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Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 835086 times)

Offline doctoxic

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #45 on: August 07, 2017, 11:26:52 am »
thanks for the update

i think i'll wait for the next patch before continuing (assuming all your updates are save game compatible)

cheers

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #46 on: August 07, 2017, 04:41:12 pm »
As you wish, but nothing prevents you from continuing the game right now.
And i can not say when next update will be.

Offline doctoxic

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #47 on: August 08, 2017, 12:20:21 am »
hi nord

i have run into a problem , probably my messup but i'll mention it anyway

I tried the xcom files mod using the same install as for twots (as it also uses extender) then changed back to twots after coping in the new file (no crashes now)

however i had been fiddling with some of the other standard mods and now i have a missmatch

anyway - the end result is all my planes and squad weapons have dissapeared - so i may well have messed up the (re)install - any thoughts?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #48 on: August 08, 2017, 03:21:08 am »

anyway - the end result is all my planes and squad weapons have dissapeared - so i may well have messed up the (re)install - any thoughts?
Looks like you has loaded modded save with mod switched off.

Offline doctoxic

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #49 on: August 08, 2017, 08:51:38 am »
thanks, that was it,  doh!

however its game over as just got wiped on the base defense mission :(
are they meant to come that early (only my third mission)

cheers

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #50 on: August 08, 2017, 11:50:08 am »
It is that base defense that was in savegame you uploaded? It is not lethal. I can suggest
Spoiler:
remove newtsuits and buy more rifles
But how do you managed to get retaliation mission in second month? It can not be like that. It must not be...

Offline kikimoristan

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #51 on: August 18, 2017, 11:21:33 am »
tollworkout, thank you. Acid damage type works as intended, and his principe described in ufopedia. But while checking it, i found four other bugs, which will be fixed soon. Scientific (ok, looking-like-scientific) explanations of SciFi can be called my hobby.  :)
ohartenstein23,  using poisons is a good idea, maybe i implement it somehow. Possible aside of acid... Thanks.
 And about owerpowered lasers - you do not played mod, i think? Usability of lasers is very limited in this case. But if you has played and think lasers is OP, i can balance them.

Nord back to the original discussion :) You ain't getting away that easy >:) JK

I m pretty huge  scifi nerd and while I enjoy fantastic pseudo-scientific elements  I am pretty big science nerd too and I kinda like when the two blend well.


Poison type damage over time  could indeed work quite well in TFTD both on land and under water!  In fact  this is precisely how Crocodile Hunter "Steve Irwin"  died swimming around venomous fish. RIP But heres the thing.  Scientifically poison , venom and toxin are different. Organisms that bite you  would be  venomous . But if they spit it then it would be toxic or acid? Toxin = bad substances made by living things. Venom = bad substances made by living things that are injected on bite or sting.  Although colloquially any bad substance is a poison .  Just giving you more ammunition for possible names for a new damage type . 


In regards to laser they are supposed to be 50% weaker under water . Would it be possible to make it so that laser deal more damage on land than under water? 
« Last Edit: August 18, 2017, 11:23:47 am by tollworkout »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #52 on: August 18, 2017, 12:08:58 pm »
But if they spit it then it would be toxic or acid?
Animal, spitting toxines, is still called venomous.
But acid is not from that family. In fact, i know no animal or plant, using acid as weapon. Except lemons.
And for use poison as weapon against aquanaut, we need to penetrate his armor first. Well, if his suit is sealed. But acid can penetrate armor by self, though.
Quote
In regards to laser they are supposed to be 50% weaker under water . Would it be possible to make it so that laser deal more damage on land than under water?
It is possible for armor sets, very doubt about weapons. But why 50%? Water disperse light around 1000 times more than air. So i decided to divide laser weapons to surface-only and underwater-short-ranged.

Offline yrizoud

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #53 on: August 18, 2017, 03:35:19 pm »
There are ants which can spray acid (formic acid).
https://gfycat.com/WholeFairCat#?format=gif

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #54 on: August 18, 2017, 05:33:59 pm »
Yes, of course.
And "Dolium" snail. Google say so.

Offline kikimoristan

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.0)
« Reply #55 on: August 18, 2017, 10:16:13 pm »
Animal, spitting toxines, is still called venomous.
But acid is not from that family. In fact, i know no animal or plant, using acid as weapon. Except lemons.
And for use poison as weapon against aquanaut, we need to penetrate his armor first. Well, if his suit is sealed. But acid can penetrate armor by self, though.It is possible for armor sets, very doubt about weapons. But why 50%? Water disperse light around 1000 times more than air. So i decided to divide laser weapons to surface-only and underwater-short-ranged.

Actually Skunk uses acid as a defense.  I mean this is real life not Alien :D  Skunk anal glands produce thiols which are sulfur based alcohols wtih an acitity of pK of 3-6  . In comparison citric acid  which is actually made up of 3 different acids each with pK 5 4 and 3 . So technically Skunk is as acidic as a lemon hahah

And regarding lasers yes that makes sense :)

There are ants which can spray acid (formic acid).
https://gfycat.com/WholeFairCat#?format=gif

ok so formic acid pk is 3.77

That's good to know  tho. I am working on a story about mutated giant ants. They can now spit acid. my Antmen race shoulda had that acid spiting ability
« Last Edit: August 18, 2017, 10:28:04 pm by tollworkout »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #56 on: August 22, 2017, 09:38:46 am »
Ok, i am stuck, give up and asking for help.
Trying to add new map without craft landing site (like dungeon). But gain error everytime: "no xcom units could be placed..."
Recipe: chose new battle, chose "ancient naga city".
Please, help me somebody.

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #57 on: August 22, 2017, 03:30:47 pm »
Please check:
1) Do the floor tiles have the X-Com entry flag? (In MapEdit)
2) Do you have X-Com spawn nodes in .rmp?
Both things are needed.

Also @tollworkout, would it be OK if I used your Antmen in X-Com Files?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #58 on: August 22, 2017, 03:51:47 pm »
Please check:
2) Do you have X-Com spawn nodes in .rmp?
*Beats his head in the table*
Of course! I am stupid.

One more thing:
What do you think, how must be armed this armor suit? Now it is fixed sonic cannon and grenade thrower, but i'm ready for other suggestions.

Offline nev3rm0re

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #59 on: September 04, 2017, 01:52:11 pm »
I'm having trouble - weapons are not displaying in the inventory (except original ones). I'm using latest .dmg version of openxcom and the version of twots from this thread. Anyone knows how to solve this issue on Mac?