree (100%) before assault on T'leth but I have not yet see any ion weapons and solitone bomb yet. Where, when, and how would I encounter them? (At first I think pulse wave launcher would be my worst nightmare, when I discover something I have not yet encounter from tech tree, I realized that my nightmare not yet over and it still not yet reach its abyss.)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Unmadesoldier on July 20, 2020, 08:43:38 pm
https://www.economist.com/science-and-technology/2020/07/18/magnetometers-based-on-diamonds-will-make-navigation-easier

Magnetic navigation irl we are getting closer...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Oleg on July 20, 2020, 09:33:09 pm
Please help me, where can I see a tech tree for this mod?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: amanaman3600 on July 21, 2020, 10:59:27 am
Got a crash when attempting the martian battleship mission. says no aliens can be placed on the map
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Amoebka on July 22, 2020, 11:21:29 am
Please help me, where can I see a tech tree for this mod?
Go to your OXCE settings and bind the "view research tree" key.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Oleg on July 22, 2020, 12:28:26 pm
Go to your OXCE settings and bind the "view research tree" key.

Where can I find it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Amoebka on July 22, 2020, 01:36:21 pm
Where can I find it?
Options - Controls - Extended - Tech Tree Viewer
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Oleg on July 22, 2020, 02:29:29 pm
Thank you.
But I still don't understand what I have to do to progress in the game.
Attach savefile. Please help me, I love this game but I upset.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on July 23, 2020, 02:36:37 pm
There is one in-game when you press Q.

I found this link with some hotkeys: https://openxcom.org/forum/index.php?topic=6424.0 that also work for TWoTS
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on July 23, 2020, 02:41:20 pm
Most of it is just like the original game. You need to capture certain live aliens like [species] Navigator.
Where are you in the game? What did you research?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Boooster on July 26, 2020, 01:06:31 pm
Can someone explain how to go about getting a biolab?  I see it is a prerequisite for a lot of things on the tech tree but have no clue as to how to unlock it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 27, 2020, 11:33:32 am
@Nord

Now my research progress is stuck at 89% and in-game time is May 2039 at beginner difficulty and now research queue is empty. When aliens would deploy ion weapons and solitone bomb? I decide to research all of tech tree (100%) before assault on T'lath.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on July 27, 2020, 11:40:07 am
He mentioned somewhere that ion weapons show up when you start having a bad score, so let the aliens win a bit.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 27, 2020, 01:58:23 pm
He mentioned somewhere that ion weapons show up when you start having a bad score, so let the aliens win a bit.

Thank you, Apocca.

Is there any mindworm mission chain after gain mindworm hatchery? it said effect story progression, what it really do?

@Nord, you ask me earlier that what should be reward for Tasoth Guardians research, I think I have answer for you now, advance hybrid armour. as there is no hybrid sidegrade of advance bionic armour yet.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on July 27, 2020, 05:31:27 pm
Also, been playing the v.2.47 version. Balance seems to be good so far (I am in Feb 39 and still doing well)

Though I think I was lucky to get an Aquatoid Navigator in the beginning without even using a stun weapon :D
Did struggle in the beginning to get an Alien Containment, I think that happened in month 3.

Managed to pull off an Alien base attack with just Gauss and allot of melee/stun weapons and got those live Lobster Navigator and Technician in the process. Damn that was a hard mission!
And managed to get a live Naga lord from a ship before I researched Naga Society (though I did not research Naga lord yet, wanted to do the temple mission first)
I was tempted to try and get a live Oct during an artifact site, but didn't want to risk it. Got a live one later though ;D

I do tend to look at the Tech tree to see what I need from time to time. But most of the time it's like the original game. Get enough live aliens.
Though I seem to be missing the Bio-drone corpse. I see they explode when they die. Is this a bug?

I have 2-3 crew with bionic armor but the rest is still using aqua plastic armor. And I have 2 crew with Sonic Cannons the rest is still using Gauss + Acid and in their backpack the best Vibro blade. They seem to be able to handle most missions.

Furthermore I have 3 'main' bases and 4 bases just for radar coverage with sub-pens. nr 1 For crew/research, nr 2 for research and nr 3 for manufacture.

I really enjoy your mod Nord!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on July 28, 2020, 10:18:43 am
Can someone explain how to go about getting a biolab?  I see it is a prerequisite for a lot of things on the tech tree but have no clue as to how to unlock it.

@Booster: you need Examination Room. I forgot where you get it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: ValeriusPaipikus on July 28, 2020, 08:03:59 pm
Drone stucked in corral and this is caused stupid situation that shouldn't be happen.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on July 30, 2020, 03:57:46 pm
Question about Tranmission Resolver:
Is it normal that it only decodes 1 out of 10 USO's?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on July 31, 2020, 07:56:51 pm
Question about Tranmission Resolver:
Is it normal that it only decodes 1 out of 10 USO's?

If I recalled correctly, it mean 10% chance for detection of that object per sonar sweep which is every 15 minutes in game.

Now I have reach tech tree progress 98%, I still have to identify which tech that I still missing. Where could I found handheld M.C. shield?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on August 01, 2020, 10:21:14 am
Ah ok. Somehow I remember the vanilla game to decode 100% of transmissions. Would adding additional Transmission Resolvers help?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on August 01, 2020, 10:42:46 am
Ah ok. Somehow I remember the vanilla game to decode 100% of transmissions. Would adding additional Transmission Resolvers help?

I don't think so unless detection chance subtract by difficulty level which I don't sure. I don't miss any alien sub after I built transmission resolvers in all bases around the globe, now my graph show no alien activity at all due to I sink every of them and my transmission nexus allow me to never lost track any of them. By time you have transmission resolver, player would need coverage more.

Btw, now my tech tree progress is stuck at 98%, where could I find handheld M.C. shield? now it seem to be only tech entry that I still missing. I plan to not attack T'lath before I earn total 100% of all possible tech in tree.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on August 03, 2020, 03:03:42 am
Hello. I am again out of internet (satellite works not good at all).
Thank you all for feedback.

To Suppanut: Handheld m.c. shield can be acquired from Jellymen, if you conduct peace treaty, you missed it.

To Apocca: Transmission resolver detection properties are unchanged from vanilla.

Good luck.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on August 06, 2020, 11:18:11 am
I do notice that terror events have become very rare, which are usually the source for new technology.
I've had 2 in 1 year.
In the first one I was able to capture a Deep One. In the second I was able to capture a Bio Drone (though I did not get any corpses).

The chance you get the right species with a battleship to get these is also very rare of course.

I've also encountered only 1 Jellyman ship so far. Maybe they'll start to appear more later.

But failure to capture a live specimen during terror missions seems to lead to a dead end.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Suppanut on August 08, 2020, 06:53:08 am

To Suppanut: Handheld m.c. shield can be acquired from Jellymen, if you conduct peace treaty, you missed it.


May I ask for string name of items I likely miss as my tech tree progress is now 98%.

At least now I'm sure that handheld mc shield is one of the thing I miss. but I'm not sure what else could I miss.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: wcho035 on August 17, 2020, 08:36:27 am
https://www.youtube.com/watch?v=l3T4GH84aYo

Nord's World of Terrifying Silence for Hybrid Mod Alpha.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on August 17, 2020, 10:04:01 am
I figured out how to get the Bio-drone corpse by watching Meridian's let's play videos.
I waited for a base attack from Lobsterman and got 1 Bio-drone. You have to incapacitate it and then proceed to kill it. This is the only way it doesn't explode.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Serg1973 on August 20, 2020, 01:37:11 pm


https://www.youtube.com/channel/UClHDms-XsD-0StOm6kRqtpA
YouTube
PepelatziGravetzappa




Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on August 20, 2020, 05:11:59 pm
I do notice a strange bug with the MC Battlearmor
At the beginning of the turn I see: MC shield: 120
But after each turn it keeps going down. In the Ufopedia it says it regenerates 4 per turn. It kinda looks like it's doing the reverse.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Amoebka on August 21, 2020, 08:59:55 pm
So I tried to give superhuman a try and it seems like the mod is not really intended for it?

Alien subs shoot 3 frames faster for each difficulty level above veteran, so 6 frames faster on SH. The baseline reload time for fighter craft is already only 12 frames, so on SH they fire twice as fast as on veteran. This makes Barracudas and Morays completely helpless against them, and the game becomes unplayable.

Maybe either increase damage with reduced fire rate or give all XCOM subs some small amount of armor to make difficulty scaling more smooth?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Evil_bl on August 28, 2020, 01:13:18 pm
So I tried to give superhuman a try...and the game becomes unplayable.

I finished this game in SH IM. It`s playable =)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Apocca on September 01, 2020, 04:56:02 pm
Why do people always try superhuman first?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Solarius Scorch on September 02, 2020, 11:31:42 am
Why do people always try superhuman first?

This is indeed baffling.
Maybe modern games are just too easy...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: xcomfan on September 02, 2020, 01:43:41 pm
Hello, any hope for a new version?  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: tarkalak on September 03, 2020, 11:23:48 pm
This is indeed baffling.
Maybe modern games are just too easy...

Wait, you mean, there *are* other difficulties?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on September 04, 2020, 02:23:22 am
Mod content is complete. Updates are possible if someone find a serious bug.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: ghostknife on September 07, 2020, 08:56:20 pm
Hi,

I am running twots 2.47 and OXCE 5.6.3.
A Dreadnought full of Advanced Aquatoids came to attack one of my bases, but as they arrived the game crashed and gave the following error message:
'could not place items on given tiles in storage facility STR_SUB_PEN'
Let me know if you want the log file or a saved game.

Thanks

Peter
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Meridian on September 07, 2020, 09:26:01 pm
Yes, please provide both the full log (not just the error message lines) and the save file.

If you don't have the log anymore, a save will probably be enough.

UPDATE: my guess would be a broken OXCE installation:  .exe file from v6.5.3 but data files from v6.6
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: ghostknife on September 08, 2020, 01:19:37 am
I see - that makes sense, as the last thing I did to the game before this happened was try to update to OXCE 6.6, which I couldn’t get to work.
Is 6.6 compatible with Twots 2.47?
If not, I will make sure all the OXCE files are 5.6.3 and see if that fixes it.
Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Meridian on September 08, 2020, 09:03:38 am
Is 6.6 compatible with Twots 2.47?

no
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: ghostknife on September 08, 2020, 03:38:56 pm
You were right - I have rolled back all OXCE files to 6.5.3 and now it all works fine. 

Do you have any plans to make Twots 2.47 compatible with OXCE 6.6, or is that the end for now?

Is there some kind of warning for new users about this incompatability? When you go to the OXCE download page people are most likely to go straight for the latest 6.6 version and then run into problems.

Thanks for your help.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Meridian on September 08, 2020, 04:11:21 pm
Do you have any plans to make Twots 2.47 compatible with OXCE 6.6, or is that the end for now?

I'm not the mod author, but I assume Nord will update it sooner or later.

Is there some kind of warning for new users about this incompatability? When you go to the OXCE download page people are most likely to go straight for the latest 6.6 version and then run into problems.

TWoTS comes pre-packaged with OXCE v6.5.3, that's the best we can do.

OXCE cannot guarantee backwards-compatibility (with incorrect things that we are trying to fix) and at the same time help modders by validating the ruleset preventing errors and runtime crashes. It's one or another. Validation has a bigger priority and benefits in our eyes.

Mods also cannot guarantee future-compatibility with all OXCE versions, for the same reason.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on September 09, 2020, 03:45:33 am
Do you have any plans to make Twots 2.47 compatible with OXCE 6.6, or is that the end for now?
Sorry, my internet connection does not allow to download more than 3-4 MB at once, so i can not acquire newest OXCE. Maybe later.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: kanryu on September 18, 2020, 12:34:45 am
Hi everyone!, first of all i have to say that my english isn't my first language so i apologies if something doesn't make sense.

The thing is that i was playing TWOTS mod for several days in the OXCE 6.5.1 and it is a fantastic mod but i already experience 2 errors that crash my game  the first one was when i shoot down a very big alien ship i think it was the dreadnought , whenever i wanted to do the mission on the crashed USO i get a message saying a archive was not found and it closes my game so i decided to keep playing  and not doing that mission. The second one is a more recent one , i fought with to what it looked like a kraken-ish tipe of submarine (in the display picture it look like a mouth  and tentacles) and when i shooted down and wanted to do the mission the crash happen and in the message say this   "Alien deployment STR_HOR1 not found". i update it to OXCE 6.5.3 and the error persist, i got the 2.47 version of the mod. if anyone can help i would really apreciate it
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on September 21, 2020, 04:30:52 am
The thing is that i was playing TWOTS mod for several days in the OXCE 6.5.1 and it is a fantastic mod but i already experience 2 errors that crash my game  the first one was when i shoot down a very big alien ship i think it was the dreadnought , whenever i wanted to do the mission on the crashed USO i get a message saying a archive was not found and it closes my game so i decided to keep playing  and not doing that mission.
Strange. No savegame left?
Quote
The second one is a more recent one , i fought with to what it looked like a kraken-ish tipe of submarine (in the display picture it look like a mouth  and tentacles) and when i shooted down and wanted to do the mission the crash happen and in the message say this   "Alien deployment STR_HOR1 not found". i update it to OXCE 6.5.3 and the error persist, i got the 2.47 version of the mod. if anyone can help i would really apreciate it
Yes, in OXCE 6.5.3 you can not shot down horrific creatures, only destroy it. Now you can ignore this mission, and i will fix it soon.

Also, to those who encounter crash at martian battleship mission, please replace this file in a mod.
http://www.mediafire.com/file/eumy1q5r0wsa4oy/alienDeployments.rul/file (http://www.mediafire.com/file/eumy1q5r0wsa4oy/alienDeployments.rul/file)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Shiroi Bara on September 26, 2020, 09:49:55 pm
After long break I decided to play again but getting error using OXCE 6.6.1 and mod not starting. Messages (same in log file):
Code: [Select]
[26-09-2020_21-41-53] [INFO] Scanning user mods in 'C:/Users/User/Documents/OpenXcom/'...
[26-09-2020_21-41-53] [ERROR] FileMap::mapExtResources(xcom1, UFO): external resources not found.
[26-09-2020_21-41-53] [INFO] Active mods:
[26-09-2020_21-41-53] [INFO] - xcom2 v1.0
[26-09-2020_21-41-53] [INFO] - TWoTS v2.47
[26-09-2020_21-41-54] [INFO] Loading rulesets...
[26-09-2020_21-41-57] [ERROR] Error processing 'DRONE_S_ARMOR' in armors: Item INV_BLANK_1X1_BELT not found
Error processing 'POWERZOMBIE_ARMOR_UC' in armors: Item STR_ZOMBIE_CORPSE not found
Error processing 'STR_WALKER2' in armors: Missing battle corpse item(s).
Error processing 'TURTLE_ARMOR' in armors: Item STR_COELACANTH_CORPSE not found
Something has changed in new OXCE? Should I move to old OXCE version?
P.S.
6.5.3 is working normal, the version higher, since 6.6 produce error what I mentioned here.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Yankes on September 27, 2020, 01:29:13 am
New OXCE is more eager to find incorrect rulesets, this could crash during play in previous version.
Mod need update to work again.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
Post by: Nord on September 29, 2020, 01:55:03 pm
Version 2.48 is up.
Changelog:
- Upgraded to OXCE 6.6.1;
- Fixed crash on martian battleship map;
- added wonderful orchestra music by zauberkraut.

Note: because of new music, the mod size has been drastically increased.

Special thanks to zauberkraut
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: MeaslyTpod on September 29, 2020, 02:25:19 pm
I appreciate the new update, yay.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: zauberkraut on September 30, 2020, 02:36:14 pm
Hello everybody! And thank you Nord for giving the soundtrack a home in the best TFTD mod of all time 8)

If you like it, give me a shout at https://openxcom.org/forum/index.php/topic,8606.0.html or https://openxcom.mod.io/orchestra-of-the-deep — any feedback is welcome!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Shiroi Bara on October 02, 2020, 02:45:20 am
Hey Nord, have you removed some zombie sprites from you mod? I mean when I played some early version on second level of colony some of my aquanauts wore ion armor and when turned to zombie their sprites looks cool - they still had armor but face changed with puke on it. But now all of them looks like standard drowned sprites. Mod or EXCE limitation and difficulties because of new 6.6.1 rule sets? Any plans bring it back?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on October 02, 2020, 09:19:08 am
Hey Nord, have you removed some zombie sprites from you mod? I mean when I played some early version on second level of colony some of my aquanauts wore ion armor and when turned to zombie their sprites looks cool - they still had armor but face changed with puke on it. But now all of them looks like standard drowned sprites. Mod or EXCE limitation and difficulties because of new 6.6.1 rule sets? Any plans bring it back?
Not planned to remove anything. Maybe a bug, i'll check.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: xcomfan on October 05, 2020, 10:19:01 am
Dear Nord,

just tryng you mod and hell, it's far mor harder than xpiratex in the beginning! At the second difficultu level my crew on first mision was annihilated! Some small things:

1) mind to add soldiers flags nationalities?

2) In geoscape, there are some "dots" in the mediterranean sea that are not supposed to be

3)  pirates attack chargo ship is dysplaiend ont he gorund while in battlescape there is a boat in/on the sea. A quicksave is provided
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: xcomfan on October 05, 2020, 11:21:24 am
(continued)

Again, accordin to the game it's an underwater missin, but  is dysplayed on the ground, seems that in 2.48 there are there are several bugs with geoscope. And im usin oxce 6.6.1

edit: the hallucinooid is immortal! It took several shots and did not go down! I retired from that mission, bu i recovered a coprse of it, strangely  :(
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Shiroi Bara on October 06, 2020, 03:15:54 am
Yes, too hard mod. Weapons are locked and getting it is hard. And almost no protection from MC attacks, HWS is weak and falls fast. Its miracle if you pass 1 year of game time and not lose.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on October 06, 2020, 03:31:50 pm
Dear Nord,

just tryng you mod and hell, it's far mor harder than xpiratex in the beginning! At the second difficultu level my crew on first mision was annihilated! Some small things:

1) mind to add soldiers flags nationalities?

2) In geoscape, there are some "dots" in the mediterranean sea that are not supposed to be

3)  pirates attack chargo ship is dysplaiend ont he gorund while in battlescape there is a boat in/on the sea. A quicksave is provided
1. Maybe... if i will be not too lazy.
2. Misfitting polygons of original TFTD globe.
3. Yes, it happens. I can not fix it, because all rules are correct (at least on my thought). No gameplay effect though, only cosmetical.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Legacy on October 06, 2020, 05:29:23 pm
Yes, too hard mod. Weapons are locked and getting it is hard. And almost no protection from MC attacks, HWS is weak and falls fast. Its miracle if you pass 1 year of game time and not lose.
Yes it is very challenging early on, I found that I overcompensated with going all in on research and made up the gap pretty quickly once I could survive though.

The early game strategy I had the most success with was to rush research for gas cannons. Equip half to 75% with gas cannons and HE bolts, the rest with ADS rifles. The riflemen scout and spot for the gas cannons to bomb with indirect fire. Consider the riflemen expendable, anyone who survives a few missions may graduate to cannon-user. I recommend particle disturbance grenades, smoke grenades and flares too.

When you can, get thermal tasers and give each rifleman a taser too. Shouldn’t be too bad because with HE gas cannons the hallucinoid missions are almost a shooting gallery. They’re also a priority because you can’t manufacture drills, which makes drills largely useless since you won’t get enough of them to use really effectively

You may be tempted to get armor and I did enjoy the hard suit despite being underwater only but the early armor is generally too expensive to be worth it in my experience. Oh and if you want a tank get a gas cannon tank because the aqua jet doesn’t even spawn on land.

I also didn’t research church data bank so I could keep getting easy pirate missions to train troops on but this had consequences in my interception capability. I considered this a fair trade off since the mod uses USO components much more than vanilla and capturing downed USOs isn’t as good for that. It also kept my manufacturing free to make equipment. I believe I avoided researching mutants too far as well

Abort all polyp missions they are not worth it. Take one corpse if you can though

Even after surviving the initial game though I am still finding significant challenge in this mod. I actually have to diversify my tactics, adapt to situations, plan for missions, and sometimes even lose missions. I am really enjoying it

(continued)

Again, accordin to the game it's an underwater missin, but  is dysplayed on the ground, seems that in 2.48 there are there are several bugs with geoscope. And im usin oxce 6.6.1

edit: the hallucinooid is immortal! It took several shots and did not go down! I retired from that mission, bu i recovered a coprse of it, strangely  :(
Are you only using ADS rifles? Those won’t bring down a hallucinoid you’ll need explosives




Also edit with question for Nord, does this mod allow countries that signed a pact with the aliens to break that pact? Deciding on whether or not to bust a colony but it’s high risk for little reward if the countries nearby stay alien
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Eddie on October 07, 2020, 12:37:44 am
Abort all polyp missions they are not worth it. Take one corpse if you can though

Polyps can only see 15 tiles. So they won't shoot further than that. As long as you have ADS rifles, just casually shoot them from a distance. Lots of firing skill xp for everybody. Only problem is you might have a bad starting location where you are surrounded. Preprimed dye grenades help, and you can gang up on a close 2x2 polyp with knives. In smoke polyps can see 9 tiles, beware of that.

Other things regarding difficulty:
This mod nerfs most guns compared to vanilla (no LoS penalty, limited range, accuracy fall off). However, the standard magna blast grenade is untouched.
You get them from the very first weapon research. You can have them preprimed in the inventory. You can throw them accuratly further than you can shoot your guns. There is no accuracy penalty for not seeing where you throw them (LoS penalty).
In vanilla early game, grenades are better than most guns. Since this mod has less powerful guns, grenades are even more superior to guns. If you complain about difficulty, you are just using the wrong tactics.
Also: original TFTD had broken dye grenades. OpenXcom TFTD fixed that.

Nerf suggestions for the grenades:
Add a no LoS penalty, reduce the throwing range (magna pack explosive is already changed to have a reduced range). OXCE also has an option "explode in inventory", so they explode when the timer runs out. This way you can't carry a bunch of them around preprimed. I am also a fan of changing the time unit cost of throwing and priming around. Less time to prime, more time cost to throw.
It is really a bit silly that you can throw a magna blast grenade farther (and more accurately) underwater than you can shoot your gun...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Legacy on October 07, 2020, 02:28:04 am
Polyps can only see 15 tiles. So they won't shoot further than that. As long as you have ADS rifles, just casually shoot them from a distance. Lots of firing skill xp for everybody. Only problem is you might have a bad starting location where you are surrounded. Preprimed dye grenades help, and you can gang up on a close 2x2 polyp with knives. In smoke polyps can see 9 tiles, beware of that.

Other things regarding difficulty:
This mod nerfs most guns compared to vanilla (no LoS penalty, limited range, accuracy fall off). However, the standard magna blast grenade is untouched.
You get them from the very first weapon research. You can have them preprimed in the inventory. You can throw them accuratly further than you can shoot your guns. There is no accuracy penalty for not seeing where you throw them (LoS penalty).
Yes you can carefully snipe them out with ADS and smokescreen advance to do it all safely (if you spot them before they reaction fire with pinpoint accuracy and kill you, or you end your turn too close without seeing it) but this ends up making it a time consuming and dangerous mission all the same to kill a bunch of aliens that don’t drop any tech or provide any materials, when you can abort at a flat 0 which isn’t a penalty. The accuracy experience would be worth it if you’re better at keeping your aquanauts alive than me though I’ll give you that
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Shiroi Bara on October 07, 2020, 12:38:55 pm
Polyps are weak to fire, same for hallucinoids. Polyps needs to unlock acid weapons which (please correct me if I'm wrong) only effective on very late stage game against hell crabs. About gas cannons - yes they great against aquatoids but they require empty space on map. Land missions could be very dangerous, due to "no visible trajectory" or missing shots and potential hit you own aquanauts. I prefer rifles and laser on land against armored enemies. Proximity grenades could  works too in case if you got non MC controlling aliens and want stay in ship using coward tactics. But the main issue is MC weaknesses - there is no 100% protected guys like in classic game from beginning maximum is 40%, so they  all could be controlled and battle can turns against you easily. Getting implants is hard - because you need full clean colony or slow farm them by two or three if you managed  clean landed dreadnought or barge or some jelly men boats. Without it you have to block Triton exit with HWS or watch every aquanaut in you team swapping them and equip and unequip when needed. Oh and getting MC reader and live Navigator sometimes absolutely madness.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Shiroi Bara on October 10, 2020, 04:58:06 am
Why recycling enhanced aquatoid require research live one instead of corpse? Not checked gilmen (armored) yet, because haven't meet them yet  but think you need live too? What the logic?
P.S.
Why Infector what already researched can't be transferred to ship and used as weapon? But it's possible to use it in New Battle menu. Am I missing something?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on October 11, 2020, 08:18:25 am
Why recycling enhanced aquatoid require research live one instead of corpse? Not checked gilmen (armored) yet, because haven't meet them yet  but think you need live too? What the logic?
Because they have same bodies, but  different equipment. And equipment functionality can be researched on a live subject.
Quote
P.S.
Why Infector what already researched can't be transferred to ship and used as weapon? But it's possible to use it in New Battle menu. Am I missing something?
Infector produces hostile monsters. So it is too danger to use, as said in ufopedia. Inaccurate use of this organism can lead to contamination.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Shiroi Bara on October 11, 2020, 08:25:17 pm
Thanks for reply. To tell the truth I want use infector to turn one of my new bought aquanaut to live proto calcinite. May second year but I got no corpse to unlock drills legit way. I managed sign pact with Jellymen so I have squeezers which just amazing against lobstermen even with some limited range.  With out I probably loss because hooks not so effective as melee weapon. Question - why advanced bionic armors has different colors on male and female? Just because gender difference or it may be small bug?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Shiroi Bara on October 12, 2020, 01:27:39 pm
Ok, the zombie armor still present in the game. Just lost my valuable guy :(
(https://i.postimg.cc/5YMcdMsb/screen115.png) (https://postimg.cc/5YMcdMsb)
But it's looks very cool
(https://i.postimg.cc/hJ1svWSS/screen116.png) (https://postimg.cc/hJ1svWSS)
And I have request: can we have some unique sprites for the other armors, expect an armored guys? It's really shows what Tentaculate ignores armor completely.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Shiroi Bara on October 24, 2020, 08:56:46 pm
Sorry for 3rd post in row. Some cosmetic bug or feature of this USO design:
(https://i.postimg.cc/q6XZB6F9/screen118.png) (https://postimg.cc/q6XZB6F9)
Missing floor in corner under red cursor and I think same for opposite site which  not shows because of angle of view. Save file just in case
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Shiroi Bara on November 01, 2020, 09:17:04 pm
The RNG of mod sometimes absolutely awful. I haven't encounter single aquatoid ship since beginning, include terror missions on land. Gilmen, Nagas, and again.... Really? Already unlocked Sonic tech. Why the hell Gauss so hard to get, November and finally got alive guy. It's useless now only using him for magnetic arrays. Seriously, game script require some correction.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Shiroi Bara on November 07, 2020, 08:38:13 pm
What the point had a message "Begin the mission?" when using Stingray interceptor? Is this because it's based on OXCE mechanics and require 2 pilots? Doing mission with 2 people only easy on very small USOs so every time I have to cancel it when sinking enemy USO with it. Have not tried Mako yet, but I think it might have same effect. Bug or feature?
P.S.
Answering myself - "crafts.rul" has string "allowLanding: true" in section STR_STINGER. I'm changing it to "false" to prevent lading with it. But still need answer from Nord because it could be planned or small mistake.
P.P.S.
Well, Stinger could actually land and 2 pilots could do a mission, this kinda weird but OK. In case if this is was designed it need some info in USOpedia regarding that fact. And I've found some hole on 2nd floor of level 1 T'Leth. Look at screenshot.
(https://i.postimg.cc/14gRsdGj/screen119.png) (https://postimg.cc/14gRsdGj)
Save file attached.
P.P.P.S.
Game crashed on 2nd level of T'leth after I went to trap door on right side. Few my aquanauts get zombified. I killed zombies and tentaculat, second tentaculat became unconscious. After I used chainsaw to make hole in wall and after it I got strange invisible enemy mark on tentaculat corpse. I finished the turn and mod crashed. I can't reproduce it now again. Played on Ironman, so reloading game put me on beginning of 2nd level stage. I'm posting screenshot here, save file (I set Ironman mode off there) so you might try experiment yourself. The log file says something about invalid node on map:
Code: [Select]
[09-11-2020_23-56-50] [INFO] Bad node in RMP file: ROUTES/LEVEL07.RMP Node #1 is outside map boundaries at X:20 Y:4 Z:0. Culling Node.
[09-11-2020_23-56-50] [INFO] Bad node in RMP file: ROUTES/LEVEL07.RMP Node #2 is outside map boundaries at X:20 Y:3 Z:0. Culling Node.
[10-11-2020_00-08-03] [WARN] No free channels available
[10-11-2020_00-08-04] [WARN] No free channels available
[10-11-2020_00-14-18] [FATAL] A fatal error has occurred: Segmentation fault.
[10-11-2020_00-14-18] [FATAL] 0x5a9740 OpenXcom::CrossPlatform::stackTrace(void*)
[10-11-2020_00-14-18] [FATAL] 0x5aa5b0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[10-11-2020_00-14-18] [FATAL] 0x41c7f0 signalLogger(int)
[10-11-2020_00-14-18] [FATAL] 0x994710 OpenXcom::UfopaediaStartState::think()
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5cfcc0 _C_specific_handler
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5e4680 _chkstk
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f543730 RtlWalkFrameChain
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5e34e0 KiUserExceptionDispatcher
[10-11-2020_00-14-18] [FATAL] 0x934b50 OpenXcom::Tile::getDangerous() const
[10-11-2020_00-14-18] [FATAL] 0x4dd130 OpenXcom::AIModule::validTarget(OpenXcom::BattleUnit*, bool, bool) const
[10-11-2020_00-14-18] [FATAL] 0x4dd350 OpenXcom::AIModule::countKnownTargets() const
[10-11-2020_00-14-18] [FATAL] 0x4e5c70 OpenXcom::AIModule::think(OpenXcom::BattleAction*)
[10-11-2020_00-14-18] [FATAL] 0x4f3ad0 OpenXcom::BattlescapeGame::handleAI(OpenXcom::BattleUnit*)
[10-11-2020_00-14-18] [FATAL] 0x517990 OpenXcom::BattlescapeState::think()
[10-11-2020_00-14-18] [FATAL] 0x5c1720 OpenXcom::Game::run()
[10-11-2020_00-14-18] [FATAL] 0x41c950 SDL_main
[10-11-2020_00-14-18] [FATAL] 0x996240 console_main
[10-11-2020_00-14-18] [FATAL] 0x996360 WinMain
[10-11-2020_00-14-18] [FATAL] ??
[10-11-2020_00-14-18] [FATAL] ??
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f067960 BaseThreadInitThunk
[10-11-2020_00-14-18] [FATAL] 0x7ffd6f5aa250 RtlUserThreadStart
Screenshot to show where it happened, but again you have to try reproduce it yourself may be even in debug mode. If I can do it manually I'll post additional info here.
(https://i.postimg.cc/NKDN0Bm8/screen120.png) (https://postimg.cc/NKDN0Bm8)
P.P.P.P.S.
Got it! Save file just before using chainsaw on the wall in front of me. Using it produce the crash.
Another P.S. =)
I don't know T'Leth related it or not but I got strange effects when played 3rd stage of it too. It seems what wearing advanced bionic armor produce very interesting issue: when aquanaut zombified by tentaculat, later, when this zombie killed and another tentaculat hatched the fall zombie corpse could auto revive because of armor health gain effect. Graphically it's missing on the battlefield but if it detected by friendly unit it's shows as invisible enemy. Saving game and reloading it shows live zombie again. But sometimes, not sure what this is chainsaw trigger it could produce the crash while corpse on the floor but already countered as revived.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on November 11, 2020, 05:07:09 pm
Level 2 T'Leth terrain is unchanged, so it must be vanilla bug.
About zombies - no, when unit is zombiefied, it got new armor. Please provide savefile.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Shiroi Bara on November 11, 2020, 05:23:31 pm
Sadly, but I've finished the mod in Ironman mode (finally!). No more save files =( Thank you for all for you did and again apologizes for my early annoying whine. Only experienced, but this is fine, because Ironman mode is absolutely hell - one mistake and run could be over. About crash - I PM'd to Meridian day ago, but seem he haven't read message or just busy with other staff. You could try another action - load crash7 save file step back with aquanaut who have chainsaw in hands and try shoot the wall and after it try step forward again - crash happens. Or try step back save game and reload and check will zombie pop up or not on place were guy just staying (close to wall). Or I can advice you start new battle in debug mode and bring few aquanauts who wear this armor and put them in place what I mentioned before and experiment yourself with different conditions. Same for level 3 of T'Leth, but I could try do it too and if encounter it I try to post all necessary info for investigation.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: ZeroFox on December 19, 2020, 09:09:28 pm
Hello,

Curious about few lines in the language/music ruleset:
1.  Music.rul:
Lines 6335 and 6407 the Worm Terror missions trigger two tracks, VOICES and GMISPOSH (default briefing) but it results in Briefing music being stuck for the whole mission. If one removes the Briefing line, then Worms missions play the intended "Voices" track correctly.
2. en-US.yml in language folder (and seemingly same for RU text version):
Line 1238 refers to a non-existing file "Dolphins" which is now GMGEO7 according to tags in the file. Looks like the GMGEO7 was supposed to be "Ocean songs".
I assume both are not intentional, but wanted to double check.

