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Author Topic: TFTD research script bug for Magnetic Navigation?  (Read 6605 times)

Offline SonOfRainbow

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TFTD research script bug for Magnetic Navigation?
« on: April 08, 2016, 06:24:01 am »
I remember in the original game it was harder to get Transmission Resolver because you had to capture a live Lobster Man Navigator before you can research the Magnetic Navigation.

In my current playthrough (build openxcom_git_master_2016_04_02_1937) I was able to research Magnetic Navigator after the recovery from the 1st crashed USO...

In the rulset the Magnetic Navigation does not seem to have a pre-req?

Offline Warboy1982

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Re: TFTD research script bug for Magnetic Navigation?
« Reply #1 on: April 08, 2016, 08:48:07 am »
this is the research tree we used:

https://old-gamer.ru/wp-content/uploads/2009/01/xcom2techtree.png

this is from the most recent official version of TFTD (2.0).

you would have played the unpatched version (1.0) way back when.

https://www.ufopaedia.org/images/5/52/Tree2.png

for comparison.

Offline 7Saturn

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Re: TFTD research script bug for Magnetic Navigation?
« Reply #2 on: April 08, 2016, 02:41:02 pm »
Is there such a nice map for X-COM 1, too?

Offline SupSuper

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Offline 7Saturn

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Re: TFTD research script bug for Magnetic Navigation?
« Reply #4 on: April 10, 2016, 02:32:13 pm »
Thanks a lot!