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Messages - MasterBLB

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16
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 10, 2020, 12:01:55 pm »
It is questionable. I am not satisfied with current situation, but i have done it before with some purpose. I just cant remember it. I can reconsider melee costs, but to which numbers?

Well, from playing vanila TFTD 20 years ago I remember I wasn't using Heavy Thermic Lances due to 16-18 TU attack cost which I've found too high for practical use - by practical use I mean oneshooting a lobsterman. I stuck with Vibro Bladess/Thermic Lances whose attacks cost around 7-11 TU if I recall correctly, and whose (Thermic Lance) was able to put lobsterman down in 2 hits just like heavy version, while oneshooting practically all other aliens.

17
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 09, 2020, 12:46:11 am »
Found something weird - zrbite ammunition leads to zrbite ammunition in tech tree viewer, see the attachment.

18
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 08, 2020, 02:37:30 pm »
I see. Well, from player's perspective it looked like something was wrong, as few dozen attempts with near 100% hit chance failed - therefore the report. If you insist to keep the current mechanic at least mention something like "Locust swarm can greatly evade melee attacks, it's very hard to hit them this way." in UFOpedia for topic "Locust" so no one else in the future will be surprised.

19
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 08, 2020, 01:29:44 pm »
Have you tried to hit bee swarm with a stick? It is not a bug, it is intended.
In such circumstances at least one bee would be hit, so it's not good analogy.
I suggest to change behavior - remove 100% evade, but put very high melee resistance for Locust Shell, like 20%, or 10% even. Result will be identical to what you intended (melee ineffective against Locust), but without that bug-like behavior.

20
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 07, 2020, 11:55:42 pm »
Seems there is a bug - Locust cannot be hit by melee attacks. I tried with Squid Light Drone stun, with Fabio Fuentes armed with laser cutter, and Galen Pavlakakis Gauss rifle melee attack provided by mod - neither of these attempt were successful despite high chances of hitting the target, and reloading the save didn't changed output.

21
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 05, 2020, 09:01:11 pm »
Indeed, I've turned a mod called 'Gun Melee'. Well then, assuming tasers are not melee weapons then I revoke my bug report.

However, sound for scout drones has not been changed, be in underwater or on surface missions. Tested on Squid Light Drone.

22
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 04, 2020, 01:00:47 pm »
Quote
"Fixed melee weapons TU cost;"
Well, it seems something went wrong, TU cost of an attack is still % dependent not constant. Looks like engine limitations...well, why you don't set low value for %cost, like 8-12%? High melee attacks costs would also explain why Tentaculants are so timid in TWoTS.
Just checked. All works fine.

Seems you've missed some. Spear, Hook and Axe indeed have fixed attack cost 18 and 25 TU, Vibro Blade as well, but for Thermal Tasers it is still 35%, for Gauss Weapon melee hit costs 40% TUs.

23
OXCE Suggestions Rejected / Re: [question] Is multifoor basescape possible?
« on: February 03, 2020, 09:09:25 pm »
Well, in fact I've found TWoTS via the videos you've linked, and I'm watching them (though slowly to not spoil fun for myself). At the beginning (up to episode 28 so far) you were selling all ion beam accelerators, implanters, weapons and clips, and all other alien stuff - so it's not surprising you haven't run out of storage space.
Well, speaking about your vids, in some episode you've remodeled whole base, moving facilities of same type near each other - how did you do that?

Assuming newest patch 2,37 for TWoTS I think Nord rather wishes option 2 - but we divert a bit the main question, which is if adding 2nd floor to basescape is possible, and how hard would it to be.

Look at 2nd floor for bases Meridian as an opportunity for:
- new research project, at the beginning bases could have only top floor, to be able to build next one some research would have to be made.
- with doubling single base space there would not be much need to have unlimited number of bases.
- modders could invent plenty of new, cool facilities.
- base defense mission, the part to fight and shoot at atttacking ufo could be extended.
- if you'll figure out a way to add another floor, then future, possible extension to add 3rd and next ones would be already an open road.

24
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« on: February 03, 2020, 08:50:26 pm »
"Cormorant now have 2 harpoints for cannons;"
Great! Will especially build one again to see how it intercepts small ufo with 2xGas Cannon/Aqua Plastic Cannon

"Fixed shard weapons(armor damage, no more armor piercing, proper rifle name, proper sell costs and recovery points);"
Seems working - I've just been shot in the chest, wearing Zrbite-powered armor. Now my front armor is lowered to 85 from 100, but aquanaut hasn't been wounded.