Obviously very minor things, but first one annoyed me so I fixed it manually, and second one stumbled occasionally.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on December 27, 2020, 11:10:20 am
Thanks for reply, i will check.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: MasterBLB on December 29, 2020, 10:20:53 am
After transition from 2.37 to 2.48 I got the game crashed when attempted to start a downed USO mission. Also, when I've loaded an older save of mission in progress all buildings and Poseidon objects has disappeared.
I've altered ruleset file for armors so mag ion armor has backpack available, if that makes a difference.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: zhorov on January 26, 2021, 01:49:10 pm
Hi guys, I really liked the mod tftd twots. Lost over 10 hours! And I can't research aquaplastic. I killed many aliens, took many prisoners, but still there is no research. Tell me what you need to research aquaplastic and, if possible, give a research tree. Maybe I caught some kind of bug.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: zhorov on January 26, 2021, 05:39:55 pm
Thanks for reply, i will check.
Hi, can you help me with my problem? I can't research aquaslastic, what is needed for it to appear in the research?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on January 27, 2021, 04:35:05 am
Hi guys, I really liked the mod tftd twots. Lost over 10 hours! And I can't research aquaplastic. I killed many aliens, took many prisoners, but still there is no research. Tell me what you need to research aquaplastic and, if possible, give a research tree. Maybe I caught some kind of bug.
Hi. You can go to tech tree by pressing 'Q' on global map. Then hit 'choose topic' button and put your desired keyword in.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: zhorov on January 27, 2021, 12:24:04 pm
Hi. You can go to tech tree by pressing 'Q' on global map. Then hit 'choose topic' button and put your desired keyword in.
Thank you very much. You helped a lot.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: zhorov on January 29, 2021, 06:31:34 pm
Hi. You can go to tech tree by pressing 'Q' on global map. Then hit 'choose topic' button and put your desired keyword in.
s it possible to somehow return the countries so that they continue to finance Xcom?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on January 31, 2021, 04:09:12 am
s it possible to somehow return the countries so that they continue to finance Xcom?
Yes, by removing alien base in this region.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: zhorov on January 31, 2021, 01:23:22 pm
Yes, by removing alien base in this region.
Thank you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on January 31, 2021, 01:49:50 pm
Thank you. Last question. How to start controlling aliens? There are already psi fighters who can only lead to the failure of implants. What to do to take control of the aliens?
Research MC-controller. Look at tech tree.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: zhorov on January 31, 2021, 02:08:05 pm
Research MC-controller. Look at tech tree.
Thank you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: ghostknife on January 31, 2021, 08:18:25 pm
I have ran into this problem before, so apolagies for repeating, but it just keeps happening and I cant get round it.
If I shoot down a sea horror very large sub the game crashes the moment my assault sub arrives and I hit the begin mission button.
Any help would be greatly appreciated.
See attached save game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on February 01, 2021, 07:35:28 am
I have ran into this problem before, so apolagies for repeating, but it just keeps happening and I cant get round it.
If I shoot down a sea horror very large sub the game crashes the moment my assault sub arrives and I hit the begin mission button.
Any help would be greatly appreciated.
See attached save game.
You should not be able to sunk down monsters. Maybe something with OXCE version? Normally these 'vessels' will fight to the end, until destroyed.
You can just ignore this crashsite.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: ghostknife on February 02, 2021, 01:36:11 pm
Think I have got it sorted this time. It was an OXCE, I was not using the same version as the one that is inluded with the twots download.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: ghostknife on February 04, 2021, 10:44:34 pm
Hi,

I have a question on the carcharadons. At one point they were a common enemy, but later in the game they dont appear any more. I have gone months without encountering any of them at all in attacks or in subs. I missed out on capturing or killing an octopus earlier in the game and now I think i need one to carry on research and I know they are associated with the carcharadons. Can I expect carcharadons / octopuses to re-appear in the game?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on February 05, 2021, 04:39:55 am
Hi,

I have a question on the carcharadons. At one point they were a common enemy, but later in the game they dont appear any more. I have gone months without encountering any of them at all in attacks or in subs. I missed out on capturing or killing an octopus earlier in the game and now I think i need one to carry on research and I know they are associated with the carcharadons. Can I expect carcharadons / octopuses to re-appear in the game?
Yes, it is a pure random.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: gijoe on February 17, 2021, 04:33:03 pm
Congrats, nice mob, though very difficult at the beginning... anyway, care to add the hydrogen rifle mod as of here (https://openxcom.org/forum/index.php/topic,8934.msg134961.html#msg134961)?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Varana on March 28, 2021, 09:46:09 pm
 :D Enjoyed playing this big mod once again. (2.48)  :D

A balancing suggestion:
The two armors with camouflageAtDay are a bit overprotecting. It is very simple to sit on the roof of the ship and shoot down all approaching aliens with defensive fire. I think the camouflageAtDay should not be 5 or 6 but -2 or -4.

And I think there is a bug in soldiers: The psi skill caps look messed up. The mc gifted soldier is weaker than the cyborg soldier.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on March 31, 2021, 04:49:17 pm
Thanks, Varana.
Yes, you are absolutely right in both cases. Will fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Dr.Crowley on May 03, 2021, 12:27:04 am
Jesus Christ, are you still working on this? Nice to see anyway.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
Post by: Nord on May 08, 2021, 06:14:40 am
Fixed. Version 2.49 is out.
Changelog:
 - nothing new, just minor bugfixing;
 - updated to OXCE 7.0.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
Post by: notofu999 on June 07, 2021, 02:19:28 am
Running off of OXCE git I hit the following errors:
Code: [Select]
Error for 'OFFICER_ARMOR': First Battle corpse item need have corpse item type
Error for 'SOLDIER_ARMOR': First Battle corpse item need have corpse item type
Error for 'STR_MCB_ARMOR_UC': First Battle corpse item need have corpse item type
Error for 'TURTLE_ARMOR': First Battle corpse item need have corpse item type

Reviewing OXCE code I found: https://github.com/MeridianOXC/OpenXcom/commit/8784c31e75c6f7a4ec9e9941ce599c97f7dd6574#diff-a017ec30c469cca218f1d05a885fc9fdd4cf145ea946e6e3879d46dfc58ba3bf

I added
Code: [Select]
battleType: 11 to the relevant entries in /mods/TWoTS/Ruleset/Items.rul

Attached my changes. I'm not familiar with OXCE modding so my changes are totally naive and may have unintended side effects.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
Post by: Shiroi Bara on June 15, 2021, 05:25:32 pm
A lot of crashes with 7.0 or later now. Can't even start single mission in New battle mode. The log file contains strings complains about missing maps like this:
Code: [Select]
[15-06-2021_17-10-57] [INFO] Active mods:
[15-06-2021_17-10-57] [INFO] - xcom2 v1.0
[15-06-2021_17-10-57] [INFO] - TWoTS v2.49
[15-06-2021_17-10-57] [INFO] Loading begins...
[15-06-2021_17-10-57] [INFO] Pre-loading rulesets...
[15-06-2021_17-10-57] [INFO] Loading vanilla resources...
[15-06-2021_17-10-57] [INFO] Loading rulesets...
[15-06-2021_17-10-58] [INFO] Loading rulesets done.
[15-06-2021_17-10-58] [INFO] Loading ended.
[15-06-2021_17-10-58] [INFO] Loading fonts... Font.dat
[15-06-2021_17-10-58] [INFO] Lazy loading: 1
[15-06-2021_17-10-58] [INFO] Loading custom palettes from ruleset...
[15-06-2021_17-10-58] [INFO] Making palette backups...
[15-06-2021_17-10-58] [INFO] Data loaded successfully.
[15-06-2021_17-10-58] [INFO] Loading language...
[15-06-2021_17-10-58] [INFO] Language loaded successfully.
[15-06-2021_17-10-58] [INFO] OpenXcom started successfully!
[15-06-2021_17-10-58] [INFO] Playing flx, 320x200, 200 frames
[15-06-2021_17-11-00] [INFO] SDL_mixer initialized successfully.
[15-06-2021_17-11-17] [WARN] MAP_COLDISLE not found in en-US
[15-06-2021_17-11-17] [WARN] STR_NAGA_G not found in en-US
[15-06-2021_17-11-23] [FATAL] A fatal error has occurred: Segmentation fault.
[15-06-2021_17-11-23] [FATAL] 0x5b6d50 OpenXcom::CrossPlatform::stackTrace(void*)
[15-06-2021_17-11-23] [FATAL] 0x5b7bc0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[15-06-2021_17-11-23] [FATAL] 0x41c7f0 signalLogger(int)
[15-06-2021_17-11-23] [FATAL] 0x9ba390 OpenXcom::UfopaediaStartState::think()
[15-06-2021_17-11-23] [FATAL] 0x7ffdffb7fd40 _C_specific_handler
[15-06-2021_17-11-23] [FATAL] 0x7ffdffb94910 _chkstk
[15-06-2021_17-11-23] [FATAL] 0x7ffdffaf3830 RtlWalkFrameChain
[15-06-2021_17-11-23] [FATAL] 0x7ffdffb93770 KiUserExceptionDispatcher
[15-06-2021_17-11-23] [FATAL] 0x690e80 OpenXcom::Surface::blitNShade(OpenXcom::SurfaceRaw<unsigned char>, int, int, int, bool, int) const
[15-06-2021_17-11-23] [FATAL] 0x51bac0 OpenXcom::BattlescapeState::BattlescapeState()
[15-06-2021_17-11-23] [FATAL] 0x526770 OpenXcom::BriefingState::btnOkClick(OpenXcom::Action*)
[15-06-2021_17-11-23] [FATAL] 0x5d3850 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[15-06-2021_17-11-23] [FATAL] 0x68d2e0 OpenXcom::State::handle(OpenXcom::Action*)
[15-06-2021_17-11-23] [FATAL] 0x5cef20 OpenXcom::Game::run()
[15-06-2021_17-11-23] [FATAL] 0x41c950 SDL_main
[15-06-2021_17-11-23] [FATAL] 0x9bbec0 console_main
[15-06-2021_17-11-23] [FATAL] 0x9bbfe0 WinMain
[15-06-2021_17-11-23] [FATAL] ??
[15-06-2021_17-11-23] [FATAL] ??
[15-06-2021_17-11-23] [FATAL] 0x7ffdfee57960 BaseThreadInitThunk
[15-06-2021_17-11-23] [FATAL] 0x7ffdffb4a2d0 RtlUserThreadStart
[15-06-2021_17-11-28] [FATAL] OpenXcom has crashed: Segmentation fault.
Even if I update item.rul file the game crashes at any map in New battle mode. Additionally I got crash trying abort alien assault mission in Antarctica. Save file attached
Downgraded my OXCE to 6.8.4 (not latest in v6 brach tree but can't find latest 6.9 commit number yet with git so far, will try rebuild to 6.9 asap to test there, but think what mod require serious recheck due to changes in OXCE 7.0 and later)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
Post by: talamask on August 12, 2021, 11:27:39 am
For some reason there is no "Sonic tech" research available for me. I think I met all requirements for it (Alien implanter, Alien molecttonic, mc reader and zrbite), do I miss something?
Here's my savegame, I use twots 2.49.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
Post by: frantick on August 18, 2021, 07:35:03 am
For some reason there is no "Sonic tech" research available for me. I think I met all requirements for it (Alien implanter, Alien molecttonic, mc reader and zrbite), do I miss something?
Here's my savegame, I use twots 2.49.

Sonic tech requires captured alien medic, who gives several objects to research, one of them is examination room.

You  also need at least one  examination room to research it, it can be captured at big cruiser ship - dreadnaught.

You may press Q button to view research tree, write in window - SONIC, and view all necessary researches for SONIC. Or you may view pdf file with tech tree for this mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
Post by: frantick on August 18, 2021, 06:22:24 pm
Also, for sonic tech you will need biotech laboratory in same base, where are workshops with enginers.

And sorry for previous mistakes, examination room cannot be captured, as live being, it must be obtained from the alien ship, of course.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
Post by: The Reaver of Darkness on September 08, 2021, 01:31:43 pm
You've got another let's player playing your mod: https://www.youtube.com/watch?v=8HjuQ29s6Qo (https://www.youtube.com/watch?v=8HjuQ29s6Qo)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
Post by: frantick on September 10, 2021, 01:10:41 pm
Alien key. How to get it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
Post by: Nord on September 10, 2021, 08:39:19 pm
You've got another let's player playing your mod
Thanks, maybe will look.
Alien key. How to get it?
You have special mission to complete. Naga city, if you want details.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on September 24, 2021, 02:54:47 pm
Version 2.50 is up.
Changelog:
 - Added functional acid damage. Now acid does damage over time. Direct weapon power was nerfed.
 - Moved shard weapons down through tech tree. Now only any commander interrogation is needed to research and use them;
 - Added sprite change for human-made weapons when it have no ammo;
 - Added 3 hint pages to Usopedia;
 - Fixed a pair of small bugs;
 - Fixed some typos.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Shiroi Bara on September 25, 2021, 03:07:04 pm
I can buy gas cannons, jet harpoons and e.t.c. at the beginning of the game before even research them. But it still present in research tree. Something changed or this is bug? But they are not present in USOpeadia yet.
P.S.
Steps to reproduce - start new game go to purchase screen and you will see those weapons available to purchase.
P.P.S.
I think this is items.rul
Your old version  had lines at beginning:
Code: [Select]
items:
#moving vanilla
...
- delete: STR_GAS_CANNON
  - delete: STR_GC_AP_AMMO
  - delete: STR_GC_HE_AMMO
...

:
And new 2.50.1 file missing them. That's why game allows purchase those items.

Uploading here fixed items.rul file. I marked missing lines with two lines commentary so you will easy find them at beginning of the file.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on September 25, 2021, 03:33:59 pm
Oh.
Yes, these strings was removed. And no, they must not come back. It is not a critical bug, is it?
Damn. Looks like i need to reupload fixed version.
Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Shiroi Bara on September 25, 2021, 03:44:02 pm
More bugs (I'll upload screenshot later):
Start new game go to equipment screen and you will see what aquanauts has corpses in hands instead of harpoons :)
(https://i.postimg.cc/5Y8sM0GQ/screen000.png) (https://postimg.cc/5Y8sM0GQ)
P.S.
Well, I think you have to test your new version of the mod more. No idea what could happened next :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on September 25, 2021, 03:57:05 pm
It is indeed one bug.  :-[
I hope now it is cleared.

Fixed version uploaded.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: ZeroFox on October 03, 2021, 01:21:56 am
There seems to be a bug with your integrated OXCE version.
All custom non-tftd weapons are missing the vapor trails underwater (nothing changed in rulesets) so for example Ion guns, Sonic Sniper / Autogun etc. all leave no trails when fired. Does not affect vanilla TFTD guns.
I then tested it on OXCE+ v7.0 (2021-03-13) with TWoTS v2.50 added manually and the issue does not reproduce, so it's likely not caused by TWoTS mod by itself.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Yankes on October 04, 2021, 01:54:38 am
In recent version of OXC and OXCE there was update to handling vapor, as previous version was effective broken update break old mods.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Ethereal on October 06, 2021, 04:32:24 am
In recent version of OXC and OXCE there was update to handling vapor, as previous version was effective broken update break old mods.

Very helpful update. Well at least there is an archive of versions.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 11, 2021, 05:21:27 pm
I had a base defence mission pop up. I immediately aborted, and the game crashed with a seg fault. I have no idea if it's openXcom, CE, or TwoTS, so please pass it up the chain to whichever project if/as applicable.

Attached save reproduces it. TwoTS 2.5. From the log:

[11-10-2021_15-09-42]   [WARN]   No free channels available
[11-10-2021_15-11-01]   [FATAL]   A fatal error has occurred: Segmentation fault.
[11-10-2021_15-11-01]   [FATAL]   0x5b6360 OpenXcom::CrossPlatform::stackTrace(void*)
[11-10-2021_15-11-01]   [FATAL]   0x5b71e0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[11-10-2021_15-11-01]   [FATAL]   0x41c7f0 signalLogger(int)
[11-10-2021_15-11-01]   [FATAL]   0x9c1bc0 OpenXcom::UfopaediaStartState::think()
[11-10-2021_15-11-01]   [FATAL]   0x76e078bc _C_specific_handler
[11-10-2021_15-11-01]   [FATAL]   0x76e18080 RtlDecodePointer
[11-10-2021_15-11-01]   [FATAL]   0x76e079a0 RtlUnwindEx
[11-10-2021_15-11-01]   [FATAL]   0x76e3bc8a KiUserExceptionDispatcher
[11-10-2021_15-11-01]   [FATAL]   0x510730 OpenXcom::BattlescapeState::resetUiButton()
[11-10-2021_15-11-01]   [FATAL]   0x4f0430 OpenXcom::BattlescapeGame::convertUnit(OpenXcom::BattleUnit*)
[11-10-2021_15-11-01]   [FATAL]   0x5366a0 OpenXcom::DebriefingState::prepareDebriefing()
[11-10-2021_15-11-01]   [FATAL]   0x53c090 OpenXcom::DebriefingState::init()
[11-10-2021_15-11-01]   [FATAL]   0x5ce5b0 OpenXcom::Game::run()
[11-10-2021_15-11-01]   [FATAL]   0x41c950 SDL_main
[11-10-2021_15-11-01]   [FATAL]   0x9c36f0 console_main
[11-10-2021_15-11-01]   [FATAL]   0x9c3810 WinMain
[11-10-2021_15-11-01]   [FATAL]   ??
[11-10-2021_15-11-01]   [FATAL]   ??
[11-10-2021_15-11-01]   [FATAL]   0x76ce59c0 BaseThreadInitThunk
[11-10-2021_15-11-01]   [FATAL]   0x76e1a540 RtlUserThreadStart
[11-10-2021_15-12-38]   [FATAL]   OpenXcom has crashed: Segmentation fault.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 12, 2021, 08:33:48 am
Sorry, can not reproduce. Make sure you using latest mod version though.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 12, 2021, 12:37:04 pm
Sorry, can not reproduce. Make sure you using latest mod version though.
Hmmm.

I just downloaded the save (on the off-chance I uploaded the wrong one); removed all my other saves, loaded this one, immediately aborted the mission and... it crashes. Not sure why it's not reproducible.

I'm using the latest (twots_2_50_2.1.zip) from: https://openxcom.mod.io/the-world-of-terrifying-silence - in fact the entire game has been played with that version.

Windows 7.

Also enabled are the stock "Starting Defensive Base" and "Unlimited Waypoints" mods.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Meridian on October 12, 2021, 12:44:34 pm
Upgrade to OXCE 7.1 or downgrade to OXCE 7.0
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 12, 2021, 03:38:02 pm
Upgrade to OXCE 7.1 or downgrade to OXCE 7.0

I may be dense here, but doesn't Twots come with its own OXCE? I know it took me a couple mins to figure out it was entirely stand-alone.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 12, 2021, 04:01:53 pm
No, i just use latest OXCE at a moment when packing update.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Meridian on October 12, 2021, 04:03:28 pm
I may be dense here, but doesn't Twots come with its own OXCE? I know it took me a couple mins to figure out it was entirely stand-alone.

It does come with its own OXCE.
How does that conflict with my statement?

The OXCE version it comes with has a bug... and if you want to get rid of that bug, you can either upgrade, or downgrade, or not abort missions.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 12, 2021, 06:42:23 pm
The OXCE version it comes with has a bug... and if you want to get rid of that bug, you can either upgrade, or downgrade, or not abort missions.
Ah, so it's a known bug that has been fixed. That's fine then. Thanks
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 13, 2021, 12:47:41 am
A probably edge-case bug here. Attached save.

1) Select Michiko Okabo (middle of screen in Hybrid Armour).

2) Right-click to open the door.

3) Numerous things happen:

   a) Door opens (good)
   b) Spot the alien (good)
   c) Reserve TU's for Autofire flashes. (possibly zero to two bugs both because neither weapon has autofire and because the action happened anyway)
   d) Room remains black (bug).

-----

There's a second bug too (possibly related to the first). If you change it to Reserve TU for Snapshot, when you try and open the door it pops up "Not Enough Time Units!".
This is a bug because it should actually say STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Time Units reserved for Snap Shot"
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Steelpoint on October 13, 2021, 02:53:29 pm
The change to Sniper/Scout tactics is quite interesting but I think it serves simply to make combat harder on X-COM.

The idea seems to be to avoid using smoke so you can secure more accurate shots, but firing at enemies when they are in view risks them turning around and shooting via reaction fire. I've just accepted the fact my soldiers are going to be more inaccurate and just toss up smoke grenades anyway.

But I've also found, at least for the earlier game enemies, that its actually far more practical to just throw grenades at every and anything that moves, most enemies die to one or two grenades and they are far more accurate than shooting them. You do risk blowing up equipment/bodies though but I'd rather kill the enemy than run the gauntlet of shooting twenty times.

Otherwise as I've said before, I'm quite a big fan of the surface weapon system, its nice to see X-COM decided to actually lookup decent weapons instead of bringing harpoon guns. I still wish there was some kind of early game surface armour, even just for the cosmetics since its a bit amusing/comical seeing soldiers marching to battle on the surface in diving suits.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Mathel on October 13, 2021, 06:31:48 pm
Otherwise as I've said before, I'm quite a big fan of the surface weapon system, its nice to see X-COM decided to actually lookup decent weapons instead of bringing harpoon guns. I still wish there was some kind of early game surface armour, even just for the cosmetics since its a bit amusing/comical seeing soldiers marching to battle on the surface in diving suits.
As this takes place after X-Com: UFO Defence, Personal Armor would make sense.
Even if Elerium is too expensive, Personal Armor just takes Alien Alloys, which are easy to make. Since they are apparently better than steel, they should even be commercialy available, so it Personal Armor from the first game could be made without any prerequisites.

However, to explain AA are not used to make protective suits, Personal Armor would likely have Sonic damage multiplier greater than 100%. 200% or 300%.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 13, 2021, 06:39:40 pm
A probably edge-case bug here. Attached save.

1) Select Michiko Okabo (middle of screen in Hybrid Armour).
...
   d) Room remains black (bug).
Yes, strange indeed. And if i use other soldier or other map cell to stand, then no bug happens.
Quote
There's a second bug too (possibly related to the first). If you change it to Reserve TU for Snapshot, when you try and open the door it pops up "Not Enough Time Units!".
This is a bug because it should actually say STR_TIME_UNITS_RESERVED_FOR_SNAP_SHOT: "Time Units reserved for Snap Shot"
Yes, it is an old bug of OXCE.

As this takes place after X-Com: UFO Defence, Personal Armor would make sense.
Even if Elerium is too expensive, Personal Armor just takes Alien Alloys, which are easy to make. Since they are apparently better than steel, they should even be commercialy available, so it Personal Armor from the first game could be made without any prerequisites.
There IS personal armor in this mod. And there IS explanation why alloys are unavailable. :-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 13, 2021, 06:42:06 pm
As this takes place after X-Com: UFO Defence, Personal Armor would make sense.
Even if Elerium is too expensive, Personal Armor just takes Alien Alloys, which are easy to make. Since they are apparently better than steel, they should even be commercialy available, so it Personal Armor from the first game could be made without any prerequisites.

XCom's personal armour does make an appearance as "Carapace armour" in the mod mid-game (far too late to be useful); it seemed to require Inert Elerium for trading (Elerium Exchange tech) which you get from the downed UFO events. Might be worth tweaking this to be a early-game event (you'll also need to tone down the downed-UFO enemies; harpoon guns versus hallucinoids/tentaculets and paladin armour don't work, I dread to think how bad they'd be against Xarquid!).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 13, 2021, 06:44:48 pm
Yes, strange indeed. And if i use other soldier or other map cell to stand, then no bug happens.
I suspect the bug is a combination of being at the number of units required to use chainsword, the chainsword itself, and, a bug in how the game itself as to how processes these events. I.e. a very rare set of circumstances.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Steelpoint on October 13, 2021, 08:44:49 pm
As this takes place after X-Com: UFO Defence, Personal Armor would make sense.
Even if Elerium is too expensive, Personal Armor just takes Alien Alloys, which are easy to make. Since they are apparently better than steel, they should even be commercialy available, so it Personal Armor from the first game could be made without any prerequisites.

My idea was more coveralls, akin to the starting armour for surface X-COM. It could have a very slightly higher armour value compared to the diving suits as a reason to bother equipping them.

In universe you could make them avaliable after researching 'Surface Weapon Acquisition' and justify that with the revelation that X-COM will be occasionally fighting on the surface, it might be worthwhile to issue combat uniforms for surface usage instead of lugging bulky dive suits onto the surface.

Ostensibly its just a cosmetic suggestion and I can appreciate it would be a lot of trouble for something of no real tactical value.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 13, 2021, 10:15:49 pm
Right now i am working at other mod, so if you create sprites for such armor suit, i can spare 5 min. and put them into mod.  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Steelpoint on October 14, 2021, 08:54:56 pm
Right now i am working at other mod, so if you create sprites for such armor suit, i can spare 5 min. and put them into mod.  :)

I'm giving it a shot, however I suspect that X-COM coveralls don't come out well in TFTD's pallet scheme, the clothing looks like its all rusty. The inventory view of them looks decent enough and I've painfully gone through and done the inventory sprites. It will take me a while to work through the ingame sprite work though.

Maybe I'll investigate an alternative colour scheme.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 15, 2021, 01:51:16 pm
I'm giving it a shot, however I suspect that X-COM coveralls don't come out well in TFTD's pallet scheme, the clothing looks like its all rusty. The inventory view of them looks decent enough and I've painfully gone through and done the inventory sprites. It will take me a while to work through the ingame sprite work though.
Dont forget to make all 70 of them, for each head.
Also, i personally will be pleased if you add some seaman stripes to the uniform. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Steelpoint on October 15, 2021, 03:27:37 pm
Dont forget to make all 70 of them, for each head.
Also, i personally will be pleased if you add some seaman stripes to the uniform. :)

Just for you.

Slowly chipping away at the sprites (since its my first time doing them), at this point the coveralls are going to be looking quite dark than normal, I wasn't happy with any other colour scheme that TFTD can give with the coveralls.

I'll see how I feel.

Edit: I think this inventory image looks better
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 15, 2021, 09:26:21 pm
Looks nice.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Steelpoint on October 15, 2021, 09:49:56 pm
Quote
Standard issue X-COM uniforms, and thanks to our weapon contacts, refitted with modern alloy protective plate inserts. Only marginally more effective than dive suits against alien weaponry. However our Aquanauts should be pleased to not have to wear diving suits on the surface. Can only be worn on the surface

This took painfully longer than I actually expected it to, but I've finished it. A full coverall armour sprite set for TFTD, painfully including all 64 male/female unique inventory portraits, I'm fairly confident this should be compatible with the mod, and I already tested it by overwriting the Personal Armour sprites.

If it were up to me, I'd suggest putting the coveralls in after researching 'surface weapon acquisition' with the note that X-COM got in contact with a supplier to supply alloy armour inserts for their surface duty uniforms, my head canon is that because actual full body combat armour that most soldiers would be wearing is likely mostly ineffectual against the Alien's new weapons, there's no point going beyond armour inserts.

First time for everything, I hope this is decent enough for a first effort.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: shinr on October 15, 2021, 10:00:32 pm
Drifted away from OXC for 6 or so years, and then nostalgia struck me and decided to check it out.

And to my delight one of the first things I see is a major mod for TFTD, my favorite of the series.

Installed it, started it, on the 3rd of January my first battle is with the Hallucinoids who are more or less invincible to my starting "Weaponry".

Got more lucky on my next run, starting with the vastly more manageable creepers... and then the Cultists attack one of the shipping lanes before the proper weaponry could be delivered, and had to resort to battlefield scavenging to stand a chance.

Other than those unlucky moments, I'm liking it so far.

Any beginner's tips?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 15, 2021, 10:41:35 pm
Any beginner's tips?
1. Dont try to win all battles.
2. If enemy does'nt fall, bring more explosives.
Nice. Will add it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 17, 2021, 12:44:44 am
Well this is epic! Great job! 😮

This is so much deeper (ha!) than TFTD; I had no idea what I was getting myself in for! Kudos to all involved. Amazing work.

======

A few issues popped up that I noted down as they happened.

(Possible) mod bugs / quirks.

* When my units inevitably get MC'd and they are still in a group (the triton), they always drop the dye grenade first. This despite every one of them always having an actual explosive grenade on them too.
This is great for me as no damage gets done (and I probably wouldn't be able to complete many missions if they used the explodey one given how they cheat and do units they can't see), but this seems rather... silly.

* Despite having a transmission nexus, probably 70% of the UFO's only have basic info.

* I researched the Jelly Treaty but I'm still seeing Jelly UFO's popping up for the next several months. This includes that huge monstery thing that flies around the GeoScape; that turned up a few months later; I'm assuming it was theirs (no idea what it was). I did later get the Jellyman outpost defence mission and don't think I've seen any since.

* There doesn't seem to be a "Repair Mag Armour" option. This makes losing an aquanaut wearing one of these ridiculously expensive (recycling gets back a fraction of what they cost).

* "Mag Armour" remains appear as "power armour remains" in stores and as "recycle power armour" in manufacturing.

* Alien barge has levels L0, L1, L2 all scrollable but inaccessible to units (no map down there).

* Chainsword and chemical neutraliser target like weapons not melee/medkits.

* (Possibly intentional) Disruptor bomb explosions destroy deployed bioflares.

* I just researched Sonic Manufacturing and now I can produce the Zrbite battery... why would I want this? I assume it's going to be for some of the sonic sub-techs that I don't have yet, but this isn't clear; it has no ufopedia entry that I can tell nor does Sonic Manufacturing mention it. Surely it should only appear when one of them is researched?

* Military base defence against the church; the mini map looks extremely garish. The ground colour is orange and orange stripes! This makes spotting your (yellow) units very difficult, let alone the (also orange!) friendly military units.

* Manufacturing says "Acquire Suppressor" for the "Squeezer"

* Manufacturing says "Acquire Spawner" for the "Breeder"

* STR_HEAVYGILLMAN_COMMANDER and STR_HEAVYAQUATOID_COMMANDER aren't a dependency for STR_LEADER_PLUS, even though the former two have the later in "unlocks".

* Same for STR_MEDIC_PLUS - doesn't have STR_HEAVYAQUATOID_MEDIC in it as a dependency

* T'Leth: I've researched everything (including all aliens/medics, squad leaders, most UFOs/technicians), but my research % is still just 91%. Research completed: 386 (wow!). Looking at the tech tree, it seems the entire Ion tech tree was missed.

* MC Implantation protection bugs:
a) The Aquanauts page keeps saying "In MC Implantation" over a month later.
b) Any soldier you put this through always stays as "Unknown" on MC Training, no matter how many months you do it on them.
c) Their MC stats never show up on the aquanauts stats page.
d) Even months after I did the implant thing, the units are still susceptible to MC.

* The blurb for adv medikit says "can heal more per critical wound treatment". But it still just heals 1 per 10 TU.

* One of the unresearched techs is INTERCEPTOR. "Get free with armored gillman engineer." Except I've defo researched them (the tech tree agrees), and STR_HEAVYGILLMAN_TECHNICIAN doesn't have any interceptor tech as unlocks

----

I struggled with understanding how to use the new MC stuff once I had an MC lab. For one it talks about recruiting "M.C.-Gifted Aquanauts", but it took me a while before I could figure out how to "manufacture" them.

----


Typos (UFOPedia):
Alien Interception: "It looks like the alien have start to deploy their own interception crafts [should be 'craft']"
Also: it gives a couple tips about "hunter". Should use another word as "Hunter" is also a USO type name.

Protobiont Physiology: "As [a] side effect of [their] fast growth" - [] are missing.

Balance concerns:
* You spend the entire middle game (all the tasoths) with no effective grenades (unless I missed a tech somewhere).

* Chainsword - the action cost is ridiculously high (60% of max TU) versus a heavy thermal lance (18 TU fixed). Especially given the HTL actually has a higher hit chance too (confirmed by equipping both on the same person). I can do 3 HTL attacks (150 damage) in the same time I can do one Chainsword attack (200 damage) when equipped on a good soldier, *and* each HTL attack has a higher % chance of hitting.

* The Thermal Shock Bomb comes too late in the game to be useful. By the time I've got it I've had everything alive for many months. The only things I've not seen/got yet are Freaks, tricenes, & hellcrabs, and they have 0 effect on the last of those so...

* I acquired a cyborg via manufacturing - the stats look as average as the rest of my fishfood.

* The Displayer/Sonic does less damage (110) than the Turtle/Gauss that you get ages earlier (120).

* Displacer/PWT only does 140 damage versus the actual disrupter which does 210. Given you can stick 7 disruptors on a aquanaut *and* reload during multi-part missions, there's no advantage at all to the displacer edition.

* In the entire game (before T'leth) I only came across 2 Ion Cannons. And no other class of ion weapons at all. That's 117 succesful missions.

* By the time the Leviathan is researched and built it's completely unnecessary. I built mine and immediately had the Flounder under construction as soon as the Lev was finished. I didn't need to do another interception or mission at all at that point; just wait a week then do the final mission.

------

General thoughts:
* Loving the oh-so-deep tech tree.

* The alien barge mission the first time = brilliant. Almost ran out of ammo!

* Great variety of missions.

* Brilliant the alien fighters dynamic. I mean it's annoying as hell, but hey. :-)

* The alien bases spawning surrounding ones is annoying. Taking out a base is a big deal (if only because the missions are very drawn out and time consuming). Making basically respawn for free is tiresome. Especially with the fighter dynamic.

* Sub equipment is nicely done.

* Expansion of the Geo game is great.

Overally, 5*. Amazing job. Hopefully the above lets you iron out a few quirks and make it even more awesome, if that's possible.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 17, 2021, 10:25:11 am
Hi. Thanks for feedback, it is warm feeling to read this.
Answering:
* When my units inevitably get MC'd and they are still in a group (the triton), they always drop the dye grenade first. This despite every one of them always having an actual explosive grenade on them too.
This is great for me as no damage gets done (and I probably wouldn't be able to complete many missions if they used the explodey one given how they cheat and do units they can't see), but this seems rather... silly.
Normal vanilla behavior.
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* Despite having a transmission nexus, probably 70% of the UFO's only have basic info.
You need to discover USO with resolver to see his stats.
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* I researched the Jelly Treaty but I'm still seeing Jelly UFO's popping up for the next several months. This includes that huge monstery thing that flies around the GeoScape; that turned up a few months later; I'm assuming it was theirs (no idea what it was). I did later get the Jellyman outpost defence mission and don't think I've seen any since.
Game engine limitation, no new missions will spawn after treaty, but old missions remains. And they can last month or two.
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* There doesn't seem to be a "Repair Mag Armour" option. This makes losing an aquanaut wearing one of these ridiculously expensive (recycling gets back a fraction of what they cost).

* "Mag Armour" remains appear as "power armour remains" in stores and as "recycle power armour" in manufacturing.
Well... it was intended, but i can redone this in the name of balance.
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* Alien barge has levels L0, L1, L2 all scrollable but inaccessible to units (no map down there).
You can float there. It is ocean, remember?
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* Chainsword and chemical neutraliser target like weapons not melee/medkits.
Engine limitations. New possibility has been added by Meridian and Yankes in the newest OXCE, but 'if it works-dont touch' :)
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* (Possibly intentional) Disruptor bomb explosions destroy deployed bioflares.
Normal vanilla behavior.
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* I just researched Sonic Manufacturing and now I can produce the Zrbite battery... why would I want this? I assume it's going to be for some of the sonic sub-techs that I don't have yet, but this isn't clear; it has no ufopedia entry that I can tell nor does Sonic Manufacturing mention it. Surely it should only appear when one of them is researched?
Ok, i'll do something with that. Not an prettiest decision indeed.
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* Military base defence against the church; the mini map looks extremely garish. The ground colour is orange and orange stripes! This makes spotting your (yellow) units very difficult, let alone the (also orange!) friendly military units.
Oh... maybe someone fix it for me? It is so boring to do...
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* Manufacturing says "Acquire Suppressor" for the "Squeezer"

* Manufacturing says "Acquire Spawner" for the "Breeder"
Thanks, i'll check.
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* STR_HEAVYGILLMAN_COMMANDER and STR_HEAVYAQUATOID_COMMANDER aren't a dependency for STR_LEADER_PLUS, even though the former two have the later in "unlocks".

