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Messages - greenking13

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
« on: November 30, 2019, 11:58:43 pm »
Hello Nord, I'm back with more things! And more griping! (but you can mainly ignore that, I'm just salty.)

Let's start off with a few saves. (And hoping I correctly remember what the bugs were.) As always, the saves are in SH/IM, change that how you can for bug checking.

ArmorTear.sav: Concerns the Advanced Bionic Armor and that if you are going diagonally up (So straight up on your screen) you can see some pixels in the top right of the moving character that are not transparent. Not a big deal, but it's a thing I noticed.

IncorrectNoLineofFire.sav: This is a bit of a weirder one and while I do feel like I should have this shot onto the ghost, since if I recall correctly shooting isn't taken from the center of mass but is offset onto the side which holds the gun, but that's not what this is about. Try to fire with MGS Zuzana and when it blinks what's blocking your shot, look at what all it's saying is blocking the shot. Somehow not only is the wall in front of her blocking her shot, but also part of the farthest top cryopod AND the wall past that pod is blocking the shot. I felt that was weird enough to warrant a glance at.

WhatAreWalls.sav: Last of the saves themselves, we have the one in which somehow I can see an enemy through a hole in a wall, but can't shoot them, can't see the area surrounding them (not that surprising) and I have this weird fpslook of MGS Milan's LoS. (Next Attachment) Curiously enough, the walls don't seem to actually exist, which makes me wonder if there is a bug pertaining to using a DPL bomb on the artefact mission site on these walls in which the wall that remains isn't properly coded. (Not your issue, but base game I believe.)

The rest are images and questions I have. (If I can remember the context of them.) Oh, and as a heads up, I believe that ArmorTear and IncorrectNoLineofFire were both made in the 33F version, but after testing in the 34 version, they do still seem to exist.

fpslook002.png: While not readily visible, the soldier can somehow see the head of a naga inside of a downed USO due to the fact that the roof is missing. I was wondering if somehow Nagas are slightly taller than 1 tile, or if instead the wall is somehow lower than one tile. Or is it possible that the naga is standing on something inside the downed USO that is slightly elevating his height? Also, skip down to Screen114.png for a normal view of what's being seen. Forgot I had this.

(Not an image) Btw, I like what you've done with the Triscene weapons. Also, fuck you. I was not expecting a dinosaur with a flamethrower. That group wasn't ready. Good job.

Screen105.png: Not going to lie, I don't remember the context one bit. But I think I saved this due to the fact that it's missing the front window. I think this USO was one of the shielded ones, and I'm curious if the lack of a window is due to them being able to molecularly see through walls or something.

Screen108.png: So... this was my one and so far only Jellyman Outpost Defense and I noticed there were civilians down here with us before I noped away from those probing octopi. Really wishing you could carry 2x2 enemies somehow because I really need them for my next MC research. Anyways, are the civies meant to be in that mission? It feels like they really shouldn't be.

On the topic of so far one and only missions for me, this is going in spoilers as well.
Spoiler:
Earlier on in the game, or last game idk, I ran into a fucking massive lobster monster on the geoscape. It was moving at like 100 units or something and tried to slowly intercept anything that came near it. What in the hell was that? I do have a picture of it, but in the same vein I'm putting this in spoilers, I'm leaving that image out.

Screen116.png: I don't know if you can precisely control civilian spawning mechanics, but I feel like there should be an algo that checks the surrounding box of tiles of a civilian to see if there is 2 or more civilians already next to them. Because of this party. I am aware the algo state should still allow conga lines. It was just a half-baked idea.

Screen128.png: Yeah. Something tells me this wasn't meant to be able to be done. Also, she couldn't escape that. But hey! She could forever scan to make sure enemies weren't coming through that alley. Some say, Sara Lombardi is still there, to this very day. Others say she and 4 other MC-protected super brain-dead soldiers have taken over Base Zeta and protected it against 23 armored gillmen and Deep Ones just yesterday. But that's just X-COM propaganda probably. Scratch that, we have confirmation that Sara Lombardi is still at main base, and that the leader of the now undoubtedly X-COM propaganda base defense was Laila Mustafa, Commander of X-COM! and Kun-woo Maeng, Captain of X-COM

Uhhh... I've ran out of attachments. YOU WIN THIS ROUND FORUMS!

