aliens

Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.58)  (Read 593050 times)

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2085 on: July 26, 2023, 04:39:18 pm »
To chowwuikeung, please don't use QoL mod. It's outdated now and incompatible with latest TWoTS. Latest TWoTS already has most fixes what I did in QoL. I guess I need hide it temporary.
To Nord - your language yml file missing some important lines consider STR_ALIEN_CONTAIMENT2 values. Sometimes it's produce glitches in transfer menu if you finished mission with craft from base what dose not have any alien containment. All transfer buttons and message has those STR_2 lines instead of normal values.
« Last Edit: July 26, 2023, 04:40:58 pm by Shiroi Bara »

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2086 on: July 29, 2023, 03:38:38 pm »
Getting a lot of crashes today. SHIM mode. Attaching save file and posting log lines here. Tested on Linux and Windows PCs. Steps to reproduce. Use aquanaut Lilou Balnc to prime and throw normal grenade to Calcinite (Protoform and end the turn. Log lines (Linux):
Code: [Select]
[29-07-2023_15-03-07] [FATAL] A fatal error has occurred: Segmentation fault.
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::CrossPlatform::stackTrace(void*)+0x68) [0x55f13a422a78]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x43e) [0x55f13a425eae]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(signalLogger(int)+0x49) [0x55f13a1fd659]
[29-07-2023_15-03-07] [FATAL] /usr/lib/libc.so.6(+0x39ab0) [0x7f573224fab0]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(+0x292090) [0x55f13a164090]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::ExplosionBState::init()+0x46e) [0x55f13a39c29e]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::BattlescapeGame::popState()+0x1bb) [0x55f13a3426eb]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::BattlescapeGame::handleState()+0x29) [0x55f13a33ddc9]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)+0xb2) [0x55f13a528632]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::BattlescapeState::think()+0xc2) [0x55f13a372cd2]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::Game::run()+0x1c7) [0x55f13a449367]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(main+0x15e) [0x55f13a1d968e]
[29-07-2023_15-03-07] [FATAL] /usr/lib/libc.so.6(+0x23850) [0x7f5732239850]
[29-07-2023_15-03-07] [FATAL] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f573223990a]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(_start+0x25) [0x55f13a1dfd85]
[29-07-2023_15-03-12] [FATAL] OpenXcom has crashed: Segmentation fault.

Online Vakrug

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2087 on: August 28, 2023, 10:16:21 pm »
I would like to express my gratitude to the author of this mod. TWoTS is decent! Have my "thumb up"!

No, I haven't actually finished this mod. While approximately 1/3 into it, my desire to see the end overweighed everything else. Oh, how many grind waited for me. And I morally declared myself a winner after capturing live Lobsterman Commander... How wrong was I! Very nice story. I really appreciate the improvement over the base game.

Then I casually read this thread.  :o Looks like this mod was a nightmare few years ago! So much bugs, so mush frustration! So good I haven't experienced this myself, no bugs encountered.

Almost... STR_BIOLAB_UFOPEDIA translation in ru.yml is wrong: 2 Alien implanters required, not 1.
Also, this is probably not TWoTS's bug, but torpedo launchers armed with guided missal can do a reaction shot.

So, are alien colonies really are supposed to be taken down with Gas Cannons? Looks like a suicidal mission on any difficulty (I played on beginner, by the way). This was not a joke? The main problem I see is mind controls. My own aquanauts will probably kill themselves with earlier mentioned Gas Cannons.

Someday I will definitely try this mod again. On Experienced difficulty.

Offline psavola

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2088 on: August 28, 2023, 10:21:43 pm »
So, are alien colonies really are supposed to be taken down with Gas Cannons? Looks like a suicidal mission on any difficulty (I played on beginner, by the way). This was not a joke? The main problem I see is mind controls. My own aquanauts will probably kill themselves with earlier mentioned Gas Cannons.

Where did you get the idea? You can't do it with vanilla, and you certainly can't do it with this mod (unless you're playing really hardcore; you might be able to deal with lobstermen with knifes, but tentaculats will be a major PITA). I'd personally suggest avoiding alien colonies completely. They are straightforward only in the late game (when you have psiVision and possibly MC attack capabilities such as MC focuser).

Online Vakrug

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2089 on: August 29, 2023, 12:32:28 am »
Where did you get the idea?
Here:
Ok, you got 6 alien bases and 15 active infiltrations. No wonder you losing. It is matter of life and death to destroy bases as soon as you can.
And then:
Ok, do you think, the base defensive crew of the alien base will be impressed, when I arrive with my Jet Harpoon?  ;)
When this is the solution, then I`m really f...., cause it is difficult enough, to get Gauss. I still don`t have it. And conventional heavy weapons suck due to their weight.
And then:
A neat combo I'm using in my playthrough (superhuman) is heavy gas cannon with elerium ammo. 150 HE damage is enough for everything so far (Tasoth take 2 direct hits).

So Nord himself said about attacking alien bases as soon as possible, nothing about Gas Cannons, though.

Offline psavola

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2090 on: August 29, 2023, 05:28:30 am »
Ok. I guess it's old or at least not very useful from practical POV. I have played several SH ironman campaigns, and you don't need to take down any bases at all. Often at the end, you have about 4-7 alien bases around the globe which isn't all that bad. You'll want to detect them soon enough to reduce the likelihood of triggering hunter-killers, though. But if the player is up to save-scumming the missions, I suppose they are doable (but I'd still wait for at least MC screening and Sonic first).

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2091 on: August 29, 2023, 02:29:19 pm »
Dear Nord, could you please fix this already?

I'm providing save file, but it's only after mission is done. Did it as Triton 2 on 2nd base.