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Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 836720 times)

Offline Voidez

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #990 on: May 25, 2019, 05:59:31 pm »
greetings. it seems there is a bug with a scout drone: it may be taken to the underwater missions.

as i presume the problem lies in the startingConditions - allowedVehicles

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #991 on: May 25, 2019, 06:29:01 pm »
not OXCE

mod just uses undefined sounds, e.g.
      music: GMATTBAS
      music: GMBIGMAR
      music: GMDEFBAS
      music: GMISPOSH
Ok, will look.
Dose it transforms to Aqua plastic armor?
Yes.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #992 on: May 25, 2019, 07:28:57 pm »
Ok, will look.Yes.

Ehm, sorry, those are vanilla, false alarm.

Anyway, whatever the bug is, it won't be oxce. Maybe some briefings are missing the music definition?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #993 on: May 25, 2019, 07:58:18 pm »
greetings. it seems there is a bug with a scout drone: it may be taken to the underwater missions.

as i presume the problem lies in the startingConditions - allowedVehicles
Do you use OXCE 5.5?

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #994 on: May 25, 2019, 08:05:37 pm »
Just a favor - can you change sound of aqua lung flying aquanauts for something else? Now it's look like it has engine, but it has not. And same for some aliens, same sound. At later releases of course, not such important now.
P.S.
Monster attack terror mission no longer penalty for leaving it? I mean land and abort 0 points. Or it was always?
P.P.S.
About not playing briefing music, this one for example, keeps playing geo track:
« Last Edit: May 25, 2019, 09:03:57 pm by Shiroi Bara »

Offline Voidez

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #995 on: May 25, 2019, 10:58:50 pm »
Do you use OXCE 5.5?
TWoTS 2.28 + Extended 5.5 v 2019-05-19

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #996 on: May 26, 2019, 01:04:42 am »
Well, that was fun, failed on SHIM at December, can't get any live aliens, except Medic, stuck on research 0 implants in stores, Gas weapons require 1-2 shots to kill Gilman, 3-4 to Carcharodon and 3-4 to Hallucinoid. Another problem trajectory, on some missions like Biolab 2nd level you need stay close to enemy due to map design and environment layout. Jet harpoon stun ammo useless, only good against aquatoids. I did NOT get Thermal Tazers too.  And of course MC attack is pain in the ass. Incredibly hard. Good luck to all who will try this challenge.
« Last Edit: May 26, 2019, 01:07:17 pm by Shiroi Bara »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #997 on: May 26, 2019, 06:05:34 am »
TWoTS 2.28 + Extended 5.5 v 2019-05-19
That's the point. Reverse back to 5.4 or wait for 2.29.
Monster attack terror mission no longer penalty for leaving it? I mean land and abort 0 points. Or it was always?
It can not be, because of civilian's deaths. Please provide savegame.
« Last Edit: May 26, 2019, 06:12:33 am by Nord »

Offline davide

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #998 on: May 26, 2019, 12:40:38 pm »
Why do you not include Blank's huge collection of USOs ?

https://openxcom.org/forum/index.php/topic,4521.msg62152.html#msg62152




Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #999 on: May 26, 2019, 01:06:45 pm »
That's the point. Reverse back to 5.4 or wait for 2.29.It can not be, because of civilian's deaths. Please provide savegame.
Can't now because of Ironman, but may be I'll do it again without it and will save just before landing while Triton on his way.  I guess mod still require a lot of testing and debugging, but I'm not lying.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #1000 on: May 26, 2019, 02:58:20 pm »
Why do you not include Blank's huge collection of USOs ?
In fact i did. Not all of them, though, only those i liked. But i should look once more. Thanks for reminder.
Can't now because of Ironman, but may be I'll do it again without it and will save just before landing while Triton on his way.  I guess mod still require a lot of testing and debugging, but I'm not lying.
You may be wrong about mission name, that's all. Other way i dont know what to think...  :P
Checked once again - all terror missions cause 300-400 negative points if abort them.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #1001 on: May 26, 2019, 03:21:18 pm »
Just encounter it via new battle. Choices: monster terror, craft Triton, superhuman. Aborted get 0 points, but sometimes it gives you negative score. I think it's RNG and you need test it deeply



P.S.
Very interesting: aborting immediately gives you 0, but if you turn few aquanauts  in you ship and wait may be a minute it gives negative.
P.P.S
Not sure about time now, I think it's just RNG. It might be OXCE bug.
P.P.P.S
Apologizes for too many post scriptums, but just tested on old openxcom 1.0 git 2018-12-31 18:02. Same behavior - 0 points but sometimes negative score. Seems RNG. Hope not PC based and someone else can confirm it too.
« Last Edit: May 26, 2019, 03:42:04 pm by Shiroi Bara »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #1002 on: May 26, 2019, 03:47:33 pm »
Just encounter it via new battle. Choices: monster terror, craft Triton, superhuman. Aborted get 0 points, but sometimes it gives you negative score. I think it's RNG and you need test it deeply
P.S.
Very interesting: aborting immediately gives you 0, but if you turn few aquanauts  in you ship and wait may be a minute it gives negative.
P.P.S
Not sure about time now, I think it's just RNG. It might be OXCE bug.
I know wat is wrong. Thanks to Meridian's letsplay. Sometimes there is no space on map to spawn civilians. I should rework vanilla island terrain. Thanks for report.

Also, i have looked at Blank's  USOs and was surprised to understand that they are not included in TWoTS. I thinked they are. Maybe they were lost when i was confused in versions. (Somewhere between 2.19 and 2.22) Should do it.

Offline davide

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #1003 on: May 26, 2019, 05:25:35 pm »
In fact i did. Not all of them, though, only those i liked. But i should look once more. Thanks for reminder.
...
Also, i have looked at Blank's  USOs and was surprised to understand that they are not included in TWoTS. I thinked they are. Maybe they were lost when i was confused in versions. (Somewhere between 2.19 and 2.22) Should do it.

Thank you for considering my suggestion

I would be grateful to you if you can list the maps that you discard so maybe I can add them back locally,
or better you could add a couple of ufos.rul , the master with your selection and the optional with the full usos maps list.



Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.28)
« Reply #1004 on: May 26, 2019, 05:47:47 pm »
Thank you for considering my suggestion

I would be grateful to you if you can list the maps that you discard so maybe I can add them back locally,
or better you could add a couple of ufos.rul , the master with your selection and the optional with the full usos maps list.
Basically i add all vanilla-based designs. Those named uso01b, uso01bl1 e.t.c.
No use for experimental(c, d, ...)

Upd.: Version 2.29 is up.
Changelog:
- Added new USO interiors by Blank;
- Added soldier transformations to cyborgs and MC-shielded ones;
- MC-shielded aquanautc MC-strength increased;
- rebalanced a few things;
- defined names for craft weapon slots;
- Fixed new music;
- Fixed island civilian spawn;
- minor fixes;
- suited for OXCE 5.5. And exactly this version is used.
« Last Edit: May 27, 2019, 08:48:25 am by Nord »