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Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.37)  (Read 133350 times)

Offline Steelpoint

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1275 on: January 20, 2020, 11:19:32 am »
Best I could think of is refurbished old war Power Armour that is redesigned to run off of Zrbite.

Maybe you could make a case that we could purchase the ability to 'buy' old AW1 Plasma Weapons that still use elerium based ammo, state that we found an old XCOM stockpile of the ammo so we have a limited ability to field a small amount of the weapons, you could take it a step further and make it that you can 'research' a 'Old XCOM Bunker' research that will grant the player a limited amount of elerium based plasma ammo (20 to 60 units per) and that is the limit of ammo for the few plasma weapons we have.

In theory what'd happen is that the player could gain access to, say, two plasma pistols, four plasma rifles and two heavy plasma guns. As well as about 20 to 30 ammo clips for the three gun types, and that would be all the player can use for the entire game, you cannot buy more or manufacture more, as there is no elerium left to make them. As such you could either sell these items for a tidy profit (It belongs in a museum!) , or keep and use them for surface missions only and gain a slight advantage for so long as the ammo lasts.

Either way, I'll have to play the mod further to form more coherent opinions, this is just my early thoughts on your question.

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1276 on: January 20, 2020, 05:14:46 pm »
Do aliens still run colony supply missions in this? I have a colony monitored with 3 wide-range sonars and haven't been able to detect a single cruiser landing.

Online Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1277 on: January 20, 2020, 06:32:02 pm »
Do aliens still run colony supply missions in this? I have a colony monitored with 3 wide-range sonars and haven't been able to detect a single cruiser landing.
Yes, with 85 percent chances. Remember that wide-array sonar has limited detection chances and supply ships moving stright to target. Also Jellymen bases (without detection circle) dont spawn supply ships.

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1278 on: January 20, 2020, 06:36:55 pm »
Wait, 85% chances of what? A supply ship per month? Weren't they like every 5 days in vanilla or something?  :D

I thnik 3 big radars should be 60% detection every 30 minutes, and supply ships land for over a day, so there is no way I'm missing them. Unless landed ships have lower dertection profiles, I guess, which wasn't the case.

Online Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1279 on: January 21, 2020, 08:01:25 am »
Wait, 85% chances of what? A supply ship per month? Weren't they like every 5 days in vanilla or something?  :D

I thnik 3 big radars should be 60% detection every 30 minutes, and supply ships land for over a day, so there is no way I'm missing them. Unless landed ships have lower dertection profiles, I guess, which wasn't the case.

Frequency of missions generated by alien base is set to "4". It is 2/3 of vanilla. Each generated mission can be supply(85%) or infiltration(15%).
Jellymen bases generate alien cruise missions with vanilla frequency.

Offline Steelpoint

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1280 on: January 21, 2020, 09:35:32 am »
My only main early game issues is a major tendency for many of my surface/suspicious activity missions end up taking place 'just' outside of my starting transports fuel range. Also, the difficulty of the early game sus activity missions feels very out of proportion (hello Xarquids again), the surface missions are pretty fair in difficulty and serve as a great way to gain access to Laser Rifles and X-Rifles, but the underwater missions are a weighted dice roll against the player if you even have the firepower to kill a single enemy, let alone half a dozen who all have full TUs and reaction shots on your exposed troops.

The pirate missions tend to get repetitive very fast, same map layout and literal same spawn points (there is always one cultist spawning to the direct south of the landing zone) means you'll be going through the same ship a dozen times. Does not detract from the enjoyment to a major degree but it does mean my ground tactics become very homogeneous since I know the entire layout, I suppose this is something you could extend to terror missions, but the difference is I can get multiple pirate attacks more consistently.

All in all these are mostly minor concerns, since the game has a much slower start (far more in line with X-Files than Hardmode or most other mods) and skipping or not being able to reach these early missions is not that punishing outside of loss of experience training. I do think the sus activity missions should at least for the first month or two be a bit more 'fair' in the enemies present.

--

Oh, one minor feedback point. The X-Rifles lack any 'oomph' when you fire them, sounding more like Gauss rifles or a peashooter. They should use more traditional ballistic firing sounds.

