Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 839790 times)

Offline long6oarder

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #630 on: September 30, 2018, 08:18:33 pm »
Sorry for not putting this into one message. Please also add this same line of code again in line 4465 of the same file (see attachment). Thanks in advance. :)

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #631 on: September 30, 2018, 09:56:59 pm »
Do freaks have shields? They gleamed a bit, the last time, I encountered one.

EDIT: Found another bug:
After a lobstermen mission I got 24 Sonic Canons.  I sold 2. Definitively (because I was missing Sonic Canons several times)! Mod lets them vanish all.
Load the savegame, kill the last lobstermen and ko

Edit2: Found out, that the selling-screens contains the equipment, that is already equipped on a transporter. This is not supposed to happen. At least in vanilla it wasn`t so. By this way you can sell by accident stuff, that your soldiers are carrying.
« Last Edit: September 30, 2018, 10:26:53 pm by LouisdeFuines »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #632 on: September 30, 2018, 10:25:54 pm »
Do freaks have shields? They gleamed a bit, the last time, I encountered one.
Yes, they have.
Quote
EDIT: Found another bug:
Not a mod thing, i think. Looks like a feature. Maybe to ask Meridian?
Sorry for not putting this into one message. Please also add this same line of code again in line 4465 of the same file (see attachment). Thanks in advance. :)
Thanks, will fix.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #633 on: September 30, 2018, 10:29:02 pm »
Can Thermal Tazers and the Thermal Shok Launcher breach the shields of Freaks?

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #634 on: September 30, 2018, 10:30:11 pm »
Can Thermal Tazers and the Thermal Shok Launcher breach the shields of Freaks?
It is possible to stun freaks with multiple attacks.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #635 on: September 30, 2018, 10:57:47 pm »
Do shields of Freaks take damage of every weapon?

And where do I get the Alien Key from?
« Last Edit: September 30, 2018, 11:23:56 pm by LouisdeFuines »

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #636 on: September 30, 2018, 11:28:23 pm »
Do shields of Freaks take damage of every weapon?

And where do I get the Alien Key from?
I think yes.
Alien key is in naga city. One need to interrogate naga lord and naga city will appear one day.
You play so fast. It took me many days to get to freaks.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #637 on: October 01, 2018, 11:04:18 am »
Edit2: Found out, that the selling-screens contains the equipment, that is already equipped on a transporter. This is not supposed to happen. At least in vanilla it wasn`t so. By this way you can sell by accident stuff, that your soldiers are carrying.

In vanilla, this screen didn't exist.
You could not sell items right after the Debriefing.

In the attached save file, I started a new battle from the main menu. I chose a survey ship with Jellymen. There is just one Jellyman for such a small ship. When I kill the Jellyman, the mission does not end automatically (none of my units are wounded). So, in the attached save file, you can click the button to end the turn, and you will see a segmentation fault.

Known and fixed bug (in New Battle mode only).
Upgrade to OXCE 5.0 will solve it.
« Last Edit: October 01, 2018, 11:15:47 am by Meridian »

Offline long6oarder

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #638 on: October 01, 2018, 06:04:38 pm »
Hi Meridian, (love your Area 51 LP btw!)

This may be old news, but may I ask: Does the New Battle mode still allow the player to choose the interceptors as the craft? This seems like an easily avoided incompatibility. Does it just mean that Nord has to edit his files to delete interceptors from the list of crafts the player can choose, or is there something else that needs to be done? These crashes can be avoided if the player knows not to do this. Also, it seems like one would never encounter this in the campaign anyway.

There are also certain mod alien races which cannot be chosen for vanilla sites. These incompatibilities make the Randomize button a little risky. I have attached some screenshots of combinations of options which led to a crash.

If this is old news, then thanks for your patience. Otherwise, I have posted it here for consideration. :)

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #639 on: October 01, 2018, 06:11:57 pm »
I think yes.
Alien key is in naga city. One need to interrogate naga lord and naga city will appear one day.
You play so fast. It took me many days to get to freaks.

Where can I find that Naga Lord? Is this a special mission? How is it triggered, if?

So far I skipped the Alien Barge and the special Jellymen mission.
« Last Edit: October 01, 2018, 06:26:09 pm by LouisdeFuines »

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #640 on: October 01, 2018, 06:34:44 pm »
This may be old news, but may I ask: Does the New Battle mode still allow the player to choose the interceptors as the craft? This seems like an easily avoided incompatibility. Does it just mean that Nord has to edit his files to delete interceptors from the list of crafts the player can choose, or is there something else that needs to be done? These crashes can be avoided if the player knows not to do this. Also, it seems like one would never encounter this in the campaign anyway.

It doesn't allow manned craft.
But since pilots, we have manned interceptors too.
I've added more checks, it should not happen in the next version.

There are also certain mod alien races which cannot be chosen for vanilla sites. These incompatibilities make the Randomize button a little risky. I have attached some screenshots of combinations of options which led to a crash.

"New Battle" is a debug tool, without any guarantees.
Not supposed to be used for playing.
In vanilla all missions and races are very uniform and compatible with each other...
... but in mods, there's about a million reasons why certain mission/race combinations will fail.
Use at your own risk.

Offline long6oarder

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #641 on: October 01, 2018, 08:07:41 pm »
I see. That  makes sense. It is quite useful for debugging the translations (strings), since I can easily get to the various mission briefing screens.

Thanks for your attention.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #642 on: October 01, 2018, 09:15:53 pm »
Where can I find that Naga Lord? Is this a special mission? How is it triggered, if?

So far I skipped the Alien Barge and the special Jellymen mission.
Naga lord: naga very large subs, your base defense, random naga temple mission (1 or 2), ship defense from naga terror, possibly naga barge mission. I have no idea how is it triggered.
I did alien barges 5-10 times and jellyman mission 1 time.
By the way, jellyman ruler provide special research to reach peace with jellyman, including some biotech. Jellyman colonies will become peaceful as well.
« Last Edit: October 01, 2018, 09:19:26 pm by 5taras »

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #643 on: October 01, 2018, 09:17:57 pm »
Ah, ok. I never had a naga temple before!

Do I have to do something for it to appear?

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.17)
« Reply #644 on: October 01, 2018, 09:20:30 pm »
Ah, ok. I never had a naga temple before!

Do I have to do something for it to appear?
Perhaps, you need to interrogate naga warrior until he will tell you about naga society.
« Last Edit: October 01, 2018, 09:43:27 pm by 5taras »