OpenXcom Forum

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

Title: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
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 (2040 year, if you forget) but not very far future. I mean, only 24 23 22 21 years left. And we have no such technology, as we dont has it 24 25 26 27 years before. Are we? Well, i tried to explain this a bit. And yes, game became slightly harder.

New content:Over 90 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.

Available languages: US english and Russian.

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

Changelog:
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 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: tollworkout 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: tollworkout 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: tollworkout 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: tollworkout 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: tollworkout 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: tollworkout 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: tollworkout 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: tollworkout 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: tollworkout 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 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: FeruEnzeru[RETIRED/I QUIT] on January 23, 2018, 05:23:50 am
Why are the download files deleted by MediaFire. I'm so upset if that could happen to this.

I was trying to add the newest or oldest version of TWoTS+ to my "J-Kuns OpenXCOM Mod Collection" folder so bad.


Suddenly they are no downloads for this mod being available. :(
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: FeruEnzeru[RETIRED/I QUIT] on January 23, 2018, 09:52:51 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....
Oh. It's because i want to add it to my folder called "J-Kuns OpenXCOM Mod Collection" so that i might like to try one of them with OpenXCOM Nightly or OXCE or OXCE+ after practicing some cover for soldiers, safety for soldiers and throwing smokes and mines as traps for enemy units such as Aliens and Hostile Units.

OXCE+ is very very important to this mod.

I also i have "OpenXCOM Extended by Yankes" and "OpenXCOM Extended+ by Meridian" folders on my thing.

The folders might have "310a" and "v3.9c" folders so that i might try them until any site that is YouTube, Vimeo, Dailymotion or others might have a tutorial of installing OXCE and OXCE+ (I remember seeing and watching Ivan's video of how to install OpenXCOM Nightly and Mods, i don't think Ivan's video might have an install of OXCE and OXCE+).


Is it okay that i can please download your mod? :)

EDIT: Obviously, let me read your post from today 10 times please.
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 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 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 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 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 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 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 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: FeruEnzeru[RETIRED/I QUIT] on January 11, 2019, 07:04:00 am
BEFORE I WANT TO READ THE WHOLE THREAD FULL OF 51 PAGES AND 774 POSTS/REPLIES (IF I WANT TO OR NOT. DEPENDS. :-\):
@Meridian
No new TWOTS LP Videos today/tonight for me to watch on YT?  :'(

I was feeling 100% too impatient waiting for new episodes of the LP since i was fond of it (along Otto's LP of 40k Mod) last month to this month.

why me?(https://a.deviantart.net/avatars/y/u/yuicryplz.gif?1)

edit:
oh i mean 775, not 51. My bad, my mistakes actually!  :-[
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 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 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 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 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 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?