* Same for STR_MEDIC_PLUS - doesn't have STR_HEAVYAQUATOID_MEDIC in it as a dependency
Intended.
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* T'Leth: I've researched everything (including all aliens/medics, squad leaders, most UFOs/technicians), but my research % is still just 91%. Research completed: 386 (wow!). Looking at the tech tree, it seems the entire Ion tech tree was missed.
Ion weapons becaame on the battlefield when you play bad enough. If you lose enough, more ions will spawn.
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* MC Implantation protection bugs:
a) The Aquanauts page keeps saying "In MC Implantation" over a month later.
b) Any soldier you put this through always stays as "Unknown" on MC Training, no matter how many months you do it on them.
c) Their MC stats never show up on the aquanauts stats page.
d) Even months after I did the implant thing, the units are still susceptible to MC.
a)vanilla
b,c)soldier must keep training for a month to gain results. Without breaks.
d)Please provide savegame, so i can be calm that it is not a bug.
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* The blurb for adv medikit says "can heal more per critical wound treatment". But it still just heals 1 per 10 TU.
It restores more HP per one wound.
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* One of the unresearched techs is INTERCEPTOR. "Get free with armored gillman engineer." Except I've defo researched them (the tech tree agrees), and STR_HEAVYGILLMAN_TECHNICIAN doesn't have any interceptor tech as unlocks
Tech is called 'STR_SEEKER', i have'nt hear about problems with it. Can you explain further?
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I struggled with understanding how to use the new MC stuff once I had an MC lab. For one it talks about recruiting "M.C.-Gifted Aquanauts", but it took me a while before I could figure out how to "manufacture" them.
You need soldiers with MC-skill and proper equipment. (MC-disruptor, focuser and armor.)
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Typos (UFOPedia):
Thanks.
Quote
* You spend the entire middle game (all the tasoths) with no effective grenades (unless I missed a tech somewhere).
There are TOO effective grenades. I want to remove them from underwater use entirely, but gamers will not excuse me for this. :) Try magna-pack.
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* Chainsword - the action cost is ridiculously high (60% of max TU) versus a heavy thermal lance (18 TU fixed). Especially given the HTL actually has a higher hit chance too (confirmed by equipping both on the same person). I can do 3 HTL attacks (150 damage) in the same time I can do one Chainsword attack (200 damage) when equipped on a good soldier, *and* each HTL attack has a higher % chance of hitting.
It is intended. Chainsword is more tool for breaching walls  than combat weapon. As it written in ufopedia...
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* The Thermal Shock Bomb comes too late in the game to be useful. By the time I've got it I've had everything alive for many months. The only things I've not seen/got yet are Freaks, tricenes, & hellcrabs, and they have 0 effect on the last of those so...
Maybe. But other way it will be too easy. Or not?
Quote
* I acquired a cyborg via manufacturing - the stats look as average as the rest of my fishfood.
They can achieve more after training.
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* The Displayer/Sonic does less damage (110) than the Turtle/Gauss that you get ages earlier (120).

* Displacer/PWT only does 140 damage versus the actual disrupter which does 210. Given you can stick 7 disruptors on a aquanaut *and* reload during multi-part missions, there's no advantage at all to the displacer edition.
It is intended.
[/quote]
* In the entire game (before T'leth) I only came across 2 Ion Cannons. And no other class of ion weapons at all. That's 117 succesful missions.
[/quote]
Answered before, ions for bad players. :)
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* By the time the Leviathan is researched and built it's completely unnecessary. I built mine and immediately had the Flounder under construction as soon as the Lev was finished. I didn't need to do another interception or mission at all at that point; just wait a week then do the final mission.
Just as vanilla game. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 17, 2021, 01:29:29 pm
You need to discover USO with resolver to see his stats.
What do you mean? All the USOs would have been discovered with the Wide Array Sonars at my bases. The Blurb for the Transmission Nexus implies that you only need one Nexus; no need for lots of resolvers:

Code: [Select]
The Synomium technology now serves us for Alien detection purposes. Upgrading our Naval Control Center is the next step. This facility provides detailed info about previously detected USO's across the globe...If it doesn't work across the globe what's the point of the Transmission Nexus as a tech if I would otherwise have lots of Transmission Resolvers?

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Quote
b) Any soldier you put this through always stays as "Unknown" on MC Training, no matter how many months you do it on them.
c) Their MC stats never show up on the aquanauts stats page.
b,c)soldier must keep training for a month to gain results. Without breaks.
d)Please provide savegame, so i can be calm that it is not a bug.
b / c) I've had tons of soldiers go through MC training and they all show fine. The only ones that don't are the implant ones. See attached save.

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d) Even months after I did the implant thing, the units are still susceptible to MC.
Save attached.

Note: The save is from just before launching t-leth. I simply sped through the last game-month ignoring everything (all USOs, base attacks (Why I don't have a Transmission Nexus; it was at one of the lost bases)), and doing absolutely nothing with any of the soldiers. "Dev Malik" for example has been in MC training for 3 full months as the best example, but anyone else in MC Implantation has had at least 1 full month at this point

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I struggled with understanding how to use the new MC stuff once I had an MC lab. For one it talks about recruiting "M.C.-Gifted Aquanauts", but it took me a while before I could figure out how to "manufacture" them.
Sorry, I wasn't clear. What I meant was that it wasn't clear on how to recruit these MC Gifted aquanauts. I figured it out in the end. However most of them were useless and quite a few had MC Strength *worse* than my regulars.

----

Leviathan:
Yes, but in Vanillia you *need* to build Leviathan for T'Leth. There's 0 reason to build it here because only Flounder can do T'leth.

----

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Thermal Shock Bombs: - Maybe. But other way it will be too easy. Or not?
Isn't the point of alien tech to make things easier for the player? Capturing already becomes pretty easy mid-game even with just thermal shock rods because you can have meeleee soldiers dual-wield with lances. All the bombs do is reduce risk, which better armour does anyway. As it stands researching them is entirely superfluous; they're useless to the player.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 17, 2021, 01:41:27 pm
What do you mean? All the USOs would have been discovered with the Wide Array Sonars at my bases. The Blurb for the Transmission Nexus implies that you only need one Nexus; no need for lots of resolvers:
Due to game engine work process, you need to discover USO by resolver to see his stats. If you discover it with sonar, you will see only size, depth and speed. No matter if nexus watches over that USO later, it will remain sonar-detected. You still have 2% chance to discover uso by nexus itself.
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b / c) I've had tons of soldiers go through MC training and they all show fine. The only ones that don't are the implant ones. See attached save.
Ah, you are talking about MC-shielded aquanauts. They can not train MC-skill, but have 100 MC-strength to resist MC. So they are not immune, but resistant to control and panic.
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Leviathan:
Yes, but in Vanillia you *need* to build Leviathan for T'Leth. There's 0 reason to build it here because only Flounder can do T'leth.
Well, not 0 reason, some people like it.
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Isn't the point of alien tech to make things easier for the player?
Who said that?  ;D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 17, 2021, 03:37:38 pm
Quote
Due to game engine work process, you need to discover USO by resolver to see his stats. If you discover it with sonar, you will see only size, depth and speed. No matter if nexus watches over that USO later, it will remain sonar-detected. You still have 2% chance to discover uso by nexus itself.
May be worth making this clearer in the UFOpedia blurb. I read it to mean "Nexus means you don't need lots of resolvers". So I never built any resolvers.

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Well, not 0 reason, some people like it.
I like the Leviathan too, but (and it's a big but), there's absolutely zero reason to build it currently. By the time it's available I never once needed it. I only had the T-leth mission left to do and it can't even do that.

Put another way: This isn't a case of "it's cool but it'd be nice earlier", this is a case of "it's cool but there was absolutely 0 use for it because it only appeared at the same time as t'leth in the research tree".

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They can not train MC-skill,
In that case I'd suggest they shouldn't appear on the MC Training end-of-month thing. Otherwise players will waste valuable slots on them.

But again, great job on the mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 17, 2021, 06:12:33 pm
I like the Leviathan too, but (and it's a big but), there's absolutely zero reason to build it currently. By the time it's available I never once needed it. I only had the T-leth mission left to do and it can't even do that.

Maybe i should nerf flounder in the term of speed. Like, very strong nerf.

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In that case I'd suggest they shouldn't appear on the MC Training end-of-month thing. Otherwise players will waste valuable slots on them.
Impossible. :( I should ask OXCE autors for such possibility.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: The Reaver of Darkness on October 18, 2021, 01:22:46 pm
I recently finished watching Hadriex play through the mod. I really like it! I especially like the jellymen and mind worms. Hadriex kept saying that the worms hiding in the holes on the island were obnoxious and not fun. I think the exact mechanics of the island could use some tweaking, but the ambience of the place is great!

I didn't get a look at its attributes, but the Turtle with gas cannon HE seemed overpowered. Hadriex used it a lot and it was regularly one-shotting tough enemies. Often his only easy way to kill something was with the Turtle. I think most other tanks could use some buffs, but that one could use a bit of a nerf. The arcing shot is already really good, not only for going over obstacles, but also because it improves hit rate significantly.

The Officer Laser Pistol is a fun weapon that I like, but it still seems a bit weak to justify using it. Its low weight makes it nice as a backup weapon, but it could still use a small power increase. And it should probably be pretty accurate, especially as a low power weapon. If it has fairly short ranges but high accuracy, it could excel as a backup weapon when used at short to medium range against low-armor targets. There are many use cases for that in your mod. I want to like the Officer Laser Pistol!

Game engine limitation, no new missions will spawn after treaty, but old missions remains. And they can last month or two.
A potential workaround: make the missions smaller so that they end sooner. You can use missionScripts to build out a long campaign of multiple small missions strung together instead of one long mission.

Oh... maybe someone fix it for me? It is so boring to do...
I got you fam. =]

It is intended. Chainsword is more tool for breaching walls  than combat weapon. As it written in ufopedia...
I was noticing that the chainsword often needs a second hit to get through a tile which has an impassible broken form, or a double wall. I think if it had a TU cost of 45%, it would significantly improve its effectiveness in getting through some walls, without greatly enhancing its melee weapon capability. In order to use it twice against an enemy in one turn, you'd basically need to end your turn standing next to them and hope they neither run away nor kill your chainsword holder. So in practice, it would still only get one attack per target.

Maybe. But other way it will be too easy. Or not?
I think the limitation of ammo is already good for curbing the use of Thermal Shok weaponry. It should be available a bit sooner I think.

Maybe i should nerf flounder in the term of speed. Like, very strong nerf.
The Flounder seems fine to me. It's essentially useless for anything other than going to T'Leth, making it a gimmick ship for specifically that. It is too defenseless to risk flying it anywhere else.

There is nothing inherently wrong with the Leviathan's attributes. What's happening is that players feel they ought to go to T'Leth as soon as it becomes an option. If this is how you intend it, then the Leviathan should become available sooner. But if you don't expect players to necessarily jump straight into T'Leth the moment it pops up, then you should add some post-T'Leth content on the geoscape to give players a reason to delay it. Or perhaps you could extend it with a campaign in which you unlock the Leviathan and then use it to complete missions which are needed to finally unlock T'Leth.

* Sub equipment is nicely done.
I felt that their drawbacks were too drastic since they are also taking up a weapon slot. Based on their bonuses, they would be reasonable to use if they took up a weapon slot and had no drawbacks beyond that. However, if various craft were given one or more slots which only fit equipment items, then the drawbacks would be far more balanced.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 18, 2021, 01:48:12 pm
Hi, Reaver. Thanks for feedback
I recently finished watching Hadriex play through the mod.
Hadriex was very... ignorant, and uses at maximum 35-40% of mod possibilities.
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The Officer Laser Pistol is a fun weapon that I like, but it still seems a bit weak to justify using it.
[/quote]
The Officer laser pistol is just a lore weapon, i have not put any practical meaning in it.
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I got you fam. =]
Thank you!
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I think the limitation of ammo is already good for curbing the use of Thermal Shok weaponry. It should be available a bit sooner I think.
I'll think about it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Steelpoint on October 18, 2021, 03:43:30 pm
Most of the surface weapons are there for fluff. I'm pretty sure the best surface weapon is the X-Rifle which you can get access to very quickly, maybe the Plasma Rifle but the aimed mode restriction really hinders it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: xcommie on October 18, 2021, 07:40:25 pm
Hadriex kept saying that the worms hiding in the holes on the island were obnoxious and not fun. I think the exact mechanics of the island could use some tweaking, but the ambience of the place is great!
Agreed. I only had one mind worm island mission; probably my very last mission before t'leth. So I had MC Armour which made finding the hole aliens easier once I figured out they were a thing. I'd have failed had I not had MC capable folks though (wouldn't have survived long enough to find them all, or had MC Armour that could "see" into the holes easily).

Agree on liking Jellys (their entire mini-story) and mind worms.

And agree with your thoughts on the Leviathan.

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But if you don't expect players to necessarily jump straight into T'Leth the moment it pops up, then you should add some post-T'Leth content on the geoscape to give players a reason to delay it
That's an idea, although then you need to give the player the motivation to do those missions. And a in-universe reason why there's something even more important than stopping the entire invasion outright.

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[sub equipment] I felt that their drawbacks were too drastic since they are also taking up a weapon slot. Based on their bonuses, they would be reasonable to use if they took up a weapon slot and had no drawbacks beyond that. However, if various craft were given one or more slots which only fit equipment items, then the drawbacks would be far more balanced.
By the time you get the equipment you also have cannons that aren't useless (gauss). Sure I skipped the accuracy equipment, but the shield in place of a torpedo that you never fire (because you only use cannons) is a no-brainer. At least, that was my craft play style. Note: My craft even at end game were a mix of morays/baracudas with just two deep angels. None of the advanced ships.

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Hadriex was very... ignorant, and uses at maximum 35-40% of mod possibilities.
Possibly, but you have to remember: there's far too much content for everyone to use all possibilities. I did the entire game playing with only at most 20% of the equipment options, and definitely a different set to what others use. I never built / used whole suites of equipment, armours, and craft. Everyone's going to use different stuff that suits their play styles.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 18, 2021, 08:22:54 pm
Possibly, but you have to remember: there's far too much content for everyone to use all possibilities. I did the entire game playing with only at most 20% of the equipment options, and definitely a different set to what others use. I never built / used whole suites of equipment, armours, and craft. Everyone's going to use different stuff that suits their play styles.
Yes, and this is good. I play like that myself (other mods etc). But not for streamer, who must show all what game have. It is my opinion, else i dont know why streamers even exist. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: The Reaver of Darkness on October 19, 2021, 07:01:40 pm
The Officer laser pistol is just a lore weapon, i have not put any practical meaning in it.
I'm not asking for it to be good or optimal, I just don't want to be punished for choosing to use it. At current, it's at best a noob trap and at worst vendor trash. A lot of the fluff is like that:
Most of the surface weapons are there for fluff. I'm pretty sure the best surface weapon is the X-Rifle which you can get access to very quickly, maybe the Plasma Rifle but the aimed mode restriction really hinders it.
I like having interesting lore weapons, but it bugs me when, like the plasma rifle, they don't really work. The X-Rifle is basically the only thing getting used because it's better than everything else.

- - - - -

By the time you get the equipment you also have cannons that aren't useless (gauss). Sure I skipped the accuracy equipment, but the shield in place of a torpedo that you never fire (because you only use cannons) is a no-brainer.
To me, that is less of a reasonable concession and more of a failure of the weapons lineup. If there aren't any good weapons to put in a weapon slot, then is it really a weapon slot?

Yes, and this is good. I play like that myself (other mods etc). But not for streamer, who must show all what game have. It is my opinion, else i dont know why streamers even exist. :)
I see streamers as giving the mod some attention. Those of us who lack the drive to play a mod we know nothing about can get a preview of it by watching someone else play. You also learn things from that person's playstyle, or have a good laugh at their struggles. You don't need to see the whole game in one stream or in one playthrough, in fact I much prefer games with a lot of replay value. In my mod I have deliberately hidden several things so that you probably won't find them all on your first time through. It helps keep it fresh if you come back for seconds.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on October 20, 2021, 09:25:29 am
I see streamers as giving the mod some attention. Those of us who lack the drive to play a mod we know nothing about can get a preview of it by watching someone else play. You also learn things from that person's playstyle, or have a good laugh at their struggles. You don't need to see the whole game in one stream or in one playthrough, in fact I much prefer games with a lot of replay value. In my mod I have deliberately hidden several things so that you probably won't find them all on your first time through. It helps keep it fresh if you come back for seconds.
How many people - so many opinions. And that is good. :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Kissaki on November 14, 2021, 03:21:45 am
Most of the surface weapons are there for fluff. I'm pretty sure the best surface weapon is the X-Rifle which you can get access to very quickly, maybe the Plasma Rifle but the aimed mode restriction really hinders it.
A bit too quickly, I think. When I retrieved and researched the AKM, I thought "great, now I don't have to suck on the surface anymore!" But researching that unlocked the option to research common weapon acquisition, which allowed me to purchase X-rifles. I never used AKMs in combat.

Oh, one weapon I would have liked to be able to purchase is the axe. Since it gets a power bonus equal to the user's strength, it really isn't bad at all. But then there doesn't seem to be a way to buy it. I tried adding a
    requiresBuy:
     - STR_AXE
string, but that didn't do anything. Ditto the explosive charge (described as C4 in the game, but named dynamite in the items file). And on that subject, both C4 and dynamite are used for demolition purposes, yet the description says it's not suited for that purpose.

And while I'm posting, I might also mention that the DP64 incendiary ammunition weighs three times as much as the HE ammunition. I took the liberty to affix the same value to both, ie. 2.

I critique because I love.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Kissaki on November 15, 2021, 09:38:53 am
I've just built my first Cormorant, but it seems it can only be equipped with cannon. Fine, but there are no cannons available to purchase. Isn't the craft gas cannon supposed to be available from the beginning? Looking through the research file, I can find no reference to it at all.

The craft weapons file lists CRAFT_GAS_CANNON, but the research file does not. The only work-around I know how to do is to give the Cormorant the same weapons options as the Barracuda.
Edit: actually, that didn't work either, and I have no idea why.

It seems an oversight that I'm able to research a craft way before I'm able to research suitable weapons for it. And how was I to know that the craft I was researching couldn't mount the weapons I had stockpiled. As it is, since I couldn't possibly know ahead of time that the Cormorant was a tiny little drone, I have wasted about half a month's worth of research, not to mention the money that went into the project. Since the craft gas cannon is such a crappy weapon anyway, I see no reason why it shouldn't be unlocked together with the Cormorant.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: The Reaver of Darkness on November 17, 2021, 07:45:13 pm
Oh, one weapon I would have liked to be able to purchase is the axe. Since it gets a power bonus equal to the user's strength, it really isn't bad at all. But then there doesn't seem to be a way to buy it. I tried adding a
    requiresBuy:
     - STR_AXE
string, but that didn't do anything.
I'm not sure but I think that is the gimmick weapon made for ClosetYeti's TWoTS Let's Play series. He has a recurring character named Axe who does only melee and dies a lot. The axe was supposedly just a thermal tazer with a unique graphic and text.

If you want to make an item available for purchase, you have to set a non-zero costBuy. If there is anything listed under requiresBuy, then you will need to have completed research projects matching all string names in that list in order to be allowed to purchase the weapon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Kissaki on November 18, 2021, 01:23:19 am
I'm not sure but I think that is the gimmick weapon made for ClosetYeti's TWoTS Let's Play series. He has a recurring character named Axe who does only melee and dies a lot. The axe was supposedly just a thermal tazer with a unique graphic and text.

If you want to make an item available for purchase, you have to set a non-zero costBuy. If there is anything listed under requiresBuy, then you will need to have completed research projects matching all string names in that list in order to be allowed to purchase the weapon.
CostBuy - that's what was missing! The axe is a pretty pointless addition to the X-Com shop, I admit, but it makes me happy  :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: shinr on November 18, 2021, 11:32:57 am
I've just built my first Cormorant, but it seems it can only be equipped with cannon. Fine, but there are no cannons available to purchase. Isn't the craft gas cannon supposed to be available from the beginning? Looking through the research file, I can find no reference to it at all.

The craft weapons file lists CRAFT_GAS_CANNON, but the research file does not. The only work-around I know how to do is to give the Cormorant the same weapons options as the Barracuda.
Edit: actually, that didn't work either, and I have no idea why.

It seems an oversight that I'm able to research a craft way before I'm able to research suitable weapons for it. And how was I to know that the craft I was researching couldn't mount the weapons I had stockpiled. As it is, since I couldn't possibly know ahead of time that the Cormorant was a tiny little drone, I have wasted about half a month's worth of research, not to mention the money that went into the project. Since the craft gas cannon is such a crappy weapon anyway, I see no reason why it shouldn't be unlocked together with the Cormorant.

In my admittingly limited experience I found the Cormorants to actually perform better than the Barracudas against early game small USOs, mostly because they were dodgy enough to ignore enemy fire, so them needing to be nearly face-to-face to use their gas cannons is a non-issue for a while.

Once the medium USOs start to become common, though, you will need Barracudas to hold the line before getting their Aqua-Plastic cousin, the Moray.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Kissaki on November 18, 2021, 11:59:37 am
Ok, another one:

The vibro weapons - I can research them, but cannot manufacture or buy them. In the manufacture file these weapons are marked for deletion from the vanilla ruleset, but no information is added to replace the vanilla. Removing the delete references did not work. How does one get to acquire the vibro blade, thermic lance and heavy thermic lance?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on November 18, 2021, 09:18:28 pm
Ok, another one:

The vibro weapons - I can research them, but cannot manufacture or buy them. In the manufacture file these weapons are marked for deletion from the vanilla ruleset, but no information is added to replace the vanilla. Removing the delete references did not work. How does one get to acquire the vibro blade, thermic lance and heavy thermic lance?
Took them from alien dead bodies, of course. :-)
Just as sonic weapons and other alien stuff.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Kissaki on November 18, 2021, 09:27:21 pm
Took them from alien dead bodies, of course. :-)
Just as sonic weapons and other alien stuff.
But I haven't encountered any aliens with vibro weapons yet. I got the research option from a calcinite autopsy, which is how it was in vanilla - and gives the impression that it's alien-inspired human tech.

Well, so long as the non-manufacturability is a feature, not a bug, I'm satisfied :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: shinr on November 27, 2021, 05:46:05 pm
I'm in what I assume to be the end game, and that means a lot of M.C. Shielded Freaks.

Is there is a reliable way to quickly bring those shields down? When they are bunched up together two disruptor bombs (one to bring them down to low levels or completely and the other to finish the job) does the trick, but that is overkill for a single abomination.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: injuras on December 06, 2021, 05:11:44 pm
Korean translation for this mod(2.50) is finished.

Here is the YML file.

Thank you for making this wonderful mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on December 06, 2021, 06:52:51 pm
Korean translation for this mod(2.50) is finished.

Here is the YML file.

Thank you for making this wonderful mod.
Great, thanks. Can i count on you after possible updates?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: injuras on December 07, 2021, 05:20:34 am
Great, thanks. Can i count on you after possible updates?
Sure.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Meridian on January 19, 2022, 12:19:17 pm
Hi Nord,

there are some new validations in OXCE for sprites (only when lazy loading is turned off).

For bullet sprites there will be a validation too.
For correct validation, the game will need to know whether a weapon is underwaterOnly or not (so that it can search in Projectiles or in UnderwaterProjectiles).

The following weapons are not marked as underwaterOnly, and there are no corresponding surface bullet sprites.
Please mark them as `underwaterOnly: true` in the next release (if they are indeed only meant for underwater usage).

Code: [Select]
Error for 'SERVITOR_WEAPON': Wrong index 770 for surface set Projectiles
Error for 'STR_INFECTOR': Wrong index 875 for surface set Projectiles
Error for 'STR_SPAWNER': Wrong index 805 for surface set Projectiles
Error for 'STR_SUPRESSOR': Wrong index 770 for surface set Projectiles
Error for 'STR_TANGLER': Wrong index 840 for surface set Projectiles
Error for 'STR_TURTLE_HWP_ION': Wrong index 560 for surface set Projectiles
Error for 'XARQUID_WEAPON': Wrong index 560 for surface set Projectiles
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on January 19, 2022, 05:53:10 pm
Sure. Will do.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Shiroi Bara on February 03, 2022, 05:08:06 pm
Hello again! Just a few questions. I'm playing mod again and found very interesting thing - deepone attack my aquanaut, not killed him but make him like poison - his sprite became green and he died in few turns because of fatal wounds. Before he died I checked him and found what no wounds at all, no any marks (like fire when burn status)  but his armor get badly damaged. What is it? Some acid attack mod mechanics or new OXCE feature? Same happened with proto calcinite. I probably missed latest release notes about mod too, that's why I'm asking here. And one more - could this poison healed or it's just matter of time and such aquanauts just dead guys anyway? Sorry if question was already answered and repeating it again and thank you in advance for explanation.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on February 04, 2022, 08:13:58 am
You are right, this was acid. You can use chemical neutralizer to remove such state and save your soldier.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Gena Krokodilov on February 05, 2022, 12:26:35 pm
Hi there!
I have a question for Meridian and Nord:

I want to play TWOTS latest release.

1)I take twots_2_50_2.1, unpack it in folder.

2) After that i install in separate folder latest openxcom_extended_v7.4.4-win64, add UFO and TFTD files into corresponding folders, and automatically apply OpenXcom Universal TFTD Patch during the process on installation.

3) Then i move this latest full and playable 7.4.4 OXCE release (with TFTD and UFO files) into TWOTS 2 50 2.1 folder, updating its old OXCE files.

4) The question is - In which file in TWOTS i must made corrections about "underwaterOnly : true" ?


Thanks in advance!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Meridian on February 05, 2022, 12:43:18 pm
Hi Gena!

the corrections about "underwaterOnly : true" are not required as long as you have "Lazy Loading" user option turned on (by default it is turned on).

if you still wanted to make the changes, it would be in the file TWoTS\Ruleset\Items.rul
...but I'd recommend just using Lazy Loading and let Nord make the changes in the next release

Cheers,
M.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on February 05, 2022, 06:47:01 pm
...and let Nord make the changes in the next release
...
I'm trying, but now my notebook is in repairs and i need to fight with my wife and son for computer time.  ;D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Gena Krokodilov on February 05, 2022, 06:57:24 pm
Another question for author of the mod!

Aliens have treaty with Korea, for example. They build base there. When i destroy their base, next month Korea returns back.

Question is - how many countries allowed to signing pact with the aliens simultaneosly, before game over for Xcom?

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Meridian on February 05, 2022, 07:07:20 pm
Question is - how many countries allowed to signing pact with the aliens simultaneosly, before game over for Xcom?

They can all sign... there is no game over in this way.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Gena Krokodilov on February 05, 2022, 07:17:42 pm
They can all sign... there is no game over in this way.
Game over can be only if two month in a row will be negative Xcom score in points?

Or negative finances two months in a row?

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Meridian on February 05, 2022, 07:32:59 pm
Two months terrible score (threshold depends on difficulty).
Or two months bad economy (threshold is global).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Gena Krokodilov on February 05, 2022, 08:17:52 pm
Meridian, thank you for answers.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Gena Krokodilov on February 05, 2022, 08:25:26 pm
Two months terrible score (threshold depends on difficulty).
Or two months bad economy (threshold is global).

Two bad monhts in a row, or just two bad months total?  For example, have bad january, then excellent february, and then again bad march - it is not two bad months?

I think, it need more clarification about these rules of game in manual, or in help file inside game. i missed it there. :-[
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Meridian on February 05, 2022, 08:41:03 pm
two in a row
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: EleriumWard on April 08, 2022, 02:52:29 pm
Good evening.

I would just like to say that I am really enjoying the mod so far. I just recently started researching Sonic Weapons. I would just like to clarify something. Out of curiosity, are there any further plans for this mod?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on April 09, 2022, 02:49:05 am
Good evening.

I would just like to say that I am really enjoying the mod so far. I just recently started researching Sonic Weapons. I would just like to clarify something. Out of curiosity, are there any further plans for this mod?
Hello and thanks for kind words.
No, i see this mod finished and updates may contain only fixes for founded major bugs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Gena Krokodilov on April 16, 2022, 07:52:05 am
Nord
Please make full finished version of TWOTS, which includes all necessary corrections about "underwaterOnly : true"  and latest OXCE 7.5.3
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on April 16, 2022, 09:09:04 am
Nord
Please make full finished version of TWOTS, which includes all necessary corrections about "underwaterOnly : true"  and latest OXCE 7.5.3
What is wrong now with "underwaterOnly"? Maybe i miss something...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Gena Krokodilov on April 16, 2022, 10:21:37 am
What is wrong now with "underwaterOnly"? Maybe i miss something...

there are some new validations in OXCE for sprites (only when lazy loading is turned off).

For bullet sprites there will be a validation too.
For correct validation, the game will need to know whether a weapon is underwaterOnly or not (so that it can search in Projectiles or in UnderwaterProjectiles).

The following weapons are not marked as underwaterOnly, and there are no corresponding surface bullet sprites.
Please mark them as `underwaterOnly: true` in the next release (if they are indeed only meant for underwater usage).


Code: [Select]
Error for 'SERVITOR_WEAPON': Wrong index 770 for surface set Projectiles
Error for 'STR_INFECTOR': Wrong index 875 for surface set Projectiles
Error for 'STR_SPAWNER': Wrong index 805 for surface set Projectiles
Error for 'STR_SUPRESSOR': Wrong index 770 for surface set Projectiles
Error for 'STR_TANGLER': Wrong index 840 for surface set Projectiles
Error for 'STR_TURTLE_HWP_ION': Wrong index 560 for surface set Projectiles
Error for 'XARQUID_WEAPON': Wrong index 560 for surface set Projectiles
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Gena Krokodilov on April 17, 2022, 01:35:39 pm
Nord, please give us (all the community) your famous and time proven 2.51 final update (with all corrections and latest OXCE included already)!
Прошу вас убедительно до трёх раз! (I ask you convincingly up to three times!)
Of course, i can do this small "Underwater" corrections myself, but i suppose that all these corrections must be from the author of mod, if possible.

Random passengers can make it with some mistakes (Посторонние пассажиры могут закосматить и накосячить) :o
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: psavola on April 21, 2022, 07:22:47 pm
I just finished watching Meridian's TWoTS LP. The mod seemed interesting and likely I'll try it out. I haven't played OXCE mods before, just tested hardmode extension (a very good one also, IMO).

A key problem at least for me in TFTD, having played it dozens of times with superhuman and often with only a few saves, is that you get bored after (at the latest) mid-game (e.g. when you get MC disruptor); the rest of the game would go very smoothly in any case. The most interesting parts of the game have been early'ish phases where you still develop and you'll have to see how you survive and also balance a bit how you go about it.

The mod appeared to work around this by extending the early game phase quite a bit. It took a very long time to get even the gauss weapons (IIRC Lobsterman navigator if I didn't miss anything), even a bit too long. When nearing the endgame, there seemed to be somewhat nasty enemies, but they didn't seem to be required for progressing the game so you could ignore e.g. Freaks almost completely.

Based on Meridian's LP a few observations,
- Cyborgs and keeping regular aquanauts seemed to be a total waste of time and a major liability, being susceptible to enemy M.C. It was obvious that you should either shield your best aquanauts and additionally get some gifted aquanauts. Others would be just a liability. Given that significant amount of energy is needed for M.C. attacks in the long run, M.C. was less overpowered compared to the vanilla. I even wonder whether if it's worth bothering at all. By far the easiest and most straightforward way to finish would likely be to just shield your best already fully trained aquanauts at first chance and ignore the rest. I wonder if this would need some rebalancing to make the other options more relevant.
  * what I would have wanted to see is attacking the mind worms missions with shielded aquanauts. Wouldn't that have been a very easy training session.
 - There was quite a bit of late-game research, but a lot of it appeared to be rather useless - and you typically get it at the point when you are already bored and are just waiting to finish the game (or quit). To make research and items more useful, more of it could have been introduced earlier when it was still relevant.
 - As a minor nitpick, lore-wise it's difficult to understand why mutants or other enemies (other than the aliens) were able to sonic pistols (lore-wise having to have the link to the weapon) while the x-com does not. As using sonic weapons has lore-wise made so difficult, it would be more in-line with that justification that random humans couldn't use them either - or you could figure out easier how to do it.

There were a few interesting observations of Meridian's playstyle, compared to some others I have seen (mostly superhuman/ironman, whether regular or speedrun). It was the first time I saw a strategy of not shooting down USOs at all (until infiltration missions), just doing landed ones. I wonder if this strategy works better in this mod, because getting sonic oscillator and the capability to shoot down e.g. large ufos comes much later. The typical strategy I have seen and used is to shoot down and/or go for the first 5-10 subs, after that just shoot them down and ignore the wrecks until you get a nice very large lobsterman sub, and/or a tasoth (or visit a base) or need more money. This would not work here, because you need to ramp up labs and production much higher to get through all the research and you need to earn much more money and do so regularly until you get gauss cannon to churn out the big bucks (Meridian, you should have researched and switched from sensors immediately). The use of covers in the beginning was impressive, but I wonder if the strategy would have worked with superhuman. Usually in SH the maps are so full of aliens that you can't typically walk in the open that much without smoke, or you will get shot by someone or multiple aliens - and the aliens have 12% better reactions and accuracy. For that reason I have personally gotten used to extensive use of smoke/dye; maybe even 20-30 grenades per mission. But even that doesn't help in certain terror missions where the aliens are located on top of buildings or subs unless you enable 3D smoke patterns. For some reason, Meridian seemed very reluctant or not even remember the possibility to use smoke/dye in mid-end game, even in cases where it would have helped a LOT (e.g. base defense chokepoints, and indeed many other challenges, such as the alien dungeon). This appears to be particularly the case in this mod, because many armors give you sonar so you see better even in smoke, yet the aliens apparently don't have it. I wonder if this was intentional to make the game more challenging or there were other reasons to skip smoking.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Shiroi Bara on April 22, 2022, 12:11:38 pm
Sorry can't provide save file (Iron Man mode on) but I just tell what I had found. It was alien presents mission against polyphs. One of them hit shrimp light drone few times. Color has changed to green but health bar staying full. In few next turn I got message what drone died from fatal wound. And this confused me. Wounds for drones? Or it's just corrosive effect of acid showing as fatal wound because of current limitation of OXCE engine? Could you explain what happened?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on April 22, 2022, 02:07:28 pm
Sorry can't provide save file (Iron Man mode on) but I just tell what I had found. It was alien presents mission against polyphs. One of them hit shrimp light drone few times. Color has changed to green but health bar staying full. In few next turn I got message what drone died from fatal wound. And this confused me. Wounds for drones? Or it's just corrosive effect of acid showing as fatal wound because of current limitation of OXCE engine? Could you explain what happened?
Yes, all deaths through ending turn showed as fatal wounds.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: psavola on April 22, 2022, 04:43:20 pm
Playing the latest TWoTS and OXCE snapshot. I suspect this may be an OXCE issue, though. If you try to build a triton, while not having a free sub pen, a transfer dialogue pops up. (It may be relevant that I have a second base which however does not yet have a sub pen. I wonder what would happen if you didn't have a second base, "transfer" would not be relevant then?) But if you can't transfer the existing craft out anywhere, you can't get out of the dialogue box and you are stuck - you must close the window and restart the game. Maybe the game should check first, before starting manufacturing, whether the requirements are fulfilled and not even open transfer window if not? And there also should be some way out of the transfer dialogue at least in this scenario?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Gena Krokodilov on April 22, 2022, 08:32:10 pm
Im still waiting some response and ANY feedback from author of mod for my previous questions in this thread about fixing Underwater bugs and about OXCE 7.5.3.


