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Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
« 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?
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Where is a link to the new version of the final mod pack? Can I use that even though I've got a game running a older version?
I might just be really dumb, but I'm trying to install this modpack by dragging the files and folders into the data folder. It doesn't show up in the MODS section and does this to my game.Spoiler:
Okay, after playing around the color green with what feels like forever (late into the evening), I think I finally got something worthwhile. Red was easy, but green was a pain because the interceptor screen is mostly green. Blue didn't look good either. With help from Otto Hartenstein, I got the upper bound range calculation working quite well. I tested it by having the circles drawn on the globe and seeing how well the craft got to the edge of their respective circles before running out of fuel (sometimes barely made it past by a couple of pixels at most). BTW, my range circle idea was horrible idea for too many reasons but it looked ugly. I went with Solarius's suggestion of using the Interceptor Screen which I believe works out better (except the green!).
I posted an image below, so here's how to decode it.
Brighter Green (or greener) means the craft is good to go ( equates to <80% max range - totally arbitrary)
Yellow is the craft might make it ( 80% max < range < 100% max )
Red means the craft cannot make it (> 100% max range or the craft is not allowed to fly to the destination)
Plain normal green means the craft is not ready which is usually displayed by the status (Refueling, Missing Pilot, Out, etc.). Maybe this should be blue?
BTW, this screen is only available if you click on "intercept" from the mission/ufo screen. If you click on the "intercept" button from Geoscape, you'll get the normal intercept screen, because I have no way of knowing what target you are interested in measuring the range of the intercept craft.
And this is not checked in yet. Hoping for feedback.
You have to follow the installation instructions in the readme file. 1.0 didn't use the same mod folder.
That's the same thing it does if you try to load the mod without the patch. Maybe you didn't install it correctly? I haven't tried the nightly patch yet.
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I ran the game on 1.0 and had it working properly. After playing several months through the game, I have a few comments on it. First, a text bug: the upgraded shotgun ammo is called 'Shotgun AL-AMMO', but I believe it is supposed to be called 'Shotgun AP-AMMO'.
Second, I note that the mod seems geared toward veteran players. I found it difficult to beat the missions or even to catch craft at times. Then again, the council reports have been extremely lenient so far. Maybe I'm just trying to rush the game. Not judging here, just describing.
But I'll put in more energy into the following gripe about balance. I feel like several items are too strong or weak relative to other things available around the same time. I'll go into detail about some--MINOR SPOILER ALERT:
a.) Sniper Rifle (weak) - It doesn't do enough damage above the Rifle to justify its way higher snap shot time unit cost. Also, aimed shots seem pretty lackluster in general in your mod. I presume it is designed to go with UFOExtender Accuracy, and I understand that means aimed shots are good at very long range when it's too far for snap shots. But in practice, I don't get very many opportunities to shoot that far even when I am trying to. So aimed shots are usually just way higher time unit cost for a meager increase in accuracy. Snap shots have a good range, so I arm my snipers with Rifles and they pretty much just use snap shots.
b.) Thunderbolt and Assault Rifle (weak) - I didn't actually use either of these but they appear to be about the same power as, if not slightly weaker than, the Sniper Rifle and the Rifle. They do a bit more damage and are slightly accurate, but have larger time unit costs to fire. Looking at them in the UFOPedia, I didn't want to spend so much materials to make them. In fact if they were free, I would still pay money to get Rifles instead.
c.) Rifle (strong) - Maybe the Rifle is overpowered. Its snap shot does seem a little too good given its overall versatility, comparing with other weapons available in the mod. I was reasonably happy to switch my snipers to Laser Rifles, but I really miss that autoshot every once in a while. If you nerf the Rifle's snap shot, it would still be good as a snap shot weapon because it can do auto in a pinch, but it would give more reason to use the Sniper Rifle instead.
d.) Shotgun, upgraded ammo (strong) - The shotgun is very strong at first, but doesn't do well against armor. But after the upgrade, it penetrates armor all too well. The damage increase matches what other weapons are getting, but I think it's too high because several armored opponents are very tough to take down, but I can pump a few shells into them at point blank range and take them down a bit too easily. I don't know if Chryssalids have high armor but the only thing I could kill them with was those shotguns. But maybe they just have really high HP. Well the shotgun is an excellent way to beat Chryssalids, Mutons, Snakemen, Cyberdiscs, Reapers, Silacoids, and pretty much everything else that I assume has armor. I'd recommend reducing its damage and increasing the number of pellets instead. Even before the damage went up, it was still pretty decent against Reapers and Cyberdiscs, especially because of their size.
e.) Laser Cannon (expensive) - The Laser Cannon seems worth using in air combat, but it's not going to revolutionize anything. It's also useful for making laser tanks, which are also neat but not particularly wonderful. (Granted, I haven't used a laser tank yet.) But the cost is very high, seemingly unreasonable, especially when I can very cheaply produce the Tuned Cannon which is about the same power. Air combat just isn't worth that much. Even if I had no other way to shoot stuff down, I still wouldn't want to pay so much for those lasers. I'd rather just catch them landed. And even if the laser tank is very powerful, I still wouldn't want to risk so much resources on a tank with the same durability, which has a high chance of being destroyed on exiting the craft.
f.) Power Suit (cheap) - Most things that are high tech in the mod are pretty expensive, but the Power Suit is comparatively very cheap. It is a huge and important upgrade to troop armor, but I can churn them out like a Ford assembly factory pumps out over-sized off-road SUVs. As soon as I get that tech, it's only a matter of time before my whole squad is equipped with the armor as well as my reserve troops, and several back-up suits at home for when soldiers die and get replaced. The Power Suit is only barely more expensive than the much weaker Heavy Armor.
I'm a stickler for game balance, so I just thought I'd mention some stuff from my gameplay experience. Cool mod, it's a lot of fun to play! I see it's also similar to what I did with my mod, mostly true to the original but fixes several problems the original game had. I noticed you did the same thing I did with alien containment.
Can you make the nightly patch available on the forum?
I agree. There are a few quality of life mods or settings I'd usually recommend to even a brand new player, things that don't affect the feel of the game much. But it is a different experience playing the true original game, complete with the difficulties that entails.
Play my mod. It's designed to supplement and improve the vanilla experience. You'll have a richer gameplay if you just start with my mod, but it won't add much to the story, so it'll still be basically the same game. As Meridian said, OpenXcom fixes many bugs. It also adds several features that just make the game less frustrating. My mod expands your gameplay options and balances things a lot, so there's no one right answer and you can make your game fit your playstyle.
https://openxcom.org/forum/index.php/topic,5543.0.html