Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.49)  (Read 287497 times)

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #675 on: October 06, 2018, 06:13:54 am »
I researched the Jellyman Treaty. There should be peace now between humanity and Jellymen. But the still start cruising missions. Why that?

And the Jellyman colonies still remain hostile.
I've asked that before already in the forum. Cruising missions of jellyman do not spoil relations with nations according to the developer. There is some natural logic that jellyman colonies remain hostile to non-jellyman visitors as it's their private territory. I don't know whether destruction of any jellyman colony after treaty will improve relations with nations or not.
 
« Last Edit: October 06, 2018, 06:48:02 am by 5taras »

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #676 on: October 06, 2018, 11:03:49 am »
So cruising missions generate no more negative points after the Treaty, yes?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #677 on: October 06, 2018, 01:57:20 pm »
So cruising missions generate no more negative points after the Treaty, yes?
No. You need to destroy all jellyman bases to stop acquire negative rating.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #678 on: October 06, 2018, 02:17:02 pm »
But won`t they generate more Jellyman-Bases? Or do they stop after the treaty?

In other words: What`s the treaty good for?
« Last Edit: October 06, 2018, 02:29:06 pm by LouisdeFuines »

Offline long6oarder

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #679 on: October 06, 2018, 03:39:48 pm »
Hi Nord :)

Spoiler:
The military base under attack in Antarctica has something missing: When you start the mission (after the missing briefing screen), the music should change to the standard terror site music, but instead it keeps playing whatever music you last heard. For example, if you loaded the game from the main menu, you would hear the main menu music during the whole mission. Please see attached save file. Also, please fix the hole in the rear of the Triton door. It's costing me valuable soldiers.  :'( Find the guy named 'Severin' in this mission, and make him crouch. Even though the door is closed, the Aliens outside will snipe him immediately.
« Last Edit: October 06, 2018, 03:43:46 pm by long6oarder »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #680 on: October 06, 2018, 09:06:25 pm »
But won`t they generate more Jellyman-Bases? Or do they stop after the treaty?

In other words: What`s the treaty good for?
No new Jellyman bases will spawn after treaty. Also, you get new research.
Hi Nord :)

Spoiler:
The military base under attack in Antarctica has something missing: When you start the mission (after the missing briefing screen), the music should change to the standard terror site music, but instead it keeps playing whatever music you last heard. For example, if you loaded the game from the main menu, you would hear the main menu music during the whole mission. Please see attached save file. Also, please fix the hole in the rear of the Triton door. It's costing me valuable soldiers.  :'( Find the guy named 'Severin' in this mission, and make him crouch. Even though the door is closed, the Aliens outside will snipe him immediately.
Ok, will fix, thanks.

Offline Joe

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #681 on: October 06, 2018, 10:11:41 pm »
Is this mod compatible with the X-com files mod? It looks really cool!

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #682 on: October 06, 2018, 10:21:14 pm »
Is this mod compatible with the X-com files mod? It looks really cool!

No.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #683 on: October 06, 2018, 10:56:47 pm »
One bugreport from me too. My people can see through the 2 doors of the Leviathan and being seen.

Aliens shot my people through the closed doors (and vica-versa).

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #684 on: October 07, 2018, 04:57:51 am »
1. It's a bit strange to destroy jellyman colonies after peaceful treaty. How can they tolerate that and stay calm?
2. Also, I have to defend jellyman outposts from another aliens after the treaty. If I ignore the mission, with what nation I shall spoil relations?
Thanks

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #685 on: October 07, 2018, 07:44:07 am »
1. It's a bit strange to destroy jellyman colonies after peaceful treaty. How can they tolerate that and stay calm?
2. Also, I have to defend jellyman outposts from another aliens after the treaty. If I ignore the mission, with what nation I shall spoil relations?
Thanks
1. Game mechanics, sadly. You can think about them as rebels or extremists.
2. As any other mission, depends in which region this mission takes place.
One bugreport from me too. My people can see through the 2 doors of the Leviathan and being seen.

Aliens shot my people through the closed doors (and vica-versa).
I thinked it is allready fixed... Need to recheck.

Offline long6oarder

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #686 on: October 09, 2018, 10:22:42 pm »
How feasible is it to include the updated geoscape that I am seeing on Hobbes' Area 51 mod? It seems the common sense answer is that it would not be very easy because of all the terrain maps and how they might be need to be more intricately associated with certain areas of the globe. The same goes for mission types, etc, I would imagine.

But is it possible for this mod?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #687 on: October 10, 2018, 06:55:54 am »
Quite a problem, i think. Because UFO globe and TFTD globe are not the same.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #688 on: October 10, 2018, 05:12:27 pm »
I have two questions about starting concepts:

1. High Stun Concept
- what is this?
- is this OXCE shock indicator? because I don't see it defined... https://openxcom.org/forum/index.php/topic,5360.msg98358.html#msg98358
- I also don't see any definition on armor with negative HP regeneration... how does this mechanic work?

2. Water Pressure Concept
- I assume taking damage per turn is done by environmental effects? "GULPGULP" and "GULPGULPGULP" correct? or is there something else?
- how is this "a downside to wearing armor" ? if you're wearing armor, you will be protected against this effect, no? so it is a downside of not wearing an armor... or am I missing something?
« Last Edit: October 10, 2018, 05:14:53 pm by Meridian »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.18)
« Reply #689 on: October 10, 2018, 08:17:52 pm »
I have two questions about starting concepts:

1. High Stun Concept
- what is this?
- is this OXCE shock indicator? because I don't see it defined... https://openxcom.org/forum/index.php/topic,5360.msg98358.html#msg98358
- I also don't see any definition on armor with negative HP regeneration... how does this mechanic work?

2. Water Pressure Concept
- I assume taking damage per turn is done by environmental effects? "GULPGULP" and "GULPGULPGULP" correct? or is there something else?
- how is this "a downside to wearing armor" ? if you're wearing armor, you will be protected against this effect, no? so it is a downside of not wearing an armor... or am I missing something?
1. Oh, thanks. will fix. Yes, you are right and i forget about this at all...
2. Yes, you are right again. But there is a misunderstanding between me and long6oarder in the spellcheck. Meaning of this - only down side of armor counts. I has found no way to count all sides simultaneously. I will fix description.