Why Уважаемый author didnt answer at all at the moment? >:( :o :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on April 24, 2022, 03:35:23 am
Yes, i will do it. Just really busy with real world job.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Nord on April 24, 2022, 09:17:37 am
Version 2.51 is up.
Changelog:
 - Added new suit - sailor vest;
 - fixed minor bugs;
 - prepared for newest OXCE (current - 7.5.3);
 - added Korean language.
Due to bad internet connection:
 - removed additional music, recommended to use mod "Orchestra of the deep";
 - now in archive is only mod, without OXCE;
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on April 24, 2022, 09:46:22 am
Nord, Thanks a lot!

Is it right order of installation process?


1. install OXCE 7.5.3 into new folder - C:\OXCE

2. add all files from UFO and TFTD games, place these files into corresponding folders - C:\OXCE\TFTD and  C:\OXCE\UFO

3. downlad fresh twots_2_51 and unpack archive into folder Mods -  C:\OXCE\user\Mods\TWoTS

4. add mod Orchestra of the deep, if needed




Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on April 24, 2022, 11:00:34 am
The game crashes on loading sprites `NEWTMANF2.SPK` and `NEWTMANF3.SPK`

Code: [Select]
  - typeSingle: NEWTMANF2.SPK
    typeSingle: Resources/armor/newtsuit_f2.png

Above on the second line, it should be fileSingle instead of typeSingle

Code: [Select]
  - type: NEWTMANF3.SPK
    fileSingle: Resources/armor/newtsuit_f3.png

Above on the first line it should be typeSingle instead of type


And there is one more item (STR_TURTLE_HWP_ION) which should be marked with `underwaterOnly: true` (because of `bulletSprite: 16`).


And lastly, in metadata.yml, the description should probably not say OXCE included :) (`description: "Expansion of TFTD. OXCE included."`)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on April 24, 2022, 11:41:25 am
...
Thanks. Fixed version uploaded.

Nord, Thanks a lot!

Is it right order of installation process?
Yes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on April 24, 2022, 02:27:31 pm
Thanks. Fixed version uploaded.

The first issue was not fixed.

It still crashes on `NEWTMANF2.SPK`

Code: [Select]
    typeSingle: Resources/armor/newtsuit_f2.png
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on April 25, 2022, 05:40:05 am
The first issue was not fixed.

It still crashes on `NEWTMANF2.SPK`

Code: [Select]
    typeSingle: Resources/armor/newtsuit_f2.png
Damnations!
Ghm, sorry. Will fix soon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on April 25, 2022, 03:02:08 pm
I've noticed with both 2.50 and 2.51 (with OXCE snap from 4/4/2022) that a scout or shrimp drone shows up when "previewing" the contents of a Triton, but when going on mission they won't show up at all. A Turtle SWS does work properly. I wonder if this is an OXCE or TWoTS issue?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on April 25, 2022, 03:14:32 pm
The "preview" function doesn't know what mission you will go to... it shows everything on the craft.

In the mission, the forbidden drones are not deployed, for example Scout Drone cannot do underwater missions.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on April 25, 2022, 04:13:58 pm
The "preview" function doesn't know what mission you will go to... it shows everything on the craft.

In the mission, the forbidden drones are not deployed, for example Scout Drone cannot do underwater missions.

My bad. I tried to use an underwater onlly drone. Sending a scout drone in overland mission indeed works.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on April 26, 2022, 08:20:30 am
Version updated. Now fixed, i hope.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Fishman on April 27, 2022, 11:25:33 am
Sorry for interjection, but is there a current version of tech tree somewhere? I played for a bit but couldn't really grasp some of the tech paths. I've seen some in the thread, but they are 3+ years old.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on April 27, 2022, 11:47:24 am
Sorry for interjection, but is there a current version of tech tree somewhere? I played for a bit but couldn't really grasp some of the tech paths. I've seen some in the thread, but they are 3+ years old.

The tech tree is built into the game engine itself.

Just press Q on the geoscape and you can browse the entire tech tree.
(or middle-click on a research item in the Research GUI)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Fishman on April 27, 2022, 12:01:30 pm
Thanks!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: kevinarpe on April 27, 2022, 06:50:04 pm
This is my first post here.

First, thank you to accept my GitHub pull request here: https:// github.com/MeridianOXC/OpenXcom/pull/89
(^^^ Note: Space before github.com required to post this URL.)

Second, wow... I am just blown away by OXCE+ and this mod.  The amount of effort by @Meridian, @Yankes, @Nord, and the whole community here (reporting bugs / making great suggestions) is incredible.  It must be 1000s of "people hours" of effort!  OXCE+ with this mod truly feels like a "reboot" -- a brand new game in that familiar 16-bit gaming era!

Third: I apologize in advance if this topic has already been discussed.  I tried to Google search these forums, but I could not find anything about it.

I noticed the last couple of posts were about the "Tech Tree Viewer" (Shortcut: Q).  Honestly, I struggle to remember the "Q" shortcut.  I need to look at shortcuts in UFOpedia frequently!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on April 28, 2022, 10:31:57 am
1. Would it be possible to add a button to the geoscape view on the right side?
2. Or: Would it be possible to add a button to the UFOpedia?
3. By default, you must *search* the available topics with at least three characters.  I found myself sometimes doing dumb things like "Search for letter 'gau[ss]' or 'son[ic]'" -- see what matches!  Is it not possible to show the full tree in the dialog?  I can understand if this feature is intentional or a memory / engine limitation.

1. simple answer: no, there is no more space on the screen

it is however possible to replace the existing FUNDING button with a different button that opens a new screen with 10 additional buttons (tech tree viewer button is the 2nd button from the top): https://openxcom.org/forum/index.php/topic,9506.0.html

2. same issue as in #1

3. it is possible to show everything, but in some mods there's too many items and the scrollbar breaks; also not sure for what reason would you want to see everything?

anyway for debug purposes I have added the search string SHAZAM, which shows all not yet researched topics; you can start a new game and it will show you everything (or close to everything)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on April 28, 2022, 04:35:53 pm
I haven't played a game with hunter killers before, so I'm wondering at strategies to deal with them (Superhuman). At 6 months or so, the aliens already had 4 bases moslty in Asia. Now almost daily alien ships wander about and often land in those colony spheres - and I can't do anything about it. It appears to be impossible to deal with hunter killers, because Moray or Barracuda with dual DUP and aqua plastic Ajax isn't enough to deal with them. I'll soon get sonic oscillator, so we'll see if that helps, but otherwise I'll have to wait for the better subs. But is it really intentional that at least with these difficulty levels, you are unable to deal with H-K's at all (until the endgame)? Or am I missing something?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on May 03, 2022, 07:51:26 am
Sonic Weapons Manufacturing (unlocking sonic oscillator, displacer/sonic, etc.) appears to be somewhat difficult to obtain: you require a live biodrone or triscene terrorist. After playing for 14 months, no terror missions have yet spawned with these. While lore-wise this is might be logical, the randomness of obtaining these prerequisites may make it too difficult to obtain these technologies. I think I got one base defense with biodrones, but that particular base was so badly manned and equipped that I stood no chance. Especially sonic oscillator would be very useful to have on crafts. (Edit: got a Tasoth, biodone and triscene land terror mission at the end of month 15, but it's already irrelevant as I have already obtained eveything except the jellyman treaty).

Another thing I have noticed is that I am somewhat struggling with having enough Shok launcher and Sonic Cannon ammo (and I can't manufacture them myself, due to the reason above). This may be partially due to the aliens still carrying a lot of shard guns or blasta rifles, so fewer chances to replenish ammo. Or they carry less ammo, or the consumption of ammo (partially spent cartridges) is calculated in a different manner than in vanilla TFTD. Edit: At least the "Loot screen" is difficult to understand and differs from typical item management. You don't necessarily get even the same amount of ammo as there are weapons. Are all clips discarded even if one shot is fired? Don't the aliens have spare clips (as in vanilla)? Or is there a bug that if you get the gun, it will be emptied of ammo?

I also noticed that doing a "preview" on Manta or Moray crashes the game (2022-04-04). Hammerhead, triton and poseidon works. Maybe this has something to do with crafts which are not supposed to be used for missions, only interception?

[03-05-2022_07-41-00]   [WARN]  STR_ZOMBIE_CORPSE not found in en-US
[03-05-2022_07-41-00]   [WARN]  STR_RUBBLE_2 not found in en-US
[03-05-2022_07-41-00]   [WARN]  STR_LINERCRAFT not found in en-US
[03-05-2022_07-47-29]   [FATAL] A fatal error has occurred: Segmentation fault.
[03-05-2022_07-47-29]   [FATAL] ./OpenXcomEx(OpenXcom::CrossPlatform::stackTrace(void*)+0x36) [0x555eece19f66]
[03-05-2022_07-47-29]   [FATAL] ./OpenXcomEx(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x477) [0x555eece1ab07]
[03-05-2022_07-47-29]   [FATAL] ./OpenXcomEx(signalLogger(int)+0x43) [0x555eecc26713]
[03-05-2022_07-47-29]   [FATAL] /lib64/libc.so.6(+0x4ead0) [0x7f85e38caad0]
[03-05-2022_07-47-29]   [FATAL] ./OpenXcomEx(OpenXcom::BattlescapeGenerator::run()+0x46a) [0x555eecd5f2fa]
[03-05-2022_07-47-29]   [FATAL] ./OpenXcomEx(OpenXcom::CraftSoldiersState::btnPreviewClick(OpenXcom::Action*)+0x10e) [0x555eecc5a62e]
[03-05-2022_07-47-29]   [FATAL] ./OpenXcomEx(OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)+0x15a) [0x555eece3ea6a]
[03-05-2022_07-47-29]   [FATAL] ./OpenXcomEx(OpenXcom::State::handle(OpenXcom::Action*)+0x73) [0x555eecf14b43]
[03-05-2022_07-47-29]   [FATAL] ./OpenXcomEx(OpenXcom::Game::run()+0x342) [0x555eece3aa22]
[03-05-2022_07-47-29]   [FATAL] ./OpenXcomEx(main+0x175) [0x555eecc04325]
[03-05-2022_07-47-29]   [FATAL] /lib64/libc.so.6(__libc_start_main+0xf3) [0x7f85e38b6ca3]
[03-05-2022_07-47-29]   [FATAL] ./OpenXcomEx(_start+0x2a) [0x555eecc0af6a]
[03-05-2022_07-47-33]   [FATAL] OpenXcom has crashed: Segmentation fault.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on May 03, 2022, 10:48:28 am
I also noticed that doing a "preview" on Manta or Moray crashes the game (2022-04-04). Hammerhead, triton and poseidon works. Maybe this has something to do with crafts which are not supposed to be used for missions, only interception?

yes, will be fixed in the next OXCE release
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on May 03, 2022, 06:15:28 pm
Please give us all full workable and finishable version of TWOTS with OXCE!

Let me explain. Me wants to start new game campaign in twots 2.51.2 with oxce 7.5.3, playing it several months of real time and win at all at superhuman ironman.

But im beware of described bugs, which can force me to start the game from zero due to uncompatable saves from older versions.

Im an superhuman ironman player, but also using periodically backup archiving that only one save game file with WINRAR, so i can save the succesful progress of the game, and also didnt want to play the play the game each time from scratch.

The Question of today is:
Can i start a new campaign today, or i need to wait some time for fixed version (seems now need fixing somethings is in OXCE).

What are you can recommend to me?
Please dont reccomend me to drink a poison!

Thanks all the modmakers for their work on OXCE and TWOTS!


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on May 03, 2022, 06:47:26 pm
There are always bugs in OXCE.
If you want to wait forever, I'm not going to stop you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on May 03, 2022, 06:55:33 pm
No!

Several years ago patches was produced everyday - nightlies e.t.c.

These days updates on OXC, OXCE, TWOTS,  FINAL MOD PACK dropped once in a month. All fatal and critical bugs are fixed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on May 03, 2022, 07:01:03 pm
Also i can remember some old comment from someone from this forum - "when the updates are still coming in - its good - the project is still alive.
be awere, when xcom will be 1.0 and no more fresh updates deployed"
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on May 03, 2022, 07:12:14 pm
No!

Several years ago patches was produced everyday - nightlies e.t.c.

These days updates on OXC, OXCE, TWOTS,  FINAL MOD PACK dropped once in a month. All fatal and critical bugs are fixed.

OXCE nightlies are still produced daily.

You can always download a nightly build if you want, it's not a secret.
Current OXCE nightly is v7.5.14 and the bug we're talking about is already solved.
(Also, that bug is not fatal or critical... it's completely harmless)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on May 03, 2022, 07:25:12 pm
OXCE nightlies are still produced daily.

You can always download a nightly build if you want, it's not a secret.
Current OXCE nightly is v7.5.14 and the bug we're talking about is already solved.
(Also, that bug is not fatal or critical... it's completely harmless)

Hard to find that newest nightly is v7.5.14.

OXC newest nightlies are in the main page of openxcomsite.

OXCE releases didnt have any page on openxcomsite

OXCE only have a thread on a forum, which is named - OXCE v7.5.3 download & installation guide

in this thread i have found bleeding edge OXCE nightly preview page, scroll it list to end, and find there only Extended-7.5.9-1ca5b37bb-2022-04-04-win64.7z
4/5/22 2:40 AM   5.68 Mib


where i can find a Current OXCE nightly is v7.5.14 ?  :o
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on May 03, 2022, 07:40:17 pm
founded it

in that page with bleeding edge OXCE nightly preview

naming scheme was terrible without using 01, 02, 03, e.t.c.

it uses 1, 2, 3.
 in that case 9 will be after 14. >:( :o :-[
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on May 21, 2022, 11:03:55 pm
Played today against sharkmen and found what using acid against them produce interesting effect - if they not die but acid spread to them ( sprite goes green) they fall asleep instead of death, but dies eventually on next turn. This is new for me. Can someone explain me that new mechanics? And can I prevent death of falling asleep of necessary alien in case of needed rank (navigator dilemma)? Or they die anyway?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on May 23, 2022, 10:00:42 am
Played today against sharkmen and found what using acid against them produce interesting effect - if they not die but acid spread to them ( sprite goes green) they fall asleep instead of death, but dies eventually on next turn. This is new for me. Can someone explain me that new mechanics? And can I prevent death of falling asleep of necessary alien in case of needed rank (navigator dilemma)? Or they die anyway?
If someone got too much stun, they fall in coma and begin to die slowly. This state is indicated by snowflake icon. You can apply stimulant to this unit, but it can awake.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on May 23, 2022, 09:41:40 pm
Sorry but may be me asked wrong question or you don't understand what I mean. Acid now could sleep enemies (ZZZ symbol) but they die immediately on next turn. This sleep effect interesting and fall body not looks like has acid on (normal non green bodies). I'm just wondering is it possible prevent death of alien what you need if it fall asleep because of acid. May be use neutralizer? Is it possible target fall body on land with it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on May 25, 2022, 08:58:21 am
Sorry but may be me asked wrong question or you don't understand what I mean. Acid now could sleep enemies (ZZZ symbol) but they die immediately on next turn. This sleep effect interesting and fall body not looks like has acid on (normal non green bodies). I'm just wondering is it possible prevent death of alien what you need if it fall asleep because of acid. May be use neutralizer? Is it possible target fall body on land with it?
For better understanding, please provide savegame.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on May 25, 2022, 08:12:31 pm
Here we go. This is new battle save game against carcharadons. You can see sleep alien (took 2 hit to sleep) near Poseidon. Feel free to investigate yourself.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on May 27, 2022, 02:18:26 pm
Just some suggestion - currently normal knife can easy kill Lobsterman on SH and other melee vulnerable aliens but vibroknife can't. It's kinda joke because usopedia  says about effectiveness against non armored enemies. It because of armor piercing 150% and strength bonus which vibroblade has not. I made some small QoL patch what swap those parameters and make knife useless against hard armored and late game enemies but still useful on early stages. I think this fair because obtaining vibroknife require some time and research and making it more useful but not too over powerful against aliens who has resistance to melee. Feel free to test it or use if need. If Nord decides change stats  of both  knives later in next mod patch it's up to him. For people who want use my patch just extract it to mod folder and enable it as mod in OXCE menu.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on May 27, 2022, 03:43:36 pm
Here we go. This is new battle save game against carcharadons. You can see sleep alien (took 2 hit to sleep) near Poseidon. Feel free to investigate yourself.
Ok, got it. Deep water pressure kills him. Hm. Maybe leave as it is?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on May 27, 2022, 04:21:12 pm
Do as you wish. You the author :) Just wonder why aliens not die but fall asleep instead sometimes. It's funny effect anyway. But you investigation explain deaths on next turn now and this fair enough. I mean what if enemies fall asleep while have acid on and health close to zero death by water pressure is fair. Thank you for you time.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on May 28, 2022, 08:26:28 pm
I added snap shot to sonic autogun for chance of reaction fire. Tasoth guardians are not fun on hardest difficulty and not having chance to react with this great weapon against them or annoying tentaculats  is bad. Of course it's possible to use something else but if Gauss autogun has it why not add to sonic too? Just little QoL again. To use or not use up to players. 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on May 30, 2022, 10:40:58 am
Researching acid weapons before heavy aquatic weapons allow player produce acid torpedoes. File manafacture.rul:
Code: [Select]
- name: STR_ACID_TORPEDO
    category: STR_AMMUNITION
    requires:
     - STR_H_ACID_WEAPONS
missing line:
Code: [Select]
    - STR_AQUAWEAP_2
Fixed file attached:
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on May 31, 2022, 12:05:37 am
A couple of potential tech/item issues I spotted:
 - ADS alien clip is in every way (damage, clip size, etc.) inferior to the regular ADS clip. Is this intended or an oversight? Description etc. seems to suggest it should be better.
 - Aquatoid commander does not unlock the use of shard weapons, but most/all other commanders do. I suppose an aquatoid commander should be able to divulge this information like the rest. Is this intentional?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on May 31, 2022, 11:25:27 am
Need ask Nord about it. According research tree aliens who can unlock it: both normal and armored gilman commanders, naga lord, lobsterman commander, freak commander.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on May 31, 2022, 09:37:24 pm
A couple of potential tech/item issues I spotted:
 - ADS alien clip is in every way (damage, clip size, etc.) inferior to the regular ADS clip. Is this intended or an oversight? Description etc. seems to suggest it should be better.
It ignores armor.
Quote
- Aquatoid commander does not unlock the use of shard weapons, but most/all other commanders do. I suppose an aquatoid commander should be able to divulge this information like the rest. Is this intentional?
I'll check.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on June 01, 2022, 12:04:05 am
Another question. In the tech tree, there appear to be multiple Mind worms. After researching one live one, the other is still unresearched. Second live one didn't open up a research option. Looking at rulesets, there appears to a separate entry for land-based mind worms (STR_MINDWORMS_L_TERRORIST) and underwater mind worms (STR_MINDWORMS_TERRORIST), with slightly different stats. I wonder if it is intentional that you can't get full research unless you interrogate both; they are supposed to be the same critter.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on June 01, 2022, 10:31:43 am
Another question. In the tech tree, there appear to be multiple Mind worms. After researching one live one, the other is still unresearched. Second live one didn't open up a research option. Looking at rulesets, there appears to a separate entry for land-based mind worms (STR_MINDWORMS_L_TERRORIST) and underwater mind worms (STR_MINDWORMS_TERRORIST), with slightly different stats. I wonder if it is intentional that you can't get full research unless you interrogate both; they are supposed to be the same critter.
Yeah, it was engine limitations. Now with newest OXCE this can be refactored, but... 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on June 02, 2022, 03:00:00 pm
Still wondering about the right balance of prerequisites wrt. shard guns, gauss tech and sonic weapons. Shard guns require a commander (incl. naga lord) so you essentially need to do a very large ship to get it. Gauss requires a navigator, which you might get from a large or very large ufo. Sonic requires alien implants (and some delay because you need the bionic lab), which you get from a very large ufo. It seems you get these very close together; now researching sonic in October and I just obtained gauss and shard a month or so ago. While these are not mutually exclusive (I especially like gauss sniper rifles), would it make sense to space them out a bit more. For example, make the relatively weak shard weapons available upon researching a squad leader or a paladin? It would make sense that upon interrogating someone using the weapons you would learn how to use them because shard guns don't require a biological connection.

Another balancing thing I noticed that I have only obtained one (1) M.C. reader in the game so far in October. Or maybe some of them were destroyed in gas cannon HE/ZR explosions. I think these should come up more frequently, to make it easier to identify which aliens you need to capture.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on June 02, 2022, 07:27:25 pm
This game based on RNG. Once I got 6 terror missions in row with Nagas only. No single aquatoid or gilmen shows up. MC readers same - land terror missions may have it or not. If you need it look for terror sites include 2 stage ship, artifact site or infiltration runs in seas with large terror ships usually easy to detect because few small medium and two hunter killers around them. You need some luck there too if you have not enough power to approach. Sometime small lands in same spot as medium and large and hunter killers protect them all time - looks like some "pie". But sometimes one of large uso land at far away from hunter killers and you can go safely. Clean it - 2 mc readers there. Navigators presents on medium ships too. Two of them always. For implants yes hard to get because they change the world - make you invulnerable to mc attacks. So dreadnought has 2 always you need few of them to produce first mc protected guys then colony runs to full clean. Or full artifact site clean or go for naga temple it has 3 or 4 don't remember now. And of course than more difficulty than hard get necessary items.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on June 03, 2022, 06:58:34 am
This game based on RNG. Once I got 6 terror missions in row with Nagas only. No single aquatoid or gilmen shows up. MC readers same - land terror missions may have it or not. If you need it look for terror sites include 2 stage ship, artifact site or infiltration runs in seas with large terror ships usually easy to detect because few small medium and two hunter killers around them. You need some luck there too if you have not enough power to approach. Sometime small lands in same spot as medium and large and hunter killers protect them all time - looks like some "pie". But sometimes one of large uso land at far away from hunter killers and you can go safely. Clean it - 2 mc readers there. Navigators presents on medium ships too. Two of them always. For implants yes hard to get because they change the world - make you invulnerable to mc attacks. So dreadnought has 2 always you need few of them to produce first mc protected guys then colony runs to full clean. Or full artifact site clean or go for naga temple it has 3 or 4 don't remember now. And of course than more difficulty than hard get necessary items.

Indeed, some parts are very RNG-dependent. I also mentioned earlier that in my previous run the first biodrone terror mission occurred at month 15, so no sonic weapons manufactoring and oscillator before that. RNG dependency in importatnt bits as such adds to replayability, as the game might be entirely different the next time you play. But it could crease unfortunate situations.

I think you mentioned earlier that you completed the game w/ SH ironman. I wonder how you dealt with hunter-killers? A hidden base could shoot down the unwary transports so easily, and later in the game (Sep/Oct) they seem to start roaming about, normal ufos even switch to hunter-killer mode in between. Even doing barracuda escorts would not be enough, because in SH hunter-killers shoot them down easily (the first time I actually managed to take down HK with significant damage was with hybrid torpedo as I recall). I wonder if you are supposed to use floating buoys or some such to ensure a secure area or some such. I have just resorted to save/reload to avoid transports being shot down, and I have had to do them dozens of times already. FWIW both times I played I only recovered landed ufos, didn't shoot down any in the beginning at all. I wonder if the game would be different if one shot regular ufos down and faced retalliation and base defense missions.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on June 03, 2022, 11:06:16 am
Sadly I'm suck. So only experienced and veteran yet. But I playing SH time by time. Tricks - escort Triton (Poseidon) with 2 or even 3 barracudas squall missiles coward pilots for slow approach speed. Try lure out HK and sacrifice you barracuda. Approach with Triton to base border but not step on it while you interceptor step on it from opposite site and wait while HK pops out and run from base as far as possible and send Triton to it while HK busy his interceptor hunt. And last but may be not least - crazy one, build you airlock exactly under enemy base - zoom in map for it. You travel to enemy base will be instant, but HK still may pop. And you will need dismantle this mini-attack base later and rebuild again at another base. Be advised what currently confirmed OXCE bug exists what prevent dismantle bases - because airlock can't be dismantled. Bug will be fixed in new releases. About biodrons - if you have transmission resolver wait for lobsterman, tasoth, charcaradon or mixed crew terror mission wave - don't shoot scout ships let them do what they want  and wait for large at end on month which follow terror site mission.
P.S.
I'm testing and developing another QoL patch for this mod where any live medic will have chance unlock same researches what require manually doing corpses or live aliens. I mean if you have aqua plastic present on the base but have no luck with deep one, xarquid or (really? lobsterman) corpse but interrogate live medic, he could random tell you info about necessary corpses and if he tell you right info for example deep one autopsy it will unlock aqua plastics as well. To make game not too easy  and not big break balance I probably move biodrons group to middle game or end game where armored medics appears. It's still in development so don't expect it right now.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on June 03, 2022, 06:26:41 pm
Ok. Attacking a base is rather straightforward with a sacrifice at least. The main thing I'm wondering about with SH and/or Ironman play is how you avoid your transports being shot down by bases which you have not detected yet or just randomly spawning hunter-killers or ships, that change their mode to hunter-killer in between. Avoiding this seems to be essentially impossible unless you always escort your transports everywhere with a number of barracudas. Which is not really feasible (at least in higher difficulties, where HKs are too powerful). But if you really needed to do so, the OXCE engine should really support such "escort" functionality (multiple ships fly the same path and speed with simple clicks - or is there a feature to accomplish this easily?).

So my main point is that while HK mode is understandable and "neat" as an extra step in (known) alien base defense, in other contexts it will result in seemingly impossible or very tedious play with Ironman or similar play style. The only real way to deal with this appears to be "Save/Reload". It would appear that in HK was made "too realistic" (similar to how X-COM might behave) and difficult in such contexts in OXCE in general. But I'm curious and would like to hear if I'm missing something and how ironman (esp. SH) is actually possible with such HK behaviour.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on June 03, 2022, 08:26:24 pm
Do you know about escorting how it works? I hope so. If not it's easy: send Triton somewhere and send your Barracuda to Triton (choose it as target) not to way point. As soon as Barracuda reaches Triton it will follow him and will be attacked by HK first. Check activity graphs time by time. If you find it raise up, send there Barracuda or even Seamaster for chance find base early. Watch you score and maintain it. No need do all missions, especially if they pop up in dangerous zones. After infiltration runs HK usually lands and if you lucky and they close to your base you can approach and do simple fast mission for good score. It's still risky anyway. Or they just gone in few days later. Play not Ironman it's ok, as soon as you learn HK tactics and other tricks you could try Ironman. Beating game with reloading because of HK imo fair, beating it because of stupid deaths in mission and reload it is not.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: shinr on June 03, 2022, 09:27:31 pm
But if you really needed to do so, the OXCE engine should really support such "escort" functionality (multiple ships fly the same path and speed with simple clicks - or is there a feature to accomplish this easily?).

When launching ships, shift click the ships you want to act as escorts, then click normally the ship you want to be escorted.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on June 04, 2022, 03:39:31 pm
Ok, thanks, I had missed this.

I also noticed Jellymen using a weapon (tangler?) to remove TUs and do stun. The weird thing was that squid light drone was knocked unconscious. I have never before seen a drone/HWP being stunned. Is this intentional for this weapon or is a squid drone special, having been created using a bio-drone corpse?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on June 04, 2022, 05:40:52 pm
Ok, thanks, I had missed this.

I also noticed Jellymen using a weapon (tangler?) to remove TUs and do stun. The weird thing was that squid light drone was knocked unconscious. I have never before seen a drone/HWP being stunned. Is this intentional for this weapon or is a squid drone special, having been created using a bio-drone corpse?
Tangler.. tangle target with multiple threads. Robot can be wrapped in threads too.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on June 05, 2022, 09:22:57 am
If you put a 2x2 HWP on Poseidon, it's deployed "crossways" so it can't get out until you move quite a few aquanauts. If you put two 2x2 HWP's, both are stuck and you have to move out almost all aquanauts so that you are able to first move one HWP inside the craft out of the way of the doors. In this example I also had a 1x1 HWP. Would it be somehow possible to change the floor plan of Poseidon so that 2x2 HWP would be deployed in the front of a door so that it could  be moved out first (similar as with Triton)?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on June 05, 2022, 11:28:35 am
I'll do what i can, but it can cause less space for hwp.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on June 05, 2022, 06:07:39 pm
Ok, new QoL patch (submod) live now.
Changes:
The story line and research order left unchanged but interrogating live medic now could unlock same researches as manual in lab, doing corpses or live aliens. For example: you need molectronics to be unlocked, but have no luck capture live terrorist, you can unlock it if medic tells you info about live terrorist. Same for corpses. Now you need fact of autopsy which could be obtained asking medic as well. To do not break balance I've moved biodrones and triscenes to upgraded (mid and end game) medics only. This will prevent players unlock late game researches early as normal (not enhanced) aquatoid medic's bonus. Don't forget what all medic unlocks are random and to get necessary one (for example live biodrone) you need capture them as much as possible or research rest of aliens manually to reduce amount medic's bonus aliens articles which could be shown as interrogation result.
Bug fixes:
Acid torpedoes dependencies on heavy weapons
Interrogating live paladin shows right ufopaedia article now. 
Feel free to use (not use) it. I've tested it but might missed something. Don't hesitate report about bugs too.
P.S.
Update 8.06.22
Due to multiply bugs in my minimod I temporary removes it until they will be solved. Apologizes for any inconvenience.
P.P.S.
Update 9.06.22:
All mine ideas and small QoL patches I assembled now in small mod which posted on mod portal. If interested all welcomes:
https://openxcom.mod.io/qol-for-twots
 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on June 11, 2022, 07:01:02 pm
Hey Nord, could you please look at this cosmetic bug?
(https://i.postimg.cc/p9hWDjZz/armor.jpg) (https://postimg.cc/p9hWDjZz)
This guy wearing hard suit but game engine draw it as another armor. I don't have great experience yet to investigate myself, only have thoughts what this is something with lookVariant: 41 in save file. Not sure anyway. I'm using some mods include mine, but I think you could disable them in save file or it will loads fine just with warning. Thank you in advance.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: EleriumWard on June 23, 2022, 03:11:53 pm
Good evening. I would just like to say thank you for creating this mod. I just finished the mod tonight, and it was a blast.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on June 23, 2022, 07:06:45 pm
Good evening. I would just like to say thank you for creating this mod. I just finished the mod tonight, and it was a blast.
Thank you.
Hey Nord, could you please look at this cosmetic bug?
(https://i.postimg.cc/p9hWDjZz/armor.jpg) (https://postimg.cc/p9hWDjZz)
This guy wearing hard suit but game engine draw it as another armor. I don't have great experience yet to investigate myself, only have thoughts what this is something with lookVariant: 41 in save file. Not sure anyway. I'm using some mods include mine, but I think you could disable them in save file or it will loads fine just with warning. Thank you in advance.
Yes, a typo in "extrasprites.rul", thanks. Will be fixed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on June 25, 2022, 08:57:06 pm
Nord,  hello and privet!

if you have a free few minutes, please answer to my question - which files i  need to use for successful game?

im prepared to start a new game in twots 2.51  on superhuman ironman (with manual savings in winrar archives sometime).

to achieve this goal i need:

1) only use your  twots 2.51 latest version?

2) or use your  twots 2.51 latest version and appliy over it newest        OXCE Extended-7.5.16-eb28defc8-2022-06-16-win64.7z     6/16/22 9:35 PM   5.68 Mib

3) or after all previous i need use  -  QoL for TWoTS for OpenXcom by Shiroi_Bara qol_for_twots_2.1.0.zip - ? is it good thing or is not approved thing from the author of mod? обобряемо? или кто?

THANKS IN ЗАРАНЕЕ ADVANCE !!!


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on June 25, 2022, 11:44:46 pm
Gena Krokodilov
You could use only Nord's TWoTS without mine adjustments. TWoTS has some minor bugs but winnable even without  QoL. I made my sub-mod to make game a little easier. If you goal pure clean, use pure TWoTS. If you want some little help you may use QoL sub-mod. QoL not change story line, alien attack waves and other important aspects of TWoTS, it's just adds some features to help.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on June 27, 2022, 06:18:44 pm
Shiroi Bara
Hi there!

Im fully appreciated your effort in making QoL (but what doest it mean? this abbreviation hard to understand for me).
especially happy about your fixing knife damage vs lobsters - it is a really good thing.

but im very afraid of situation, when im already strated TWOTS with QoL, and then slowly playing campaign two or more months of real time, and then surprisingly have new version of QoL, which will be fixed new founded bugs, but also it needed to start a new campaign. im dont want to start a new campaign every time.
tell me, is it possible to make patches which doesnt demand to start a new game? or is it impossible.

sorry for my bad english. i hope that my main idea of this message i can formulate into english words.

Thanks in advance!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on June 27, 2022, 06:38:07 pm
QoL = quality of life, making the game smoother to play

I think almost always you can just update the mod and continue a game started with a previous version. I think you should be comfortable with starting now.

P.S. I'm interested in hearing how you plan to deal with randomly appearing hunter-killers. After they start approaching, do you plan to always accompany your transports with multiple defenders (see the earlier posts, I just save/reloaded in these cases but I wonder what will be your ironman strategy)?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on June 27, 2022, 07:01:03 pm
QoL = quality of life, making the game smoother to play

I think almost always you can just update the mod and continue a game started with a previous version. I think you should be comfortable with starting now.

P.S. I'm interested in hearing how you plan to deal with randomly appearing hunter-killers. After they start approaching, do you plan to always accompany your transports with multiple defenders (see the earlier posts, I just save/reloaded in these cases but I wonder what will be your ironman strategy)?

Thanks for the explanation!


im am cheater ironnman superhuman player.  >:( :o >:(

im frequently made a separate backup save in winrar archive. i know, it is not sport behaviour, also knowing it is a save game abusing. but this way im enjoying playng these cool oldscchool games. this way im can replay some moments.

 last year im played twots 2,49. processed near the expedition to tleth, and researched last ship, but then ocassionally drop the campaign. on that 2.49 version i have not problems with hunter killers (green shielded small ships?). they probably kills my interceptors in 50% rate, but in other 50% my interceptors have a win at dogfights, especially 2 vs 1,  even without savegame abuse thing.

nowdays am planning to start a new campaing in twots 2.51.2 with QoL. but beware of same critical bugs. still waiting for stable version.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on June 27, 2022, 07:16:54 pm
do you plan to always accompany your transports with multiple defenders (see the earlier posts, I just save/reloaded in these cases but I wonder what will be your ironman strategy)?

yes. im defend my transportships.
 as soon as possible i send to mission transport ship only with support of interceptor. one or even two. in case when alien attacks, he atacks interceptor first.

or, in other case, im  firstly send to the PLACE an interceptor for engage the enemy fighters, and after that send to that place POSEIDON or other crew ship.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: Meridian on July 24, 2022, 08:48:08 pm
Playing the latest TWoTS and OXCE snapshot. I suspect this may be an OXCE issue, though. If you try to build a triton, while not having a free sub pen, a transfer dialogue pops up. (It may be relevant that I have a second base which however does not yet have a sub pen. I wonder what would happen if you didn't have a second base, "transfer" would not be relevant then?) But if you can't transfer the existing craft out anywhere, you can't get out of the dialogue box and you are stuck - you must close the window and restart the game. Maybe the game should check first, before starting manufacturing, whether the requirements are fulfilled and not even open transfer window if not? And there also should be some way out of the transfer dialogue at least in this scenario?

I'm not aware of such a feature... and also can't reproduce anything similar to this.

Can you provide a save and instructions?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: psavola on July 25, 2022, 09:46:46 am
I'm not aware of such a feature... and also can't reproduce anything similar to this.

