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Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.51)  (Read 427901 times)

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #480 on: August 14, 2018, 04:25:41 am »
What's the purpose of creating cyborgs?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #481 on: August 14, 2018, 05:58:12 am »
What's the purpose of creating cyborgs?
They have more TU's, better firing accuracy, so on.
I really love your mod.

Could it be possible (in future) to let alien specialists look different from the soldiers? In Piratez every rank has its own appearance.
Thanks.
Maybe i will. But not now.

Offline arrakis69ct

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #482 on: August 14, 2018, 11:41:44 am »
They have more TU's, better firing accuracy, so on.Thanks.
Maybe i will. But not now.
and may be ressist to psi atacks

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #483 on: August 14, 2018, 04:39:34 pm »
I find logical problem in the fact that alien advanced weapons, magna-pack explosives do not damage transport ships of humans but destroy ships of aliens made from advanced materials. Although if alien weapons would be able to destroy Triton then it would make the game almost impossible to play. One shot from pulse launcher could kill the entire team on start of mission. Aliens have ridiculously good eyesight, what fishes and sonar drones lack. Even mutated humans and paladins.
« Last Edit: August 14, 2018, 05:39:11 pm by 5taras »

niculinux

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #484 on: August 14, 2018, 10:47:54 pm »
Someone seems to have made video gameplay at youtube for this mod, here

Offline b.o.s domestic disputes

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #485 on: August 14, 2018, 11:59:12 pm »
I've been trying to play through your mod but its really wrecking my face. I still love it though I'm trying to get better at both making videos and playing xcom. Hope the updates keep coming and that you don't have a problem with me make bad videos.

niculinux

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #486 on: August 15, 2018, 12:10:16 am »
I've been trying to play through your mod but its really wrecking my face. I still love it though I'm trying to get better at both making videos and playing xcom. Hope the updates keep coming and that you don't have a problem with me make bad videos.

absolutely...not! Thank you for makin them and keep these comin'!And welcome to the forum!! I have myself very poor knowledge of comupter stuff but most of all very few spare time to dedicate to openxcom, i give a shot every now and then.

@5taras, yes it's heritage from vanilla tftdmdon't know if its possible to change, but maybe twots needs some more balancing i think :)

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #487 on: August 15, 2018, 12:44:21 am »
1. I have to complain. Such a thing like a xarquid manage to kill aquanauts in exosuits in one shot with sniper's precision not mentioning hard suits. Perhaps, they bring a surplus of damage. 2. How to use mc gifted aquanauts? I don't see an option to apply their skills? I have already MC lab but dont have any MC disruptor. Where is it? 3. Why would not unite topics for research for weapons and their ammo together? 4. I may be wrong, but at first sight bionic armor is less protective that plastic armor. It's true? One-shot from sonic rifles and cannons? 5. In laboratory missions extra equipment is not moved from surface level to underwater level. Only the one what was equipped by aquanauts. Artefact mission second level keeps all the equipment. It poses some problems. Thanks
« Last Edit: August 15, 2018, 08:34:17 pm by 5taras »

niculinux

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #488 on: August 15, 2018, 12:43:28 pm »
@Nord, please may you link in the first post the excellent gifty TFTD soundtrack? If you don't want to incorporate it in the  mode, to keep the download light  :P

Also, are there nwe armors in the mod? Would be nice if whole armors in the mod may have different carrying capacity like xpiratez, would bit feel as a TC rather than a sheer expansion. I have not tryed yet 2.16 but i'd remove that polips-only mission, i'd putmthem as "turret outside an alien base while assaulting it ;)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #489 on: August 16, 2018, 05:24:17 am »
1. I have to complain. Such a thing like a xarquid manage to kill aquanauts in exosuits in one shot with sniper's precision not mentioning hard suits. Perhaps, they bring a surplus of damage.
Yes, and even more - they can shot down a submarine! (By LORe, not ingame)
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2. How to use mc gifted aquanauts? I don't see an option to apply their skills? I have already MC lab but dont have any MC disruptor. Where is it?
Most mc-equipment needs of research of mindworms.
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3. Why would not unite topics for research for weapons and their ammo together?
So it was in vanilla.
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4. I may be wrong, but at first sight bionic armor is less protective that plastic armor. It's true? One-shot from sonic rifles and cannons?
Less protecton, better stat bonuses. Plus - it can swim.
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5. In laboratory missions extra equipment is not moved from surface level to underwater level. Only the one what was equipped by aquanauts. Artefact mission second level keeps all the equipment. It poses some problems. Thanks
Yes, i see it. But can not understand why. :-(
@Nord, please may you link in the first post the excellent gifty TFTD soundtrack? If you don't want to incorporate it in the  mode, to keep the download light  :P
Interesting, shall see, thanks.
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Also, are there nwe armors in the mod? Would be nice if whole armors in the mod may have different carrying capacity like xpiratez, would bit feel as a TC rather than a sheer expansion. I have not tryed yet 2.16 but i'd remove that polips-only mission, i'd putmthem as "turret outside an alien base while assaulting it ;)
Some armors provide bonuses to carryning capacity (or to strength).
About bases with polyps - great idea!

