Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 838849 times)

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9099
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #420 on: July 28, 2018, 06:05:16 pm »
Maybe someone can make a suggestion?

If you're planning to dumb down the difficulty to barbie-level, at least keep some older download link alive so that the majority of us can still enjoy xcom that doesn't feel like tictactoe.

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #421 on: July 28, 2018, 08:07:51 pm »
I think there is much between barbie level and superhuman.

At the moment, there is no real beginner level.
Furthermore the too high denisity of infiltration ships is no gain for beginners or superhumans.
My opinion.

As Amoebka said, there is no real gain in this missions up from a certain point.
« Last Edit: July 28, 2018, 08:10:53 pm by LouisdeFuines »

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9099
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #422 on: July 28, 2018, 08:20:05 pm »
I have given up already... just asking not to delete older versions.
I haven't finished this mod yet and I would like to return to it one day without being bored to death.

Btw. Louis, you should try Ethereal's mod: https://openxcom.org/forum/index.php/topic,5724.0.html
It's easy as sunday morning, you will like it.

Offline 5taras

  • Colonel
  • ****
  • Posts: 160
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #423 on: July 28, 2018, 10:06:42 pm »
Could anyone give a hint about the key alien to get sonic technology and MC disruptor?
I captured tasoth leader but he did not open the MC disruptor techonology.

Offline 5taras

  • Colonel
  • ****
  • Posts: 160
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #424 on: July 28, 2018, 10:21:28 pm »
thanks

Offline 5taras

  • Colonel
  • ****
  • Posts: 160
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #425 on: July 29, 2018, 12:25:41 am »
I dont know what' wrong. I cannot produce aqua plastics although can use it to make suits. I don't know what am I doing wrong.

Offline Nord

  • Commander
  • *****
  • Posts: 1747
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #426 on: July 29, 2018, 05:26:14 am »
Could anyone give a hint about the key alien to get sonic technology and MC disruptor?
I captured tasoth leader but he did not open the MC disruptor techonology.
If you want:
Spoiler:
Live biodrone or live Hellcrab for sonic weapons
And live mindworms for mc-equipment
I dont know what' wrong. I cannot produce aqua plastics although can use it to make suits. I don't know what am I doing wrong.
It is all right. So it must be.

Offline Vesparco

  • Sergeant
  • **
  • Posts: 49
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #427 on: July 29, 2018, 12:11:42 pm »
If you're planning to dumb down the difficulty to barbie-level, at least keep some older download link alive so that the majority of us can still enjoy xcom that doesn't feel like tictactoe.

Meridian, is not about difficulty, its about quantity. For me is no issue of having four morray with kraken missiles blasting 100 ufos a month and 2 squads recovering the pieces. But from gameplay perpective the geoscape becomes frozen. Research takes forever and base building  slows to much. Ignoring that brings you easily into negative.

@Nord I am still unfamiliar with the resources of openxcom regarding aliens. Said that more than the quantity of missions I would adjust the pods inside. Maybe some mix of species could help in that matter (i.e. a lobster or two in big aquatoid ships, terror units, etc).

In an overall geoscape needs a notch down, battlescape maybe a little up and the point where difficulty should kick in.

P.D: love the "side" missions, the infested ufo batteship is very nice.


Offline Ravn7

  • Squaddie
  • *
  • Posts: 1
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #428 on: July 29, 2018, 03:58:15 pm »
Download link in the first post doesn't work. It there another source?

Offline Varana

  • Captain
  • ***
  • Posts: 52
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #429 on: July 30, 2018, 02:39:06 pm »
Maybe someone can make a suggestion?
Remove the second level of alien base attack (no more  nextStage: STR_ALIEN_COLONY_P2).
This would lead to:

a) Beginners can win against a base, eliminating it, reducing spawn missions and making game playable.

b) Experts get less synoniums and commanders, making the game harder for them.

c) Less bug using: Players could use the design bug to attack the same base again and again without completing second level, thus collecting huge amounts of valuable loot (early in game), while the base restores immediately after attack. I you want to completely erase bug using in this case, additionally add     objectiveFailed: [STR_MISSION_FAILED, -1500]    to the missions first level, so even looting the first level without completing is of no use any more.

The points b and c should be fine for meridian...  ;)

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #430 on: July 30, 2018, 06:12:03 pm »
I`d suggest, that the second lvl. of the missions stays. It just belongs to the game.
Otherwise it always sucked to do the 2. lvl. of trawler missions.  ;) (but this also belonged to the game).

Just remove that alien bases spawn infiltration missions. Someone posted already a quickfix for this.

Offline 5taras

  • Colonel
  • ****
  • Posts: 160
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #431 on: July 30, 2018, 07:52:54 pm »
Is it worth building the standard sonar if one already has wide array sonar?

Offline 5taras

  • Colonel
  • ****
  • Posts: 160
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #432 on: July 30, 2018, 08:06:31 pm »
Is it possible to kill lobsterman with several magna-pack explosives?

Offline 5taras

  • Colonel
  • ****
  • Posts: 160
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #433 on: July 30, 2018, 10:47:57 pm »
What's the use in coelacath jets? They are destroyed even from one shot of sonic weapon and are not cheap. I found use of only light sonar drones.

Offline Nord

  • Commander
  • *****
  • Posts: 1747
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #434 on: July 31, 2018, 05:20:09 am »
What's the use in coelacath jets? They are destroyed even from one shot of sonic weapon and are not cheap. I found use of only light sonar drones.
Someone like them, someone not.
Is it possible to kill lobsterman with several magna-pack explosives?
Yes.
Is it worth building the standard sonar if one already has wide array sonar?
Ifyou want more chances to discover USO, you may build as much sonars as you can.
Remove the second level of alien base attack (no more  nextStage: STR_ALIEN_COLONY_P2).
The points b and c should be fine for meridian...  ;)
Doubt...
But i can remove race restriction for beginner levels, so newbie will not face tentaculats each time. What do you think?