Can you provide a save and instructions?

I can't reproduce this using your save or TWoTS. However, I no longer have saves from when this was occurring. I'm fairly certain I did not imagine a transfer dialogue popping up without any options to continue the game. Now, a brief look at the code doesn't suggest how this could occur. I remember wondering if it could be somehow related to the "sell/transfer manager" feature activated after missions which might force you to transfer or sell items that don't fit in the inventory after recovery.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on July 25, 2022, 11:04:19 am
OK, I'm removing it from the todolist for now.
Please report if/when it happens again.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Gena Krokodilov on August 09, 2022, 06:41:51 pm
Shiroi Bara,


Hi there! Your version of QoL 2.1.0 is the latest at this moment? Or more fresh version is available anywhere?
Thanks in advance! :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Shiroi Bara on August 10, 2022, 12:59:05 pm
Yes, it's latest.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on August 22, 2022, 01:16:06 pm
I just noticed something intuitively strange yet understandable from the engine perspective. If you capture a live Paladin of Church, i.e. wearing equivalent to plastic aqua armor, you don't get to strip him and get the armor. You will need to go to the alien containment and kill him, and they you get a damaged armor, which you can repair. I didn't check what happens if you sell a live paladin, i.e. whether you get a damaged armor then as well, or nothing.

Likely this stems from OXC(E) engine limitations related to the specific properties of armor (not items in battlescape). I wonder if it is realistic for the engine to change, but I wonder if there are ways to get around this? Is it possible for live capture to generate an intact armor (in addition to the traditional items the live alien had)?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on August 24, 2022, 08:43:00 pm
I just noticed something intuitively strange yet understandable from the engine perspective...
This was intended. But now i can not remember why. Maybe i should add another manufacture project.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
Post by: zee_ra on August 28, 2022, 08:04:29 am
two in a row

What constitutes bad economy?  Is this a negative balance, a negative total income (including sales), or a negative funding balance (that is, total funding minus total expenses)?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: R1dO on August 28, 2022, 02:01:22 pm
It is having a negative balance, at the very start of the month, exceeding some debt threshold (which can be set by a mod).

For both UFO and TFTD this threshold is a debt of 1 million.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on August 28, 2022, 04:58:57 pm
The latest TWoTS on OXCE 7.7 crashed when starting the very large UFO wreck discovery (the one with tentaculats) with error "OpenXcom has crashed: Map generator encountered an error: no alien units could be placed on the map." I could not reproduce the problem after restoring from a save; the battlescape is different each time I try to get there (save scumming is disabled, but I have to do some tricks by circling around a few alien bases to get there, I wonder if this results in different random generation).

This is likely at least in part an OXCE issue, but because I can't produce a save where this could be reliably reproduced, I'm not sure if anything can be done to fix it.

[28-08-2022_16-34-26]   [FATAL] A fatal error has occurred: Map generator encountered an error: no alien units could be placed on the map.
[28-08-2022_16-34-26]   [FATAL] ./OpenXcomEx(OpenXcom::CrossPlatform::stackTrace(void*)+0x36) [0x561b87a6c0e6]
[28-08-2022_16-34-26]   [FATAL] ./OpenXcomEx(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x477) [0x561b87a6cc87]
[28-08-2022_16-34-26]   [FATAL] ./OpenXcomEx(exceptionLogger()+0x75) [0x561b878735a5]
[28-08-2022_16-34-26]   [FATAL] /lib64/libstdc++.so.6(+0x9653c) [0x7ff39de2553c]
[28-08-2022_16-34-26]   [FATAL] /lib64/libstdc++.so.6(+0x96597) [0x7ff39de25597]
[28-08-2022_16-34-26]   [FATAL] /lib64/libstdc++.so.6(+0x967f8) [0x7ff39de257f8]
[28-08-2022_16-34-26]   [FATAL] ./OpenXcomEx(OpenXcom::BattlescapeGenerator::run()+0x879) [0x561b879b21e9]
[28-08-2022_16-34-26]   [FATAL] ./OpenXcomEx(OpenXcom::ConfirmLandingState::btnYesClick(OpenXcom::Action*)+0x2c2) [0x561b87b8fa22]
[28-08-2022_16-34-26]   [FATAL] ./OpenXcomEx(OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)+0x15a) [0x561b87a90c9a]
[28-08-2022_16-34-26]   [FATAL] ./OpenXcomEx(OpenXcom::State::handle(OpenXcom::Action*)+0x73) [0x561b87b67083]
[28-08-2022_16-34-26]   [FATAL] ./OpenXcomEx(OpenXcom::Game::run()+0x347) [0x561b87a8cc27]
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on August 28, 2022, 05:03:08 pm
I wonder if this results in different random generation).

Yes, geoscape RNG affects battlescape RNG.

This is likely at least in part an OXCE issue, but

More unlikely than likely, but possible.

A save just before the mission could still help.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on August 28, 2022, 05:13:50 pm
Yes, geoscape RNG affects battlescape RNG.

More unlikely than likely, but possible.

A save just before the mission could still help.

Here you go. "Crash" is just before the battle (after restoring from an earlier save, and noticing I couldn't reproduce the problem). "New" is the original save before the crash, an hour or so after the mission spawned. In the crash, I used Poseidon from US base to get to the site by delaying using cormorant and triton. But I suspect it's impossible to reproduce the same battlescape RNG through geoscape..
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on August 28, 2022, 06:10:34 pm
I have reproduced after a few reloads.

It's a classic map script issue.

Code: [Select]
  - type: SCOUT_CRASH
    commands:
    - type: addCraft
    - type: addBlock
#      groups: 4
      blocks: 0
    - type: fillArea

Map is only 60x40, UFO is 30x30, craft is 20x10.

If the craft spawns in the middle of the map, there is no more place to spawn a UFO... which will eventually lead to no free spawn nodes and no aliens deployed.

Change the map script to spawn the UFO first, or increase the map size.

PS: attaching a save before the mission; and also a save with the invalid map generated
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on August 29, 2022, 08:14:55 am
I have reproduced after a few reloads.

It's a classic map script issue.

Code: [Select]
  - type: SCOUT_CRASH
    commands:
    - type: addCraft
    - type: addBlock
#      groups: 4
      blocks: 0
    - type: fillArea

Map is only 60x40, UFO is 30x30, craft is 20x10.

If the craft spawns in the middle of the map, there is no more place to spawn a UFO... which will eventually lead to no free spawn nodes and no aliens deployed.

Change the map script to spawn the UFO first, or increase the map size.

PS: attaching a save before the mission; and also a save with the invalid map generated
Oh, thanks. Will fix.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on August 29, 2022, 08:27:46 am
Still wondering about the right balance of prerequisites wrt. shard guns, gauss tech and sonic weapons. Shard guns require a commander (incl. naga lord) so you essentially need to do a very large ship to get it. Gauss requires a navigator, which you might get from a large or very large ufo. Sonic requires alien implants (and some delay because you need the bionic lab), which you get from a very large ufo. It seems you get these very close together; now researching sonic in October and I just obtained gauss and shard a month or so ago. While these are not mutually exclusive (I especially like gauss sniper rifles), would it make sense to space them out a bit more. For example, make the relatively weak shard weapons available upon researching a squad leader or a paladin? It would make sense that upon interrogating someone using the weapons you would learn how to use them because shard guns don't require a biological connection.

Another balancing thing I noticed that I have only obtained one (1) M.C. reader in the game so far in October. Or maybe some of them were destroyed in gas cannon HE/ZR explosions. I think these should come up more frequently, to make it easier to identify which aliens you need to capture.

After watching EvilBL's SH/Ironman videos (success in the 12th attempt!), I retried my campaign (with saves).

This time I have focused on getting prerequisites right. I got Gauss weapons in June, because I got lucky with aquatoid medium ship (aquatoids also attacked a military base that month and I got an extra navigator there); earlier there also was an aquatoid ship terror mission, but I had to abort that as being way too difficult. So I suppose, based on typical RNG, you get gauss first and rather early (except if RNG screws you and you get gillmen and nagas only).

I got an aquatoid base attack and from there a commander in September. There was also a naga very large ship in September. This allowed access to the very underwhelming shart weapons (unless you want to use them to punch the armor).

Access to sonic tech had been delayed by the lack of examination room -> advanced bionics -> BIOLAB facility. I just got examination room (from the very large UFO?); I don't think I got this earlier from two alien artifact sites or other medium/large ships I had done. So, after BIOLAB is built, getting sonic in October.

So, with luck and focus on obtaining a navigator early, you can get gauss way earlier than sonic. My earlier comment about shard weapons still holds; they're essentially useless by the time you get them (they would be far more interesting if you got them about the same time as gauss, or even earlier). I wonder if the prerequisites of that could be toned down a bit (researching a medic and a squad leader, rather than a commander, perhaps?).

This time around there was a relatively early charcharodon + bio-drone assualt on military base, so plenty of access to bio-drones. This time I also had obtained a couple of M.C. readers elsewhere and I think I got a couple of more from the aliens assaulting my base.

Military base assaults and city terror missions are really nice and progress the early game research considerably, because you can use stun grenades to capture live aliens. At that point in the early game, your only real underwater option are harpoons with stun clips (fine with aquatoids but tricky or very challenging otherwise). You usually will be able to get stun rods a bit later and melee is always a bit of gamble on whether you get the alien you want inside the ship or not.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: februarius40 on September 14, 2022, 07:55:48 pm
Good day,

Many thanks for this great mod, accidentally discovered it thanks to YT algorithm.

I have a question regarding OXCE setup for this mod. Does this mod come with some preset settings?
So after installing I go straight in with the default setup? If not, any recommendation which options to toggle on/off, to get the best out of the mod.

edit: Do I need to put it on top of the mods list, or the default OXCE mods should have priority?

Thank you.

BR
Feb
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Meridian on September 14, 2022, 08:56:42 pm
1/ I have a question regarding OXCE setup for this mod. Does this mod come with some preset settings?

2/ So after installing I go straight in with the default setup?

3/ Do I need to put it on top of the mods list, or the default OXCE mods should have priority?

Hi Feb,

1/ yes, there's about a dozen of preset settings

2/ yes... you can always change your mind later and make some tweaks

3/ doesn't matter too much, because most default mods are either incompatible or don't do anything in combination with this mod... but to be on the safe side, put this mod at the top of the list and other mods below it

Cheers,
M.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on September 14, 2022, 09:19:56 pm
In a large UFO (with aquatoids, I suppose this could happen with other races with 2x2 terror units), a hallucinoid might end up being generated stuck in a room from where it can't get out. I think I have seen the same in some YT videos (maybe even Meridian's?). I think there have been some similar occurrences in other maps. I wonder if this is something that can be avoided by mod design or the engine (I suppose not)?

Also, is it intentional that you get a sight out of Poseidon at certain angles even before opening a door? Some windows, maybe?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on September 15, 2022, 11:23:23 am
I'll check.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on September 26, 2022, 09:20:02 pm
Why does a knife have strength and skill bonus, but vibro knife does not? I understand the armor effectiveness of 150 % of regular knife, but shouldn't at least the strength bonus exist for vibro knife as well (if it should exist at all).
QoL fixes reversed these, but I'm not sure if strength bonus makes vibro knife overpowered or not. (How the damage including the bonuses is calculated, btw?)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on September 28, 2022, 10:56:04 am
It was mentioned before. I should really do something with it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 02, 2022, 04:48:56 pm
Just came back to this mod after two years and am trying again to win in Ironman! Boy is it hard. I always lose around the time the shark guys show up. Im having a promising game
now where I’ve dropped the pretense of using the terrible starting equipment that I have to manufacture myself and am spamming grenades and explosives. Significantly lower death rate now, but we’ll see how long that lasts.

Thank you for revitalizing TFTD! I write technical specs and manuals in English for a living so let me know if you ever need English writing like that and I can help.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 02, 2022, 06:47:43 pm
I have also been playing with SH Ironman (though with backup copies now and then, and I have reloaded a couple of times in early-mid game, so not true ironman); now I'm at the stage where it's no longer possible to fail and I'm preparing going to T'Leth soon. For superhuman ironman at least, by far the most difficult and annoying random thing are hunter-killers. With bad luck, even two barracudas loaded with squall missiles might fail in protecting the transport if you get bad dogfight RNG. (And you might stumble on HKs even before you get barracudas if you're unlucky.) And if the HK is targeting the transport, I think they will always succeed in killing it until you get Manta due to their superior speed. Also, if you get a shielded HK, you are toast until you get Manta or PWT launcher (you get shielded HKs at least in month 10 with 10% odds, and they are the majority of base defenders in month 14, by which time you should be able to deal with them).

Otherwise, playing with IM is more enjoyable from most points of view, because you will need to deal with occasional losses and need to be more careful. On the other hand, it also results in more defensive and slower tactics. Personally, in X-COM I like the early/mid-game stages the most because they are more challenging and RNG affects the game the most (for example, do you get manageable medium and very large ufos, which terror/special missions you get - in TWoTS this affects the most  how early you'll get access to gauss, sonic and through bio-drones sonic manufacturing; the second tier of RNG is when you get armored gillman/lobster technician and heavy aquatoid or other high navigator).

I agree that sharkmen are rather tough in the phase they arrive. Especially the terror missions with bio-drones can be really terrifying - I may have aborted all of them as soon as I was able to obtain bio-drones for research purposes. Sharkmen also have excellent heat vision so you can't rely on dye grenades (which would have helped with vanilla TFTD and some other aliens). I dealt with them with GC-ZR and lots of grenades (using instant grenades makes the game run a bit smoother) and gauss sniper rifles (by shooting from far enough that they don't get vision on you). On the positive side, you don't usually have to worry about MC attacks (artifact sites do have an Oct, if I recall, though).

When playing ironman, IMHO in battlescape you can get screwed the worst by MC attacks. Especially in the stages where you are using gas cannons with explosive ammo. As soon as someone panics in the craft, (s)he is liable to shoot around and kill almost everyone and destroy your loot pile. So always when there is a danger of MC attacks you will need to have everyone drop their hand-held weapons at the end of every turn and pick them up the next turn. (Of course, there is also the same danger of someone panicking if your units die.). Luckily you'll learn rather quickly when you need to be really careful. (BTW, why gillman very large ufos have a MC-capable alien, probably the commander, not sure if that was the case in vanilla).

Some random notes on mod design, balancing etc.:
 - it's rather annoying that protection from acid is gated through polyph autopsy. You'd usually want to have the extinguisher in early/mid game when deep ones and calcinites are abundant, but at that time it is very challenging and time consuming to deal with a map full of polyphs. Not sure if it would make sense to change this somehow. If not by changing the research tree, another possibility might be to decrease the number of polyphs in those missions to make them more manageable.
 - shard guns are useless by the time you can learn how to use them (I didn't even bother researching them in this run). Also, not sure if humans/mutants using sonic weapons makes sense (how did they learn to do so, yet cannot tell you anything when interrogating them?).  But I won't repeat what I have said before on this topic.
 -  most of church missions cease when you research STR_CHURCH_DATA, but for example the church still keeps attacking military bases (but has abandoned attacking shipping lanes). I'm not sure if I get the logic of this (is Interpol so inefficient in stopping the church?). Of course, I like this church "terror" mission, extremely easy in mid/late game. But I wonder if it would make more sense to replace these with, for example, the more difficult aliens vs. military missions.
 - likewise, mind worm terror missions are very easy and somewhat boring when you have obtained MC protection, and they seem to be spawning rather often. I wonder if it would make sense to at least reduce the spawn rate after you have researched mind worms hatchery or some such or some other advanced tech (i.e. obtained everything you need from them).
 - the abyssians keep spawning missions (and you keep shooting them down) even well past after you have obtained the treaty? By all logic all of these should cease (or actually, you shouldn't see these missions, for example alien colony expansion, anymore).
 - MC-protected aquanauts appear to have bravery cap of 60, so in a few transformations a few 70 bravery aquanauts have been downgraded. I wonder if this restriction makes sense (but of course, it doesn't really matter either.)
 - MC armor and MC battlearmor have built-in modules. While this causes some interesting choices as a player (you'll need to decide which guys get MC armor and which MC battlearmor), I wonder if it makes sense that you cannot produce a handheld MC controller to be used independently, or with MC battlearmor.
 - there are loads of essentially useless research (but clutters up, for example, the research selection). I suppose nothing can be done about that, as removing this content is probably also not worth it. I suppose you should probably need to have 300-400 scientists if you wanted to go through all of it and not significantly delay finishing the game. (In all of my campaigns, I have had only 200-250 total, spread around 2-3 bases, but I think I should aim for a bit more than that once you get your sights on sonic and the research tree really opens up.)
- some nitpicks: the description of ION armor says sonar 10, but it's actually only 9. The description of Adv.Bionic Armor should probably also mention camo 6.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 03, 2022, 05:21:19 pm
Hey I didn’t release the sharks could see through due grenades. They explains a lot. I’ll have to do a better job getting live aliens so I can get better weapons in time next run.

I agree that polyph missions are tiresome. Nowadays I will kill one that spawns next to the drop zone and take its corpse and abort for the research. They are way too dangerous for very little upside to take on when they first appear

Mind worms are a nightmare for me. I haven’t figured out how to make any decent progress in the MC tree yet. I got as far as MC READER last time but it stopped there

I’m onto the gas cannon phase myself now in this current run. Seems a shame that there is so much equipment available but barely any of it is really useful
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 03, 2022, 06:42:25 pm
Mind worms are a nightmare for me. I haven’t figured out how to make any decent progress in the MC tree yet. I got as far as MC READER last time but it stopped there

You'll need live mind worms or locusts for biological molecular control, but even if you get it, you won't progress much down the MC tree, because you need Alien implants which usually takes quite a bit longer (about june/july the earliest; the earliest you can have MC lab built is about August/September I think). So at some point you'll need to grab a live worm and/or locust. In the first spawned mission I have use a couple of aquanauts with a couple of preprimed stun grenades to throw the grenades out immediately toward a hopefully close by worms/locusts before they pass out,  and a couple of drones to pick up the stunned aliens, then exit. This strategy usually seems to work even before you can otherwise deal with them (usually getting squid drones from bio-drone corpses and arming them with laser rifles and grenades; by keeping them in the air you can avoid all the scare monsters that could actually hurt you).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 04, 2022, 05:10:21 pm
That’s smart, I had never thought to use the drones to move bodies. I think I will have to do that next.

In my current run I started on Veteran instead of SH or Genius because I figured I’m bad at the game, but in a weird way I am having an even harder time because there is a precipitous drop in missions and therefore I have much less loot from USOs to process and sell. Does the difficulty affect how many missions/USOs appear on the geoscape too, or am I just seeing different RNG results? I’ve hit July on Veteran with 1/10th the missions completed from my previous Genius run. I’ve gotten a lot farther with research but have much less to work with

As an aside, polyps are also disappointing because they go from extremely deadly and not worth fighting to target practice once you have gas cannons. Maybe they need a companion alien to spice them up or something
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 04, 2022, 06:10:46 pm
Does the difficulty affect how many missions/USOs appear on the geoscape too, or am I just seeing different RNG results? I’ve hit July on Veteran with 1/10th the missions completed from my previous Genius run. I’ve gotten a lot farther with research but have much less to work with

Based on ruleset documentation, the only feature that might affect this is the rate of alien retaliation, which goes up by 4 % per difficulty level (moddable, but TWoTS has not changed this). Veteran 12 % vs. superhuman 20 % chance of scouting retaliation appearing after each UFO shot down could result in a noticeable (but probably not a very substantial) difference.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on October 05, 2022, 10:59:05 am
...they go from extremely deadly and not worth fighting to target practice ...
That was the point. :-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 05, 2022, 07:42:39 pm
Final nitpick now that I completed the campaign: is it intentional that really strong MC-capable aliens are able to panic (or even mind-control - not sure about that?) shielded aquanauts (that should have implants that protect from MC)? I have noticed this only with Freaks (and commanders in particular) in level 1 of T'Leth, but I suppose this could happen elsewhere or maybe with an Oct as well. Is this a problem of game mechanics that MC strength 100 is "not enough"?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on October 06, 2022, 08:01:41 am
... is it intentional that really strong MC-capable aliens are able to panic (or even mind-control - not sure about that?) shielded aquanauts (that should have implants that protect from MC)?
"Protected" not equal to "immune". This is intended.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 06, 2022, 07:58:31 pm
That was the point. :-)
Working as designed then :p
I’ll just stop feeling cheap for throwing my rookies at them then. Thank you for all of your work!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 06, 2022, 11:05:54 pm
Something new each time. This time for the first time I saw repeated alien bombing runs on my base, i.e. a small ufo on a retaliation mission destroying base facilities, because I didn't have sufficient missile defense and they don't attack the base. I suppose the reason why this hasn't come up before is probably that I had awful RNG and still in July didn't have barracuda to destroy these ufos. So you might actually need to deploy some temporary base defenses unless you have interceptors in the base.

The weird thing was that at one time, the missile strike destroyed my large living quarters, meaning that all the living space in the space was destroyed with 200+ people still living in the base. While this causes strange results, this seems to be working as intended based on the feature documentation.

I also posted on the feature thread a question whether three bombing runs in the same retaliation is working as designed or should the retaliation be more liable to cease if the aliens are successful (https://openxcom.org/forum/index.php/topic,6668.msg149667.html#msg149667).

Edit: I since discovered that TWoTS also has scripted "small retaliation missions" targeting the base, starting at month 6, and execution odds 30 %. This includes three waves of bombers but no dreadnought to attack the base. So you really need to have some way to shoot down very small/small ufos by June, or deploy some base defenses, or you are screwed if the odds are against you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 08, 2022, 07:36:06 am
Lost again in September on Veteran. I had finally gotten a Moray and enjoyed actually shooting down some of the USOs, but couldn’t keep my score positive.

Is there a way to see the tech tree? I have learned a lot of it but need to plan my research better for the next attempt. Debating trying SH again but since I get butt kicked on Veteran I don’t think it’ll go well  ;D

Play of the game goes to the able seaman who friendly fired the gas cannon into 3 friendlies which sent everyone into a panic loop and lost me a base. Maybe a little less explosives next time!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 08, 2022, 09:24:27 am
Is there a way to see the tech tree? I have learned a lot of it but need to plan my research better for the next attempt. Debating trying SH again but since I get butt kicked on Veteran I don’t think it’ll go well  ;D

Press 'Q' in the globe view (or go through "Extended" menu on the right). In the research menu, you can also browse through the dependencies by mouse middle click if you have enabled OXCE extended features.

The early game is interesting as there are so many different things you'd like to do, but you are constrained on money, time and most importantly RNG. And I suppose there are varying strategies in which order you build your bases. I've recently usually gone up to 96 engineers quickly to keep the cash flowing (so that I'm not so vulnerable to RNG or waiting for council funding) and more on a secondary base (build-up starting in april-may). But you'll also need to keep research infrastructure in a good condition, and be ready to ramp it further as soon as you get gauss and further when getting sonic.

The one thing that is always the same is that you need to rush an alien autopsy to get alien containment as early as possible (this is where RNG is affects a lot: in the best case you get an early creeper mission; in the worst case, you get multiple out-of-range or polyph missions and you get significantly delayed and might only get the corpse at the scripted ufo mission). then rush church / SORESO missions and to clear the path to barracuda. It's also vital to figure out which live alien (officers) you'll need to capture to get past the crucial early/mid-game chokepoints (in particular, a medic [very easy to get from church temple mission], a navigator, armored gill man engineer/lobsterman technician, high navigator), and rushing the equipment to enable underwater capture mechanisms (for example, I'll usually manufacture rather early on harpoons with stun clips to be used to capture an aquatoid navigator if a medium ship shows up; later stun rods and tanglers to prepare for the lobster technician).

Quote
Play of the game goes to the able seaman who friendly fired the gas cannon into 3 friendlies which sent everyone into a panic loop and lost me a base. Maybe a little less explosives next time!

Indeed, HE weapons and explosives (also preprimed proxy/regular grenades) are a double-edged sword and you'll either take calculated(?) risks or have to be very careful (e.g. by dropping the weapons at the end of the turn). In base defense, gas cannons are unwieldy and liable to cause trouble, but you might get somewhat similar problems with, for example, preprimed proxy grenades when an aquanaut carrying them is stunned or dies.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 08, 2022, 05:24:22 pm
Thank you for all the help! I haven’t really dived into OpenXCom before, I mostly played Xcom growing up. I’m similar in that I find the game must less interesting once you hit the point that nothing can really stop you winning. I don’t know if I’ve ever even finished one of the games, I’ll get bored of it being too easy before I get to the final mission. I think this mod’s difficulty has made the game a lot more interesting ;D

I’m in February Veteran on my new run and just started building the alien containment. This time I’ll be trying to capture a lot more aliens instead of blowing everything up. I’ll also try to lose less soldiers. I should’ve screencapped the summary from the last game but I spend wayyy too much on hiring aquanauts. So far my average mortality rate is much lower but we’ll see how that goes :p

I’m also trying to use hard suits again. I thought they were bad because I would have someone fly up and they’d just get sniped but I think that was my fault for using them wrong. I’d really like having someone on top of USOs for breaching and see if that might help lower my casualties there
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 08, 2022, 10:09:05 pm
I’m also trying to use hard suits again. I thought they were bad because I would have someone fly up and they’d just get sniped but I think that was my fault for using them wrong. I’d really like having someone on top of USOs for breaching and see if that might help lower my casualties there

I haven't really found much use for hard suits myself. They are a bit more protective and have a short sonar (can see through darkness and smoke), but in my opinion it is far superior to have two drones or shrimp drones to do that (until you can get more on board with Poseidon). Drones also have a sonar of 15 paces, so they provide excellent visibility. You can actually manage night missions with them acting as spotters and by throwing grenades from far back at the spotted aliens. The good side of drones is that they are very easy to replace, reduce the casualties and thus you don't lose your trained-up aquanauts.

Maybe you could learn something by watching various battlescape tactics from YT videos if that's a thing that interests you (for example, Meridian did a TWoTS Veteran LP series, EvilBL (in russian) has a series of videos where he managed SH/IM on the 13th attempt. Personally, I can usually avoid any casualties in missions, except difficult ones. For example, in my current SH/IM run (June 2038), I have so far recruited 37 aquanauts and lost only 8 (4 of them with bad luck in January when I didn't have med-kit yet), yet have done multiple terror missions, two medium ufos, various small ufos, etc.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 12, 2022, 07:12:09 am
For some reason, you can see an alien inside a medium sub from a certain point. The ufo had landed, so it should not be damaged in any way, Maybe a bug in the definion of the medium sub? See screenshot and a save.

I also saw a very strange thing in a base defense mission. The final tasoth was hiding between two obstructions in a sub pen (located at the top right location in the base; the tasoth was at the top right corner, if I recall correctly, three squares down from the top, one square off from the right wall; behind and between the two obstructions). You could see the location in the bug hunt minimap. I went with a drone to a square 2 squares away with a direct sight between the two obstruction to the location, but the drone did not spot the alien. That made me conclude there has to be some bug, for example in the definition of sub pens that blocked the view, Unfortunately I didn't stop and collect a save and screentshot then. But possibly this could be sufficient to pinpoint the issue.

The medium sub floor plan is different from vanilla TFTD so it could be specific to TWoTS (or where the new subs came from). I doubt the base sub pen definion has been changed, though.

EDIT: attached second screenshot and a save from a different hole in medium sub.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 13, 2022, 11:21:43 am
In my current SH/IM run, I'm currently crippled in Nov 2038 by not been able to obtain MC readers (FWIW I also got the first very large ship in Sep 2038). I apprently seeing almost the same thing (only 1 MC reader) in an earlier play (where I also had the problem of seeing the first bio-drone in month 15). Alien implants, sonic tech, etc. are all gated through MC reader, which typically are only available in battleships (i.e. terror missions). In the early game, I might have had an opportunity to get one (gillmen/deep one terror mission), but the mission would have been unfeasible at that research level if I had not used grenades - and if there were any MC readers, they were blown up. Since then there haven't been very many terror missions. Looking at the ruleset, there could be some for example in the alien lab mission, but doing it is unfeasible before you have MC protection. In mid-game, the terror missions seem to be mostly replaced by mind-worm terror missions and just now (mid-Nov), a church vs. arsenal attack.

IMHO this is an aspect that should be less RNG-dependent. Maybe MC reader should not be a dependency for all these techs (e.g. sonic)? Or more MC readers should be included in the itemsets in other missions (for example, there would be a guaranteed MC reader in very large subs)? Or the rate of mind worm terror missions should be reduced and traditional terror missions kept up?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 13, 2022, 01:54:31 pm
That’s a classic issue from vanilla if I remember correctly, I try to make sure I have one by March because it’s so much harder to get them later. I think it would be neat to have the Medic in the Sirius mission carry one but I think they sell for too much to get them that reliably and easily

Unless TWOTS changed it, I think you can always find one during an alien base mission too. I think it’s on the first part but this is all stretching my memory back to 1998
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 13, 2022, 02:21:27 pm
Unless TWOTS changed it, I think you can always find one during an alien base mission too. I think it’s on the first part but this is all stretching my memory back to 1998

You're correct - looking at the itemsets, it's guaranteed that a few medics (or equivalent) carry MC readers in the first stage of base defense missions in TWoTSl. Doing one might be a bit painful without MC protection with all those tasoths and aquatoids, but I think I'll go do the first stage regardless unless something comes up soon.

Edit: yep, found 5 MC readers there.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 13, 2022, 04:44:28 pm
Damn it, just got a base defense mission on my primary base while all the best aquanauts were out on a mission, taking almost all of the equipment with them (I suppose you should really trim down the loot pile on your craft..). Luckily enough, it was gillmen and deep ones. Managed to beat them with 6 non-armored and weaponed aquanauts (only one gauss sniper rifle, one laser rifle and several laser carbines plus various grenades) and a huge number of small drones (squid drones with their stun attack were most useful). I think I have in some earlier game also had a base attack while most crew were out on a mission, but I think I reloaded then..
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 14, 2022, 07:00:04 am
Good to hear you made it through that, I’m gonna have to prep my bases just in case I get the same thing.

I had to start over again, and I decided to go with a non-ironman superhuman. The tactical battles are so much more crowded and the firefights are much more intense, I ironically lose less soldiers too. I think I was getting too careless before and SH keeps me on my toes. I’m trying to avoid the temptation to save scum, but I’m also bad at the game. I save at the start of the battle and let myself retry it once or twice if I blow it and get wiped out. It makes for much better practice
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 19, 2022, 05:07:47 pm
For some reason, you can see an alien inside a medium sub from a certain point. The ufo had landed, so it should not be damaged in any way, Maybe a bug in the definion of the medium sub? See screenshot and a save.

I've independently run into this issue as well in the hunter which looks to be the same sub. Not only can I see through the floor to the second floor, the aliens can as well and try to fire repeatedly through the floor at the aquanaut I have standing there. This can be funny if the DPL wielders decide to do the same. I've attached a screenshot and a save file of the instance I see as well in case anyone cares to look into it. My save file isn't iron man if that changes anything, but is still SH


(edit ignore that the sub name is wrong in the files, there are only two medium subs and I still picked the wrong one  :P )
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 19, 2022, 09:52:25 pm
I think currently the alien base detection range is slightly smaller than hunter-killer ufos have. (I can't verify this from the rulesets right now, but I'm almost certain that is the case.) This may result in a somewhat unexpected scenario when trying to trigger a reaction from the alien base by moving a single craft within the base radar range (at the edge), waiting for HK to be spawned and then trying to run away (and meanwhile a transport tries to reach the base). But if you have your other crafts too close to the base (yet still outside the base radar range), the spawned HK detects it immediately and switches targets.

I wonder if this and the nasty implications are intended in this case. I thhink it would make sense that  alien bases always would have at least as good radar range as alien craft. This would also correspond to the fact that X-COM bases have way better radars than X-COM craft.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on October 20, 2022, 09:43:32 am
I thhink it would make sense that  alien bases always would have at least as good radar range as alien craft. This would also correspond to the fact that X-COM bases have way better radars than X-COM craft.
Thanks, will do.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 21, 2022, 05:02:03 pm
Are there any details on what advancing the plot of the game does? I’ve stalled by not researching the church data bank, but I finally bagged a navigator so I’m planning to start pushing that research.

First run where I’ve made exposuits too, and I have to say I love these things
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 21, 2022, 10:00:20 pm
Are there any details on what advancing the plot of the game does? I’ve stalled by not researching the church data bank, but I finally bagged a navigator so I’m planning to start pushing that research.

First run where I’ve made exposuits too, and I have to say I love these things

You can see "Affects game progression" in the tech tree viewer on the critical ones (one can also search for research prerequisites in ruleset files; this is the only way you can find out how those techs actually affect game progression).

"Church" research branch essentially only gives you access to barracudas (and dependent techs). Going down that tree stops church missions except the attacks on military installation (goodbye easy missions). But getting barracuda as early as possible, to be able to shoot down subs and protect the transports, is crucial. So you'll need to obtain an alien corpse and research it ASAP, to get started on alien containment. The easiest way to capture live aliens after that are stun grenades on land-based missions. In early game, I've also always obtained harpoons with SC ammo and stun ammo, to be able stun aquatoids if an underwater medium/large sub comes up before obtaining a navigator through some other means.

Several other interconnected branches give more for example weaponry (navigator, high navigator, high engineer, bio-drone terrorist being most crucial; you'll also need a freak leader later). You'll also need MC reader,  and examination room from a very large ship is also essential to get anywhere. You'll need to build a couple of biolabs and MC labs in your most essential bases as early as possible.

An aquatoid navigator is rather straightforward to catch (you'll need to be prepared to stun almost every aquatoid in a medium ship and kill the rest). Bio-drones are most easily dealt with with a huge number of stun grenades (or if you get close by, with a tazer). In my RNG, I've always got lobsterman technician before armored gillman engineer; you see lobster technicians on small ships. At this point you might not have sonic yet and obtaining a live one (let alone killing the rest) is very challenging, depending on the landscape. Jellymen weaponry (squeezer to kill lobsters, tangler to capture them) is essentially a requirement. If you have these, I've usually managed a capture without many casualties. How you end up obtaining high navigator (usually enhanced aquatoid) depends a lot on RNG. A terror mission is likely the easiest, but this branch might be significantly delayed (until you have MC protection, i.e. when you can finish the alien lab or barge)

For the main game, you'll need to learn more of nagas, get a naga lord so that you can get to naga city. You'll need to go through the alien dungeon (no sense even trying the second part prior to  sonic tech). You'll need a lobsterman commander as per vanilla. You'll need to learn of the jellymen and go through a jellymen base to get the treaty with the jellymen (capturing a jellyman ruler from the base is enough; I'm not sure if you get the treaty regardless if you clear the base and kill everyone).

