Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.30)  (Read 75903 times)

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« Reply #870 on: April 21, 2019, 10:53:05 pm »
I have no idea why do squid drone always miss in your case. May be a bug. Certainly he stunned the worms in my case. I did it under water.

It's not an engine bug.

Using loftemps: 78 means that the melee voxel check (almost) always returns "hit empty space".

There are some lucky situations with various terrain elevations, where the voxel check manages to hit something else than empty space, but they are very rare. In the most common situation, where both the mind worm and the drone are on an empty non-elevated tile, it's always a miss.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« Reply #871 on: April 22, 2019, 12:02:52 am »
It's not an engine bug.

Using loftemps: 78 means that the melee voxel check (almost) always returns "hit empty space".

There are some lucky situations with various terrain elevations, where the voxel check manages to hit something else than empty space, but they are very rare. In the most common situation, where both the mind worm and the drone are on an empty non-elevated tile, it's always a miss.
Well, one can use drones to drop sleeping gas grenades on mind worms if thermal shock grenade launcher is not researched. There is an option allowing to arm bombs when only one hand is empty.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« Reply #872 on: April 22, 2019, 12:05:35 am »
Well, one can use drones to drop sleeping gas grenades on mind worms if thermal shock grenade launcher is not researched. There is an option allowing to arm bombs when only one hand is empty.

Yes, I did that. What's your point?

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« Reply #873 on: April 22, 2019, 12:22:28 am »
Yes, I did that. What's your point?
just an advice

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« Reply #874 on: April 22, 2019, 06:49:37 am »
It's not an engine bug.
Using loftemps: 78 means that the melee voxel check (almost) always returns "hit empty space".
Not a bug, but a feature? Heheh. How about loftemp 002?

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« Reply #875 on: April 22, 2019, 11:02:33 am »
Not a bug, but a feature? Heheh. How about loftemp 002?

Yes, a feature... what else would you expect from a loftemp that is 3% matter (9 voxels) and 97% empty space (247 voxels)?
And only 0.4% matter (1 voxel) is in the center, where the melee aims.

002 will probably work fine, best to test.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« Reply #876 on: April 22, 2019, 05:55:18 pm »
Anyone can explain me how to produce (really bro, you are producing alive people?) MC protected and e.t.c aquanauts? How to join them to manufacture? I have a few who finished initial MC training in lab, but I don't know what do next.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« Reply #877 on: April 22, 2019, 11:56:34 pm »
Anyone can explain me how to produce (really bro, you are producing alive people?) MC protected and e.t.c aquanauts? How to join them to manufacture? I have a few who finished initial MC training in lab, but I don't know what do next.
You have two questions:
How to produce special soldiers:
Spoiler:
MC-lab technology, mc-lab built, supply of alien implanters.
What to do next with mc:
Spoiler:
you need to research live mindworm

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« Reply #878 on: April 23, 2019, 03:17:23 am »
Some broken sprites in Hazmat armor. It affects movements too. Screenshot attached, save file as well:


Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.26)
« Reply #879 on: April 23, 2019, 06:43:58 am »
Some broken sprites in Hazmat armor. It affects movements too. Screenshot attached, save file as well:

I bet i fixed it allready... but thanks, will be fixed again soon.

Ok, here is it:
Version 2.27 is up.
Changelog:
 - added new alien weapon: Cocoon;
 - fixed hazmat armor (again);
 - fixed outcast unit spawn;
 - fixed mindworm melee invulnerability;
 - fixed poseidon unit placement;
 - minor fixes;
 - newest OXCE used.
« Last Edit: April 23, 2019, 12:55:04 pm by Nord »

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #880 on: April 26, 2019, 12:57:48 pm »
Could one add the option to recycle sharkmen for molecular components or whatever?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #881 on: April 26, 2019, 01:40:33 pm »
It is done in last version. Please check if it works properly.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #882 on: April 30, 2019, 04:15:51 pm »
Shrimp Light Drones available for base defense but couldn't be used on land missions? Bug? Check the save file.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #883 on: April 30, 2019, 06:10:20 pm »
Shrimp Light Drones available for base defense but couldn't be used on land missions? Bug? Check the save file.
Yes. Sadly, i can not do anything. For some reason, starting conditions do not work for base defense.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #884 on: April 30, 2019, 06:26:17 pm »
Yes. Sadly, i can not do anything. For some reason, starting conditions do not work for base defense.

For explanation, starting conditions like allowed items, allowed vehicles, etc. work by removing disallowed items from the craft and sending them back to the base.

In base defense, these items are available because the mission takes everything from the base, not only from the craft.

I have nowhere else to send the disabled items, and they have to be located somewhere...

--

As a replacement for the 'allowedItems' you could use the 'ignoreInBaseDefense' flag.
I don't think there is any workaround for 'allowedVehicles', I can add something if it's bothering someone too much.
« Last Edit: April 30, 2019, 06:31:14 pm by Meridian »