Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.37)  (Read 131643 times)

misterx

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1260 on: January 16, 2020, 01:54:21 pm »
You mean like gauss (i.e. magnetic) weapons the mod already has which are literally manufactured from magnetic navigation?

Actually i meant gauss may be a thing - pheraphs being renamed "rail wepons" and magnetic another one, just a justification to add more stuff  ;)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1261 on: January 16, 2020, 02:41:15 pm »
Gaus gun - is directly a common name of electromagnetic coil accelerator.

Offline andre2

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1262 on: January 16, 2020, 11:22:02 pm »
Hi
Bug report (Ver 2.36):
The SHARD PISTOL has like two entities.
I could research it twice.
It is listed twice in USOpedia.
It has 2 entries in inventories on top of each other.

Also I cant get the nessecary research for T´Leth. Do I have to research a Lobster Man Commander twice?


Offline Jokerke12

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1263 on: January 17, 2020, 01:15:48 am »
Hi
Quick question. The always daytime mod doesn't work with this mod. Nighttime missions stay nighttime missions. Is it supposed to do that?
I'm guessing it's intentional, but I thought I'd ask, just to be sure.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1264 on: January 17, 2020, 10:03:54 am »
Hi
Bug report (Ver 2.36):
The SHARD PISTOL has like two entities.
I could research it twice.
It is listed twice in USOpedia.
It has 2 entries in inventories on top of each other.
Yeah, one of them is actually rifle.
Quote
Also I cant get the nessecary research for T´Leth. Do I have to research a Lobster Man Commander twice?
How that? :o Please provide save file.
Hi
Quick question. The always daytime mod doesn't work with this mod. Nighttime missions stay nighttime missions. Is it supposed to do that?
I'm guessing it's intentional, but I thought I'd ask, just to be sure.
Yes, many mods are incompatible with TWoTS.

Offline andre2

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1265 on: January 17, 2020, 11:47:44 am »
Her is the save file.

In the above 2 screenshots you can notice, that once the Lobster Man Commander is darkened out and once, at the other screenshot, the letters are still lightened.

misterx

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1266 on: January 17, 2020, 07:53:37 pm »
The ufopedia talks about AKM but it resembles more an AK 47, plus the foregrip is brawn and the handle is tan, may i suggest uniforming the colors? Oh and a version with fixed gnubutt would add more variety, as the real AKM

Edit: the endless war mod has a nice AKM sprite, i'd avise to use it replacing the current one
« Last Edit: January 17, 2020, 07:59:40 pm by misterx »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1267 on: January 17, 2020, 08:02:58 pm »
Her is the save file.

In the above 2 screenshots you can notice, that once the Lobster Man Commander is darkened out and once, at the other screenshot, the letters are still lightened.
Yes, it is vanilla mechanic. You have interrogated lobsterman commander before youlearn what to ask. Now you need one more. Also you will need
Spoiler:
to research alien key from naga city. Have you got that?

The ufopedia talks about AKM but it resembles more an AK 47, plus the foregrip is brawn and the handle is tan, may i suggest uniforming the colors? Oh and a version with fixed gnubutt would add more variety, as the real AKM

Edit: the endless war mod has a nice AKM sprite, i'd avise to use it replacing the current one
This particular gun has been worn by semi-mindless fanatics for many years. It is rusty and dirty. Like this one.

Offline andre2

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1268 on: January 17, 2020, 10:26:36 pm »
@ Nord: No, I dont have Naga City yet. I asume the 2nd Lobsterman Commander knows more about that.  ;)

In ever knew you need 2 of them in Vanilla. I´m already in the 2nd level of a base with 18 dudes and 60 stun bombs. Stun first, ask later.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1269 on: January 17, 2020, 10:30:36 pm »
@ Nord: No, I dont have Naga City yet. I asume the 2nd Lobsterman Commander knows more about that.  ;)
No, live Snakemen knew more.

misterx

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1270 on: January 17, 2020, 11:17:32 pm »
This particular gun has been worn by semi-mindless fanatics for many years. It is rusty and dirty. Like this one.

mmhh ok actually you're right it's more contestualized like x-piratez. Good job with the sound department also, i like the new geoscape track too, and a couple more of battlescape tracks would be appreciated, theADS rifle sound is very cool and original!

Other ideas for possible addictions: here and here. Also  having clips (batteries)  for laser weapons would be more frustrating, challengin, please think about :)

Offline Steelpoint

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1271 on: January 20, 2020, 09:00:18 am »
I've found this mod quite interesting to follow. Like the Hardmode expansion mod I enjoy how this expands concepts and well done mechanics.

Considering the lengths this mod goes with the addition of more surface based weapons, like the AK or newer generations of 'laser' weapons, I'm surprised there is no early game surface only armour you can give your troops for the more uncommon surface missions.

If I could tender a suggestion it'd be a alternative ability to wear old style coveralls as a alternative early game armour for surface missions, perhaps they have a tiny bit better protection than the starting dive suits. Its always bugged me how our soldiers will still wear their bulky deep dive suits on missions taking place on islands or surface ships.

Otherwise, keep up the good work!

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1272 on: January 20, 2020, 09:00:22 am »
Other ideas for possible addictions: here and here.
CAV-X is indeed interesting thing. Looks like we will have an SC-ammo before 2040 and X-COM... or the aliens are allready here and X-COM sells part of their old equipment...
Otherwise, keep up the good work!
Thanks.
Quote
If I could tender a suggestion it'd be a alternative ability to wear old style coveralls as a alternative early game armour for surface missions, perhaps they have a tiny bit better protection than the starting dive suits.
Continue playing and you will find them.
« Last Edit: January 20, 2020, 09:02:19 am by Nord »

Offline Steelpoint

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1273 on: January 20, 2020, 09:06:59 am »
I suppose I'll have to operate under the view that our organisation was re-organised to be so hyper focused on underwater operations that the bureaucrats who authorised our armaments never imagined we'd conduct surface operations and thus never gave us any real access to surface only armour and guns.

Good stuff otherwise.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1274 on: January 20, 2020, 10:32:01 am »
I suppose I'll have to operate under the view that our organisation was re-organised to be so hyper focused on underwater operations that the bureaucrats who authorised our armaments never imagined we'd conduct surface operations and thus never gave us any real access to surface only armour and guns.

Good stuff otherwise.
Not quite that. As sayed in usopedia, we can acquire surface stuff, but will not develop our own. And about buying more advanced surface weapons, what you can suggest? (Remember that stuff from first alien war is useless without elerium.)
Right now you can acquire
Spoiler:
old armor suits and experimental elerium-free plasma weapon
later in game.