There are some more minor things to note (e.g. getting thermal tazer, getting live and dead deep one, etc.), but those should be easy to discover and figure out.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Legacy on October 22, 2022, 06:06:27 am
Wow that sounds like I have quite a long way to go. And indeed skipping the barracudas has made intercepting anything infeasible as of about September. I’ve been scraping by with land missions especially after getting gauss but haven’t been able to deal with the mind worms yet. I think I’ll have kicked the bucket this run by the end of the year. I think I’m gonna do a run of vanilla UFO next, the TWOTS grind is burning me out. I did have the best run yet at least ;D

It’s a shame the cormorant is so bad it’s not even worth producing, I’ve had a lot more success sticking DUP torpedos on sea masters, and its a couple less things that I have to manufacture myself (another tiring mechanic, imho)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 22, 2022, 11:10:50 am
Wow that sounds like I have quite a long way to go. And indeed skipping the barracudas has made intercepting anything infeasible as of about September. I’ve been scraping by with land missions especially after getting gauss but haven’t been able to deal with the mind worms yet. I think I’ll have kicked the bucket this run by the end of the year. I think I’m gonna do a run of vanilla UFO next, the TWOTS grind is burning me out. I did have the best run yet at least ;D

You'll want barracudas. In addition to interception, aliens have a chance of start bombing your bases in June (I think) unless you can shoot down their recon attempts This has only occurred to me in two games out of about half a dozen, but it's a significant threat regardless.

You must bail out of mind worm missions (except capturing a couple of samples close to your ship with turn 1 and drones) until you have developed a squid drone (requiring a bio-drone corpse; it which can be equipped with laser rifle, and can stay airborne and shoot or stun everyone). Two heavy drones might also be enough but I doubt they have enough ammo to deal with all the critters with the hit/miss rate they have.

Vanilla TFTD can be illustrative. I've watched a number of SH/IM speed runs and the tactics can be useful. Even if you don't try to maximally speed run the game (just skip the missions you don't need), you can finish the vanilla TFTD in less than 10 hours. A very different experience compared to TWoTS. For TWoTS and any sort of comfort you'll require 50 hours at the minimum. Yet I think TWoTS is a rather nice mod because it's not so overly long (and possibly excessively repetitive) as, for example, X-Com Files.

Quote
It’s a shame the cormorant is so bad it’s not even worth producing, I’ve had a lot more success sticking DUP torpedos on sea masters, and its a couple less things that I have to manufacture myself (another tiring mechanic, imho)

I've often built one cormorant to scout ahead so that my triton does not stumble upon an alien base or hunter-killer, or to have an alternative way to delay the mission despawn timer. It's useless as an interceptor (it can wield only a cannon, so anything with longer range weapons can shoot it down).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Nord on October 25, 2022, 02:46:28 pm
Version 2.52 is up.
Changelog:
- fixed 2x2 spawn in USO;
- fixed acid torpedo manufacturing;
- fixed knife/vibroknife balance;
- fixed missing USOPedia article;
- fixed Paladin stripping;
- fixed map CTD in martian battleship mission;
- fixed minor bugs;
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: psavola on October 25, 2022, 08:15:27 pm
Version 2.52 is up.
Changelog:
- fixed 2x2 spawn in USO;
- fixed acid torpedo manufacturing;
- fixed knife/vibroknife balance;
- fixed missing USOPedia article;
- fixed Paladin stripping;
- fixed map CTD in martian battleship mission;
- fixed minor bugs;

Note that Paladin stripping now appears to equate to recycling the plastic armor, rather than recovering the armor. I'm usually more interested in the armor than recycling it; you can just recycle the armor afterward if you want.

I wonder if the vibroblade balancing needs still more work. Damage bonus of 0.2 x strength + melee accuracy results in huge damage range if you have a good melee accuracy (for example, the resulting net damage with minimal TU cost could end up being around 50-160). This can be better than vibro blade or even a regular thermic lance. A must-havep item for essentially every even a little experienced aquanaut right now?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on October 28, 2022, 06:39:00 pm
In some terror mission maps, you don't have your craft, just a landing area. All your units don't necessarily spawn on the landing area, and based on RNG and maybe other factors, your equipment pile might end up being spawned outside of the landing area. (In this case, I had two 2x2 tanks, a drone and 9 soldiers with POSEIDON). This means that you'll lose all your extra equipment if you go to the landing area and exit (unless you try to move them manually - a big hassle).

I doubt spawning the equipment pile this way is intentional. Could this be fixed somehow?

Sorry, I didn't make a save before this mission. But I have seen this multiple times, so it should be easy-ish to figure out.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: Nord on October 29, 2022, 10:22:50 am
...
I doubt spawning the equipment pile this way is intentional. Could this be fixed somehow?
...
What kind of mission was that?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on October 29, 2022, 11:30:14 am
What kind of mission was that?

Terror ship, passenger ship if I recall correctly. Since then I had another similar mission (I made a backup save just in case the problem would come up again), but there the spawn was correct. This time I didn't have a 1x1 drone which might have affected the placement.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on October 31, 2022, 05:20:56 am
While MC-controlling a sharkman, I notied that you apparently cannot use its melee attack (in contrast to other aliens, such as lobstermen and hellcrabs, or tentaculat in vanilla). This is likely a bug, but I'm not sure if it's a bug in the rulesets or OXCE. The sharkmen are the only alien where meleeWeapon (STR_JAWS) is defined in units.rul.  The others have buildInWeaponSets or lobstermen a specialWeapon (at armors.rul). This for some reason likely results in a different behavior.

Edit: As another observation, is it intentional that MC Focuser exercises your melee accuracy? A very easy way to pump up the stat if so :-)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on November 01, 2022, 10:44:03 am
Finished the SH/IM campaign. Overall, was lucky to avoid HKs appearing out of nowhere to kill the transports (at the early-midgame phase where you can't avoid it).

Other minor comments:
- I had to wait for about 2 months to get a Freak mission (except a ship terror mission, which would have been deadly) in Jan-Mar 2019, so I was stuck and not able to research Leviathan (which requires MC shields). Maybe the occurrence of minor Freak missions (very small/small subs) could be increased slightly.
- MC projector seems to have incorrect or misleading ufopedia text. The text seems to suggest that it boosts your MC capabilities; it does not (but some previous version might have, the code to do that is commented out in items.rul).
- I think I have already commented on UFOpedia/ruleset differences in certain advanced armors (for example, ion armor sonar range is different in UFOpedia entry and in the ruleset).
- Vibro knife is extremely useful right now if you have trained melee accuracy (easiest to do in gym). With 70-80 % hit chance and fixed 8 TUs you can essentially instakill everyone at long as you hit (except ghosts and similar special units). Even the drills don't always kill a lobster, and they will also miss sometimes. OTOH, if you don't have good melee accuracy, you miss a lot and maybe the drills may be better in some contexts. Even though I love it, I would still suggest some further balancing, for example reducing the damage and/or making it further in the research tree.
- The properties or Zrbite, Mag and ION armor are probably already decided. But I wonder what is the use case of ION armor. The shield might be cool especially for scouting or "enemy facing" units, but the other properties are much worse than MAG armor (sonar, heat vision, stamina, etc.). So in my SH/IM runs I haven't at least made any use of them.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: SirDaniWTF on November 19, 2022, 03:59:07 pm
Hi guys! I make this quick post to inform that I am translating TWOTS into Spanish. I am currently at 42% and would need someone to check and correct possible grammatical errors. I'm trying to adapt it as best as possible with a little help from Google Translator. so do not expect a precise translation of each text either, since many of the words used in English are longer in Spanish and I intend to abbreviate or save a little space. As well as some weapons keep the original name instead of translating everything literally.

Long live Xcom! 
And thank you <3
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: Nord on November 20, 2022, 02:04:08 am
This is good. I'll gladly add translation, when you finish.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on November 23, 2022, 03:43:40 pm
Terror ship, passenger ship if I recall correctly. Since then I had another similar mission (I made a backup save just in case the problem would come up again), but there the spawn was correct. This time I didn't have a 1x1 drone which might have affected the placement.

Here's an example save of a cruise ship terror mission where the equipment pile was placed on a non-exit square, thus making it very difficult if you decided to abort the mission.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: SirDaniWTF on November 24, 2022, 07:38:16 pm
This is good. I'll gladly add translation, when you finish.

Sir!  Translation is finished.  Not Translated lines are unnecesary.   do your magic <3
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.51)
Post by: Blank on November 24, 2022, 11:19:37 pm
I've independently run into this issue as well in the hunter which looks to be the same sub. Not only can I see through the floor to the second floor, the aliens can as well and try to fire repeatedly through the floor at the aquanaut I have standing there. This can be funny if the DPL wielders decide to do the same. I've attached a screenshot and a save file of the instance I see as well in case anyone cares to look into it. My save file isn't iron man if that changes anything, but is still SH


(edit ignore that the sub name is wrong in the files, there are only two medium subs and I still picked the wrong one  :P )

Hello, this is one of mine. Those diagonal tiles don't have a proper floors. I was probably trying to make the sub blast proof (separate issue) without considering the 3rd dimension. It's been such a long time since I touched xcom mapping that I don't know how to fix it, at least without risking further bugs.

EDIT: I did it. Updating UFO05B.map, UFO05BL1.map, UFO05BL2.map, UFO05BL3.map with the latest versions below should do it.

 more USO variants (http://"https://openxcom.org/forum/index.php/topic,4521.0.html")
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on December 02, 2022, 11:18:51 pm
My latest SH/IM run has had quite a peculiar RNG. No medium or large ships at all that in the early game Also, only gillman terror missions. The first real chance to get a navigator for gauss weapons was in September. I was already on the way to sonic then (but obviously, having gauss sniper rifles is a must nonetheless). Grenades, ZR gas cannons and SC harpoon bolts seemed to work surprisingly well against typical aliens.

Also, again in this run two of my bases were bombed by the aliens. The radars never spotted the bombers in advance so they couldn't be shot down. A tertiary base was bombed down to rubble (only the lift remained), in the primary base it destroyed the BIOLAB that was being built That really set me back a little, as I had no alien implanters to build another and had to wait for the next very large ship. So, the lesson is, you'll really need to build at least a couple of torpedo defenses in the early game (starting June) if you would want to be reasonably safe from the bombers.

FWIW, also noticed the following.

Sometimes in Artifact Site missions, the sneaky aliens have forever imprisoned 2x2 units in locked rooms with 1x1 exit. I have sometimes seen this at least with Oct, not sure about hallucinoid (with mixed crew). I wonder if the spawn points (or which units can spawn where) could be adjusted. I suppose the vanilla spawn points have made an assumption that this alien rank does not spawn here. (As a player, this is a rather easy - too easy - way to grab a live Oct terrorist and thus get access to advanced MC equipment much earlier in the game.)

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on December 05, 2022, 08:21:32 pm
Another minor thing I have been wondering. Is it intentional that MC protected aquanauts have higher stat caps than the regular ones? Installing implants on them allows them to increase for example firing and throwing accuracy from 100 to 110, as well as strength from 60 to 75 -- but the implants also severely reduce the maximum bravery and reactions are severely reduced. (However, installing cyborg implants on your aquanauts increases their reactions, bravery, and several other caps.)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: Nord on December 06, 2022, 02:19:31 pm
Another minor thing I have been wondering. Is it intentional that MC protected aquanauts have higher stat caps than the regular ones? Installing implants on them allows them to increase for example firing and throwing accuracy from 100 to 110, as well as strength from 60 to 75 -- but the implants also severely reduce the maximum bravery and reactions are severely reduced. (However, installing cyborg implants on your aquanauts increases their reactions, bravery, and several other caps.)
Yes, intended. Implants are useful.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: SirDaniWTF on December 12, 2022, 11:00:36 pm
Sirs,  Translation to spanish is finished.  i forgot to post the link before.

https://www.transifex.com/openxcom/openxcom-mods/translate/#es_ES/twots-the-world-of-terrifying-silence/155197100

Somebody knows the way to download it or what have i do now?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: Ednew on December 16, 2022, 05:39:22 pm
Hi People :)
I have seen a modded version of TWoTS last year, made by ZeroFox. It contained tons of new weapons (and a few new armors) like: Ancient Power Armor
UAC Heavy Rifle + UAC Gauss Cannon Mk3
Augur Rifle
BFG10K
Enforcer Drone
Colonel knife
ACME swimsuit
Hybrid magnum   + Hybrid minigun
Sonic shotgun
Evil speaker box
Advanced Cybernetic Armor

(etc.) :) However, I cannot find it. How / where can I find (and use) this mod/expansion pack? Many thanks in advance.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on December 21, 2022, 07:41:51 am
I saw something strange. "No line of fire" message from an adjacent square inside a USO. From another adjacent square it worked fine. I wonder if this is another bug in USO floor maps (an invisible wall or something)? Or could it be a bug in the engine (very unlikely I suppose)?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: Nord on December 21, 2022, 08:18:09 am
I must find some time to check all this maps.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: Ednew on December 29, 2022, 12:57:12 am
Hi People :)
I have seen a modded version of TWoTS last year, made by ZeroFox. It contained tons of new weapons (and a few new armors) like: Ancient Power Armor
UAC Heavy Rifle + UAC Gauss Cannon Mk3
Augur Rifle
BFG10K
Enforcer Drone
Colonel knife
ACME swimsuit
Hybrid magnum   + Hybrid minigun
Sonic shotgun
Evil speaker box
Advanced Cybernetic Armor

(etc.) :) However, I cannot find it. How / where can I find (and use) this mod/expansion pack? Many thanks in advance.
   Hi People, pls help me out on this one :) If it is not available for free then where can I buy it? I searched for tons of things like ZeroFox (he has an account on Steam but it is a dead-end anyway) or the items I listed in my prev. comment - but no luck so far... I have no idea why is this "expansion pack" not listed in the mods just like the others or why all these "secrets" (nobody seems to know anything about it, but why was it made in the first place? Hopefully it was made for fans to use it and enjoy the gameplay...) If it can be purchased, then where? Merry X-mas btw. :) and a happy New Year :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on January 10, 2023, 10:16:26 pm
FWIW, also noticed the following.

Sometimes in Artifact Site missions, the sneaky aliens have forever imprisoned 2x2 units in locked rooms with 1x1 exit. I have sometimes seen this at least with Oct, not sure about hallucinoid (with mixed crew). I wonder if the spawn points (or which units can spawn where) could be adjusted. I suppose the vanilla spawn points have made an assumption that this alien rank does not spawn here. (As a player, this is a rather easy - too easy - way to grab a live Oct terrorist and thus get access to advanced MC equipment much earlier in the game.)

In the same vein, in T'Leth stage 1, 2x2 units (Hellcrabs) sometimes spawn in an upstairs room from where they are stuck. I suppose this is because in the vanilla mission, there were only 1x1 units so the spawnpoints would need tweaking if you want to avoid this. Fortunately, there is a bug hunt ode.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on January 11, 2023, 12:45:45 am
The cheesy strat that sometimes, with luck and planning, might for work T'Leth level 3. Use psiVision=5 MC Armors to detect the final tasoths in the room next to the starting location, when they go near the wall, MC them and one by one kill off the other tasoth guardians and tentaculats. Finally, move over to the room guarding the ultimate alien and use the tasoth guardians to destroy the crystals. This is the first time this worked for me. The other troops were obviously already 2/3 way through the other corridors by then.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on January 12, 2023, 05:45:42 pm
Another hole in the cruise ship terror mission floor plan. In the square, you get a sighting to the Deep One located one level upstairs from the red square. I recall having been killed before from the outside while in this elevator, but now I got my own sighting on this.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: Nord on January 14, 2023, 03:29:15 am
I think those are vanilla map bugs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on January 14, 2023, 01:36:32 pm
Ok, I'll try to repost that into another subforum. Here's another.

In artifact site mission, I shot a tasoth with GC-ZR, which apparently caused the floor beneath the tasoth to get destroyed, and the tasoth fell to the floor below. However, it fell  inside the walls and cannot get out and cannot be killed. I suppose this is a bug in definions, and the floor through which it fell should have been indestructible. I guess I'll have to hack the save and/or use debug mode to move or kill it.

Not sure if this is a bug in the original (never seen it happen at least), or whether the destructability of walls etc. has been changed in this mod. I don't recall seeing "falling through" behavior in vanilla TFTD but I may be wrong.

BTW. I wonder why I got mixed crew in artifact site mission at the start of July. Based on alienMissions, I would have expected the chances to be
        STR_AQUATOID: 20
        STR_GILLMAN: 30
        STR_CARCHARODON: 50
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: Solarius Scorch on January 15, 2023, 06:09:34 pm
Another hole in the cruise ship terror mission floor plan. In the square, you get a sighting to the Deep One located one level upstairs from the red square. I recall having been killed before from the outside while in this elevator, but now I got my own sighting on this.

Protip: you can see through things that have holes in them. Try it in real life.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: psavola on January 20, 2023, 10:22:12 pm
FWIW, in the other thread, SS posted a fixed vanilla map for the cruise ship (the elevator was missing two squares of ceiling).

In other news, my crew got grenaded through the missing floors in the medium hunter sub (multiple issues reported earlier in this thread). Really frustrating, it would be really nice to have the worst map bugs fixed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.52)
Post by: Nord on January 27, 2023, 06:32:29 pm
V. 2.56 is up.
Changelog:
- new facility - headquarters (also prison for humans);
- new item - zrbite lamp;
- Improved some sprites;
- USO maps fixed;
- Fixed Cruise liner placement;
- Fixed the Poseidon tank placement;
- Fixed the Triton/Poseidon colors;
- Fixed some ufopedia typos;
- Slightly balanced;
- minor bugfixing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on January 28, 2023, 07:01:24 am
The underwater throwing range reduction to 60 % will likely affect some early game playstyles slightly (I certainly use a lot of grenades). Nice. Also, making shard weapons accessible through squad leaders is likely a very good thing. They might actually end up being used in the early game now, especially if you don't get navigator right away. Will be interesting to see how that goes.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on February 05, 2023, 02:16:59 pm
Per discussion and suggestion in OXCE thread:

you can change what right click does per facility type, see attached

Opening the research screen when right-clicking the HQ is not very useful. You should add "rightClickActionType: 1" to STR_HQ in facilities.rul in order to be able to choose what to do with the human prisoners you get (otherwise you cannot kill paladins/outcasts to grab repair their armor). The strings in that screen also need to be defined.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: murkhach@centrum.cz on February 06, 2023, 09:08:22 pm
Hi I tried this nice mod, It is really good one and funny 
  - i like the fight vs. REEF  in the beginning

however I suggest some tweaks
  Tech Tree
   - make 'Aliens origins' more complex  (researched soldiers of five basic races) 
   - stun ammo depends only on containment  (in current build you can stun underwater with dart gun anyway)
   - move HiTech navigator requirement after synonymom device
   - make Gauss harder to obtain  (dependent on using alien weapons   OR longer research ? )
   Missions
   - add STR_MUTANTS4 category  with calcinite
   - for ARTIFACT site refined scale for appearence of mixed_Crew
   Items
   - reduce slightly grenades damage
   - increace  TU for vibro-blade and thermic lances
   - slightly increase knife accuracy
   - improve  trident
   - Slightly improved microtorpedos (rng 24) 
     and guided torpedos  (4 waypoints )
   Races
   - made Naga more versatile
     -- Warriors,Guards and Lords gain more HP,
     -- Sorcerrer and Lords  got Extra AIM and reactions

   

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) Lobstrman knifed
Post by: murkhach@centrum.cz on February 07, 2023, 11:35:49 am
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 )

 
 


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Nord on February 07, 2023, 02:25:27 pm
Yes, strength bonuses are obsolete. Should update them.

You should add "rightClickActionType: 1" to STR_HQ in facilities.rul in order to be able to choose what to do with the human prisoners you get (otherwise you cannot kill paladins/outcasts to grab repair their armor).
Ok, got it.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on February 07, 2023, 05:26:46 pm
Melee weapons, whether they take accuracy or melee bonuses or not, indeed require some balancing. 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.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: murkhach@centrum.cz 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
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
Post by: murkhach@centrum.cz 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 


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
Post by: psavola on February 08, 2023, 05:48:29 pm
[Abyssians] 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

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.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
Post by: Nord on February 08, 2023, 06:01:30 pm
...
They seem to be mainly spiritual and just partly corporeal ...
Have you seen a jelly?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Solarius Scorch on February 08, 2023, 08:41:08 pm
Code: [Select]
Bionic lighting devices produce two times more light than standard chemical flares and do so without blinding human eyes.
"Bionics" generally means a machine which mimics a living organism. Typically, this word is used for advanced prosthetics (like cybernetic implants). In this case, didn't you mean "biological"? Or are these devices actually "artificial flesh"?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
Post by: murkhach@centrum.cz 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.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
Post by: murkhach@centrum.cz 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
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
Post by: psavola on February 08, 2023, 10:45:38 pm
   - Jelly men biologist is not advanced medic (for unlocking bio lab you need  enhanced aquatiod from Biolab mission)

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.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
Post by: murkhach@centrum.cz 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
 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Nord on February 09, 2023, 08:17:03 am
"Bionics" generally means a machine which mimics a living organism. Typically, this word is used for advanced prosthetics (like cybernetic implants). In this case, didn't you mean "biological"? Or are these devices actually "artificial flesh"?
Complicate question, indeed. Original aliens using part mechanical, part biological devices. Like pure bionic USO construction. So i decided to leave term "bionic" for all such stuff, where not clear what is alive and what is machine.

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.
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.
You certainly seem to want an added challenge. ...
Indeed, i have received many suggestions to reduce difficulty. But, as Meridian proved, mod can be done without savescumming.

Thanks for feedback.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: murkhach@centrum.cz 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
 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on February 11, 2023, 07:51:14 am
Still at least one missing floor tile in Hunter, allowing sight and shooting in/out of the sub.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on February 12, 2023, 03:04:29 pm
I saw something strange 2.56 in the barge mission. Two times I saw a ghost through walls and doors. Below screenshot and save an example. This seems to be specific to ghosts, not sure if it is specific to this mission type.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) ABYSSIANs
Post by: psavola on February 14, 2023, 05:23:40 pm
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

I think you meant navigator (for obtaining enhanced aquatoid navigator).

Just for kicks, I tried Biolab mission in my SH/IM campaign with 3 gauss drones and 6 aquanauts and got wiped. But with better luck or planning I might have barely made it. I'd still suggest not  trying it if you're playing ironman. The problem was that my final gauss drone ran out of ammo, and the two others had been destroyed with maybe 10-15 ammo left. The enhanced aquatoids were already panicking now and then, but I suppose there were still at least 5-10 left. My initial mistake was taking even greater risks to capture a live navigator and exposing some of my aquanauts. I should have just hidden away the aquanauts until the gauss heavy drones had cleared out most enemies and their morale is low. So with these properties the mission might be doable, but it requires luck and a careful strategy while conserving drone ammo (you'll have to shoot from the close range to make sure you won't miss too often). Maybe doable if you are ready to do reloads, but not really feasible in an ironman campaign.

I didn't use exosuits, though. I doubt that would have made a significant difference, as AFAIK drills, sonic cannons, thermal shok bombs, even blasta rifles can still hurt you, some of them badly. If you drop your hand-held weapons, you can already avoid MC'd aqunauts harming your crew (the bigger problem with MC is the guys will run out somewhere else where they''ll get killed the next turn).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) Sonic Technology
Post by: murkhach@centrum.cz on February 16, 2023, 11:37:22 pm
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)


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: DSeyka on February 24, 2023, 11:07:25 am
Are you supposed to have Hydro-Jet Cannons available to buy right from the start? Tech tree seems to suggests otherwise.
Also, the game doesn't allow me to put Scout Drone on a craft for some reason (I have the crew space available).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) Sonic Technology
Post by: psavola on February 24, 2023, 04:56:56 pm
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)

For what it's worth, typically you'lll get examination room and hence sonic eventually one way or the other - typically a very large ufo, sometimes a barge. But this has a RNG dependency so it might not hurt if there was a way to make this slightly more reliable.

In my current campaign, I'm already in October, but I have seen only one (landing) very large ufo, but it was on the other side of the globe, so I couldn't catch it. No barges so far. So progress-wise I'm kinda stuck (I also haven't had any useful new research to do for about a month). Usually I have a bionic lab already being built in August-September timeframe. But we'll see if something comes up. For what it's worth, gauss was also delayed (the first time there was a navigator mission was in August), but I managed through it - actually I also got some limited use out of shard cannons this time.

Are you supposed to have Hydro-Jet Cannons available to buy right from the start? Tech tree seems to suggests otherwise.
Also, the game doesn't allow me to put Scout Drone on a craft for some reason (I have the crew space available).

Which craft? You cannot put a drone on the initial craft Seamaster (SWS Capacity 0), but on regular more advanced crafts this works fine for me.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) Sonic Technology
Post by: DSeyka on February 24, 2023, 05:22:11 pm
Which craft? You cannot put a drone on the initial craft Seamaster (SWS Capacity 0), but on regular more advanced crafts this works fine for me.
Ah, gotcha. Thanks for pointing this out!
An error message or something would be nice tho.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) X-XCom Crafts Tier
Post by: murkhach@centrum.cz on March 09, 2023, 06:59:28 pm
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               
 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) X-XCom Crafts Tier
Post by: psavola on March 09, 2023, 07:41:27 pm
By playing the game It seems for me that  hybrid-subs are very soon replaced by late ones.
(changes are Bold)

My 5 cents. Cormorant is so weak that it is essentially useless. In the very beginning, it could be used for scouting or delaying an event. 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).

Barracuda must have at least two torpedo slots. 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. Obviously, you will want to replace these ASAP with two morays, but usually you can't get it right away due to the lack of aqua plastics for everything you need (including at least one poseidon).

For most of the game currently barracudas as enough and you don't really urgently need morays or other interceptors (though the increased fuel space and ability to catch very deep subs is a bonus) - though usually I get a manta or two and a leviathan for convenience. I guess it would be possible to try to make some adjustments but that would have huge implications. For example in your proposal you'll need at the minimum two barracudas to shoot down small subs, which seems unfair to me.

I have never found any use for hybrid subs. The increased speed is not enough to outrun even a regular hunter-killer, and the speed is not enough to catch for example large or medium subs. And they are still weak-ish and consume zrbite. But maybe I have missed something. Something needs to change if one wants them to be viable.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) X-XCom Crafts Tier
Post by: murkhach@centrum.cz on March 09, 2023, 09:40:39 pm
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

 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on March 11, 2023, 03:57:17 pm
In my current campaign, I have once again been plagued by bad RNG. It took a very long time to have a chance to get navigator. I did not have any artifact site missions with the sharkmen (which would have enabled me to obtain a live Oct terrorist, which would unlock advanced MC before the freaks come and made certain other missions much easier), and 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. So likely I should do the alien dungeon first so that freaks start to appear. I also have had only one terror mission with bio-drones, which I had no other option than to abort (I guess I should have forced through to capture at least one even with heavy losses). The only other way to get bio-drone is through enhanced aquatoid/freak medic and there is no alternative path to Oct terrorist. The furthest weirdness has been that I have yet to see a single Naga temple mission, which has 50% of chance to occur after Naga society (temples are an easy mid-game way to churn a few alien implanters, for example, not that I have a dire need anymore).

EDIT: apparently you can't get sonic weapons manufacturing through those medics either, I misunderstood the dependencies.

I suppose the game is offering me a chance to try a run without offensive MC but I'm not overly enthusiastic, given that in particular psiVision with MC armor is so exceptionally powerful a tool in missions consisting of multiple levels (e.g. base attacks, jellymen tsunamis, biolabs, barges, ...).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on March 12, 2023, 10:10:16 am
As noted in the OXCE general thread, there appear to be map bugs in the ancient alien dungeon (invisible half-blocking walls):

https://openxcom.org/forum/index.php?action=post;quote=153855;topic=6586.1260;last_msg=153858
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: murkhach@centrum.cz 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


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: DSeyka on March 22, 2023, 12:20:13 am
Just FYI, mod doesn't seem to be working with latest OXCE nightly (7.8.12)
Code: [Select]
[ERROR] Error for 'mod': Both 'STR_DOWN_TO_ABYSS' and 'STR_TLETH_ALIEN_CITY' research are marked as 'unlockFinalMission: true'
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Nord on March 22, 2023, 09:29:00 am
Just FYI, mod doesn't seem to be working with latest OXCE nightly (7.8.12)
Code: [Select]
[ERROR] Error for 'mod': Both 'STR_DOWN_TO_ABYSS' and 'STR_TLETH_ALIEN_CITY' research are marked as 'unlockFinalMission: true'
Is it not working or just give error message?
Anyway, you can fix it now by adding string
Code: [Select]
  - delete: STR_TLETH_ALIEN_CITYinto "research.rul" file, near similar "- delete" strings.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Meridian on March 22, 2023, 10:33:26 am
This sounds suspicious, it should be only a warning... I will check.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Yankes on March 22, 2023, 01:20:04 pm
Probably small miscommunication between me and Meridian, when I was fixing hanging of `unlockFinalMission` (now you can unset it too)
I decide to handle duplication as hard error where Meridian prefer it as only as warining. I will update it in next version to be only warning.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Meridian on March 22, 2023, 05:16:07 pm
Yeah, it seems a bit more complicated than I thought again.
We will both review it again, decide what's best and let you know.

The fix mentioned by Nord should however be implemented regardless of the outcome.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Xilmi on March 27, 2023, 11:01:56 am
Just a quick question:

When I was enabling this mod yesterday I noticed that "Aggressive Retaliation" is among the things force-disabled in this Mod.
I'd like to know what the rationale behind this is, as I'd otherwise have wanted to play with it enabled.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Nord on March 27, 2023, 10:05:33 pm
Because this mod not only adds new, but changes existing alien races. So, agressive retaliations will not work properly.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) Adding terrains
Post by: murkhach@centrum.cz on April 06, 2023, 05:22:31 pm
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.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) finished on veeran thoughs
Post by: murkhach@centrum.cz on April 06, 2023, 05:57:12 pm
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)


   
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Xilmi on April 14, 2023, 11:10:24 am
Something that struck me as a bit weird was that I had a rather advanced weapon in the beginning but no UfoPedia-Entry for them. It is also odd since other weapons that you have at the beginning of TFTD but not Twots first need to be unlocked.

So you basically start with harpoons and this weapon (I think it was either gas-cannon or aquajet-cannon).

I think this might be an oversight and they shouldn't be available right at the start but instead unlocked by some tech down the line.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on April 14, 2023, 04:41:03 pm
Something that struck me as a bit weird was that I had a rather advanced weapon in the beginning but no UfoPedia-Entry for them. It is also odd since other weapons that you have at the beginning of TFTD but not Twots first need to be unlocked.

So you basically start with harpoons and this weapon (I think it was either gas-cannon or aquajet-cannon).

I think this might be an oversight and they shouldn't be available right at the start but instead unlocked by some tech down the line.

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).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: murkhach@centrum.cz 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)


 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56) New USO
Post by: murkhach@centrum.cz 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

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Nord on April 17, 2023, 09:26:01 am
Interesting. And when do you think it will spawn?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: murkhach@centrum.cz on April 17, 2023, 11:54:56 am
Interesting. And when do you think it will spawn?
It is my first try , so I am experimenting yet. However I managed to  include it in existing waves (for testing purpose)

The intention is that in late game the USOs are simply to weak.  (even DEEP angel armed with oscilators or even gaus cannons can shoot Dreadnought)
I am now trying  to figure out how to spawn this ship for three different purposes
 - research mission with three medium landings (may by  like from 5th month when you need  lot of zrbite and are ready to fight in USO mission with lots of terrorists tasoth/tentacullat ]
 - retaliation when artefact site or  base is destroyed  (many way points around bases with large hunter killer radius)
 - as a mobile hideout for high ranked alien that is located in middle chamber with lot of timed explosives  (rather die than surrender)




Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Meridian on April 22, 2023, 03:17:13 pm
Code: [Select]
#
# metadata.yaml for TWoTS

name: "The world of (terrifying) silence"
version: 2.56
description: "Expansion of TFTD. OXCE not included."
author: Nord
id: TWoTS
requiredExtendedVersion: "7.8"
reservedSpace: 3

isMaster: false
master: xcom2
loadResources:
  - TFTD

@Nord: Please remove the `loadResources: - TFTD` entry from the metadata.yml file.

This attribute is intended for top-level masters only (xcom1, xcom2, etc.)
Not-top-level masters (e.g. 40k, piratez, xcf, etc.) don't need it; and it can cause some file load order issues.
Normal mods (e.g. twots, fmp, etc.) also don't need it and the game alredy ignores it... but please remove them so that other modders don't copy it from your mod by accident.

In OXCE v7.9, the game will automatically ignore it also for not-top-level masters (e.g. 40k, piratez, xcf, etc.).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on April 23, 2023, 01:12:06 pm
In OXCE v7.9, the game will automatically ignore it also for not-top-level masters (e.g. 40k, piratez, xcf, etc.).

Where i can download OXCE 7.9 ?

latest available version here is only 7.8.19

https://lxnt.wtf/oxem/#/Extended
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Meridian on April 23, 2023, 01:15:37 pm
It hasn't been released yet, first I need to write all the documentation, update wikis, ruleset validators, etc.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on April 29, 2023, 02:20:38 pm
OXCE 7.9 just released and available to download.

Question is -  is it still necessary doing a fix (remove the `loadResources: - TFTD`) in a metadata.yml file in the TWOTS+ v.2.56 ?

Or with OXCE 7.9  i can use original TWOTS+ 2.56 files without any modification of files?

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Meridian on April 29, 2023, 02:45:48 pm
I have explicitly said in the first post, that `loadResources:` is already ignored in TWoTS and has been for years.

There is no need for players to do anything.

I have directly addressed only @Nord.
(And I have never said anybody else should do anything.)

Please stop this discussion.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on April 29, 2023, 03:09:19 pm
For directly addressed messages this forum provides » Personal Messages » Inbox.

However, this forum thread is open to the public, any member can post here on the topic of the thread. isn't it?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Meridian on April 29, 2023, 03:20:48 pm
Of course, absolutely no problem.

Feel free to change anything you want whatever way you want, even if I already said twice you don't need to.
I am not going to repeat it for the third time.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on April 29, 2023, 03:27:11 pm
No offence from me to any of you people, who still made one of my favorite game better and better over years.
i just want to tell thank you all - the creators of this oxce masterpiece, and this twots masterpiece.
sorry if a have a too annoying.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: murkhach@centrum.cz on May 12, 2023, 12:58:22 am
HI I finally find time to check scripting and  tried some funny tweaks to this awesome mod ..


 1) added acid amunnition for microtorpedos  and  increased  weaypoints to 3 and increasing cost to 3 molectrinic components instead 1
 2) checked armor shielding  mechanism and created new type of shielding
      until shield has energy  each shield hit is reduced only up to small amount 20 - 50 (depending om damage type)
       - so it makes combat much more interesting (take down shield , than finish with other weapons)
       - suitable for Naga guardians
 3) Find out that there  are more than 10 types of damage in OXCE     
      - so I will try to make ION weapons use totaly different type of damege
      - as well there is a possibility to design (import) new class of weapons or ammunition that takes down rapidly shield 
            (micro torpedo clip, GC - clip, .. )
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Legacy on May 12, 2023, 04:34:35 pm
I’m back to trying to beat this mod, this time running on Superhuman again. With all I’ve learned from previous runs I’m finally having some great success, even successfully defending a week 2 base invasion. It helps to know the critical live captures too. I lost 4 guys trying to get that Aquatoid medic alive with just harpoons but I did it!