"Fixed melee weapons TU cost;"
Well, it seems something went wrong, TU cost of an attack is still % dependent not constant. Looks like engine limitations...well, why you don't set low value for %cost, like 8-12%? High melee attacks costs would also explain why Tentaculants are so timid in TWoTS.

"new sounds for drones;"
Apparently not for Squid Light Drone (underwater mission), but that may be related to having mission in progress while updating TWoTS to 2.37. Will check in a next mission then edit this entry.
EDIT:
Nope, in a next mission, after game restart the sound is still as it was before 2.37

"more space for large storage and large quarters;"
That's great and so much welcomed, especially storage, but now values in UFOpedia description and stats for nerds don't match.

BTW, I assume Naga Trident acquisition is similar to those needed for Khimtar Black Box - I have to research "Naga Society" which will unlock some kind of new mission type (Naga Temple?) in which I'll get the trident as a bounty, right? And like Khimtar Black Box the trident is not linked in tech tree viewer.

25
OXCE Suggestions Rejected / Re: [question] Is multifoor basescape possible?
« on: February 03, 2020, 02:04:24 pm »
Dear mates, maybe I should explain why such question raised.

I play The World of Terrifying Silence mod for Terror from the Deep, written by Nord. It is great, however compared to vanila TFTD has features:
- labs accommodate only 25 scientists instead of 50. So to get usual number of scientists(100) total four facilities are required instead of two.
- all alien stuff like implanters, cloning, learning arrays, bah corpses even, whose in vanila was sold immediately freeing store space in the mod have some important usage as ingredient for something, so it should be kept for later use - and keeping them requires storage space. MUCH of storage space.
- I've read on forum about aliens can bombard bases, so point defense systems + repellent shield also seems to become mandatory.
- there are also plenty of new facilities, some of them are mandatory to progress research like Bionic Laboratory, or really nice to have like Naval Control Center. Sadly, due to increased usage of available space for stores they simply can't be afforded, in main base at least.
- also, you've taken away possibility to freely move facilities around the grid some time ago, or at least made the feature hidden.

All the above causes that vanila basescape grid 6x6, perfect for vanila Ufo:Enemy Unknown and Terror from the Deep 20 years ago becomes too small nowadays - so some way to accommodate that new stuff/required increased quantities of old one, be it 2nd basescape floor or bigger grid, should be provided. More than 8 bases are nice, however the issue is too few space in single base.
I have learned in this thread some facilities now can be build over to get increased space, and sure I can use .rul files to say create storage spaces with 10k capacity, but that's not the point. The point is to have base mechanics fit to game contents, and currently that balance has been a bit off.

So 2nd basescape floor solves that perfectly, and also fit to theme - alien bases have multiple floors, so can we. This also can create another strategic planning layer as now some facilities may be set as available to build only on specific floor.

26
OXCE Suggestions Rejected / Re: [question] Is multifoor basescape possible?
« on: February 02, 2020, 08:53:16 pm »
I mean whole new floor below to build facilities. Well, that in fact also means multilevel base during base defense missions too.

27
OXCE Suggestions Rejected / [Rejected] Bigger xcom bases
« on: February 02, 2020, 07:52:21 pm »
Rejection reason: after long discussions, it was decided that this is an unwanted feature (not even as optional feature!)


Hey guys,

As in topic - because the mod contains many new facilities it'd be useful to have at least 2nd floor at basescape to disposal. Would it be possible to add?

28
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 31, 2020, 01:36:22 pm »
Dont understand, sorry. Explain please.

I mean all what is mentioned in UFOPedia + OXCE shortcuts, like CTRL + E, CTRL + H. Personally I haven't discovered a shortcut for searching stuff in lists (research, manufacture), but I see on youtube videos such shortcut exists.

the base defense map? possible, but why? In the basescape - nearly impossible.

I meant in the basescape. Crap :/
Maybe it's possible to extend the basescape a bit, say 2 rows + 2 columns? Or in case of issue with rows just columns?

###########################################################################################
BUG - invisible holes in medium UFO
1st, move Seul-ki Janggok around point 38,14,0 and watch a reaction shot from inside the UFO.
2nd, end the turn and see Jules Kayowa at 35,25,0 is killed. You can rotate him clockwise to spot a Naga.

