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Messages - Lobsterman Bait

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XPiratez / Re: Bugs & Crash Reports
« on: July 31, 2018, 09:12:40 am »
D'oh, looks like I just automatically assumed that transports are indestructible, like the Skyranger in the original game.   ::)
Thank you

2
XPiratez / Re: Bugs & Crash Reports
« on: July 30, 2018, 09:08:57 pm »
Hi, I've had a Bounty Hunting mission involving a Human Mage spawn (the one with a 15 turn time limit), but when I got there I couldn't find him anywhere. The only enemy was a single Tough Guy. Is this a bug or am I just doing something wrong?

3
XPiratez / Re: In game Music.
« on: January 24, 2018, 09:20:11 pm »
One of the combat tracks is from HoMM2.

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XPiratez / Re: Bugs & Crash Reports
« on: January 23, 2018, 08:16:34 am »
I've had a minor error several days ago with Vodka not healing Fatal Wounds. The Vodka in question was found on one of my enemies - the Vodka I brought into battle worked just fine. Unfortunately I've overwritten the save file... I'll see if I can duplicate it.

A minor aesthetic issue. Nothing game breaking here :3

It does cause some pathfinding weirdness, though - if you click the tile with the error, the gal will climb up to the top of the staircase and then onto the bugged tile, wasting TUs.

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XPiratez / Re: A thread for little questions
« on: January 20, 2018, 07:52:51 pm »
I got some Lokk'Narr Villager captives (from one of the Bounty missions). I suppose they're useless except for ransom, right?

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XPiratez / Re: A thread for little questions
« on: January 15, 2018, 12:07:08 am »
What do I need to build a Still? It's in my Bootypedia, and I already have an Extractor.

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XPiratez / Re: Bugs & Crash Reports
« on: January 08, 2018, 08:49:48 pm »
There's a tile on top of the staircase that shouldn't be there (circled in the image - look closely)

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
« 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?

9
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.05)
« 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.

10
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« 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.

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