Otherwise, I've quite enjoyed the other aspects of the mod so far. Good stuff!

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1281 on: January 21, 2020, 05:08:59 pm »
Xarquids drop with 1 large torpedo. You are supposed to rush heavy weapons research and equip 8 torpedo launchers for monster activity missions.
It's not so much that the difficulty is stacked against you, the mod is simply unplayable without spoilers. You have to know in advance what you will need to research and in which order to stand a chance. So your first playthroughs will end in losses until you learn how to do things through trial and error.
The real obnoxious part is that most missions don't give enough loot to be worth doing. These pirates and underwater monsters really overstay their welcome, and there are many more like that. Most mission types you only really want to do once (or not do at all because they give nothing), but they keep spawning forever. So you are stuck doing a dozen recurrent missions every month for zero gain while hoping you can sneak in a supply/dreadnought run somewhere in between the endless spam.

Offline Miranori

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1282 on: January 21, 2020, 07:50:08 pm »
Hello, where I could report crash? I dont know if its TWoTS or XCOM error.
(I attached log / save / screen - game crash after kill all enemies and before continue to next stage.)
Thanks

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1283 on: January 21, 2020, 08:15:54 pm »
Hello, where I could report crash? I dont know if its TWoTS or XCOM error.

oxce error... please update to oxce v6.3.4

and while you're at it also twots 2.36 if you want :)

Offline Steelpoint

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1284 on: January 21, 2020, 08:17:26 pm »
I just wanted to reiterate that when I was suggesting an alternative surface only coveralls armor, I intended it as something the player has free access to at the start of a game.

Even if it has identical armor values to the diving gear. I think it'd be more valued for roleplay value, why wear bulky diving suits when we are dropping in the middle of a city.

Online Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1285 on: January 21, 2020, 08:20:23 pm »
I just wanted to reiterate that when I was suggesting an alternative surface only coveralls armor, I intended it as something the player has free access to at the start of a game.

Even if it has identical armor values to the diving gear. I think it'd be more valued for roleplay value, why wear bulky diving suits when we are dropping in the middle of a city.
Two reasons:
- you know about such thing as "uniform"?
- deep-diving semi-hard suit is in fact somewhat protective. Not as good as power armor, but better than nothing.

Offline Steelpoint

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1286 on: January 21, 2020, 08:54:58 pm »
Diving suits never struck me as an official uniform, more as equipment.

Im simply suggesting that our troops would likely, for roleplay purposes, ditch their bulky diving gear for more comfortable and maneuverable coveralls for any dedicated surface mission.

Naturally this would stop occurring as newer dive and power suits are developed as these suits, due to their flexible materials and powered limbs, would be just as effective on land and sea.

Just a very minor suggestion, and is sourced more from my pet peeve of soldiers taking dive suits into battle on the surface which i first thought of when i first played tftd.
« Last Edit: January 21, 2020, 08:57:06 pm by Steelpoint »

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1287 on: January 22, 2020, 04:24:21 pm »
Ok, so I'm not sure if this is a bug with the mod or the engine, but still.

Stun grenades cause bleeding for whatever reason. And bleeding unconscious aliens are NOT recovered after the mission (neither as live aliens nor even as corpses).

Also, Gillman Commander doesn't unlock mc research despite being a mc-capable alien. I honestly don't remember how it was in vanilla (which was bugged to all hell anyway), but logically all mc-capable aliens should unlock it. This isn't a big deal, but it's also easy to fix.

Online Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1288 on: January 22, 2020, 08:10:20 pm »
Stun grenades cause bleeding for whatever reason. And bleeding unconscious aliens are NOT recovered after the mission (neither as live aliens nor even as corpses).
Bleeding or overstun? Also you know that shooting tile with sleeping unit will bring wounds to this unit?

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1289 on: January 22, 2020, 08:54:05 pm »
Bleeding (fatal wounds), indicating by blood drops. No bullets flew over the "corpse" and I'm confident the alien wasn't wounded previously (worm terror so they couldn't have shot themselves in panic or something either).

Regardless of how this happened, the second part of the bug still stands - wounded and unconscious aliens shouldn't disappear after the mission. Either they died in-transit and I get the corpse or they lived and I get the live speciment.