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Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.50)  (Read 345741 times)

Offline xcommie

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1800 on: October 18, 2021, 07:40:25 pm »
Hadriex kept saying that the worms hiding in the holes on the island were obnoxious and not fun. I think the exact mechanics of the island could use some tweaking, but the ambience of the place is great!
Agreed. I only had one mind worm island mission; probably my very last mission before t'leth. So I had MC Armour which made finding the hole aliens easier once I figured out they were a thing. I'd have failed had I not had MC capable folks though (wouldn't have survived long enough to find them all, or had MC Armour that could "see" into the holes easily).

Agree on liking Jellys (their entire mini-story) and mind worms.

And agree with your thoughts on the Leviathan.

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But if you don't expect players to necessarily jump straight into T'Leth the moment it pops up, then you should add some post-T'Leth content on the geoscape to give players a reason to delay it
That's an idea, although then you need to give the player the motivation to do those missions. And a in-universe reason why there's something even more important than stopping the entire invasion outright.

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[sub equipment] I felt that their drawbacks were too drastic since they are also taking up a weapon slot. Based on their bonuses, they would be reasonable to use if they took up a weapon slot and had no drawbacks beyond that. However, if various craft were given one or more slots which only fit equipment items, then the drawbacks would be far more balanced.
By the time you get the equipment you also have cannons that aren't useless (gauss). Sure I skipped the accuracy equipment, but the shield in place of a torpedo that you never fire (because you only use cannons) is a no-brainer. At least, that was my craft play style. Note: My craft even at end game were a mix of morays/baracudas with just two deep angels. None of the advanced ships.

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Hadriex was very... ignorant, and uses at maximum 35-40% of mod possibilities.
Possibly, but you have to remember: there's far too much content for everyone to use all possibilities. I did the entire game playing with only at most 20% of the equipment options, and definitely a different set to what others use. I never built / used whole suites of equipment, armours, and craft. Everyone's going to use different stuff that suits their play styles.
« Last Edit: October 18, 2021, 07:45:27 pm by xcommie »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1801 on: October 18, 2021, 08:22:54 pm »
Possibly, but you have to remember: there's far too much content for everyone to use all possibilities. I did the entire game playing with only at most 20% of the equipment options, and definitely a different set to what others use. I never built / used whole suites of equipment, armours, and craft. Everyone's going to use different stuff that suits their play styles.
Yes, and this is good. I play like that myself (other mods etc). But not for streamer, who must show all what game have. It is my opinion, else i dont know why streamers even exist. :)

Offline The Reaver of Darkness

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1802 on: October 19, 2021, 07:01:40 pm »
The Officer laser pistol is just a lore weapon, i have not put any practical meaning in it.
I'm not asking for it to be good or optimal, I just don't want to be punished for choosing to use it. At current, it's at best a noob trap and at worst vendor trash. A lot of the fluff is like that:
Most of the surface weapons are there for fluff. I'm pretty sure the best surface weapon is the X-Rifle which you can get access to very quickly, maybe the Plasma Rifle but the aimed mode restriction really hinders it.
I like having interesting lore weapons, but it bugs me when, like the plasma rifle, they don't really work. The X-Rifle is basically the only thing getting used because it's better than everything else.

- - - - -

By the time you get the equipment you also have cannons that aren't useless (gauss). Sure I skipped the accuracy equipment, but the shield in place of a torpedo that you never fire (because you only use cannons) is a no-brainer.
To me, that is less of a reasonable concession and more of a failure of the weapons lineup. If there aren't any good weapons to put in a weapon slot, then is it really a weapon slot?

Yes, and this is good. I play like that myself (other mods etc). But not for streamer, who must show all what game have. It is my opinion, else i dont know why streamers even exist. :)
I see streamers as giving the mod some attention. Those of us who lack the drive to play a mod we know nothing about can get a preview of it by watching someone else play. You also learn things from that person's playstyle, or have a good laugh at their struggles. You don't need to see the whole game in one stream or in one playthrough, in fact I much prefer games with a lot of replay value. In my mod I have deliberately hidden several things so that you probably won't find them all on your first time through. It helps keep it fresh if you come back for seconds.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1803 on: October 20, 2021, 09:25:29 am »
I see streamers as giving the mod some attention. Those of us who lack the drive to play a mod we know nothing about can get a preview of it by watching someone else play. You also learn things from that person's playstyle, or have a good laugh at their struggles. You don't need to see the whole game in one stream or in one playthrough, in fact I much prefer games with a lot of replay value. In my mod I have deliberately hidden several things so that you probably won't find them all on your first time through. It helps keep it fresh if you come back for seconds.
How many people - so many opinions. And that is good. :)

Offline Kissaki

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1804 on: November 14, 2021, 03:21:45 am »
Most of the surface weapons are there for fluff. I'm pretty sure the best surface weapon is the X-Rifle which you can get access to very quickly, maybe the Plasma Rifle but the aimed mode restriction really hinders it.
A bit too quickly, I think. When I retrieved and researched the AKM, I thought "great, now I don't have to suck on the surface anymore!" But researching that unlocked the option to research common weapon acquisition, which allowed me to purchase X-rifles. I never used AKMs in combat.

Oh, one weapon I would have liked to be able to purchase is the axe. Since it gets a power bonus equal to the user's strength, it really isn't bad at all. But then there doesn't seem to be a way to buy it. I tried adding a
    requiresBuy:
     - STR_AXE
string, but that didn't do anything. Ditto the explosive charge (described as C4 in the game, but named dynamite in the items file). And on that subject, both C4 and dynamite are used for demolition purposes, yet the description says it's not suited for that purpose.

And while I'm posting, I might also mention that the DP64 incendiary ammunition weighs three times as much as the HE ammunition. I took the liberty to affix the same value to both, ie. 2.

