Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.35)  (Read 110648 times)

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 5584
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1080 on: July 20, 2019, 07:50:47 pm »
Ok, thank you for you patience, but I have another question - is it possible to  change that fast rate of fire to more slow via script files according different game difficulty or it's hardcore programed? If you remember Dreadnought in Terror from the deep (vanilla variant, but using openxcom or OXCE) shoots hard but not so fast like that USO. How I can change that rate of fire if it even possible?

You can change the rate of firing using the "reload" attribute.
The change based on difficulty is hardcoded at the moment.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 152
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1081 on: July 20, 2019, 08:00:43 pm »
Example for dummies please, in what rule file it located? Could you post some script code here?

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 5584
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1082 on: July 20, 2019, 08:02:36 pm »
Example for dummies please, in what rule file it located? Could you post some script code here?

ufos.rul

Code: [Select]
ufos:
  - type: STR_SURVEY_SHIP
    size: STR_VERY_SMALL
    sprite: 0
    damageMax: 60
    speedMax: 2000
    accel: 12
    power: 0
    range: 0
    score: 50
    reload: 56                            # <----------- this attribute
    breakOffTime: 300

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 152
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1083 on: July 21, 2019, 05:20:14 pm »
The mission scrip of this mod incredibly bugged. Infinite wave of aliens even on beginner. Testing now in debug mode. This is madness - aliens building their colonies in same spot again and again. Sometimes you can get 2 colonies builded in 2 miles  between them or even one under another in same place. Even Meridian mentioned mission generation bugs in his last videos. And what the hell this lady doing underwater?

P.S.
Jesus, as i said totally bugged. I just destroyed 2 colonies in raw, and they build 2 more i same place:

P.P.S.
More bugs today:

Friendly Jellymen has wrong name if middle click used:
« Last Edit: July 21, 2019, 06:04:27 pm by Shiroi Bara »

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 152
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1084 on: July 21, 2019, 07:40:13 pm »
Ok, more to go - this Manta has no weapons but self destruct button is missing as it present when you use Barracuda or Triton. May be OXCE bug? Save file to test, HK will pop out soon, just wait few seconds:

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 5584
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1085 on: July 21, 2019, 07:56:40 pm »
Ok, more to go - this Manta has no weapons but self destruct button is missing as it present when you use Barracuda or Triton. May be OXCE bug? Save file to test, HK will pop out soon, just wait few seconds:

Self destruct button is missing, because there is an abort button... you can just run away.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 152
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1086 on: July 22, 2019, 03:26:24 pm »
Very strange looking aquatoid, but guess it because of his sprite just half covered by ground object:

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 152
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1087 on: July 24, 2019, 10:13:44 pm »
The mod script no longer generate Pirates attack the ship version (which begins Barracuda research line) since  June month and you will fail (my last attempt). I'm not unlock containment because no aliens appears at all, only mission on shore. May be it was my RNG, but I think game script is bugged now. Infinite infiltration waves of USO's regardless of difficulty, starting from June or Jule. Oh, one important moment for me - my last pirate ship mission fails because Triton get destroyed by HK, while it was on the way to mission. May be it affects or may be not, I don't know.
« Last Edit: July 24, 2019, 10:31:17 pm by Shiroi Bara »

Offline PaxCecilia

  • Squaddie
  • *
  • Posts: 2
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1088 on: August 02, 2019, 01:45:13 am »
Having a bug where the upgraded Jet Harpoon ammo is not being brought into mission inventory screen (equippable in base). Any Jet Harpoons with the Supercavitating Ammo do not show up in the post-briefing equipment phase, and none of the unloaded SC ammo shows up either.

I'm on the latest OXCE build, so it may just be some incompatibility there. Lots of other guns are working fine so it's not pausing my progress.

Offline 5taras

  • Colonel
  • ****
  • Posts: 154
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1089 on: August 08, 2019, 10:02:27 am »
One cannot throw grenades to an elevator platform.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 152
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1090 on: August 10, 2019, 07:12:24 pm »
Seems this mod dead now, because author abandoned it and not response at all. Locust can't be stunned. This noob guy has melee 80% accuracy with tazer and tried few times stun it, but no effect. Beginner difficulty. For people who want and can resolve it, screenshot and save file:


 

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 5584
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1091 on: August 10, 2019, 07:23:02 pm »
Use stun grenades. Locusts have funny loftemps, that prevent melee in certain situations.

Also, it's August, Nord is probably just in holidays... no need to declare the mod dead :)

Offline Bobit

  • Captain
  • ***
  • Posts: 72
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1092 on: August 11, 2019, 12:36:52 am »
Shiroi 2 months  ago: this mod suck I never playing it again

Shiroi now: mod dead authro won't listen to me

Sorry if this is harsh, but you should calm down, you clearly like  the mod, and usually your "bugs" are just minor design disagreements. And it seems really easy to have design disagreements for OpenX mods since they're all hardcore in their own way.

Offline Shiroi Bara

  • Colonel
  • ****
  • Posts: 152
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1093 on: August 11, 2019, 06:21:43 pm »
Nice toxic community here. So this mod is perfect, author is genius and this is not a bug:

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 5584
  • Aaand we're back!
    • View Profile
    • My Wiki
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1094 on: August 11, 2019, 06:23:51 pm »
Nice toxic community here. So this mod is perfect, author is genius and this is not a bug:


why would it be a bug?

it is nicely telling you that you can't use this craft... and that you haven't yet discovered any craft that can go there
« Last Edit: August 11, 2019, 06:25:25 pm by Meridian »