Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.61)  (Read 676976 times)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« Reply #1050 on: July 04, 2019, 06:28:37 am »
What do you mean by "aggro"? Hunter-seeker? (USO, attacking your crafts?)

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« Reply #1051 on: July 04, 2019, 01:51:30 pm »
Yeah, Hunter Killer, but Seeker is new for me. So far I've encounter them only at bases or in strange operation when a lot of alien subs just downed in same spot and if you click on it you can see a list of USOs, usually small, medium, large and floating interceptor (very small) who protect that group. But medium stand alone was new for me. That's why I'm asking and surprising.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« Reply #1052 on: July 04, 2019, 02:08:13 pm »
Ah, you have encountered an active alien cruising. Some cruising uso's can be spawned as Hunter-killers. Or not, it is random.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« Reply #1053 on: July 04, 2019, 02:24:24 pm »
Ok, so it was normal. Question about research: will enhanced Navigator unlock same technologies as normal one (magnetic navigation and it's dependents) or I need both of them? So far (may be it's because Superhuman or I just got unlucky) I got no Navigators alive.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.30)
« Reply #1054 on: July 04, 2019, 03:41:23 pm »
Ok, so it was normal. Question about research: will enhanced Navigator unlock same technologies as normal one (magnetic navigation and it's dependents) or I need both of them? So far (may be it's because Superhuman or I just got unlucky) I got no Navigators alive.
Yes, enchanced aquatoid will be useful just as normal.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1055 on: July 07, 2019, 09:03:44 am »
Version 2.31 is up.
Changelog:
- Fixed OXCE 5.5 incompatibilities;
- Minor balancing (bio armors, uso speed, gauss resistances, etc)
- Minor fixes (strings, inventory pics, bullet sprites, etc)

To Shiroi Bara: Door under alien containment facility enlarged.

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1056 on: July 07, 2019, 11:26:20 am »
Hi Nord,
Two things:
1. I made a cleaner version of the Bio-Drone inventory pic. It's in RGB, so you'd have to convert it to the TFTD palette (I don't have it), but there should be no other colours.
2. I see there has been no updates on Transifex since last year. Have there really been no updates?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1057 on: July 07, 2019, 01:02:51 pm »
Hi Nord,
Two things:
1. I made a cleaner version of the Bio-Drone inventory pic. It's in RGB, so you'd have to convert it to the TFTD palette (I don't have it), but there should be no other colours.
2. I see there has been no updates on Transifex since last year. Have there really been no updates?
1. thanks, can use in next update (if i find enough bugs to fix)
2. Well... i forget about Transifex completely. But updates of mod since new year contain low quantity of new texts. This update, eg , has only three grammatic errors fixed.

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1058 on: July 07, 2019, 01:42:47 pm »
OK, I uploaded the newest strings to Transifex.
I really encourage you to use the translations when they're done, people put a lot of work in these, you know.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1059 on: July 08, 2019, 10:00:27 pm »
To Shiroi Bara: Door under alien containment facility enlarged.
Thank you for you fix, but I'm done, I've failed around 100 times now. This mod too hard for me, even on easiest difficulty. Too much tilt, too many negative emotions of this game. Of course I can just not use Ironman and reload but I don't like take my moves back. It's unfair. My fault anyway. bad planing, bad tactics, bad resource usage and e.t.c. Sorry I was too rude because of my tilt and posted some stupid messages here. Gotta take a break, because I spend 4 months of real life just trying other and other like stupid mule on tiny bridge.
P.S.
Enlarged door is still 1x1 tile. Here is 2 save files for you. First geoscape with 3 bases, second is base attack mission on base number 2. And screenshot as well. Or may be it was another door?
« Last Edit: July 12, 2019, 06:21:23 pm by Shiroi Bara »

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1060 on: July 16, 2019, 09:27:20 pm »
Ok, the break is over, no more Ironman for me. Too hard. Those Ghosts can't be targeted for some unknown reason. It cost me few aquanauts already. "No viable trajectory" message pops if I try shoot them with Gas cannon. Here is screenshot and save file. I don't know bug is it or not, but I don't see any obstacles between my aquanaut and he's target.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1061 on: July 18, 2019, 12:07:51 am »
Question: how strong are Freaks supposed to be?

On my first (well technically second) encounter with them (small landed USO, episode #109), they panicked 2-3 of my MC-Shielded guys (all 100 MC Strength) without problems and mind-controlled on the second turn.
Was I just unlucky or should I avoid them completely? :)

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1062 on: July 18, 2019, 12:02:57 pm »
Question: how strong are Freaks supposed to be?

On my first (well technically second) encounter with them (small landed USO, episode #109), they panicked 2-3 of my MC-Shielded guys (all 100 MC Strength) without problems and mind-controlled on the second turn.
Was I just unlucky or should I avoid them completely? :)

Quite strong. Sonic autoguns work against them. Their shield is regenerating. Several shots at one turn is necessary to remove shield. Shock launcher works but still not at first shot. May be bio weapons are effective. Never tried. You need to research bio-weapons or sonic autoguns to oppose heavily armored hellcrabs which will appear soon as pets of freaks.
« Last Edit: July 18, 2019, 12:05:30 pm by 5taras »

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1063 on: July 18, 2019, 12:07:18 pm »
Quite strong. Sonic autoguns work against them. Their shield is regenerating. Several shots at one turn is necessary to remove shield. May be bio weapons are effective. Never tried.

I know about their defenses.

I am asking about the strength of their M.C. and how easy it is (or should be) for them to panic/mindcontrol an MC-Shielded aquanaut with MC Strength = 100.

Offline Bobit

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1064 on: July 18, 2019, 04:11:20 pm »
You could just look through units.rul. Not sure what the string is for freaks.