29
Guys,

I'd like to propose an extension to CTRL+E shortcut - not only messagebox with names will show up, but also arrows, preferably of different than these from motion sensor and face direction indicator, will show up over heads of these mentioned soldiers till a soldier will be selected. What do you think? Currently it's a bit annoying to search the name among squad on the battlefield.

30
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« on: January 31, 2020, 01:24:06 am »
1. Maybe. But i need someone to write them in english.
Well, at the beginning all shortcuts should be enough.

2. If you read ufopedia, you will know that XCOM was near full shutdown and now operates as third-class agency. So they need to do tons of bureacracy.
That's true, but is Terror from the Deep a game about bureaucracy? Would I'd like to play such game I'd install "Papers, please!" rather.

3. These numbers displayed automatically with game engine.
So these can't be made accurate to what is really seen in battle? A pity.

4. This is done right for that. Because normal game ends with tons of unused aquaplastics.
While I was preparing the feedback I was at early stage of the game, where enemy UFOs were pretty rare, and there were only mission like "Suspicious activity" and "Church pirates raid" available. Now, as the time progressed I have reserve around 1000 of Aquaplastics. Point no longer valid.

5. Engine limitations.
Oh that's sad :( Such feature would be most useful.

6. If cormorant will be a thing, then what barracuda needed for?
With 2 cannon slots Cormorant will be better at putting down small/maybe medium UFOs, whose now usually run away after few shots taken. Barracuda, which has 2 torpedo slots and 1 cannon slot still will be better, especially to fight those annoying enemy interceptors. But path to research Barracuda is not short, we need something till then.

7. Maybe something to add into ufopedia articles? But what?
Well, it should be enough to add links in the tech viewer like:
Church Data Bank -> now it is only "Affects game progression", it could be mentioned here "SORESO Crash Site", from which there is link to Khimtar Black Box, and then Barracuda.

8. Nah. They must be one-shot scouts. If you want combat support - use SWS.
Nono, I didn't expressed myself precisely. It's perfectly fine they are one-shooted, I meant these should be harder to spot, and harder to hit.

12. Not really understand a question. Most melee attacks use fixed amount of time - so newbie and top leveled soldier will use same amount of TUs. And firearms use percentage.
Well, that probably was your goal, but something went wrong, as  Amoebka rightly says.

14. Best balance i can done.
15. For bigger ships and shielded fighters they are not effective enough.
16. So you need to chose where to invest your limited resources. I think it is good.
Hmmm...assuming Dolphins require Aquaplastic both for launcher and ammo maybe it should have its range increased to something like Squall? It'd make usage of these worthwhile.
But still I think ammo for Aquaplastic Cannon should be the same as ordinary Gas Cannon.

17. Not my part. You can ask Yankes or Meridian for such feature.
What would be the best way to contact them, via PMs or some kind of feedback thread?

18. Google "Sid Meier's Alpha Centaury"
Found it :) Nice, I suppose these was inspiration?

19. Maybe i can change pistol production to 2 pistols per 1 navigation.
Hmmmm, I'm afraid it still won't be enough :/ Magnetic Navigations are very hard to acquire at the early game, and every one piece counts. I think you can safely drop requirement of 1 Mag Nav for Gauss Pistols, as these have only 55 power, more or less similar level to what Hydrojet Cannon and Jet Harpoon + SC Ammo offers. This way it'd make sense to manufacture them before getting later Gauss weapons.

20. Shard weapons are done for aliens. They are not too useful for X-COM.So late research is not really a problem.
What do you mean by 'Shard weapons are not too useful for XCOM'??

21. You mean biolab? It is allready there.
Well, if biolab allows to put aquanauts into a treatment to say increase TU/whatever by some amount then yepp, I meant Biolab.

22. First report of such problem. Never experienced such thing myself. Hmm...Also facility moving was removed by OXCE authors.
Well, now as it turned out I won't be able to manufacture sonic weapons and clips the issue becomes even bigger, as selling all that alien stuff should be avoided. Technically speaking, how hard it'd be to add another floor to current grid? Even one extra would help immensely.

Bugs:
3. Dont mess autopsy and live specimen research. This is vanilla game mechanic.
I'm not messing. The medic gave me dead Hallucinoid Autopsy. Then, after killing another Hallucinoid in mission I have "Hallucinoid Corpse" on possible research list. Looks like some kind of flag has not beet set.

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