Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 839250 times)

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #885 on: April 30, 2019, 07:50:41 pm »
So, adding this flag to HWP item description will remove it from base defense mission? Great.

No, I explicitly said it will work correctly only for items, not for vehicles.

Edit: I'll see if I can make it work...
« Last Edit: April 30, 2019, 09:06:17 pm by Meridian »

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #886 on: April 30, 2019, 08:19:45 pm »
Can't remove pilot from Barracuda-1 using "Remove all pilots" button. It's working with Triton but refuse on interceptor.
P.S.
I removed it manually using assign crew menu, transferred empty to 2nd base and now "Add pilots" buttons shows zero available  people too.
« Last Edit: April 30, 2019, 08:24:36 pm by Shiroi Bara »

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #887 on: April 30, 2019, 09:02:54 pm »
Can't remove pilot from Barracuda-1 using "Remove all pilots" button. It's working with Triton but refuse on interceptor.
P.S.
I removed it manually using assign crew menu, transferred empty to 2nd base and now "Add pilots" buttons shows zero available  people too.

People are added/removed from the craft only using Crew menu, not Pilots menu.

In Pilots menu you can only assign Crew as Pilots. If there are exactly enough Crew members on the ship as necessary Pilots, game will auto-assign them automatically.

For example, if you would have only 2 soldiers in your Triton, it would also auto-assign them and you could not deassign them, same as on Barracuda.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #888 on: May 01, 2019, 12:44:24 pm »
Message about MC aquanauts - currently it's popped up when finished research MC Lab. But they're not present in workshop before lab is build completely, and, as you said before, need live mind worm to start production. All those factors confuse now. Can we have that pop up message when all requirements  reached and production is really possible?
P.S.
Failed on easy 2 negative score in row. Seems a lot of hidden activities around word. I should build more bases next time for detection.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #889 on: May 01, 2019, 02:11:27 pm »
Message about MC aquanauts - currently it's popped up when finished research MC Lab. But they're not present in workshop before lab is build completely, and, as you said before, need live mind worm to start production. All those factors confuse now. Can we have that pop up message when all requirements  reached and production is really possible?
Mindworms are not needed to build mc-lab. And description says that you need mc-lab to create these special units.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #890 on: May 01, 2019, 06:11:54 pm »
Yes. Sadly, i can not do anything. For some reason, starting conditions do not work for base defense.
Well, shrimp drones are quite useful on base defense. I wonder why there is no flying drones in the game besides squid drone.
In modern world flying drone is not something rare and the events in TWoTS take place in future.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #891 on: May 01, 2019, 06:59:09 pm »
Well, shrimp drones are quite useful on base defense. I wonder why there is no flying drones in the game besides squid drone.
In modern world flying drone is not something rare and the events in TWoTS take place in future.
Uhm...
Okay. I'll do it.
Armed or scout?

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #892 on: May 01, 2019, 07:42:36 pm »
Uhm...
Okay. I'll do it.
Armed or scout?
Scout drone with ability to carry cargoes is useful not only for scouting but also as a way to deliver bombs. I'd prefer that thing.
« Last Edit: May 01, 2019, 07:45:30 pm by 5taras »

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #893 on: May 02, 2019, 12:43:11 am »
How to not get negative score every month? Even I'm doing all missions I'm getting negative score and consistently losing the game. I don't understand why it happens if I have no USOs detected. Beginner difficulty hardest than superhuman. Something wrong with balance and score calculations.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #894 on: May 02, 2019, 01:01:56 am »
How to not get negative score every month?

Do research. Do missions.

Even I'm doing all missions I'm getting negative score and consistently losing the game.

I don't think you do all missions.
The last save you uploaded had only 2 bases in October... you should have 8 bases in October, actually even earlier than that.

I don't understand why it happens if I have no USOs detected.

No USOs detected because you don't have enough bases for detection.

Beginner difficulty hardest than superhuman. Something wrong with balance and score calculations.

Nope, everything seems fine to me, attached my monthly scores playing on Veteran.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #895 on: May 02, 2019, 01:21:32 am »
Not all pro players like you, may be you prefer play with 8 bases, but I'm not. A lot of bases require a lot of soldiers to protect them. And consider crappy weapons at beginning it's big chance to lose them. Vanilla could be finished with one base only. Seems game gives negative score for hidden undetected USOs, but I'm not sure.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #896 on: May 02, 2019, 01:35:23 am »
I wonder how the game counters shot down USOs. Do I get positive score if I shot down USO but refuse to kill the rest of the alien team or no? May be it makes sense to add an option to destroy the shot down USO from your craft using a deep water bomb for some score? It can be sensible when USOs arrive in packs every week.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #897 on: May 02, 2019, 06:50:49 am »
Not all pro players like you, may be you prefer play with 8 bases, but I'm not. A lot of bases require a lot of soldiers to protect them. And consider crappy weapons at beginning it's big chance to lose them. Vanilla could be finished with one base only. Seems game gives negative score for hidden undetected USOs, but I'm not sure.

If you don't want advice, don't ask for it..

And yes, the game gives a lot of negative points for hidden undetected USOs. Vanilla did too, but there were less missions in vanilla, so less negative points.
« Last Edit: May 02, 2019, 06:53:10 am by Meridian »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #898 on: May 02, 2019, 08:11:58 am »
I wonder how the game counters shot down USOs. Do I get positive score if I shot down USO but refuse to kill the rest of the alien team or no? May be it makes sense to add an option to destroy the shot down USO from your craft using a deep water bomb for some score? It can be sensible when USOs arrive in packs every week.
If you shot down uso, you dont get negative points. And in some cases can stop spawn of other uso's.

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #899 on: May 02, 2019, 12:44:22 pm »
AFAIR you get:
- 100% points for destroying a UFO in flight
- 50% points for shooting a UFO down
- 50% points for successfully assaulting the crash site (but it's based on hearsay, I don't recommend relying on this part)