Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 839072 times)

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1080 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

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1081 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:

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1082 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

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1083 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

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1084 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

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1085 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

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1086 on: August 08, 2019, 10:02:27 am »
One cannot throw grenades to an elevator platform.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1087 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:


 

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1088 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

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1089 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

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1090 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:

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1091 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 »

Offline Pierpus82

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1092 on: August 17, 2019, 10:16:54 am »
Is it normal not hearing "vanilla" sound effects at all? No button clicking, no shooting, no deathscream, no explosions, i just hear the music ( new ones are very cool ) and the new sound effects ( mutants death, ADS gunfire ). I'm using the last version (2.31) should i reinstall everything?



BIG EDIT

Solved everything by reinstalling over OpenXCom , OXCE  big deal and Twots. Lost all previous saves, but no big deal. Thanks anyway and sorry for my noob questions!

« Last Edit: August 17, 2019, 04:10:43 pm by Pierpus82 »

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1093 on: August 23, 2019, 05:13:49 am »
According USOpedia words about Enhanced Aquatoids: "...As side of effect, we have observed significantly decreased M.C. capabilites...", but after I checked units.rul file, I've found what all psiSkill parameters same as in Vanilla's equal file located in game folder (Path to OXCE installatation\standard\xcom2). For example this from mode file:
Code: [Select]
- type: STR_HEAVYAQUATOID_NAVIGATOR
    race: STR_HEAVYAQUATOID
    rank: STR_LIVE_NAVIGATOR
    stats:
      tu: 69
      stamina: 100
      health: 50
      bravery: 80
      reactions: 65
      firing: 67
      throwing: 63
      strength: 50
      psiStrength: 40
      psiSkill: 30
      melee: 85
    armor: HEAVYAQUATOID_ARMOR
    standHeight: 16
    kneelHeight: 12
    value: 10
    deathSound: 50
    intelligence: 7
    aggression: 1

And this is from Vanillas:
Code: [Select]
- type: STR_AQUATOID_NAVIGATOR
    race: STR_AQUATOID
    rank: STR_LIVE_NAVIGATOR
    stats:
      tu: 54
      stamina: 100
      health: 35
      bravery: 80
      reactions: 63
      firing: 52
      throwing: 58
      strength: 40
      psiStrength: 40
      psiSkill: 30
      melee: 76
    armor: AQUATOID_ARMOR0
    standHeight: 16
    kneelHeight: 12
    value: 10
    deathSound: 50
    intelligence: 7
    aggression: 1
And yes, this is two different races, but as far as I can understand, for normal Aquatoids mod using Vanilla's file. So question - is this is bug or not, because all psiSkill same for both races but should be nerved for Enhanced Aquatoids  according USOpedia?

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.31)
« Reply #1094 on: August 27, 2019, 11:50:26 am »
1. On the second stage of T'leth mission one cannot put all the 30+ aquanauts on evacuation zone.
It's does not sound logical. Only if all the present aliens are killed then one can use all live aquanauts for the 3rd state.
2. Why not replace all aquanauts in T'leth with armored aquanauts or at least with freaks and hellcrabs to make the life of a gamer more amusing?
3. How the freaks can move in land if they seemingly don't have legs? Same for nagas. I don't know any animal that type of anatomy. Snakes don't have hands.
« Last Edit: August 27, 2019, 12:02:07 pm by 5taras »