Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)  (Read 105021 times)

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1140 on: October 28, 2019, 03:45:50 am »
Fair enough.

Though I did notice something rather odd, or rather, logically inconsistent with TFTD in general.

Why dont craft sonic oscillators work above the sea? We see man-portable sonic weapons as well as alien craft sonic weapons working just fine above water in game and the latter in the original beginning cutscene.

I also noticed a major lore inconsistency with regards to t'leth and some of the aliens namely the ones that originated on earth. If T'leth was originally a colossal interstellar alien colony ship that crashed into the earth as the giant asteroid that wiped out the dinosaurs, how the hell were the aliens able to get the gillmen and triscenes to side with them after the fact? Its outright stated that the gillmen and Triscenes are in fact prehistoric races and or species from the cretaceous era. And the Naga's....where did they come from? Are they an earth-evolved species? Alien created? As well as the lobstermen, charcharodons, tasoths (possibly), octs, and freaks...they do not appear to be alien in origin but rather genetically engineered from earth organisms by I presume to be the ultimate alien or the aquatoids or jellymen.


Is there an in-universe explaination for this or is it a simple oversight on behalf of microprose or others?
« Last Edit: October 28, 2019, 04:12:04 am by Unmadesoldier »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1141 on: October 28, 2019, 08:16:42 am »
About oscillators on land - game simply cant distinct it from other craft weapons, so if one make sky dogfight possible, then there will be flying torpedoes.
About races...
Microprose  (vanilla) aliens are all genetically-engineered clones, based on previously captured species. No cooperation, no allies. Just biorobots.
In my mod i have tried to add some diversity, without breaking lore.

Offline greenking13

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1142 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.
« Last Edit: October 30, 2019, 04:38:02 am by greenking13 »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1143 on: October 30, 2019, 01:34:33 pm »
Quote
everything is below Telmo, who is not on an exit tile sadly.
Ok, i think i know how to fix it. Will do.

Offline greenking13

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1144 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.
« Last Edit: October 31, 2019, 08:03:14 pm by greenking13 »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1145 on: November 01, 2019, 12:59:14 pm »
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.
Cruise ship and cargo ship from original game.

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1146 on: November 03, 2019, 03:14:23 am »
A better detection vessel?

There are a few possible candidates for this. Chief among them are:

- the status-6/poseidon russian nuclear powered intercontinental super torpedo but with a removed nuclear payload and a massive alien/hybrid tech sensor suite installed.
Pros: unlimited underwater range, faster than any bouy, and relatively inexpensive to make as it is a retrofit of an existing weapon.

Cons: really fragile, the smallest of alien craft can take these out, unarmed and cant defend itself.

A completely new design based on hybrid technology that is powered by zrbite and has a faster speed and a weapons pod that allows it to defend itself. Not a substitute for a dedicated undersea interceptor tho.

Pros: superior speed, very few usos can catch it. Can match the speed of a hammerhead, has a singular cannon mount for self defense, aqua plastic construction so it can take a beating.

Cons: pretty expensive. Losing one will set you back a good deal, needs to refuel periodically.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1147 on: November 03, 2019, 02:51:02 pm »
A better detection vessel?
For which purpose?
Dont forget that any vessel faster than 100 pts will run out of fuel and return back to base over time. It adds nasty micromanagement. At least i think so.
On the other side, armed buoy is an interesting idea...
As all seamen know, unarmed buoy in neutral waters is a free source of rare metals...
« Last Edit: November 03, 2019, 02:53:33 pm by Nord »

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1148 on: November 04, 2019, 05:14:08 am »
I see.


Here's an idea I thought could be implemented into the mod:

Heavy lasers as a purchasable surface weapon.
Used by exoskeleton equipped military personnel.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1149 on: November 04, 2019, 03:29:26 pm »
Here's an idea I thought could be implemented into the mod:
Ok, if someone will provide spritesheets and paperdolls.

Offline greenking13

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1150 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?
« Last Edit: November 11, 2019, 04:31:34 am by greenking13 »

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1151 on: November 12, 2019, 01:51:45 am »
Different craft gas cannon ammo options? Options like supercavitating ammo, superdense needle ammo, high explosive, and zrbite craft gas cannon ammo.

Also, superdense needle shotgun ammo for hydrojet cannon.
Maybe also add superdense needle darts and jet harpoons?

Offline greenking13

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1152 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

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33f)
« Reply #1153 on: November 16, 2019, 01:23:08 pm »
Thanks for your feedback.
Not much i can say about graphic glitches.
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.
As you can see, not same but similar.
Quote
This is... just brutal.


Quote
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.
No changes from vanilla.