Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 827146 times)

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1512
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1380 on: March 03, 2020, 08:17:29 pm »
You can tell Notepad++ to always put spaces in instead of tabs for a given language. Go to Settings > Preferences > Language > YAML and under 'Tab Settings' check '[ ] Replace by space'.

You can also change all tabs into spaces on a given page by clicking Edit > Blank Operations > TAB to Space.

Offline Nord

  • Commander
  • *****
  • Posts: 1744
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1381 on: March 15, 2020, 10:22:38 am »
Ok, as i have seen in Yeti LP, there is a minor nasty bug: Exosuit back armor is 1. It is typo, and there is a quickfix: replace that file.


Offline MeaslyTpod

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1382 on: March 17, 2020, 03:02:15 pm »
I appreciate the fix of Poseidon map, now SWS can move freely inside the alien barge!
Well, I recently restarted the game and somehow Khimtar mission doesn't spawn despite the church data base being researched, it's already June and 2 countries are gone...help?
I wonder if at least 1 month of wait is required after the church data base research.
Does the story progression affect the enemy strength?

Offline Nord

  • Commander
  • *****
  • Posts: 1744
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1383 on: March 18, 2020, 05:14:13 am »
I appreciate the fix of Poseidon map, now SWS can move freely inside the alien barge!
Well, I recently restarted the game and somehow Khimtar mission doesn't spawn despite the church data base being researched, it's already June and 2 countries are gone...help?
I wonder if at least 1 month of wait is required after the church data base research.[/quote]
Yes, next month shall begin. But you can provide savegame and i'll look.
Quote
Does the story progression affect the enemy strength?
Yes, but in way of new aliens emerge. Guns will upgrade with time passing, not story moving.

Offline MeaslyTpod

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1384 on: March 18, 2020, 02:45:21 pm »
Thank you for your kindness, well, thankfully crash site mission spawned in the next month. :)
I seriously hate HKs btw.

Offline chronocide_commando

  • Sergeant
  • **
  • Posts: 27
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1385 on: March 18, 2020, 11:47:19 pm »
Dart Autogun has increased (instead of reduced) one-handed penalty.
Penalty works like a multiplier, so 25% means sharply reduced accuracy, while the default value of 80% means you can effectively dual-wield Gas Cannons.

Suggestion: set oneHandedPenaltyGlobal to 50 or less, fix oneHandedPenalty value for weapons that use it.
« Last Edit: March 19, 2020, 12:08:50 am by chronocide_commando »

Offline Nord

  • Commander
  • *****
  • Posts: 1744
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1386 on: March 19, 2020, 11:59:53 am »
Ok, thanks.
Checked twice. It is allready fine, 25% used. Equal to 75% of accuracy when one-handed. Normal guns have 50%.
« Last Edit: March 19, 2020, 03:15:55 pm by Nord »

Offline chronocide_commando

  • Sergeant
  • **
  • Posts: 27
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1387 on: March 19, 2020, 06:38:51 pm »
No, oneHandedPenalty: 25 means 25% accuracy. See the ruleset reference or just check it in-game.

https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Accuracy
Quote
20% penalty would be encoded as "80" (i.e. 100 minus 20), meaning you will use the weapon at 80% of its usual accuracy.

Normal guns have 80% accuracy when used one-handed.
The default value of oneHandedPenaltyGlobal is 80, not 50. And it isn't set to 50 anywhere in TWoTS. You can plainly see it in Stats for Nerds that it uses the default value of 80.
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)#Battlescape

Just try holding a Gas Cannon in one hand and a Dart Autogun in the other, then check their accuracy.

Offline Nord

  • Commander
  • *****
  • Posts: 1744
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1388 on: March 20, 2020, 06:09:36 am »
Quote
Override for the global one-handed penalty (which applies only to weapons marked as twoHanded). 20% penalty would be encoded as "80" (i.e. 100 minus 20), meaning you will use the weapon at 80% of its usual accuracy.
Looks like this ufopedia wiki text is wrong then.
Will fix dart gun.

Upd: Version 2.39 is up.
Changelog:
- Now all units have inventory images, and let no one go offended;
- New shield level indicator - when unit is hit, flash message shows shield left;
- minor fixes;
- OXCE 6.4 used.
« Last Edit: March 20, 2020, 01:19:21 pm by Nord »

Offline chronocide_commando

  • Sergeant
  • **
  • Posts: 27
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« Reply #1389 on: March 20, 2020, 04:58:38 pm »
Shard Rifle and Laser SMG still have increased one-handed penalty.

Other guns still have 20% penalty, not 50%.

This is because oneHandedPenaltyGlobal isn't set anywhere, and the default value is 80, not 50.
Was this intended? You just said it's supposed to be 50%.

Sorry for nagging.

Offline Nord

  • Commander
  • *****
  • Posts: 1744
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« Reply #1390 on: March 21, 2020, 05:28:42 am »
Shard Rifle and Laser SMG still have increased one-handed penalty.

Other guns still have 20% penalty, not 50%.

This is because oneHandedPenaltyGlobal isn't set anywhere, and the default value is 80, not 50.
Was this intended? You just said it's supposed to be 50%.

Sorry for nagging.
Why dont you sayed it before  ;D Now i need to find more bugs for full-fledge update.

Offline chronocide_commando

  • Sergeant
  • **
  • Posts: 27
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« Reply #1391 on: March 22, 2020, 06:57:16 am »
Could you enable bug hunt and maybe have more units be capable of surrendering? Some of the maps are huge and complex, and finding that one last panicking aquatoid running around unarmed can take quite a few turns, which is kinda pointless.

Offline Nord

  • Commander
  • *****
  • Posts: 1744
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« Reply #1392 on: March 22, 2020, 07:29:55 am »
You can add this :
Code: [Select]
bughuntMinTurn: 20
bughuntMaxEnemies: 3
bughuntRank: 0 # commanders are VIPs
bughuntLowMorale: 0
bughuntTimeUnitsLeft: 65
(copied from OXCF)
to the "vars.rul"
I'll add it in next update.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« Reply #1393 on: March 22, 2020, 12:16:32 pm »
Hey Nord, can you made any one-handed laser weapons without penalty what could be purchased in shop? Or only way now is use officer laser pistols if you get enough them from surface missions as loot? I like SMG, but it has penalty bug as it mentioned before (accuracy dramatically drops from 31% to 8% or so). May be in future releases? Dart guns looks OK, but SC ammo not working on land and without it it's pretty weak.

Offline Nord

  • Commander
  • *****
  • Posts: 1744
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.39)
« Reply #1394 on: March 22, 2020, 01:46:40 pm »
Here, replace this file and yiu will suffer no more. :-)