I critique because I love.
« Last Edit: November 14, 2021, 03:24:21 am by Kissaki »

Offline Kissaki

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1805 on: November 15, 2021, 09:38:53 am »
I've just built my first Cormorant, but it seems it can only be equipped with cannon. Fine, but there are no cannons available to purchase. Isn't the craft gas cannon supposed to be available from the beginning? Looking through the research file, I can find no reference to it at all.

The craft weapons file lists CRAFT_GAS_CANNON, but the research file does not. The only work-around I know how to do is to give the Cormorant the same weapons options as the Barracuda.
Edit: actually, that didn't work either, and I have no idea why.

It seems an oversight that I'm able to research a craft way before I'm able to research suitable weapons for it. And how was I to know that the craft I was researching couldn't mount the weapons I had stockpiled. As it is, since I couldn't possibly know ahead of time that the Cormorant was a tiny little drone, I have wasted about half a month's worth of research, not to mention the money that went into the project. Since the craft gas cannon is such a crappy weapon anyway, I see no reason why it shouldn't be unlocked together with the Cormorant.
« Last Edit: November 15, 2021, 10:22:15 am by Kissaki »

Offline The Reaver of Darkness

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1806 on: November 17, 2021, 07:45:13 pm »
Oh, one weapon I would have liked to be able to purchase is the axe. Since it gets a power bonus equal to the user's strength, it really isn't bad at all. But then there doesn't seem to be a way to buy it. I tried adding a
    requiresBuy:
     - STR_AXE
string, but that didn't do anything.
I'm not sure but I think that is the gimmick weapon made for ClosetYeti's TWoTS Let's Play series. He has a recurring character named Axe who does only melee and dies a lot. The axe was supposedly just a thermal tazer with a unique graphic and text.

If you want to make an item available for purchase, you have to set a non-zero costBuy. If there is anything listed under requiresBuy, then you will need to have completed research projects matching all string names in that list in order to be allowed to purchase the weapon.

Offline Kissaki

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1807 on: November 18, 2021, 01:23:19 am »
I'm not sure but I think that is the gimmick weapon made for ClosetYeti's TWoTS Let's Play series. He has a recurring character named Axe who does only melee and dies a lot. The axe was supposedly just a thermal tazer with a unique graphic and text.

If you want to make an item available for purchase, you have to set a non-zero costBuy. If there is anything listed under requiresBuy, then you will need to have completed research projects matching all string names in that list in order to be allowed to purchase the weapon.
CostBuy - that's what was missing! The axe is a pretty pointless addition to the X-Com shop, I admit, but it makes me happy  :)

Offline shinr

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1808 on: November 18, 2021, 11:32:57 am »
I've just built my first Cormorant, but it seems it can only be equipped with cannon. Fine, but there are no cannons available to purchase. Isn't the craft gas cannon supposed to be available from the beginning? Looking through the research file, I can find no reference to it at all.

The craft weapons file lists CRAFT_GAS_CANNON, but the research file does not. The only work-around I know how to do is to give the Cormorant the same weapons options as the Barracuda.
Edit: actually, that didn't work either, and I have no idea why.

It seems an oversight that I'm able to research a craft way before I'm able to research suitable weapons for it. And how was I to know that the craft I was researching couldn't mount the weapons I had stockpiled. As it is, since I couldn't possibly know ahead of time that the Cormorant was a tiny little drone, I have wasted about half a month's worth of research, not to mention the money that went into the project. Since the craft gas cannon is such a crappy weapon anyway, I see no reason why it shouldn't be unlocked together with the Cormorant.

In my admittingly limited experience I found the Cormorants to actually perform better than the Barracudas against early game small USOs, mostly because they were dodgy enough to ignore enemy fire, so them needing to be nearly face-to-face to use their gas cannons is a non-issue for a while.

Once the medium USOs start to become common, though, you will need Barracudas to hold the line before getting their Aqua-Plastic cousin, the Moray.
« Last Edit: November 18, 2021, 11:59:59 am by shinr »

Offline Kissaki

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1809 on: November 18, 2021, 11:59:37 am »
Ok, another one:

The vibro weapons - I can research them, but cannot manufacture or buy them. In the manufacture file these weapons are marked for deletion from the vanilla ruleset, but no information is added to replace the vanilla. Removing the delete references did not work. How does one get to acquire the vibro blade, thermic lance and heavy thermic lance?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1810 on: November 18, 2021, 09:18:28 pm »
Ok, another one:

The vibro weapons - I can research them, but cannot manufacture or buy them. In the manufacture file these weapons are marked for deletion from the vanilla ruleset, but no information is added to replace the vanilla. Removing the delete references did not work. How does one get to acquire the vibro blade, thermic lance and heavy thermic lance?
Took them from alien dead bodies, of course. :-)
Just as sonic weapons and other alien stuff.

Offline Kissaki

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1811 on: November 18, 2021, 09:27:21 pm »
Took them from alien dead bodies, of course. :-)
Just as sonic weapons and other alien stuff.
But I haven't encountered any aliens with vibro weapons yet. I got the research option from a calcinite autopsy, which is how it was in vanilla - and gives the impression that it's alien-inspired human tech.

Well, so long as the non-manufacturability is a feature, not a bug, I'm satisfied :)

Offline shinr

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.50)
« Reply #1812 on: November 27, 2021, 05:46:05 pm »
I'm in what I assume to be the end game, and that means a lot of M.C. Shielded Freaks.

Is there is a reliable way to quickly bring those shields down? When they are bunched up together two disruptor bombs (one to bring them down to low levels or completely and the other to finish the job) does the trick, but that is overkill for a single abomination.