Time for the text version of images.

So, the topic "Interrogated Engineer" depends on Enhancecd Aquatoid Navigator and is unlocked by Lobster Technician or Armored Gill Man Engineer. Apparently, you get the topic if you complete either of the two unlocks, so I'm kind of confused why it says it depends on Enhanced Aquatoid Navigator. I thought dependencies were required before you could complete a research? Or is it that if I had gotten a EAN completed, I would have been given the opportunity to research this topic instead of needing either unlock req?

Finally, remember my -7000 monthly score a few weeks back? I'M STILL IN THAT SAVE! Literally, the months following that one go: 0, 1400, 900, -5500, and the current month I'm starting at roughly 2k due to for the first time in this playthrough winning an Artefact Site mission. That was +2173 score at like first day, 9th hour of the month. Plus, that aforementioned probably propaganda Base Defense which netted me a nice +505 score and a stunned Armored Gill Man Commander which didn't really help me in the slightest besides allowing me to now break down armored gill men. Which reminds me, why is that I need a live specimen of the Enhanced Aquatoids and Armored Gillmen to be able to dissect their corpses instead of just the corpses like the normal trend? That seems odd.

To end this long rambling post, a final remark and three questions. The remark is that I am now starting the Ancient Naga City mission at nighttime. Does the night time affect the visibility, or is it always this difficult to see in this mission? Secondly, on the topic of night vision, none of the presets seem to be really compatible with TFTD and only change the color of statue eyes the a dramatic effect instead of player visibility. Is there one you recommend, or do you recommend just ignoring that that's a config given? AND FINALLY: Where do freaks exist in this game? Are they just a super-late game enemy that only appears after 2 years have passed or something? I thought they might be the ones in the shielded USOs, but so far that seems to only be Enhanced Aquatoids. If they're a specific mission based enemy, just say that, and I'll be okay with that answer.

Anyways, thanks for making this great TFTD mod, and until next time
Vigilo Confido
-Green

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« on: November 16, 2019, 11:52:09 am »
So, time for a few more bug reports. (And one WTF image from my best/latest run.)

First one: MindWormCuttoff.sav is a save of a graphical glitch in which due to the terrain and the height I am viewing from, the MindWorm is cut in have horizontally and its top half is not visible. The entire Mind Worms enemy is visible by moving down one height.

Second one: Sightlines.sav is a save of a sight glitch in which I have two people in rooms, and they should have the same visibility into the middle of a corridor, but they don't. I have fpslooks accompanying. 000 is the view from the top guy (The one who can't see the armored gillman) and you can see the enemy, but I'm assuming that you need to see center of mass to have sight. 001 is the view from the bottom guy (The one who can see the armored gillman) and he interesting has sight due to what looks like a gap in the door. Note: I don't believe either actually have firing sightline since I did attempt to shoot after I created this save and they both broke their respective walls in the way of the enemy.

And finally is just a WTF moment from my current run. Yeah. It's like the 20th of February and I have -6000 score because in this month alone I had a terror mission I couldn't make it to (-1000) and two successful base defenses (+600 or so from each), roughly 30 landings, 60 ufos, and a second Jellymen Weapon mission even though I couldn't arrive at, which I'm guessing was like a -1000 or something. I believe they had to have built 2 more alien bases to have gotten that score. Also, all the landings were within their base zones, so I couldn't go to them due to the hunters that patrol them. This is... just brutal. But hey, I'm researching the sonic sniper rifle, about to get the Jellymen tech exchange research, and have gotten a lobsterman commander from the last base defense. Next month I have to do a lot of shit for though, otherwise this run might be over. I don't even want to know how badly I'm losing support this month.

Also, just a quick question, but how is the AI for bio-drones designed for base defenses? It seemed that they never move and only overwatch. I'm assuming they didn't move, due to the fact that there were two 2 high stacks that didn't move when I got sight of them.

-Green

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« 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?

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« 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.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« 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.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« 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.

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« 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?

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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« 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

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