So far looking gun, but I’ve got a 2 parter night ship mission up next to annihilate my squad with. I think I actually hate the Triton; deploying from it is awful. Sea master is so much better at clearing the LZ (or dying extremely quickly :p)

Thank you for making a mod that has revived so many attempts to beat TFTD for me!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Nord on May 12, 2023, 06:56:04 pm
...
Thank you. And good luck with superhuman.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Shiroi Bara on May 15, 2023, 11:36:06 am
Adding zrbite flare is good and useful idea. Night missions with normal flares were too hard. Obtaining bio flares takes a lot of time. So I only voting up for this good adjustment. Some small miss typo in usopeadia  article about zrbite flares - you are missed letter "e" at the end of the "zrbite" word. Another small suggestions. Since alien shard weapons now could be unlocked by any squad leader (and this is good adjustment too) may be better change phrase "With help of alien Commander" for something else like "with help of ranked alien (or may be officer)"?  And final question - have you changed throwing range on grenades and flares? They require too much strength now. Consider what this mod really hard on any difficulty could you readjust it too? May be something middle between old big values and small now. Throwing flares now on few meters now with average strength is cruel.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on May 15, 2023, 12:54:58 pm
Yes, the underwater throwing range was reduced to 60%. IMO, this was a relatively good change as it better reflects physics and makes the battlescape tactic "throw out grenades everywhere" less viable but YMMV on whether it makes the game too difficult (I managed fine).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Legacy on May 15, 2023, 04:53:49 pm
The shorter range on throwing explosives and flares I ended up compensating for with phosphorous heavy weapons and using torpedos/other cannons more than I would before. I think it helps incentivize using some other weapons in the arsenal

Last night I knocked out a bio drone with one stab of a Knife. That surprised me, I’m going to have to use knives more
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on May 16, 2023, 06:28:38 am
Nord,

Which version of TWOTS translation was the original - russian or english?

I mean, which one of them was created first by author and also all these articles and descriptions in game was written first?

Which version of these translations (eng or rus) is better and more authentic?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Nord on May 16, 2023, 10:25:54 am
Nord,

Which version of TWOTS translation was the original - russian or english?
Russian.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Shiroi Bara on May 19, 2023, 02:00:55 pm
Have not played this mod for a while, so I forgot what MC Lab require and got confused with it. Research it now require advanced technician too? Man this mod was pain already but now it's became even harder.
P.S.
Dear Nord, you stepping on same rake again. This might OXCE change again. Using latest version. I assume player should not buy cannons just at the beginning of the game:
(https://i.postimg.cc/G4L0BFy3/screen121.png) (https://postimg.cc/G4L0BFy3)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Nord on May 19, 2023, 08:34:46 pm
Have not played this mod for a while, so I forgot what MC Lab require and got confused with it. Research it now require advanced technician too? Man this mod was pain already but now it's became even harder.
P.S.
Dear Nord, you stepping on same rake again. This might OXCE change again. Using latest version. I assume player should not buy cannons just at the beginning of the game:
(https://i.postimg.cc/G4L0BFy3/screen121.png) (https://postimg.cc/G4L0BFy3)
Oh. This again. Thanks, will fi soon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Legacy on May 21, 2023, 04:07:08 pm
Have not played this mod for a while, so I forgot what MC Lab require and got confused with it. Research it now require advanced technician too? Man this mod was pain already but now it's became even harder.
And here I was getting excited about my research. Sounds like I have more to do  :D

Still surviving SH so far, although I’m playing less regularly than I used to. I was about to be eliminated due to my ineffectiveness at protecting civilians from carcharodons and bio drones but luckily the Naha showed up with medium USOs and aquanauts were ready for an easier challenge.

This kid has also gotten me into the practice of rotating squads that go into the field, which I hadn’t normally done before. Sending the fish food out to mutant missions or to fight naga to train up while the elites rest has really helped me recover when something bad happens to a squad now. I’ve also recently been enjoying the bubble, something I thought wasn’t very useful before lets even the weakest recruits become cannon turrets that can secure the area around the LZ
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Shiroi Bara on May 22, 2023, 03:13:41 am
To Nord - don't forget fix "Headquarters" word too. It has double "a" in it's word. Same if you decide to build it at new base, same error in facilities list.
To Legacy - SH no thanks. I tried few years ago, with great random I managed survived year and half until aliens build so many bases what I can even fly safe to simple mission because HK's just spawns everywhere. The most big problem for me is insane MC control even on lowest difficulties. I thinking now made adjustments in mine QoL submod to make  easy things easy but hard is hard. But I need read wiki 1st before change MC stats according difficulty levels. And those commanders which I made too no longer needed since any officer could unlock 2 important researches.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on May 22, 2023, 06:01:01 am
I've only played SH and also done ironman a number of times. MC has never been a special problem (as long as you exploit the AI by dropping weapons and having pre-primed dye grenades), except certain missions which you will have to use special tactics or wait getting MC-shieleded aqauanauts:
- alien barge with aquatoids or enhanced aquatoids; sometimes I have attempted this with 3 gauss cannon tanks but it is a gamble
- bio lab w/ enhanced aquatoids
- the dungeon (obviously you shouldn't go there until you have sonic and other good gear anyway)
- artifact sites where you'll want to use a camping strategy and place drones/tanks on the elevator tiles so your weak-minded aquanauts don't escape
- mind worms missions which you'll have to do with drones/tanks and/or abort) but this is just something you'll have to take into account and abort

The challenge is that especially barge and bio lab would provide resources that would be very useful to shield the aquanauts, so you may be sorely tempted to take up the gamble especially with the barge.I think currently the balance is reasonably good.

With SH/IM the most challenging aspect are the hunter-killers that go around other ships (the ones from bases you can learn to avoid).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Shiroi Bara on May 22, 2023, 10:44:29 pm
Do you using instant grenade option? I'm not. I consider it's as cheating. With preprimed grenades you could kill almost all aliens at 1st turn. But if not, my respect.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: murkhach@centrum.cz on May 22, 2023, 11:10:50 pm
Do you using instant grenade option? I'm not. I consider it's as cheating. With pre-primed grenades you could kill almost all aliens at 1st turn. But if not, my respect.
Well I do not use grenades underwater.  (Gas cannon with  zrbite ammunition or  phosphorus for better vision do wonders)
On the surface there were quite essential in the beginning v.s. mutated humans.

For increased vision you can  equip shrimp drone with flare  (do not need to be thrown - just keeping in hand )

In my opinion the exo-suits are too good 
  - in term of melee resistance are better then Mag and  Zrbite armor)
  - allows kneeling
  - floats
  - weight penalty is no problem after training aquanauts in training-pool
  (So I suggest to   increase the weight a bit  in order not to allow using heavy weapons  without the bubble)

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Legacy on May 24, 2023, 03:22:47 am
To Nord - don't forget fix "Headquarters" word too. It has double "a" in it's word. Same if you decide to build it at new base, same error in facilities list.
To Legacy - SH no thanks. I tried few years ago, with great random I managed survived year and half until aliens build so many bases what I can even fly safe to simple mission because HK's just spawns everywhere. The most big problem for me is insane MC control even on lowest difficulties. I thinking now made adjustments in mine QoL submod to make  easy things easy but hard is hard. But I need read wiki 1st before change MC stats according difficulty levels. And those commanders which I made too no longer needed since any officer could unlock 2 important researches.
SH is hard but after trying Genius and Veteran so many times I actually find it easier in some other ways  that I can better manage. There are way more aliens, which means more points and loot, so I can make up for negative missions like abandoning mind worms or 2 parters I’m not ready for. There is enough points to score that I can still make up the month if I tighten up. On other difficulties if I really blew it in one or two missions it felt like the run was over. The extra loot also lets me hire more soldiers (since I suck and people die a lot) and I can do a lot more with base building.

Of course, the battle scape is a lot harder too, but in my opinion the rewards are worth it

I rarely use grenades now. It’s mostly gas cannons with hydro jets and torpedos for underwater or lasers for the surface (assuming no better weapon tech). I like the proximity grenades because the AI will try to avoid it (assuming they don’t immediately tank it) so it allows for some zone control and warnings if they start approaching you from a different direction

On that note, I haven’t been able to build a Barracuda yet, and the aliens have found and are bombing my manufacturing capitol repeatedly. Oof :-[
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Shiroi Bara on May 24, 2023, 10:36:58 am
and the aliens have found and are bombing my manufacturing capitol repeatedly. Oof :-[
This one suck, agreed. In my experience they not stopping now even in new month. I'm using only 2 main bases now and rest only have 2 radars for detecting purposes. In case if they found radar bases the only way now is totally dismantle it (include air lock) and rebuild almost in same spot. But if happens with main bases... sure torpedo defense could help, but they miss a lot and never knows how many shorts it require to destroy bomber USOs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: murkhach@centrum.cz on May 24, 2023, 12:32:56 pm
This one suck, agreed. In my experience they not stopping now even in new month. I'm using only 2 main bases now and rest only have 2 radars for detecting purposes. In case if they found radar bases the only way now is totally dismantle it (include air lock) and rebuild almost in same spot. But if happens with main bases... sure torpedo defense could help, but they miss a lot and never knows how many shorts it require to destroy bomber USOs.
I build 5 - torpedo defenses in each base  (usually the first attached facilities  are Sub Pen, General Stores, Torpedo defense  , Radar)   
  - most bomber subs need like 1 or to shots to destroy them

I modified facilities.rul  according to common sense
 - so  you can build  any  advanced  defense  over existing other in short time   (like  improved med-bay )
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Nord on May 24, 2023, 02:01:52 pm
- so  you can build  any  advanced  defense  over existing other in short time   (like  improved med-bay )
Nice idea.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Legacy on May 27, 2023, 07:20:51 am
I build 5 - torpedo defenses in each base  (usually the first attached facilities  are Sub Pen, General Stores, Torpedo defense  , Radar)   
  - most bomber subs need like 1 or to shots to destroy them

I modified facilities.rul  according to common sense
 - so  you can build  any  advanced  defense  over existing other in short time   (like  improved med-bay )
The torpedo defenses were a great idea! I am so used to them being useless I hadn’t even thought of it. They started to bomb my other main base but I was able to get defenses up to stop them
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on May 27, 2023, 08:00:16 am
Alien bombing runs start in June, if I recall correctly, so you should schedule your bases to have some torpedo defenses by then, and getting them built should be a priority for new bases as well, though not as important as in your primary bases *). Because the accuracy is quite low, for safety you should build preferably at least three. Being able to upgrade the defenses would be excellent.

*) For example, if your major base subpen gets destroyed when the craft is out on a mission, the craft and its crew are destroyed as well. I had this happen once in an SH/IM run..

So speed up the build-up, in new bases I think I have usually built an outpost and/or a corridor among the  first and then expand to the squares next to it. You can scrap the outpost after you have build proper stores and living quarters.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on May 28, 2023, 06:03:28 pm
Nord

Iam playng now new game on superhuman ironman. twots 2.56  oxce 7.9.5, without any correctons or another mods. except Orchestra of the deep 0.5.0

and want to report a bug.

both TRITON and POSEIDON does not allow to use in combat Heawy Weapon Platform 4 tiles Celocant, Turtle (ТЯЖЕЛАЯ ОРУЖЕЙНАЯ ПЛАТФОРМА НА 4 КЛЕТКИ -  целокант или черепаха).
no matter - underwater mission or surface mission. 1 tile drones (квадракоптер, каракатица) loaded correctly.

how to fix it? which file needs corrections?




Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on May 28, 2023, 06:17:18 pm
i mean, these 4 tiles platforms, which is very useful against mindworms missions, is totally absent in POSEIDON and TRITON. space reserved for them, aquanauts stays away from these 4 tiles. but tiles is empty
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on May 28, 2023, 07:20:52 pm
This is precisely what would happen if you were to try to use an underwater SWS on the ground. Which one do you have, the ones with gas cannon or gauss should be OK.

BTW: SC Auto-Cannon Ufopedia article says it's submerged use only, but the rulesets don't seem to include underwaterOnly: true for that one. Nord should check and fix this either way.

Also, OXCE 7.9.4. included a change that removes the SWS from the craft if the ammo is incompatible with the environment. I suppose there could be a problem with this. You could try if it works with an earlier version.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on May 28, 2023, 07:32:28 pm
psavola


no matter - underwater mission or surface mission. 1 tile drones (квадракоптер, каракатица) loaded correctly.

how to fix it? which file needs corrections?


underwater mission picture with same bug with 4 tiles platform placement right  here.



Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on May 28, 2023, 07:37:34 pm
Also, OXCE 7.9.4. included a change that removes the SWS from the craft if the ammo is incompatible with the environment. I suppose there could be a problem with this. You could try if it works with an earlier version.

ok

i will try 7.9.0

thanks for advice
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on May 28, 2023, 07:57:17 pm
just tried oxce 7.9.3 - the same bug.


i have first delete old OpenXcomEx.exe  7.9.5 and his folders common and standard.

and then place same files fom oxce 7.9.3

then loaded my save game file.

quit a curremt mission and waiting on a globe for another generated underwater mission. the bug is still here.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on May 29, 2023, 08:31:33 am
OXCE 7.9.0  works wthout this bug. all  4-tiled platforms shows correctly.

Question is - is it safe to use older OXCE 7.9.0 with savegame from newer 7.9.5?

Or start of new game on 7.9.0 is needed?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: psavola on May 29, 2023, 10:43:43 am
I think you can safely continue playing with OXCE 7.9.0.

I suggest you add a save file demonstrating this problem to an earlier message where you described this problem. That might make it easier for the respective folks to pinpoint the problem and fix it for good.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on May 29, 2023, 11:41:45 am
Cannot provide savefile because already erased entire game with all subfolders. now started a new campaign on oxce 7.9.0 with twots 2.56
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: Gena Krokodilov on June 05, 2023, 06:08:36 am
Nord,

2  minor bugs.

1) ufopedia article about sirius cult paladin appears in the beginning of the game, after capturing low level sirus cultist fanatic, not a sirius paladin


2) underwater automatic gas cannon and his ammunition is available to buy in the beginning of the game.


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
Post by: murkhach@centrum.cz on June 13, 2023, 11:51:55 pm
Experiments with MAPs
 - designed  first level (entrance) for naga city
 - altered entry level for alien dungeon
Both levels share same map tile set and use script for sime minor variety

modification of twots is aviable on one drive  (however still need some text correctures)
 (I am going soon publish it as expansion of twots)
 https://1drv.ms/f/s!AnX8IWydjlAckwEsEPt8LnoMK00f?e=0Q9sL3
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.57)
Post by: Nord on June 28, 2023, 08:04:12 pm
Version 2.57 s up.
Changelog:
- Defensive facilities are now upgradeable. Torpedo-gauss-sonic-pwt can be built on top of previous;
- A knife has been nerfed again;
- minor bugfixing;
- OXCE 7.9 compatibility;
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.57)
Post by: Gena Krokodilov on June 30, 2023, 11:27:40 am
Nord

The bug with inability to use 4-tiled weapon platforms in POSEIDON is still present in TWOTS 2.57 and OXCE 7.9.6



In TWOTS 2.57 and OXCE 7.9.0 all 4-tiled weapon platforms in POSEIDON works fine without problems.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.57)
Post by: Nord on June 30, 2023, 08:16:59 pm
Nord

The bug with inability to use 4-tiled weapon platforms in POSEIDON is still present in TWOTS 2.57 and OXCE 7.9.6



In TWOTS 2.57 and OXCE 7.9.0 all 4-tiled weapon platforms in POSEIDON works fine without problems.
Fixed.
Version 2.58 is up.
Changelog:
- Fixed SWS spawn for OXCE v.7.9.6 or higher.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Gena Krokodilov on July 01, 2023, 03:58:31 pm
Nord,
Big thanks! Большое спасибо! All previous bugs have been defeated!
I`m now on long campaign in twots, started it month ago on version 2.56 and oxce 7.9.0 on superhuman ironman. First year 2038 completed now with sonic tech available, aquatoid medic was captured, dreadnaught ship was captured, lobster commander and lobster navigator also already captured in september 2038 at base defence mission, game progress is ok. no visible critical bugs, and entire campaign looks like finishable to win полностью.

What is the question? Is it safe to update now twots 2.56 to 2.58, and oxce 7.9.0 to 7.9.6, and continue my entire campaign? or these updates may lead to a further impossibility of completing my campaign, since i have noticed some changes in file research.rul in 2.58. especially, with word "tleth" there?


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on July 02, 2023, 06:04:57 am
What is the question? Is it safe to update now twots 2.56 to 2.58, and oxce 7.9.0 to 7.9.6, and continue my entire campaign? or these updates may lead to a further impossibility of completing my campaign, since i have noticed some changes in file research.rul in 2.58. especially, with word "tleth" there?

Yes. The change just deleted vanilla research STR_TLETH_ALIEN_CITY so that it won't hamper the same one defined by TWoTS. There have been no significant changes either.

Suggestion to Nord: maybe regular sonar should be upgradeable to wide array sonar? I also always replace the wide array sonar with a transmission resolver, but as they are quite different technologies, I understand that perhaps no upgrade path needs to exist there (even though I'd really like that too).

A slight bug/visual thing: type 2 prison buttons and texts are in STR_* format, not in plain text. You can see this if you right-click the HQ. Or maybe these should be provided by the engine (they are identical to the ones in alien containment) but for some reason they aren't. You can easily navigate the screen anyway, so this is not a big thing.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Shiroi Bara on July 02, 2023, 06:31:14 pm
Suggestion to Nord: maybe regular sonar should be upgradeable to wide array sonar?
I'm not Nord, but this will break vanilla sonar descriptions. Both sonars are different with 10% and 20% chances to detect. Using them both raise chances to 30% but building more than one each no longer raise detection chances.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Juku121 on July 02, 2023, 07:47:39 pm
...building more than one each no longer raise detection chances.
Er, I was under the impression that this was changed (https://openxcom.org/forum/index.php/topic,6141.msg94430.html#msg94430) in OXCE (compared to the original, that is), and now all radars stack?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Shiroi Bara on July 02, 2023, 08:20:34 pm
Oh, I have not know it yet. Well then it dependence on mod. Up to Nord. May be he add something new to change sonar mechanics.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Meridian on July 02, 2023, 08:39:40 pm
Er, I was under the impression that this was changed (https://openxcom.org/forum/index.php/topic,6141.msg94430.html#msg94430) in OXCE (compared to the original, that is), and now all radars stack?

It was not changed in OXCE.
It was changed in OXC.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Gena Krokodilov on July 02, 2023, 08:41:42 pm
Greetings to everyone here!

I have another question!

Around a month ago i have strarted a new game on twots 2.56 with oxce 7.9.0 on superhuman ironman. Beginning from start to several further months of game timescale i see exactly the same alien terror mission generation scheme. These alien terror missions occurs at the same date of each month, about 1-3 days from the beginning of a new month. Each month - feb, march, apr, e.t.c. - terror mission occurs at the same fixed day from 1 to 3.

Six month later of my ingame timeline i have a some success and progress in a researching tree, and at this moment of game i have no more terrror missions given to me. But I have my base attack missions instead of previous terror missions, and these base attacks missions occurs exactly at the same day of each month, about 1-3, and each month only one and only one of my bases is under attack. I have 3 bases at this moment, each of them have interceptors. These interceptors shoot down many alien ships every month around the globe. But aliens repeatedly attacks only one and only of my bases every month, whish is not starded bases, it was a second base. These base attacks occurs each time at the same moment - from 1 to 3 day of beginning a month. 

Is it possible to add MORE RANDOM TO THIS SITUATION?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Juku121 on July 02, 2023, 09:37:18 pm
It was not changed in OXCE.
It was changed in OXC.
My bad, sorry. I did not mean to imply it was an OXCE change in particular, just slipped up with the attribution.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on July 05, 2023, 07:26:38 pm
Replaying the new release, an SH/IM campaign, now in December.

Enhanced Aquatoid Technicians are apparently not researchable. I think this is an oversight - I suppose they should at the very least know the same things as the regular one.

A good question would be whether this should qualify as high technician (STR_TECHNICIAN_PLUS, which currently includes lobsterman and heavy gillman technicians/engineers). In the current game, there is always certain excitement of trying to catch a lobsterman technician from a small ship with stun rods or abyssian tech, which opens up Learning Arrays and all the alien tech. Currently this is relatively easy because only the commander has any heat vision. Otherwise this could be lethal (though often you can't avoid a casualty or two). Because there is currently a lot of RNG on when you get a high engineer, I'd suggest enhanced aquatoid technician should be added to the list to make it more balanced (getting one before MC lab would be difficult enough as it is).

Also, you cannot research the enhanced aquatoid and heavy gillman corpses; you are able to recycle their bodies if you have researched the regular corpse and interrogated a live one. This is somewhat illogical but might be as intended.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Shiroi Bara on July 06, 2023, 11:49:41 am
About enhanced aquatoid technician. He never was allowed to be researched since early game versions. I mean - he not give you any tech progress at all. May be only info about aliens USO's types only. I don't remember  now, but it's easy to check via research tree.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Gena Krokodilov on July 06, 2023, 05:44:08 pm
Lobsterman commander and navigator - both of them spawns at the base defence mission.
Sooner or later aliens will try to attack players base. Nowdays with Twots 2.56 (and 2.58) i have my base attacked by lobstermen crew exactly in september of first year of game time (2038). The same scenario with coming lobster commander to my base was two years ago with twots 2.48. Exactly in september 2038. At that moment i have only gauss tech available, which is usless agaisnt lobsters, and thermic lance, which is good, thermal rod paralizator also good (3-4 strikes is enough for one lobster). Base architecture alllows me to defeat all the alien forces in one corridor. Corridor of death :D

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on July 06, 2023, 06:28:47 pm
On superhuman, Alien retaliation missions (100% chance) start spawning on month 8 (or earlier, if you research The Ultimate Threat). Getting lobstermen is a coincidence, its chance at that point is 20%. Just had a first one myself (December) targeting my 4th base, against gillmen - very easy.

If you have vibro knifes and decent melee accuracy, it's THE melee weapon, especially against lobstermen. It's quick to take from your belt, TU cost is only 8 and IIRC it kills lobsters with one hit.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Gena Krokodilov on July 06, 2023, 07:41:36 pm
Yes, superhuman ironman as always, but with periodically manual archivation of a savegame file into separate winrar archives. Each month backup, or so.

I have also noticed that vibro knives have more damage against lobstermans and carcharadons than thermic lance and heavy thermic lanse in TWOTS. It is strange beacause Ufopaedia tells that thermic lance must be more powerful than vibriknife.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on July 07, 2023, 03:31:14 pm
By the way, I've created a reverse statstrings sub-mod for TWoTS, based on the XCF sub-mod by Starving Poet.

Using this submod, you can see which stats of various soldier types can still be trained. (I've made a special case for Bravery, as getting it to the stat cap 100 is very difficult and also pointless, if you're going to shield them anyway, when the stat cap lowers to 60.) There are also some markers for weaker and stronger MC types and a *-marker also denotes an aquanaut whose primary stats are maxed.

When you start a game, I suggest using XComUtil "regular" statstrings and when the aquanauts have developed a little bit (at least some getting close to stat caps) switching to reverse stat strings.

Hope this is useful to someone else as well.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on July 07, 2023, 04:48:27 pm
Just got my SH/IM run wrecked by a sharkman attack on my main base on 1 Jan 2039 while all but one guy (+ some drones and tanks) were out dealing with the first-of-month terror mission. Maybe an easier race could have been doable, but not sharkmen + bio-drones.

Moral of the story: always keep sufficient number of troops and equipment at standby (this has happened to me once before as well, but I think I managed in that case).

Well, the game was starting to become a bit boring already (a number of shielded and maxed aquanauts) and the rest of the game would have been easy except for a very unfortunate event such as this.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Xylon666Darkstar on July 11, 2023, 05:02:55 am
Pretty great mod for little extra TFTD, after doing a full campaign of it, just under 2 game years. Never did find a Heavy Ion Cannon drop though.

Those end game armors are a little bit too OP with my experience of them. Same with the Soviet Nuclear Torpedos.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: chowwuikeung on July 19, 2023, 12:50:01 am
was viewing the ufopedia, came upon bubble entry. Game crashed as there was no "sprite BUBBLEIMAGE" to be found, just fyi.

STR_MUtant1 also not found.

Is there a complete build that I can play with?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Nord on July 20, 2023, 08:27:54 am
Strange. Will check.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Nord on July 20, 2023, 08:48:32 am
was viewing the ufopedia, came upon bubble entry. Game crashed as there was no "sprite BUBBLEIMAGE" to be found, just fyi.

STR_MUtant1 also not found.

Is there a complete build that I can play with?
Installed clean new twots and checked. All works fine. Maybe you got corrupted install?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: chowwuikeung on July 24, 2023, 12:10:17 am
Installed clean new twots and checked. All works fine. Maybe you got corrupted install?

I put the mod and the QOL mod in the c:\users..... path where the saved games are (mod folder). it doesn't run. I tried putting it in the openxcom mod directory but the mods only show up in xcom ufo game. (this was where I installed it last time. I had done a clean install since you suggested.) Where do the mods go? (using OXCE now)

{solved} mods go into the OXCE folder, then inside user/mods dir. Not sure if this was a fluke but I've cut/copied the second dir in the mod folder and moved it to the OXCE mod folder. Since it was pointless having an extra folder. I think OXCE couldn't find the mod info inside the first dir (which was in the second dir)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Shiroi Bara on July 26, 2023, 04:39:18 pm
To chowwuikeung, please don't use QoL mod. It's outdated now and incompatible with latest TWoTS. Latest TWoTS already has most fixes what I did in QoL. I guess I need hide it temporary.
To Nord - your language yml file missing some important lines consider STR_ALIEN_CONTAIMENT2 values. Sometimes it's produce glitches in transfer menu if you finished mission with craft from base what dose not have any alien containment. All transfer buttons and message has those STR_2 lines instead of normal values.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Shiroi Bara on July 29, 2023, 03:38:38 pm
Getting a lot of crashes today. SHIM mode. Attaching save file and posting log lines here. Tested on Linux and Windows PCs. Steps to reproduce. Use aquanaut Lilou Balnc to prime and throw normal grenade to Calcinite (Protoform and end the turn. Log lines (Linux):
Code: [Select]
[29-07-2023_15-03-07] [FATAL] A fatal error has occurred: Segmentation fault.
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::CrossPlatform::stackTrace(void*)+0x68) [0x55f13a422a78]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x43e) [0x55f13a425eae]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(signalLogger(int)+0x49) [0x55f13a1fd659]
[29-07-2023_15-03-07] [FATAL] /usr/lib/libc.so.6(+0x39ab0) [0x7f573224fab0]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(+0x292090) [0x55f13a164090]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::ExplosionBState::init()+0x46e) [0x55f13a39c29e]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::BattlescapeGame::popState()+0x1bb) [0x55f13a3426eb]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::BattlescapeGame::handleState()+0x29) [0x55f13a33ddc9]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)+0xb2) [0x55f13a528632]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::BattlescapeState::think()+0xc2) [0x55f13a372cd2]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::Game::run()+0x1c7) [0x55f13a449367]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(main+0x15e) [0x55f13a1d968e]
[29-07-2023_15-03-07] [FATAL] /usr/lib/libc.so.6(+0x23850) [0x7f5732239850]
[29-07-2023_15-03-07] [FATAL] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f573223990a]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(_start+0x25) [0x55f13a1dfd85]
[29-07-2023_15-03-12] [FATAL] OpenXcom has crashed: Segmentation fault.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Vakrug on August 28, 2023, 10:16:21 pm
I would like to express my gratitude to the author of this mod. TWoTS is decent! Have my "thumb up"!

No, I haven't actually finished this mod. While approximately 1/3 into it, my desire to see the end overweighed everything else. Oh, how many grind waited for me. And I morally declared myself a winner after capturing live Lobsterman Commander... How wrong was I! Very nice story. I really appreciate the improvement over the base game.

Then I casually read this thread.  :o Looks like this mod was a nightmare few years ago! So much bugs, so mush frustration! So good I haven't experienced this myself, no bugs encountered.

Almost... STR_BIOLAB_UFOPEDIA translation in ru.yml is wrong: 2 Alien implanters required, not 1.
Also, this is probably not TWoTS's bug, but torpedo launchers armed with guided missal can do a reaction shot.

So, are alien colonies really are supposed to be taken down with Gas Cannons? Looks like a suicidal mission on any difficulty (I played on beginner, by the way). This was not a joke? The main problem I see is mind controls. My own aquanauts will probably kill themselves with earlier mentioned Gas Cannons.

Someday I will definitely try this mod again. On Experienced difficulty.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on August 28, 2023, 10:21:43 pm
So, are alien colonies really are supposed to be taken down with Gas Cannons? Looks like a suicidal mission on any difficulty (I played on beginner, by the way). This was not a joke? The main problem I see is mind controls. My own aquanauts will probably kill themselves with earlier mentioned Gas Cannons.

Where did you get the idea? You can't do it with vanilla, and you certainly can't do it with this mod (unless you're playing really hardcore; you might be able to deal with lobstermen with knifes, but tentaculats will be a major PITA). I'd personally suggest avoiding alien colonies completely. They are straightforward only in the late game (when you have psiVision and possibly MC attack capabilities such as MC focuser).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Vakrug on August 29, 2023, 12:32:28 am
Where did you get the idea?
Here:
Ok, you got 6 alien bases and 15 active infiltrations. No wonder you losing. It is matter of life and death to destroy bases as soon as you can.
And then:
Ok, do you think, the base defensive crew of the alien base will be impressed, when I arrive with my Jet Harpoon?  ;)
When this is the solution, then I`m really f...., cause it is difficult enough, to get Gauss. I still don`t have it. And conventional heavy weapons suck due to their weight.
And then:
A neat combo I'm using in my playthrough (superhuman) is heavy gas cannon with elerium ammo. 150 HE damage is enough for everything so far (Tasoth take 2 direct hits).

So Nord himself said about attacking alien bases as soon as possible, nothing about Gas Cannons, though.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on August 29, 2023, 05:28:30 am
Ok. I guess it's old or at least not very useful from practical POV. I have played several SH ironman campaigns, and you don't need to take down any bases at all. Often at the end, you have about 4-7 alien bases around the globe which isn't all that bad. You'll want to detect them soon enough to reduce the likelihood of triggering hunter-killers, though. But if the player is up to save-scumming the missions, I suppose they are doable (but I'd still wait for at least MC screening and Sonic first).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Shiroi Bara on August 29, 2023, 02:29:19 pm
Dear Nord, could you please fix this already?
(https://i.postimg.cc/s104LmFn/Screenshot-from-2023-08-29-14-13-40.png) (https://postimg.cc/s104LmFn)
I'm providing save file, but it's only after mission is done. Did it as Triton 2 on 2nd base.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Empiro on October 06, 2023, 09:03:22 pm
I was just playing this with I think the latest OXCE and TWoS, and when I killed Calcinites (first form), the Protoform seem to all spawn with full TUs, often times reaction-firing immediately after the shot that killed the original form. I was watching Yeti play from a few years ago, and I don't think Celatids did that. Is this new and intended behavior?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Nord on October 08, 2023, 12:02:46 am
This is an addition i can make. Not really doing anything with TWoTS now, but maybe after next X-Chronicles update i will.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Shiroi Bara on October 22, 2023, 04:51:18 pm
Can't run mod on Linux now. Used latest OXCE version and commit. Log lines:
Code: [Select]
[22-10-2023_16-43-14] [ERROR] failed to load 'The world of (terrifying) silence'
/home/user/.local/share/openxcom/mods/TWoTS/Ruleset/alienRaces.rul: Error for 'STR_NAGA': Obsolete property 'retaliationMission' at line 152
Should I roll back to previous OXCE version or may be someone know quick fix (probably our Meridian :) )?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Yankes on October 22, 2023, 05:06:14 pm
This property was designed for deletion in 2022, and I did do this now, but I see that couple mods used it any way.
In next version of OXCE I plan to reduce it to waring for next 2months and in 2024 it will throw error again.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on October 22, 2023, 05:34:24 pm
Can't run mod on Linux now. Used latest OXCE version and commit. Log lines:
Code: [Select]
[22-10-2023_16-43-14] [ERROR] failed to load 'The world of (terrifying) silence'
/home/user/.local/share/openxcom/mods/TWoTS/Ruleset/alienRaces.rul: Error for 'STR_NAGA': Obsolete property 'retaliationMission' at line 152
Should I roll back to previous OXCE version or may be someone know quick fix (probably our Meridian :) )?

This change, in the context of XCF, is probably due to the same reasons and could give you a pointer on how to migrate the ruleset to retaliationMissionWeights.

https://github.com/SolariusScorch/XComFiles/commit/000ef3de77b1602aa19c2ba5635a4d38bcb0fd9b
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Yankes on October 23, 2023, 02:18:36 am
Yes, beside I push new version that for now only warn about this, in next year code will again rejecting this property.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Shiroi Bara on November 05, 2023, 03:18:46 pm
Hey Nord! I just figured out what Alien ADS clip has in description info about zrbite. But in mod you can research it even if you never saw single alien ship and zrbite with it (happens rare but could be possible). To be honest I never used it but in my opinion it's better add small adjustment to research tree - I mean dependents on zrbite. This looks more logical.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58) SH playthrough
Post by: murkhach@centrum.cz on November 06, 2023, 10:43:59 am
Hi I finally finished the game at SH difficulity
While I have played I as well tested some of my tweaks and  few maps addition
so my thoughs:
 - T'LETH last 3rd Floor mission (may be as well the 2nd )  should be more difiicult (tougher and more resistant aliens)
   -- May be add soem trecnches and shorter path for flying units.
 - M.C. Focuser is too strong  (unlimited range and with  some M.C. implanted and then trained aquanauts you can kill easy anything but terrorists)
 - Leviathan has no practical usage  (you immediately  research Flaunder  and go for final mission)
   -- In this case I would rather replace Barge map with some big one USO ( my design of AMOEBA  ) , and design new Gigantic Lethal USO that  never lands. After it is shoot down it spawns Barge map, and   completing this unlocks  Final Mission

 
 
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Belcanzor on November 12, 2023, 11:07:21 pm
For me this mod is the best mod at the moment for tftd. Only miss "armed civilians" and fight in water and land like the hybrid.

Congratulations and thank you!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Vakrug on November 13, 2023, 11:19:28 pm
Worm island obliterated me again...  :'(
Looks like this mod is too much for me...  :'( Hunter UFOs are nightmarish. They can be everywhere and often they are. How many crafts one supposed to loose to them?
Before I close this sad chapter of my life, I want to report about few things:
Many ufopedia articles about aliens were taken directly from the original game and in some cases are inaccurate. The Deep One is not electrical in this mod. It is acidic. Tasoths are not an example of courage. Most of them have pathetic 60 bravery which makes them the most cowardly among aliens.
Are there are really 12 alien activity sites? Also "stopping them at all cost" does not feel like -750 for aborting.
I heard rumors about next improved version of this mod. May be I will be more lucky when it will come out.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on November 13, 2023, 11:55:47 pm
Worm island obliterated me again...  :'(

If you refer to the worm nesting area where new worms pop up in their craters.. you don't go there until you are shielded, and preferably with 3 displacers. It doesn't progress the game in any case. It usually takes about 30 turns of running around to get all the spawning craters eliminated. By which time your agents are likely getting stunned and may already start to die from overstunning. So it would be preferable to try to use the displacers for the most part and move the agents inside when their stun is getting too high. But as said, I think you can safely just skip this missions if you don't want to bother.

