Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nord

Pages: [1] 2 3 ... 100
Help / Re: How do I spawn a mission underwater in TFTD?
« on: June 06, 2023, 12:39:03 pm »
You mean it spawns on land part of the globe? Or sspawns over sea, but in tactical feels like surface?
First you can fix by setting spawn zone and region, similar to shipping terror from vanilla.
Second you can fix by defining "depth" in terrain or "alienDeployment" ruleset.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 24, 2023, 02:01:52 pm »
- so  you can build  any  advanced  defense  over existing other in short time   (like  improved med-bay )
Nice idea.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 19, 2023, 08:34:46 pm »
Have not played this mod for a while, so I forgot what MC Lab require and got confused with it. Research it now require advanced technician too? Man this mod was pain already but now it's became even harder.
Dear Nord, you stepping on same rake again. This might OXCE change again. Using latest version. I assume player should not buy cannons just at the beginning of the game:

Oh. This again. Thanks, will fi soon.

Help / Re: EntryPoint vs ExitPoint?
« on: May 18, 2023, 10:08:35 am »
and don't have anything to do with spawning units.
Wrong. You must put some entry points on map to spawn X-com soldiers properly.

Help / Re: EntryPoint vs ExitPoint?
« on: May 16, 2023, 10:28:56 am »
Entry point - where your units will survive when fall back.
Exit point - used in multi-stage missions. From there your units will proceed to the next level, if you use "abort mission" button.
For one stage missions you need to use only entry points.

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 16, 2023, 10:25:54 am »

Which version of TWOTS translation was the original - russian or english?

Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.56)
« on: May 12, 2023, 06:56:04 pm »
Thank you. And good luck with superhuman.

This is great!

Sounds goodto me too.

Good then.
So my changes are as simple: if a country has no alien activity in their borders, it will not change funding, regardless X-com activity.

Country satisfaction algorithm is nicely separated/isolated... so I can easily replace it without breaking anything.
Try to describe what your ideal global formula would be, and I can try to integrate it (and maybe give it a few parameters too).
Thanks, but if you change algorithm for me, it will cause other mods balance problems.
Maybe some part of that algorithm can be unhardcoded?

So much possibilities... thanks.

This is great, thank you!

My problem is, that in my mod first part of the game goes with a single base, and missions are limited with starting region. And it is strange to see, that other countries increase their funding, while player does nothing for them.
Maybe there is a way to limit funding increasing by country? I dont ask about changing global formula, but maybe something can be... optionized?

[SUGGESTION]Question about funding.

Why countries with zero alien activity rise x-com funding at the end of month? Is it more logical, that they will not change their payments, because we do not do anything?

Pages: [1] 2 3 ... 100