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Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.50)  (Read 365961 times)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1320 on: January 31, 2020, 08:59:40 am »
Well, at the beginning all shortcuts should be enough.
Dont understand, sorry. Explain please.
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With 2 cannon slots Cormorant will be better at putting down small/maybe medium UFOs, whose now usually run away after few shots taken.
Hmm. Maybe.
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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.
No, these links created automatically. But i will think what i can do.
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What would be the best way to contact them, via PMs or some kind of feedback thread?
You can create new topic in OXCE section of forum with "[Suggestion]" in its name.
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Technically speaking, how hard it'd be to add another floor to current grid? Even one extra would help immensely.
In the base defense map? possible, but why? In the basescape - nearly impossible.
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Bugs: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.
Oh, my bad. I mean corpse research and autopsy. It is two separate topics, but researching corpse gives you autopsy (like overview) and maybe something more. And medic can give you only autopsy.
What's even the point of selling when they are worth 20k? That's basically nothing even in the early game.
Ok, understand.

Also i think about change shards from piercing armor to damaging armor. What do you think?

misterx

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1321 on: January 31, 2020, 09:20:23 am »
Also i think about change shards from piercing armor to damaging armor. What do you think?

Yes, but also with a limited pirecing capacity less than sonic? The sonics are menat to be an upgrade of the shard, i think :)

@Nord: how about the secon ship here? Might be used by human pirates?
« Last Edit: January 31, 2020, 01:43:08 pm by misterx »

Offline MasterBLB

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1322 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.
« Last Edit: January 31, 2020, 03:31:50 pm by MasterBLB »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.36)
« Reply #1323 on: February 03, 2020, 12:10:55 pm »
Version 2.37 is up.
Changelog:
- Cormorant now have 2 harpoints for cannons;
- Fixed shard weapons(armor damage, no more armor piercing, proper rifle name, proper sell costs and recovery points);
- Fixed melee weapons TU cost;
- new sounds for drones;
- more space for large storage and large quarters;
- minor balancing.

Offline MasterBLB

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1324 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.
« Last Edit: February 04, 2020, 01:56:13 am by MasterBLB »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1325 on: February 04, 2020, 11:35:01 am »
"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. O_o
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"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
My bad, forget about surface/underwater doubling...
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"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.
Damn, i know that i forget something.

Offline MasterBLB

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1326 on: February 04, 2020, 01:00:47 pm »
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"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.

Offline Mathel

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1327 on: February 04, 2020, 01:24:59 pm »
Also one thing with metadata.

Metadata.yml and thus mod selection screen still say "version: 2.36".

misterx

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1328 on: February 04, 2020, 01:34:49 pm »
OH, and no new content  :'( :'( care for addin Solarius' concussion cannon form opexcom files?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1329 on: February 04, 2020, 02:41:29 pm »
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.
Tasers... they are not clearly melee. You think they must havee fixed amount of tu?
What is gauss weapon melee hit? I have no such thing in my mod. Maybe you have turned on some other mods?

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1330 on: February 04, 2020, 03:18:43 pm »
I think it makes sense for tazers to have %tu costs. The rate at which they freeze targets depends on the device itself, not the speed of the aquanaut swinging it.

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1331 on: February 04, 2020, 03:44:07 pm »
I think it makes sense for tazers to have %tu costs. The rate at which they freeze targets depends on the device itself, not the speed of the aquanaut swinging it.

Exactly. At least that's how most mods do it - mechanical weapons (like guns) have % TUs, while simple melee and such have flat values.

Offline andre2

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1332 on: February 05, 2020, 08:31:07 pm »
Bug: I had a base mission going at the bottom level in Ver 2.36. I converted to 2.37 and finished the mission.
The Transport started but the base was not removed.
This is bad. I had to play ~1.5h in 2.37. Base missions are boring. I dont want to do it again in 2.36 and then convert to 2.37.
:-(

Can I remove the base somehow in 2.37?

The save "10 After mission.sav" is made with 2.37 with the returning craft.
The save "!!!.sav" was made in 2.36.

Offline MasterBLB

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1333 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.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1334 on: February 06, 2020, 05:13:20 pm »
Bug: I had a base mission going at the bottom level in Ver 2.36. I converted to 2.37 and finished the mission.
The Transport started but the base was not removed.
You have two colonies near each one. Number 4 (staying) and number 12 (destroyed).