If you refer to a regular worms attack holiday resort mission (with all the civilians), you'll need to know how to approach it. When this first comes you likely won't have gauss drones yet. The key thing here is deploy the maximum number of scout drones and a few aquanauts. The aquanauts have a couple of preprimed stun or regular grenades which they throw out immediately at nearby enemies. The aquanauts stay in the sub and go unconcious there. Then the scout drones go collect the stunned or killed trophies. It is also possible for the scout drones to prime stun grenades, drop them on worms or locusts, and then pick them up. You'll need to be careful, because scout drones are easily killed. So keep flying and avoid the flying locusts. For the first time or two, that's likely all that you can do with this mission.

Quote
Looks like this mod is too much for me...  :'( Hunter UFOs are nightmarish. They can be everywhere and often they are. How many crafts one supposed to loose to them?

They are indeed painful. In my SH IM campaigns, I always accompany a transport with two barracudas or morays equipped with squall missiles (the only ones with sufficient range and speed to kill HKs fast enough). The pilot should always have good firing accuracy and bravery. You should also install the targeting improvement to ensure that most missiles hit the HKs. With this way, a normal HK can often kill one of the barracudas/morays, but not both (or at least not the transport).

Later in the game HKs with shields start to appear, and at a certain point, for example bases spawn exclusively shielded HKs. Squall missiles are inadequate against them. You'll really need the "fusion bomb" to deal with those. So you'll need to hope you get the right techs to progress the research fast enough (and not get too unlucky with shielded HKs before then).

The mod certainly requires an entirely different approach to protecting transports and dealing with HKs than any other mod I've played (not that many to be fair). I found it refreshing and compelling, once I learned a reasonably safe way to deal with them even with ironman.

I heard rumors about next improved version of this mod. May be I will be more lucky when it will come out.

Nord has been putting a lot more time on X-Chronicles lately. This mod has been in low maintenance mode for a while. So I wouldn't be holding my breath for significant updates to this mod (unless someone creates a fork).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Vakrug on November 14, 2023, 11:28:18 am
If you refer to the worm nesting area where new worms pop up in their craters...
No, I am talking about regular worm island where non-flying worms are hiding in their holes (I don't thin they respawn there) and are very hard to be seen. This mission should be doable by having 1 scout drone equipped with laser pistol, but for reasons unknown it wasn't in the craft. May be I misclicked and brought the underwater one.


Nord has been putting a lot more time on X-Chronicles lately. This mod has been in low maintenance mode for a while. So I wouldn't be holding my breath for significant updates to this mod (unless someone creates a fork).
:-\ I can swear I saw a post from Nord in X-Chronicles with plans to remove from TWoTS "unimportant" stuff, but now I cannot find this post. Sense is leaving me again...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on November 14, 2023, 01:39:50 pm
No, I am talking about regular worm island where non-flying worms are hiding in their holes (I don't thin they respawn there) and are very hard to be seen. This mission should be doable by having 1 scout drone equipped with laser pistol, but for reasons unknown it wasn't in the craft. May be I misclicked and brought the underwater one.

I'm referring to the same thing. There is something strange (intentionally I think) in that mission. I think there is a worm in every hole, but you cannot see them even right on top of them all at once. You'll have to kill them off essentially one by one, and then find out in which hole the next worm appeared and is now visible. At least that has been my tactic. PITA mission as I said.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Nord on November 14, 2023, 04:45:54 pm
Patience, update is in progress. I have not enough free time, though. I need maybe two weeks, maybe three.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58) SH playthrough
Post by: psavola on November 14, 2023, 10:20:02 pm
- M.C. Focuser is too strong  (unlimited range and with  some M.C. implanted and then trained aquanauts you can kill easy anything but terrorists)
 - Leviathan has no practical usage  (you immediately  research Flaunder  and go for final mission)

To be fair, MC Focuser is a very end-game weapon (unless you get very lucky and have the opportunity to capture a stuck Oct in an artifact site mission). While it is very powerful, at that point of the game I'm not sure if it worth making an extra challenge. Without a good MC Focuser I suppose T'Leth (especially first level) could be more difficult. It certainly makes it much easier to deal with freaks and hellcrabs without taking too many risks. And if you're still missing the lobsterman commander, going to a base to get one would be more risky.

The usefulness of Leviathan depends a lot on whether the RNG gods have favoured you. You could very well be stumped with the abyssian dependencies, for example.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Belcanzor on November 19, 2023, 08:07:07 am
For me this mod is the best mod at the moment for tftd. Only miss "armed civilians" and fight in water and land like the hybrid.

Congratulations and thank you!
I speak too soon. It got armed civilians and all the stuff I miss from other mods.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Shiroi Bara on November 19, 2023, 11:10:10 am
A small cosmetic bug, Nord - an article in USOpaedia what poped up after researching live paladin guy present there before his integration. I don't know when exactly, may be after researching fanatic or disciple or may be both of them. Could you recheck please?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: ontherun on November 20, 2023, 12:36:30 am
Patience, update is in progress. I have not enough free time, though. I need maybe two weeks, maybe three.

Hope we're gonna get more new stuff/content!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on November 20, 2023, 08:50:43 pm
Just for fun, I started another SH IM run. July just started, and I have seen one aquatoid terror mission (ship terror) where I was unable to capture the navigator (I think it died from overstun). I have not dared to check yet which artifact site mission I got. No sight of aquatoid missions and so medium subs, though at least gillmen have built 2-3 bases already. So still can't unlock gauss, which is making the following game quite a bit harder. In some other runs, I might have gotten lucky already in April or May.

Maybe the probabilities for aquatoid terror missions could be increased somewhat, so that your success is not so clearly at the mercy of RNG. For example, the chances for an aquatoid surface attack through months 3-7 is only 20 %, and in this mod obtaining a deep one corpse is not so crucial as in vanilla TFTD (you can get aqua plastics also from early-game xarquids).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Vakrug on November 20, 2023, 10:24:01 pm
The fact that an Aquatoid Navigator can only be acquired at Terror missions is ridiculous if not horrible. Terror mission are literally the last place to look for a navigators. Navigators are supposed to be where alien navigations are -- in Usos! Is this mod is build around that a player already knows what and where to get in order to proceed?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Belcanzor on November 21, 2023, 04:56:50 am
The fact that an Aquatoid Navigator can only be acquired at Terror missions is ridiculous if not horrible. Terror mission are literally the last place to look for a navigators. Navigators are supposed to be where alien navigations are -- in Usos! Is this mod is build around that a player already knows what and where to get in order to proceed?
Perhaps bad luck? I found navigators in ships.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on November 21, 2023, 06:18:59 am
The fact that an Aquatoid Navigator can only be acquired at Terror missions is ridiculous if not horrible. Terror mission are literally the last place to look for a navigators. Navigators are supposed to be where alien navigations are -- in Usos! Is this mod is build around that a player already knows what and where to get in order to proceed?

They can be obtained, for example, from medium USOs as well. But that is heavily based on RNG as well. It is not all that likely that aquatoids launch missions in the areas covered by your radar(s) that lead to medium USOs all that soon. About 1/3 of time, I get the navigator from USO (the rest are divided between regular terror missions and the antarctic excavation mission, which is your best bet to get one if RNG gives you that mission). There typically are some such USO missions by this time, but they can be other races as well. And the tricky part of capturing one in USOs is that quite often there are hunter-killers present with medium subs, so you need to be very careful.

Also sharkmen have navigators, but capturing one a lot more painful than aquatoid, because the are much tougher. And if you chance to get a terror mission, they are accompanied by deadly biodrones (which at certain point is a welcome thing, so that you don't get locked out of sonic weapons manufacturing).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Vakrug on November 21, 2023, 11:52:47 am
They can be obtained, for example, from medium USOs as well.
Good to know, thanks. I somehow missed them...
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Nord on November 21, 2023, 09:14:50 pm
Hope we're gonna get more new stuff/content!

Hmmm...
Hey, guys. How about...
Oxygen consumption?
What do you think, shall i add this concept?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Vakrug on November 21, 2023, 09:28:52 pm
And when oxygen runs out you die!
Yet another way to get squad wipe by failing to find last alien!
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on November 21, 2023, 09:42:36 pm
After having played X-Com Files with its 'sanity loss' concept (1-4 per turn on some alien missions), it certainly encourages you to go out more and not camp around in your craft. You can actually 'cheeze' almost all TFTD missions if you want, and some of them really require using this tactic (e.g. most terror missions). Another consequence is that you may need to rotate your soldiers more as they recover from the loss (1-8 per day, depending on facilities). Some similar concept could indeed be interesting. But I fear it would very tricky to get balanced properly, given that many missions in TFTD are worse bughunts and the difficulty could become excessive.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: ontherun on November 21, 2023, 11:17:31 pm
Hmmm...
Hey, guys. How about...
Oxygen consumption?
What do you think, shall i add this concept?

Hey, dreaming Is free! Ah would be nice to have a "xpiratez of tftd" in that sense.. ;D
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Scamps on November 22, 2023, 09:26:34 am
An oxygen tank should last at least 20 minutes which is more than enough to take into consideration on most missions.
On the other hand, if you think along damaged rear armor = leakage, it can be realistic. Piratez does something like that with spacesuits IIRC.
Gameplay wize TFTD is hard enough for me though :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: murkhach@centrum.cz on November 22, 2023, 05:03:25 pm
Hmmm...
Hey, guys. How about...
Oxygen consumption?
What do you think, shall i add this concept?
Well I already tested few my own features  (ONE DRIVE https://1drv.ms/f/s!AnX8IWydjlAckwFOZeFLgv58FhnI?e=G0HuGd  -all files of TWOTS including changed/added one )
  - added 1st map for NAGA city (original map is used as second level)
  - reworked  1st map Ancient dungeon  (fortification with trenches and lot of aliens)
  - added new types of ammunition for shard weapons (after appropriate research  - zrbite explosive and ultradense bolts)
  - added underwater desert mountain  (existing mod)  terrain
  - added some new type of USOS   ( much more greater  fun and variety even on  SH difficulty )
  - adding another ship  (YACHT) for pirate terror mission  (usually you encounter this mission several times)
     -- much smaller variant of passanger ship (30x45 instead  30x80 )   
     -- working MAP and RMP   (however RMP spawning should receive some tweaks)
     -- included it in global scripts (  chance is 50/50)
     -- could not quick resolve XCom-craft spawning  so  X-COM for now spawns as in 2nd stage mission without craft

Feel free to download   it  and try ..
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: murkhach@centrum.cz on November 22, 2023, 10:22:32 pm
And when oxygen runs out you die!
Yet another way to get squad wipe by failing to find last alien!
Very true ..

Instead this "Bad luck highliter"  I suggest to create  fast mission that has crew limit to 8  (accesible only by seamaster or typhoon)
May be add variety for church mission  - hidden fortification in forrest (use tiles from  XCOM-1 or  mayan mod) with  mixed crew of church, carcharodron and tasoth
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Vakrug on November 23, 2023, 09:58:50 am
adding another ship
Oh, yes. Almost forgot to mention this. This mod (as well as the base game) really needs some improvements with ship terror missions. The significant part of X-COM success is due to randomly generated maps. And in TFTD we have only 2 static ships. Adding to the game more ship maps is actually not very good solution, because, no matter how many static maps are added to the game, they cannot compensate random generation. I don't know how hard it will be (if possible at all) to make alien spawns more random. Static maps by themselves are not particularly big problem. But aliens spawning at the same places over and over again definitely is a problem.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: murkhach@centrum.cz on November 23, 2023, 11:14:59 am
Oh, yes. Almost forgot to mention this. This mod (as well as the base game) really needs some improvements with ship terror missions. The significant part of X-COM success is due to randomly generated maps. And in TFTD we have only 2 static ships. Adding to the game more ship maps is actually not very good solution, because, no matter how many static maps are added to the game, they cannot compensate random generation. I don't know how hard it will be (if possible at all) to make alien spawns more random. Static maps by themselves are not particularly big problem. But aliens spawning at the same places over and over again definitely is a problem.
I think that aliens spawn randomly ...
  all is about setting nodes in RMP file  .. there is defined priority and rank  so if you create enough nodes for each rank with same priority,
  then the unit placement will be quite random  ...

 You can try my map for 1st level of naga city thas has fixed skeleton with some block variety ...

 The ships can be enhanced in the same way ..
   1) cut them in blocks  (cinema / pool / restaurant) , (engines), (cabins/storage/ restroom ), (landing zone) , (top deck)
   2) design several (2-4) ship types  [30x50,30x60,30x80] with height 2- 4 (6? - just for high control tower)
         for both categories (CARGO, LINER)
         that uses fixed blocks  [10 x 10, 10 x 20, 10 x 30]
   3) adjust mission generation  that smaller ships are used in the beginning and larger in later stages

The problem with random is  that ship is usually long and thin and you should keep meaningful layout of structures
    however I can imagine and create these 1level design  ships (inspired by reality) :
          - big cargo ship filled with containers with huge control tower and cabins on stern
          - carrier with control tower on side with huge open space inside with some elevators  (may try use typhoon graphics to create some jets )
          - fishing boat with whale  in huge space inside surrounded by bridges, elevators, cranes, and another huge frozen storage  space filled with canes and boxes
          - small ship with only two decks
          - huge ferry 
                - 0 engines,
                - 1,2 wast space with few creates (if only I have some map tiles with cars)
                - 3 restaurant
                - 4 few cabins   entertainment  and bridge
                - 5 small restaurant surrounded by open space
                 



 
         
 

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Vakrug on November 24, 2023, 10:20:04 am
Looks like not much can be done by modders to randomize alien spawns...
But I have one particular example in mind. In X-COM files, when you assault cult's outpost or something similar, there are 2 possibilities: either most cultists are flocking inside a building, or most cultists are evenly spread out over entire map. I don't know how that was accomplished (may be there are 2 separate missions disguising as 1), but at least such level of variety would be appreciated.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: murkhach@centrum.cz on November 24, 2023, 11:29:41 am
Looks like not much can be done by modders to randomize alien spawns...
But I have one particular example in mind. In X-COM files, when you assault cult's outpost or something similar, there are 2 possibilities: either most cultists are flocking inside a building, or most cultists are evenly spread out over entire map. I don't know how that was accomplished (may be there are 2 separate missions disguising as 1), but at least such level of variety would be appreciated.
Hi according my experience the spawning can be slightly adjusted by node priorities 
  For each difficulty you can specify how many units will be spawned for each rank [min + randomadd ]  and the  unit spawning starts from highest ones
   So you spawn 10 units  you can
   a)  have 3 + 3 (inside/outside nodes ) with priority 10 (highest)   and 4 + 4 (with lower priority )
      However this will guarantee the first 3 + 3   be always assigned and placed initially on the same positions and 4+4  randomly distributed
   b)  put 5 high priority nodes inside (that will guarantee half units inside)  and  then create 10+ nodes  outside  and terrorist will be distributed randomly to these locations
      this scenario is more acceptable because terrorists inside will move randomly before you reach  them
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: QuakeSlayer on November 25, 2023, 11:48:35 pm
Hmmm...
Hey, guys. How about...
Oxygen consumption?
What do you think, shall i add this concept?

Hey Nord I heard about the new TFTD: Vanilla Plus mod from Daev would at some point incorporate it into your mod? It's new but it's started to have things like the Land USO missions, Civilian Weapons and New Facilities.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: psavola on November 27, 2023, 07:39:56 am
There appears to be a hole, probably a missing floor/ceiling tile, in this variant of battleship. In the screenshot, a shrimp drone in the ground floor below the red marker can see the gillman inside. Not sure whether this is a map bug in the original TFTD or TWoTS.

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Belcanzor on November 28, 2023, 04:08:36 am
Feature proposal:
- Recruit/brainwash aliens
- Tech to reduce build time
- Special mini ship pen for the small ships
- Remove limit for tanks/drones, just spaces

About to end mod (I think) already got sound cannons and a year as passed
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Nord on November 28, 2023, 04:44:51 pm
Not sure whether this is a map bug in the original TFTD or TWoTS.
This is from additional USO variants, still hunting them. Thanks, will fix.
Feature proposal:
- No, i dont want it. Maybe some terror units...
- impossible.
- impossible.
- will cause bugs.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Belcanzor on November 29, 2023, 02:40:56 am
This is from additional USO variants, still hunting them. Thanks, will fix.- No, i dont want it. Maybe some terror units...
- impossible.
- impossible.
- will cause bugs.
Impressive power is synthesis :p
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Cristao on December 01, 2023, 06:28:03 pm
Dear Nord, could you please fix this already?
(https://i.postimg.cc/s104LmFn/Screenshot-from-2023-08-29-14-13-40.png) (https://postimg.cc/s104LmFn)
I'm providing save file, but it's only after mission is done. Did it as Triton 2 on 2nd base.

I had the same issue so I went ahead and did corrections not only for this but also for the enhanced aquatoid technician. I am still playing through so if I spot more, I may correct and upload.

Create a folder in your mods folder. Title it whatever name.  Place the two attached files in the folder. Launch OpenXcom and enable the mod options in OpenXCOM.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
Post by: Nord on December 09, 2023, 08:25:18 pm
Version 2.59 is up.
Changelog:
- New mission type - underwater terror;
- new events;
- Minor bugfixes.

Most votes was against oxygen mechanic, so maybe later.
Not much things changed. If someone want to help with new shipping terror maps - i will be happy.

Also, have you seen any upgraded tftd globe? It will be good to upgrade globe, but hybrid ones not fitting TFTD setting.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.59)
Post by: psavola on December 09, 2023, 08:44:20 pm
There appears to have been one game mechanics change that could be very important to highlight.

If I understand the script properly, previously first turn alien TUs have been set to 1/3. Now they are fully randomized between 1-100%.

Previously you have been able to depend on the aliens with certain weapons which require more than 1/3 TUs not firing on the first turn (like sonic blastas, sonic cannons), now they might be able to. This will probably make the gameplay more interesting and varied, and more difficult if you have rushed out of the craft on the first turn. But nonetheless, this is something players should watch out for and adapt their battlescape tactics accordingly.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.59)
Post by: QuakeSlayer on December 09, 2023, 10:44:45 pm
Version 2.59 is up.
Changelog:
- New mission type - underwater terror;
- new events;
- Minor bugfixes.

Most votes was against oxygen mechanic, so maybe later.
Not much things changed. If someone want to help with new shipping terror maps - i will be happy.

Also, have you seen any upgraded tftd globe? It will be good to upgrade globe, but hybrid ones not fitting TFTD setting.

I had two ideas for the future update. The first is to add the Seamaster interior for the surface missions. I had found some of the refs I could find about the insides of the Seamaster (Note the sketches I could find is Convair Model 52 which is the closest thing I could find) The second option I mentioned when I first joined the forum is to maybe try to add elements of TFTD: Vanilla Plus not the hybrid globe of course but something like new enemies from
Daev1675441619 Expanded Aliens, Expanded Arsenal and Alien Rank Variants and the crafts from the TFTD+ itself from that into your mod.

Maybe giving Citizens weapons to give them some defense in shipping and terrorist missions.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.59)
Post by: ontherun on December 12, 2023, 10:51:36 am
Fair points, i'd second that :)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.59)
Post by: Shiroi Bara on December 19, 2023, 07:03:52 pm
Bug fixed? UFOpaedia article about zrbite flares no longer has image - just black space there. In file ufopaedia.rul line 2480 still has STR_CHURCH_OF_SIRIUS, but should be replaced to STR_CHURCH_AGREEMENT. This will fix appearing article about paladin before his interrogation.
P.S.
I've found why some images missing. In file ExtraSprites.rul there is a bunch of wrong lines: typeSingleSingle which should be replaced to typeSingle.
This is fixed (what I found so far) files. Replace them mod files in relevant folders.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.59) My extension
Post by: murkhach@centrum.cz on January 03, 2024, 01:45:10 am
HI I tried to  reworked my changes as Extension to Existing mod.
 but unfortunately rules does seem to merge correctly so  I manually merged them and put in rules folder (only changes are zipped there as well]]

What is changed :
  - alien origins is  harder to reach  and the alien bases are hidden and only chance is to detect them by advanced or armed buoy  (if not killed by hunter first)
  - seamaster and typhon  can carry small vehicles
  - all craft has limited capacity of items, that
  - SCORPAENA is more durable, requires ultrandense and is armed with cannon instead torpedo
  - flat increase of fighting powers (barracuda and  moray has only two weapons)
  - Naga's race  is much stronger
  - Calcinite protoform and abbysians have immunity to some damage types
  - hybrid armor is slightly better
  - in order to interrogate high rank alien - autopsy must be researched first and as well some lower ranked specimens
  - alien dungeon entrance redesigned
  - increase way-points  of micro-torpedos to 3 (at higher cost of components for ammunition)
What is new:
  - added new rank in church (archivist) -  than can with some other topic unlock alien language that is crucial for interrogating aliens)
  - includes more USO variants and SAND-MOutain terrain
  - Naga's city has two levels (orignal one is  2nd)
  - three new type of ammunition for shard weapons
  - YACHT - alternate ship for pirate attack in early game

Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.59)
Post by: Nord on February 13, 2024, 08:47:08 pm
Version 2.60 is up.
Changelog:
- Added new map - Yacht (thanks to murkhach@centrum.cz);
- Added new unit - shoggoth;
- Added new items: tactical buoy; fuel tank;
- bio-suits now provide more bonus health;
- slightly improved some sprites;
- minor bugfixing;

I had two ideas for the future update. The first is to add the Seamaster interior for the surface missions.
Seamaster can not land in a random place. It is a normal airplane, needing long flat surface or open water to land. So i decided to drop operatives down while their plane fly over.
Quote
The second option I mentioned when I first joined the forum is to maybe try to add elements of TFTD: Vanilla Plus not the hybrid globe of course but something like new enemies from Daev1675441619 Expanded Aliens, Expanded Arsenal and Alien Rank Variants and the crafts from the TFTD+ itself from that into your mod.
Part of these aliens are drawn (drawed? maked?) by me, so which one do you think of? As about new USO variants - IMHO here is plenty of them allready, i have a hard time when try to find a role for new one.
Quote
Maybe giving Citizens weapons to give them some defense in shipping and terrorist missions.
Maybe.
Bug fixed? ...
Thanks, now fixed.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: Gena Krokodilov on February 15, 2024, 08:17:14 am
Question to Nord.

There is a setting called "UFOExtender: Psionic Line Of Fire".

This setting should be enabled or disabled in TWOTS on Superhuman Ironman difficulty?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: psavola on February 15, 2024, 08:59:06 am
Disabled. The game becomes way too easy with psionic line of fire (and the AI doesn't know how to use it).
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: Nord on February 15, 2024, 01:06:00 pm
Disabled. Some psi-weapons use their own line of fire setting.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: Gena Krokodilov on February 15, 2024, 03:43:53 pm
Thanks.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: SIMON BAILIE on February 15, 2024, 11:16:59 pm
That's a recent change in OXCE.
https://github.com/MeridianOXC/OpenXcom/commit/25e5545e59fc1ad7148c849e3052e8493c9fa10f

I will write a separate post about what it is and how to handle it.

We will also change it from an error to a warning (for a limited time) to give modders time to migrate.

Getting the same error as above with version 2.60-see attached.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: Meridian on February 15, 2024, 11:23:32 pm
Getting the same error as above with version 2.60-see attached.

Just use the officially released version and you'll be fine.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: NaCl on February 25, 2024, 08:56:37 pm
Question.
I am fairly new to modding Xcom. I recently got OXCE and TWoTS and can get the game to run with no issues. (Only played about 20-30 minutes) I am not able to save the game and the auto-saves do not save.
This is was i get:
C;Program Files(X86)/OXCE/user/xcom2/_autogeo_.asave.bak

it changes a bit depending on in mission or on geoscape. What can i do to hopefully fix this.
P.S. i've reinstalled a few times now, both the game and OXCE.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: Meridian on February 25, 2024, 09:15:20 pm
If you want to create the "user" folder, then DON'T install into Program Files.

If you want to install into Program Files, then don't create the "user" folder and just go with the default location in the Documents.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: NaCl on February 25, 2024, 10:01:42 pm
To Meridian; Thank you.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: CrazedHarpooner on February 28, 2024, 07:04:35 pm
I've been perusing the rulesets in this mod and came across some errors that I list below

alienRaces.rul has multiple instances of incorrectly defined retaliationMissionWeights as they are missing the "months passed" value.
Lines affected in the file: 154, 167, 180, 193, 253, 266, 278, 291, 303, 316, 328, 340 and 352.
Note that in a couple of the lines, the retaliation mission is STR_ALIEN_RETALIATION2.
Currently
Code: [Select]
    retaliationMissionWeights:
      STR_ALIEN_RETALIATION: 100
Should be
Code: [Select]
    retaliationMissionWeights:
      0:
        STR_ALIEN_RETALIATION: 100
In armors.rul armor STR_COVERALL has incorrectly named stats defined for reactions and TUs
Currently
Code: [Select]
    stats:
      stamina: 20
      reaction: 5
      time: 5
Should be
Code: [Select]
    stats:
      stamina: 20
      reactions: 5
      tu: 5 #
In events.rul the ruleset validator doesn't seem to like this format for everyMultiItemList found in event STR_EXOSUITS_EVENT_2
Currently
Code: [Select]
    everyMultiItemList : [STR_ZRBITE: 10] # Validator complains about "Incorrect Type. Expected "object" "I suggest
Code: [Select]
    everyMultiItemList:
      STR_ZRBITE: 10
In extraSprites.rul two files use the same index
Code: [Select]
      280: Resources/units/floorob_tasothguard.png
      280: Resources/units/aquaciv_corpse_floorob.png
I recommend to re-index the second one
Code: [Select]
      283: Resources/units/aquaciv_corpse_floorob.png # Or any other unused index within the type
In items.rul there's the following issues
(line 1526) STR_CORPSE_CARAPACE has a blank recover property. Based on other similar items and what I could see of the research tree it should be set to 'false'.
(line 2435) STR_CORPSE_AQUACIV's floorSprite property should be updated to the new index used in extraSprites.rul (283 in the suggestion provided)
(lines 223 and 250) STR_DRONE and STR_S_DRONE both have the property turretType set. This causes gameplay issues as the game consideres them to have turrets even tho there's no visual change while turning the turret section only, this is more noticeable when the "Alternate movement methods" is enabled as turret equiped units see based on the turret's facing, not the 'body'. I suggest to delete the property or to at least comment them out. Note that other drones used in the mod don't have this property set.
In Ufopaedia.rul (lines 1545 and 1548) you find listOrder defined twice for STR_MC_FOCUS. Either one of them can be removed.

In ufos.rul STR_CRUISER has a blank missionCustomDeploy (line 224). I recommend to delete or comment out the line

In vars.rul, properties extendedRunningCost and extendedItemReloadCost have been defined outside the parent property constants. They should be defined as
Code: [Select]
constants:
  extendedRunningCost: true
  extendedItemReloadCost: true
  extendedTerrainMelee: 4
  extendedUnderwaterThrowFactor: 60
  extendedHwpLoadOrder: true
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: Nord on February 28, 2024, 07:14:47 pm
Thanks, it is very useful. I'll try to fix it soon.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: banelinq on March 01, 2024, 02:19:54 pm
Hello,

i would like to ask: On superhuman diff., very small armed alien subs just delete any human sub. Baracuda/Moray has no chance. Is this intentional?

Alien sub shoots so fast and these subs are very frequent everywhere. Player dont have reason to build advanced crafts until there is BIG leap in health/firepower/speed.

Thank you, and thank you for the cool mod.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: psavola on March 01, 2024, 03:08:51 pm
Hello,

i would like to ask: On superhuman diff., very small armed alien subs just delete any human sub. Baracuda/Moray has no chance. Is this intentional?

Alien sub shoots so fast and these subs are very frequent everywhere. Player dont have reason to build advanced crafts until there is BIG leap in health/firepower/speed.

Thank you, and thank you for the cool mod.

I suppose so. You need at least two barracudas, piloted with a reasonably good pilot and armed with squall missiles to deal with hunter-killers semi-reliably. So, getting these to protect your transports early-ish (say May timeframe) is a priority, especially if you play ironman. (But if they are shielded, typical in later game, you will be toast unless you have the best weapon.) One of the thrills of the mod is having to protect your transports and always having to be on your toes for silently appearing hunter-killers.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: banelinq on March 01, 2024, 03:36:51 pm
I suppose so. You need at least two barracudas, piloted with a reasonably good pilot and armed with squall missiles to deal with hunter-killers semi-reliably. So, getting these to protect your transports early-ish (say May timeframe) is a priority, especially if you play ironman. (But if they are shielded, typical in later game, you will be toast unless you have the best weapon.) One of the thrills of the mod is having to protect your transports and always having to be on your toes for silently appearing hunter-killers.

Hunter killers have superior speed, second Baracuda wont have time to join the fight.
And even if there is an escort, i think one sub will be destroyed anyway. Hunter killer fire every frame it seems.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: psavola on March 01, 2024, 04:09:00 pm
Hunter killers have superior speed, second Baracuda wont have time to join the fight.
And even if there is an escort, i think one sub will be destroyed anyway. Hunter killer fire every frame it seems.

You should have three subpens on your assault base, one with triton/poseiden, two slots with barracudas or later morays. Then you can escort the transport from the beginning and there is no problem with not being able to join the fight. (Niote that in the intercept window you can do escorting with CTRL-SHIFT-click shortcuts.)

With two barracudas it is indeed likely that one of them will be destroyed if you meet a hunter-killer. The chances of survival increase if the pilot has good stats. You should also also definitely manufacture and equip the crafts with a magnetic array when you are able. Because the base accuracy of squall launchers is relatively low, you should employ all the ways to improve the accuracy to make sure the first missiles hit the HK and therefore destroy it ASAP. Else in the worst case scenario both barracudas miss the HK too much and it destroys both.

All this is doable (I've done a SH ironman campaign a number of times), but requires skills and sometimes a bit of luck you didn't need in the base game.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: CrazedHarpooner on March 01, 2024, 05:33:21 pm
I don't believe anybody is questioning if it's doable or not, but rather if the implementation might have not considered the implications that low reload values have on higher difficulties and how much of a drastric change it is bewteen the 3 highest ones. After some number crunching and spreadsheets I've come to the result in the image. While I'm uncertain if I should say in number of frames or maybe in (gs) units as how the ruleset page on the UFOpaedia labels them, there's a noticeable contrast on how deadly the HK fighter is on higher difficulties.


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: Nord on March 01, 2024, 05:56:46 pm
Do you want me to nerf them?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: psavola on March 01, 2024, 06:41:40 pm
If I get that right, Fighter shoots at you at 3x rate in SH compared to the next difficulty. I suppose that's mindboggling. I guess it could be nerfed. But I suppose this all boils down to how difficult SH is intended to be.

I suppose I would vote for nerfing them a bit. Not really to make the early-game HKs easier. But to make it more feasible to beat shielded HKs that appear later. Those are brutal. The only way to deal with those with barracuda/moray are PWT launchers, but you don't necessarily get them in time. So if you run across one, your only hope is to run (if you can) or die.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: CrazedHarpooner on March 01, 2024, 07:03:06 pm
I've been pondering a possible solution. A direct nerf doesn't seem to be the reasonable approach since the 'issue' affects almost exclusively Genius and SH difficulties while the others appear to be fine at their value. A possible approach would be to use OXCE's difficultyCoefficientOverrides and more explicitly the ufoFiringRateCoefficients with the following values
Code: [Select]
difficultyCoefficientOverrides:
  ufoFiringRateCoefficients: [100, 85, 70, 55, 45]
With these values: beginner, experienced and veteran Fighters should behave as they currently do while Genius and SH will take a bit longer but still be faster than veteran. A note about using this option is that all UFOs that have higher reload values than the fighter will see an increase in their firerate while those that have a lower value will have it reduced accross all difficulty levels. Well, beginner will stay the same.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.60)
Post by: murkhach@centrum.cz on March 11, 2024, 09:16:16 pm
If I get that right, Fighter shoots at you at 3x rate in SH compared to the next difficulty. I suppose that's mindboggling. I guess it could be nerfed. But I suppose this all boils down to how difficult SH is intended to be.

I suppose I would vote for nerfing them a bit. Not really to make the early-game HKs easier. But to make it more feasible to beat shielded HKs that appear later. Those are brutal. The only way to deal with those with barracuda/moray are PWT launchers, but you don't necessarily get them in time. So if you run across one, your only hope is to run (if you can) or die.
I usually play on SH or Veteran ,  so HK is not such a problem especially with cannons
IMHO - working with craft armor could help a bit 
   then the damage income would not be just  atack speed * weapon power ,
   but  armored  crafts can withstand a lot of low dmg weapon hit, before being destroyed
   there could be another  item (extra armor) that can be added to hidden weapon slot (that decrease the speed, but increase the armor and resistance vs HK)
 


Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
Post by: Nord on March 12, 2024, 09:16:25 am
Version 2.61 is up.
Changelog:
Polishing release:
- Fixed minor bugs;
- Improved some images.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
Post by: psavola on March 12, 2024, 12:55:30 pm
Apparently the UFO firing rate was also rebalanced the way CrazedHarpooner proposed above.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61) Shoggoths
Post by: murkhach@centrum.cz on March 15, 2024, 12:57:40 pm
Well In my opinion
  Shoggots should be much more bigger
  something like Shaihulud from X-Chronicles

I know that they were used as workers but  according to Lovecraft novels they are huge (so 2x2 model will be more appropriate)
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61) Transport craft modificsuggestion
Post by: murkhach@centrum.cz on March 15, 2024, 01:00:41 pm
for smoother playing I suggest to add small vehicles for Seamaster and Typhoon (in early game drones can be a great help)
CRAFT.rul

For P6M add lines
    vehicles: 1
    maxSmallVehicles: 1
    maxLargeVehicles: 0

For typhoon  add lines
    vehicles: 2
    maxSmallVehicles: 2
    maxLargeVehicles: 0 

As well the stingray with 4 crews can easily handle small USOs just after shoot down and it brings a more fun (especially with limited arsenal)

    soldiers: 4
    pilots: 2
    maxItems: 25

    deployment:
      - [4, 7, 0, 4]
      - [4, 6, 0, 4]
      - [4, 5, 0, 4]
      - [4, 4, 0, 4]
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
Post by: Nord on March 15, 2024, 04:51:13 pm
Never saw "maxSmallVehicles" parameter. Should use.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
Post by: Shiroi Bara on April 20, 2024, 05:24:42 pm
Player will lost Triton (and possible any ship) if lost mission against Church of Sirius at new yacht vessel even it uses 2 square tiles for initial placement and no Triton present on that map. Is this another bug?
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
Post by: Nord on April 20, 2024, 11:22:19 pm
Player will lost Triton (and possible any ship) if lost mission against Church of Sirius at new yacht vessel even it uses 2 square tiles for initial placement and no Triton present on that map. Is this another bug?
No.
If you lost all your aquanauts - there are no one to pilot Triton back to base.
Title: Re: [TFTD] [Expansion] TWoTS+ Release (v.2.61)
Post by: Shiroi Bara on April 23, 2024, 08:50:23 pm
This is non logical. If all aquanauts will die but at least one drone left and player abort, drones will pilot it back? Triton not even present on on that map. For example initial layout close to terror cruise ship, but player not loss Triton if hes team get wiped out.