Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.31)  (Read 88236 times)

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #930 on: May 06, 2019, 07:18:22 pm »
5taras Thanks for info, sorry for noobish questions here. Btw about 2 stages mission info. You can do like vanilla, for example:

For others it could be "Alien dungeon mission" and etc

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #931 on: May 06, 2019, 07:35:34 pm »
I am not skillful enough to change mission description.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #932 on: May 06, 2019, 09:17:37 pm »
5taras Thanks for info, sorry for noobish questions here. Btw about 2 stages mission info. You can do like vanilla, for example:

For others it could be "Alien dungeon mission" and etc
It was so before.
But dont worry, Meridian will fix description showing.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #933 on: May 07, 2019, 04:30:07 pm »
Not sure what this because of mod, but I'll ask here. Problem with grouping of ammo clips. Early you can unload weapons what has low charges, like example 2 sonic cannons has 3 and 7 charges left and make one full 10 charges clip. But it no longer work and both clips stays separately. Is this mod feature or may be OXCE?

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #934 on: May 07, 2019, 04:35:28 pm »
Not sure what this because of mod, but I'll ask here. Problem with grouping of ammo clips. Early you can unload weapons what has low charges, like example 2 sonic cannons has 3 and 7 charges left and make one full 10 charges clip. But it no longer work and both clips stays separately. Is this mod feature or may be OXCE?

There was no change, it still works as before.

When you have 2 sonic cannon clips, one with 3 rounds and the second with 7 rounds, they both stay the same when you just deequip them in the inventory.

After the mission (after Debriefing), they get combined into 1 sonic cannon clip with 10 rounds.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #935 on: May 07, 2019, 09:51:24 pm »
This is new for me:

How it possible? I mean rejoin project after nation were infiltrated. Only in OXCE available? Where it is in config files?

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #936 on: May 07, 2019, 11:00:24 pm »
This is new for me:
How it possible? I mean rejoin project after nation were infiltrated. Only in OXCE available? Where it is in config files?

yes, oxce only

parameter is called "allowCountriesToCancelAlienPact", it's in the mod ruleset

they rejoin after you destroy the alien base that was created during the infiltration

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #937 on: May 07, 2019, 11:27:45 pm »
Could one add the condition that if peaceful treatment with jellymen is signed then all their bases vanish including their scouting raids?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #938 on: May 08, 2019, 08:08:56 am »
Could one add the condition that if peaceful treatment with jellymen is signed then all their bases vanish including their scouting raids?
Impossible at this moment.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #939 on: May 12, 2019, 08:38:09 pm »
Just came here to say how awesome this mod is... having tons of fun atm! I would even go as far as to say this my currently my favourite mod.

Offline gfzuglian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #940 on: May 13, 2019, 04:57:19 am »
I created an account just to say that this mod is hands down the best x-com experience I've ever had (I've played all clones, hell yeah). I'm sorry, but I'm playing at the lowest difficulty, and run into a problem... I already researched 91% of the tech tree and have nothing else to do... So I'm wondering what I am missing. Do I have to destroy all alien bases? Do I have to do something to the "Sea Horrors" ships that sometimes appears? Is the game complete?
« Last Edit: May 13, 2019, 04:13:32 pm by gfzuglian »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #941 on: May 13, 2019, 09:37:09 am »
Just came here to say how awesome this mod is... having tons of fun atm! I would even go as far as to say this my currently my favourite mod.
I'm really pleased, thanks.

Btw, small spoiler/advice about our beloved crayfish-people:
Spoiler:
Lobsterman can be killed by two-three zrbite rounds of heavy gas cannon, or with zrbite torpedoes. And if you lack vibroblades, you can use hooks. These shell openers are maked just for them.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #942 on: May 14, 2019, 01:35:44 pm »
And again with screenshot:

Could be this message pops up only when MC Lab completely builded on any of bases, or it's technically not possible?  Now it's shows when you finishing researching it.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #943 on: May 14, 2019, 02:50:25 pm »
And again with screenshot:

Could be this message pops up only when MC Lab completely builded on any of bases, or it's technically not possible?  Now it's shows when you finishing researching it.
No specific message on construction end is possible, sorry.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.27)
« Reply #944 on: May 15, 2019, 12:50:49 am »
I created an account just to say that this mod is hands down the best x-com experience I've ever had (I've played all clones, hell yeah). I'm sorry, but I'm playing at the lowest difficulty, and run into a problem... I already researched 91% of the tech tree and have nothing else to do... So I'm wondering what I am missing. Do I have to destroy all alien bases? Do I have to do something to the "Sea Horrors" ships that sometimes appears? Is the game complete?
Sea horrors are to be shot down only as far as I know. You need to find two keys. One from jellyman ruler that lives in jellyman colony. The other key is from naga city that should open the next month after interrogation of naga lord. I am not sure if you need to interrogate lobsterman commander. Probably, you need. Also, you need to build flounder type ship to arrive safely to deep water alien central base. The game is finished.