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Messages - yhe1

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1
Does underwater items outnumber land items? TWOTS is mainly an underwater mod, right?

2
Help / Re: making a submod for TWoTS
« on: June 03, 2020, 01:52:05 pm »
got it, does the file name of the ruleset matter? Or will it be read regardless?

3
Help / Re: making a submod for TWoTS
« on: June 03, 2020, 01:12:20 pm »
I think my problem lies in my metadata file, because If I straight up replaced the files in TWOTS, it works

This is what I currently have

https://www.dropbox.com/s/4mcwi9lprk0anua/metadata.rar?dl=0

How do I properly tell my mod to use TWOTS as a master?

4
Help / Re: making a submod for TWoTS
« on: June 03, 2020, 12:10:44 pm »
Got it. So If I want unlimited ranges (same as the vanilla game), I should set the number to 200?

5
Help / Re: making a submod for TWoTS
« on: June 03, 2020, 11:55:47 am »
Difference is linked below

https://www.diffchecker.com/kJm4FC6r

6
Help / Re: making a submod for TWoTS
« on: June 03, 2020, 11:51:54 am »
But all I did was remove a bunch of maxrange and other range statements, why would this affect the sprites?

7
Help / Re: making a submod for TWoTS
« on: June 03, 2020, 11:19:24 am »
so I tried to make my mod by removing a bunch of ranges, but now TWOTS crashes. Can somebody take a look and tell me what I did wrong? Thanks!

https://www.dropbox.com/s/pvh8j322b856idv/twots_morevanilla.rar?dl=0

8
Help / making a submod for TWoTS
« on: June 02, 2020, 03:01:00 pm »
So I want to make a submod for TWoTS, to restore the ranges for the rifles and cannon weapons. I figure out how to edit the ruleset. But I know this is not the "proper way" to do it. I want to make a mod I can turn on and off. What is the proper way? Is there a guide somewhere?

9
Open Feedback / Re: Fighter transport sub mod?
« on: June 01, 2020, 10:38:21 pm »
Improved Ground tanks is already an option in UFO, I am just saying the exact same option should be available for TFTD

10
Open Feedback / Re: Fighter transport sub mod?
« on: May 31, 2020, 11:48:07 pm »
It is also missing the improved coelacanth option, Please add that as well

11
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: May 31, 2020, 02:09:25 pm »
I am not too far into the mod, but it seems like a lot of weapons have their ranges limited? Could there be more a "vanilla" version of the mod with the normal ranges restored?

12
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.47)
« on: May 31, 2020, 10:44:44 am »
Hello, I am playing TWoTS, but i do not want the ufo extender ranged based accaurcy, how to do I change it? Thanks!

edit: figured it out. Thanks for having readable formats!

13
Open Feedback / Fighter transport sub mod?
« on: May 31, 2020, 06:50:17 am »
Why does openxcom not included xcomutil's fighter sub mod for TFTD? Turning the Barracuda and Manta into transports. That was one of the options in Xcomutil.

14
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 30, 2020, 02:37:06 am »
Got it. I thought they were a different enemy altogether

I beat the game and the waspites never showed up. Are they normally the last aliens to show up?

15
Released Mods / Re: [COMPILATION] Final Mod Pack (FMP)
« on: May 29, 2020, 01:22:23 am »
No, in an old version, there were enemies that look at TFTD Tasoths, but red.

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