Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 836466 times)

Offline Unmadesoldier

  • Sergeant
  • **
  • Posts: 35
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1470 on: April 06, 2020, 08:42:33 pm »
@Nord

It's not entirely clear as to what exactly gauss weapons are as the tftd source material and ufopedia seem to contradict each other. The wiki says that gauss weapons are particle beam weapons...and the heavy gauss is a projectile weapon that is powered by particle accelerators that feed a combination of matter and antimatter into each shell.

In your mod plasma weapons and gauss weapons are distinct weapon types.

I just wasn't sure what the specific differences were in your mod so I suggested a lighter version of the human tech plasma gun that's already in the mod.

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1471 on: April 07, 2020, 06:43:25 am »
 Yes, but weapon you described fit just right a place of gauss rifle.   No reason of adding two similar weapons i think.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1472 on: April 07, 2020, 06:05:52 pm »
Any news on bug yet? Here a new save file from another fail run. It's Ironman mode on, so set it off if you want investigate. Same ship, no humans. They just decided not board that cargo ship.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1473 on: April 14, 2020, 01:52:49 pm »
Hunter Killers in this game is bullshit. I've escorted my Triton with 2 Barracudas and got attacked by HK, instead of attack Barracudas it's just wiped out my Triton. GG. Better switch to normal open open x-com where is no hunter killers at all.
P.S.
They just destroyed my base in region where I NEVER touched any USO, nice algorithm.
Dog fight screen was like:
    #  -  Triton who were destroyed instant
   ## - Barracudas, they killed HK, but WHY the hell it's attack Triton instead of them??? Another .rul files bug or it's another OXCE bug?
I checked .rul files, it' should prefer interceptors 1st.
P.P.S.
Oh, ic huntMode=2 now this is expaling everything. Random. It could be Triton 1st. Well ok, so all Interceptors now is USELESS because you Triton could be attacked 1st.
« Last Edit: April 14, 2020, 02:46:02 pm by Shiroi Bara »

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1474 on: April 14, 2020, 04:22:24 pm »
Oh, ic huntMode=2 now this is expaling everything. Random. It could be Triton 1st. Well ok, so all Interceptors now is USELESS because you Triton could be attacked 1st.
Hmm... i really cant remember why i chose random. Maybe it is a bug?
Ok, 3 bugs reported. One more and i will update mod.  ;D

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1475 on: April 14, 2020, 05:40:23 pm »
I checked ufopedia for it:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
That's why I psycho-up again. Haven't encounter it before. I lost lot of Tritons usual way before - no escort, or escort with one interceptor only, but today's RNG what choose Triton really pissed me off. I respect you and mod and work what you did. If you decided keep 2 value as random - it's up to you, it's just make game very hard for hard levels. It's still winnable but need a lot of good RNG.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1476 on: April 15, 2020, 05:19:44 pm »
Hey Nord, could you please check this USO layout which should be in .rul files?

I started some discussion in main OXCE thread because of bug when Naga can use fan as holes in the USO and climb and descend there. Today I've found what my aquanauts can do same. But question now - if they can do in this type USO and this is not bug, why they can't do same at dreadnought? May be some empty space .rul files in places where walls (fans) should be? The bugged (or featured?) fan right under red cursor. You need remove Ironman flag if you want experiment with save file or just generate same type of USO via New Battle mode menu. Thanks in advance.
P.S.
Never mind I just figured out what you already read our with Meridian discussion. But it will be great if you made something one way like, I mean all USO can have this feature or remove it. For my opinion it's better remove it, because dreadnought with such many holes will be easy to assault. 

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1477 on: April 16, 2020, 10:24:32 am »
Version 2.45 is up.
Changelog:
 - Fixed Triton map;
 - Fixed holes in some of USO's roofs;
 - Fixed Cargo ship civilian placement;
 - Added feature: geoscape events;
 - Fixed alien fighter hunt behavior, nerfed his shooting frequency;
 - minor fixes;

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1478 on: April 16, 2020, 11:18:01 am »
Still HuntMode=2 for some USOs? Ok, your rules, your work. But better be prepared. Anyway this is fair - if those HK send just kill anything. If you hungry for blood, doesn't matter who is it. I'm not complain. =)

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1479 on: April 16, 2020, 11:57:41 am »
Still HuntMode=2 for some USOs? Ok, your rules, your work. But better be prepared. Anyway this is fair - if those HK send just kill anything. If you hungry for blood, doesn't matter who is it. I'm not complain. =)
No, huntmode will be overwritten by alienmission settings. Only horrors prefer to attack transports. But any transport can outrun horrors.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1480 on: April 16, 2020, 12:14:43 pm »
Ok, thank you, really appreciated. I'm not expert with .rul files, usually just using ufopaedia as info. That's why such fast and wrong conclusions from me. Apologizes. 
P.S.
In real war it's ok to attack any enemy crafts, it's duty of interceptors pilots watch out and protect the transport, but in this game it's just hard coded. I mean if transport chosen first you can't do anything, might only click aggressive attack at dog fight screen and praise what you Triton survives before HKs will be killed. And even with this rules it could be solved just sending few only interceptors to suspicious region for scouting. If they get attacked it could cost you less than losing full Triton with equipment on the board. Problem not this mechanics - problem is the time to rebuild all and negative score won't wait you. Or using detect vessels is might good idea too. 
« Last Edit: April 16, 2020, 12:22:44 pm by Shiroi Bara »

Offline MeaslyTpod

  • Sergeant
  • **
  • Posts: 22
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1481 on: April 16, 2020, 03:54:07 pm »
Nord's constant effort to update this mod is always appreciated!

I finished researching gauss weapons, wonder what to do next...so this mod forces players to fight powerful enemies with less powerful weapons, right?
Then should I try enemy bases with gauss weapons?
I seriously need powerful weapons to deal with lobster people/tentaculats...

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1482 on: April 16, 2020, 05:26:15 pm »
Nord's constant effort to update this mod is always appreciated!

I finished researching gauss weapons, wonder what to do next...so this mod forces players to fight powerful enemies with less powerful weapons, right?
Then should I try enemy bases with gauss weapons?
I seriously need powerful weapons to deal with lobster people/tentaculats...

Once again: specially balanced to deal with Evil Cancers:
1. hook.
2. advanced torpedo launcher.
3. heavy gauss
4. acid weapons to reduce armor, then anything.
5. heavy gas cannon with Zrbite ammo.
6. explosives (not single, but...)
7. termal tazer

There is a plenty of possibilities.

P.S. Oh, and laser cutters. Works well if you hit.
« Last Edit: April 16, 2020, 05:37:04 pm by Nord »

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 331
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1483 on: April 16, 2020, 11:11:36 pm »
I seriously need powerful weapons to deal with lobster people/tentaculats...
Lobsters are weak to stun, especially thermal shock launcher and melee drills, tentaculats are weak to explosives. You can check USOpaedia via "New battle" menu, when equip ship, middle click on any item to get access to it, scroll until find you enemy type and check the weaknesses. By the way - have you unlocked Sonics yet? Biolab build up?
And some cosmetics bug as always:

There is no longer feature to move building for 100k, because Meridian consider it as cheat and has remove it. So article a bit outdated here:

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9091
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1484 on: April 16, 2020, 11:30:09 pm »
There is no longer feature to move building for 100k, because Meridian consider it as cheat and has remove it.

I was the one who added this feature/cheat in the first place... saying it was removed because of me... is ridiculous!

It was removed because of all of you, who complained endlessly about it.

I am the one who is missing this feature the most.