Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.61)  (Read 676485 times)

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #435 on: July 31, 2018, 09:00:58 am »
thanks

--- posts merged; please show some restraint ---

I get mistake
Loading OpenXcom Extended+ 3.10b (v2018-07-21)
Error: failed to load 'The world of ...'; mod disabled for next startup
/home/user/.local/share/openxcom/mods/TwoTS/Ruleset/Ufopaedia.rul: invalid node; this may result from using a map iterator as a sequence iterator, or vice-versa
Make sure you installed OpenXcom correctly.
Check the wiki documentation for more details.
« Last Edit: July 31, 2018, 11:53:27 pm by Solarius Scorch »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #436 on: July 31, 2018, 11:31:09 am »
And before everything was ok?
Then what have changed?

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #437 on: July 31, 2018, 12:09:01 pm »
I removed the folders with the game and put the new versions of OpenxComEx+. After that it showed that mistake.
I've managed to run the game with Twots after chosing the default settings of OpenXcomEx+.
Have no idea what's wrong. Sorry
« Last Edit: August 01, 2018, 11:32:46 pm by 5taras »

Offline Oleg

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #438 on: August 01, 2018, 12:29:28 am »
What do I need to do to compete the game? There is no new researches.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #439 on: August 01, 2018, 01:47:06 am »
What do I need to do to compete the game? There is no new researches.
Have you seen "Naga City" mission?
Lets pretend that you have seen it, and then sold alien key. So here is fixed savegame, you shall look into manufacturing options.
« Last Edit: August 01, 2018, 05:35:38 am by Nord »

Offline Oleg

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #440 on: August 01, 2018, 09:05:59 am »
Have you seen "Naga City" mission?
Lets pretend that you have seen it, and then sold alien key. So here is fixed savegame, you shall look into manufacturing options.
Thank you. I produced a Key, and nothing happens. I can't send Leviafan to the final mission, no researches added.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #441 on: August 01, 2018, 09:52:03 am »
Thank you. I produced a Key, and nothing happens. I can't send Leviafan to the final mission, no researches added.
who says about Leviathan? If you read ufopedia, you know that final craft is Flounder, and you need alien key to produce it.

Offline Oleg

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #442 on: August 01, 2018, 10:22:32 pm »
I have an error in loading final mission third part.

Offline Yataka Shimaoka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #443 on: August 02, 2018, 12:16:05 am »
Why lower the difficulty of the mod? It's actually perfect at its state since it is meant to be hard, thus the mod title.
Changing the difficulty level will also affect the higher modes dramatically

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #444 on: August 02, 2018, 12:33:26 am »
Why lower the difficulty of the mod? It's actually perfect at its state since it is meant to be hard, thus the mod title.
Changing the difficulty level will also affect the higher modes dramatically
I agreed. In fact, due to game mechanics and my curved hands, lowering difficulty of colonies/infiltrations will spawn so much bugs that i simple dont want to begin it.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #445 on: August 02, 2018, 01:45:22 am »
Is it possible to implement a feature which can allow to bomb downed UFOs from plane with less loot.
I may be wrong, I've heard about that possibility in one of the late XCom-series game. This could make the gaming less tedious.

Offline robser

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #446 on: August 02, 2018, 01:56:23 am »
Hey,

I just started to play this mod a week ago and so far I had quite a lot of fun, thanks.

I wanted to ask how do I find out what materials I need for certain constructions (Bionic Lab, Naval Center, ...). The game tells me to check Usopedia, which does'nt tell me anything apart from what the building is and its cost/building time.

Also I really enjoy the different quest/story lines you have added so far. Great Job!

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #447 on: August 02, 2018, 09:24:04 am »
I've experienced my first and quite strong raid of carcharodons and biodrones and my large storage room was touched by explosions but not destroyed. After raid there is no any free space! I thought storage rooms are indestructible. 0 free space. That's what's left from my base before raid and after raid. Everything is lost. Aliens did not even touch the farthest right corner of the map.
Also the second less dramatic problem. One of the Xcom operatives was always generated on the ladder to torpedo section close to hangars, not in large storage facility or large living facility. There was no chance for him to survive. There were only 10 Xcom operatives at the base and 10 shrimp drones. Why he was not generated in a safer place? The large living facility has no enough place for him?
Thank you for attention.

« Last Edit: August 02, 2018, 10:55:12 am by 5taras »

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #448 on: August 02, 2018, 06:01:59 pm »
So, Nord, what are your future plans about the infiltration spam?

Will you keep it as it is?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #449 on: August 03, 2018, 02:12:15 pm »
Version 2.16 is up.
Changelog:
 - nerfed polyph TU. Expect less reaction fire.
 - improved hellcrab resistances;
 - added shields to all Freaks;
 - implemented sniping mechanics;
 - implemented spray fire mechanics;
 - implemented ability to cease alien missions by shooting down uso;
 - implemented ability to regain lost country;
 - decreased infiltration chances even more;
 - all ion weapons now have 10% armor piercing;
 - added ufopedia articles about game mechanics;
 - mc-controller now lose aim due to range (maybe need to balance);
 - mc-focus lose power;
 - decreased zrbite portion per accelerator (to 20 units);
 - added missing thermalvision to armors;
 - fixed bug with T'leth third stage;
 - some options made unchangeable;
 - modified darts sprites to better type visibility;
 - minor bugfixing;
 - newest OXCE+ used.

So, Nord, what are your future plans about the infiltration spam?

Will you keep it as it is?
Nerfed a bit further. No more changing planned. To keep safe from infiltration you must destroy bases. It is invasion, not a walk in a park. ;-)

I've experienced my first and quite strong raid of carcharodons and biodrones and my large storage room was touched by explosions but not destroyed. After raid there is no any free space! I thought storage rooms are indestructible. 0 free space. That's what's left from my base before raid and after raid. Everything is lost. Aliens did not even touch the farthest right corner of the map.
Items are lost, or strage space is lost? If first - it is because of explosion. If second - please provide save file.
Quote
Also the second less dramatic problem. One of the Xcom operatives was always generated on the ladder to torpedo section close to hangars, not in large storage facility or large living facility. There was no chance for him to survive. There were only 10 Xcom operatives at the base and 10 shrimp drones. Why he was not generated in a safer place? The large living facility has no enough place for him?
Thank you for attention.
It is almost a pure random where the units will spawn.
Hey,
I just started to play this mod a week ago and so far I had quite a lot of fun, thanks.
I wanted to ask how do I find out what materials I need for certain constructions (Bionic Lab, Naval Center, ...). The game tells me to check Usopedia, which does'nt tell me anything apart from what the building is and its cost/building time.
Also I really enjoy the different quest/story lines you have added so far. Great Job!
Thanks. You can see items needed for each facility in a small window to the right, when you choose this facility to build. It is not clearly though...
Is it possible to implement a feature which can allow to bomb downed UFOs from plane with less loot.
I may be wrong, I've heard about that possibility in one of the late XCom-series game. This could make the gaming less tedious.
Not at this moment. You can suggest such feature to Meridian, but i dont know how difficult is to make it.
« Last Edit: August 03, 2018, 02:24:36 pm by Nord »