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #490 on: August 16, 2018, 01:25:01 pm »
1. What device am I supposed to destroy in laboratory and tsunami center?
I searched all the lab and did not find synonium device? Or I am supposed to kill all the enemies in this hellish places. Why I cannot choose not to split the team on two parts in tsunami center or alien colony? Am I general commander or not? 2. In
« Last Edit: August 16, 2018, 02:14:53 pm by 5taras »

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #491 on: August 16, 2018, 02:15:23 pm »
1. What device am I supposed to destroy in laboratory and tsunami center?
I searched all the lab and did not find synonium device? Or I am supposed to kill all the enemies in this hellish places. Why I cannot choose not to split the team on two parts in tsunami center or alien colony? Am I general commander or not? 2. In tsuname generator mission I failed to capture jellyman ruler. Am I supposed to capture him alive? 3. I've noticed that some research topics happen to appear twice. For example, after researching naga warrior topic, it appeared again. Same with gillman techinician topic. 4. How to differentiate cyborg from the list of simple aquanauts? Cyborgs cannot raise their physical parameters by training? 5. In Twots 2.15 this bug was not present.
    5. In laboratory missions extra equipment is not moved from surface level to underwater level. Only the one what was equipped by aquanauts. Artefact mission second level keeps all the equipment. It poses some problems. Thanks

Yes, i see it. But can not understand why. :-(
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« Last Edit: August 17, 2018, 01:06:06 am by 5taras »

Offline Vesparco

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #492 on: August 17, 2018, 11:01:28 am »
1. What device am I supposed to destroy in laboratory and tsunami center?
I searched all the lab and did not find synonium device? Or I am supposed to kill all the enemies in this hellish places. Why I cannot choose not to split the team on two parts in tsunami center or alien colony? Am I general commander or not? 2. In tsuname generator mission I failed to capture jellyman ruler. Am I supposed to capture him alive? 3. I've noticed that some research topics happen to appear twice. For example, after researching naga warrior topic, it appeared again. Same with gillman techinician topic. 4. How to differentiate cyborg from the list of simple aquanauts? Cyborgs cannot raise their physical parameters by training? 5. In Twots 2.15 this bug was not present.  Quote

1. The center of the base, then you have to leave (I don't remember how to identify it.. The issue of the teams is already like this in tftd so don't expect any change as it is rather a feature of the game itself.
2. It will probably spawn again this mission, do not worry you will have more attempts
3. Research topics can be researched several times, giving additional information until you exhaust all researchable contents of the element. I.e. medics give you random alien races information. Use middle click on the topic to have additional information.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #493 on: August 17, 2018, 02:24:50 pm »
2. It will probably spawn again this mission, do not worry you will have more attempts
1. Oh mein Gott. I have to visit this cloaca full of freaks with disgusting weapons again. Thanks for the answer.
2. Cyborgs can be differentiated by the letter "c"? For example, cSnpr means cyborg sniper? 3. Playing the ancient dungeon map I don't see the scheme on minimap. Yellow points on black square.
« Last Edit: August 17, 2018, 05:21:10 pm by 5taras »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.16)
« Reply #494 on: August 17, 2018, 09:04:05 pm »
Cyborgs have same names as normal people. Cant remember why, but when i do it i have some reason.
Map in dungeons is blacked. It is as it must be.
Tsunami control upper level looks like crossroad with lifts.