Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.32)  (Read 92791 times)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #810 on: April 07, 2019, 05:30:40 am »
It is possible by two ways: routes leading non-flying units out of roof(No, checked four times), or breaking  existing floor(also no, no such weapons they have).

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #811 on: April 07, 2019, 04:17:42 pm »
1/ I have reproduced the Hallucinoid explorer... just load attached save "last hallucinoid.sav", turn on debug mode and watch it go away.

2/ I could not reproduce Aquatoid jumper... but I have seen him jump from the spot as illustrated on the screenshot in the real game (the one that didn't make it to YouTube because my microphone was turned off).

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #812 on: April 07, 2019, 04:43:07 pm »
From debug:

The hallucinoid is not moving only to adjacent nodes, because the game is after turn 20 already and cheating (aliens are in scout mode).
It can move to any node.
There are 175 nodes on the map.
In this situation, 76 nodes are compliant for moving.
Randomly a node with index=63 is picked... position [44, 54, 2]... which is below the barge.


Why are you even using all those empty levels on the bottom?
« Last Edit: April 07, 2019, 04:47:19 pm by Meridian »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #813 on: April 07, 2019, 07:31:32 pm »
(aliens are in scout mode).
It can move to any node.
That's the point.
Quote
Why are you even using all those empty levels on the bottom?
To add "floating in the middle of abyss" effect.

Upd.: I found a way to fight this behavior. Will fix with next update.
« Last Edit: April 07, 2019, 07:47:53 pm by Nord »

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #814 on: April 07, 2019, 10:03:05 pm »
1. Are there barges guarded by freaks or lobstermen present in the game? Perhaps, it makes some sense to add chance to have such a luck. 2. What apparatus is needed to destroy to finish biolab mission successfully without killing all the aliens? Anything I destroyed did not bring me a message allowing to abort mission safely. May be I am wrong.
« Last Edit: April 07, 2019, 10:06:15 pm by 5taras »

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #815 on: April 07, 2019, 10:26:47 pm »
Upd.: I found a way to fight this behavior. Will fix with next update.

To fix Aquatoids, you can probably just remove the 2 doors going off the ship (on the sides).

To fix Hallucinoids, you can just set the "cheatTurn: 999" for this specific alien deployment.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #816 on: April 08, 2019, 05:24:24 am »
To fix Aquatoids, you can probably just remove the 2 doors going off the ship (on the sides).

To fix Hallucinoids, you can just set the "cheatTurn: 999" for this specific alien deployment.
He he. Hallucinoids are all right. Probably i need to add a couple of words about them in alert description.
Flying units (floating? Swimming?) can get out of barge.
1. Are there barges guarded by freaks or lobstermen present in the game? Perhaps, it makes some sense to add chance to have such a luck. 2. What apparatus is needed to destroy to finish biolab mission successfully without killing all the aliens? Anything I destroyed did not bring me a message allowing to abort mission safely. May be I am wrong.
1. There can be six races, including tasoth.
2. Control center placed on the lowest level,easyest way is to fly down and shoot through floor with something capable of breaching walls.
« Last Edit: April 08, 2019, 05:29:02 am by Nord »

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #817 on: April 08, 2019, 12:43:31 pm »
Aquatoids, armored aquatoids, gillmen, armored gillmen, tasoths and nagas. No place for lobstermen and freaks.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #818 on: April 08, 2019, 03:16:26 pm »
Aquatoids, armored aquatoids, gillmen, armored gillmen, tasoths and nagas. No place for lobstermen and freaks.
Yes.
I think lobstermen are warriors and freaks are half-warriors, half-rulers. None of them are workers, gathering resources and catching fish...

Offline AhsokaTaHo

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #819 on: April 09, 2019, 07:36:07 pm »
Sorry. How to cause the presence of Freaks ? 7 Months have passed , all the examined , They do not appear. :-X

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #820 on: April 09, 2019, 08:17:15 pm »
Sorry. How to cause the presence of Freaks ? 7 Months have passed , all the examined , They do not appear. :-X
Spoiler:
You must succeed in a mission "ANCIENT ALIEN DUNGEON", which will appear after mysterious alien device is researched, which you can acquire in sunken martian battleship, which....

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #821 on: April 09, 2019, 09:25:22 pm »
"What can I wear?" info doesn't look right... save and picture attached.

Edit: seems to be an OXCE issue, I will fix it

Edit2: fixed
« Last Edit: April 09, 2019, 09:55:06 pm by Meridian »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #822 on: April 12, 2019, 07:17:06 pm »
Quick fix for sufficient bug:
Replace this file.
Mediafire

Bug is real for those who played more than 16 months, and still dont find martian battleship.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #823 on: April 13, 2019, 09:38:34 pm »
It is possible by two ways: routes leading non-flying units out of roof(No, checked four times), or breaking  existing floor(also no, no such weapons they have).
It is possible to make holes in the floor in barge with magna-pack explosives using the game option to add more damage. The aliens may fall to the bottom of the dark screen.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.25)
« Reply #824 on: April 14, 2019, 09:31:51 am »
It is possible to make holes in the floor in barge with magna-pack explosives using the game option to add more damage. The aliens may fall to the bottom of the dark screen.
  This situation is not bug. I wanted such things to happen.
Now maps was fixed, and aliens (and aquanauts) can not step off the barge roof. Except of floating ones, of course.