aliens

Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.48)  (Read 232105 times)

Offline Nord

  • Commander
  • *****
  • Posts: 1215
  • The Gate will open... someday.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1575 on: May 17, 2020, 12:20:47 pm »
Oh, it's okay then. Yes, air drones can be frozen. Thin plastic can not protect electronic from freezing.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 275
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1576 on: May 17, 2020, 04:13:33 pm »
Sound like unreal and real together. In cold environment in real life electronics could be frozen, but drones has sleep marks which is unreal. It's not live form. But OK. Well MC Reader dilemma now - where to get? Don't wanna check all rule set files, so asking here - land terror missions only? Barge and Colony? Haven't found them on dreadnought, supply cruiser and battle (large terror) ship yet. Stuck on progress now, consider what I'm on very rare good Ironman run, globe are covered, Biolab is up, September, still have some time until very nasty thing will happens.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 275
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1577 on: May 17, 2020, 08:48:26 pm »
Don't forget fix this too, when you dismantle damage building:

P.S.
Artifact site has MC Readers. At least first stage brought me four. Carcharodon guys has them. Totally forgot about this type of mission.
« Last Edit: May 17, 2020, 09:22:51 pm by Shiroi Bara »

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 275
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1578 on: May 18, 2020, 04:35:10 pm »
Sadly, but gotta downgrade version because of infinite bombing attack on same base. And I just getting message about it without any ship on sonar. May be it's affected by chance of detection but aliens should forget about base location after they successfully bombed the base to give player chance for rebuild. For now I don't know how protect the base from invite loop of attacks. It's just sucking money for repair. And one more technical moment. If you start play this version on OXCE 6.4.2 or early, upgrading to 6.5 will produce segmentation fault crash if you try load old save file. May be save format was changed, I don't know.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 6599
  • OXCE developer
    • View Profile
    • My Wiki
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1579 on: May 18, 2020, 04:46:25 pm »
If you start play this version on OXCE 6.4.2 or early, upgrading to 6.5 will produce segmentation fault crash if you try load old save file. May be save format was changed, I don't know.

That should not happen.
Do you have a save that I can try?

Save format was not changed.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 275
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1580 on: May 18, 2020, 04:59:27 pm »
Nope, sorry I overwrite it starting new game. May be I did something wrong when manually upgrade the version. I just copied new exe file on place of old. Next time I'll totally replace old folders too.

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 6599
  • OXCE developer
    • View Profile
    • My Wiki
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1581 on: May 18, 2020, 05:16:10 pm »
I just copied new exe file on place of old. Next time I'll totally replace old folders too.

Yes, that will definitely crash.

You need to update everything.

Offline 5taras

  • Colonel
  • ****
  • Posts: 159
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1582 on: May 18, 2020, 08:09:56 pm »
Seems that game went harder after my last play on superhuman.

Offline Nord

  • Commander
  • *****
  • Posts: 1215
  • The Gate will open... someday.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1583 on: May 18, 2020, 10:27:32 pm »
Sadly, but gotta downgrade version because of infinite bombing attack on same base. And I just getting message about it without any ship on sonar. May be it's affected by chance of detection but aliens should forget about base location after they successfully bombed the base to give player chance for rebuild.
.I suppose that not only last ufo in alienMission set doing bombing run, but all of them. I think it dhould not be like that, though.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 275
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1584 on: May 19, 2020, 04:57:56 am »
Old version even worst. Lost game in February because got base defense against Aquatoids and Calcinites. Ten people had no chance at all. Bad RNG but this is not fun now when aliens retaliate after I just destroyed one very small USO with deep bombs. I assume what on 2.46 they will bomb everything until wipe out my base anyway. 

Offline Nord

  • Commander
  • *****
  • Posts: 1215
  • The Gate will open... someday.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1585 on: May 19, 2020, 12:43:10 pm »
Old version even worst. Lost game in February because got base defense against Aquatoids and Calcinites. Ten people had no chance at all. Bad RNG but this is not fun now when aliens retaliate after I just destroyed one very small USO with deep bombs. I assume what on 2.46 they will bomb everything until wipe out my base anyway.
Save file?

Offline Bobit

  • Colonel
  • ****
  • Posts: 186
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1586 on: May 19, 2020, 05:38:22 pm »
aliens retaliate after I just destroyed one very small USO with deep bombs.

Isn't it a rule of thumb for all vanilla games that you  shouldn't attack USOs/UFOs near your bases? Retaliation is incredibly powerful and each kill gives a fair chance of it, so you simply never give the enemy the opportunity to retaliate unless you're sure you can take it. I personally don't like the mechanic because it is low clarity (new players don't know this, you don't know the retaliation range, you don't know what will assault, all for a mechanic that ends the game), but it's how vanilla works, so the mod can't be blamed.

Offline vadracas

  • Colonel
  • ****
  • Posts: 279
  • Just another player/modder combo.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1587 on: May 19, 2020, 06:14:19 pm »
Isn't it a rule of thumb for all vanilla games that you  shouldn't attack USOs/UFOs near your bases? Retaliation is incredibly powerful and each kill gives a fair chance of it, so you simply never give the enemy the opportunity to retaliate unless you're sure you can take it. I personally don't like the mechanic because it is low clarity (new players don't know this, you don't know the retaliation range, you don't know what will assault, all for a mechanic that ends the game), but it's how vanilla works, so the mod can't be blamed.


Retaliations don't end the game if you have multiple bases I thought?

Offline Bobit

  • Colonel
  • ****
  • Posts: 186
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1588 on: May 19, 2020, 08:09:30 pm »
They don't, but if your main base goes down you're gonna have a bad time. Any manned base loss is pretty devastating too.

Offline vadracas

  • Colonel
  • ****
  • Posts: 279
  • Just another player/modder combo.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1589 on: May 19, 2020, 09:02:16 pm »
good point.