Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 836423 times)

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1110 on: October 09, 2019, 11:02:05 am »
I'm not entirely sure how the Phosphorus torpedo's fire works, but I believe it coats an area, so the fire decay after a turn shouldn't remove 90% of the fire and leave the center empty, right?

The fire can disappear in just one turn. For example on the empty seabed tiles.

Did you see the Polyph actually move?

Offline greenking13

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1111 on: October 09, 2019, 05:16:49 pm »
Yes, I saw the Polyph move. I had a person within it's shooting range, and fully expected to lose said person, but rather it got up and moved instead of shooting. I didn't see a panic message, so it wasn't panicked.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1112 on: October 13, 2019, 01:05:17 am »
Hey Nord, I'he found what clearing Barge mission not give synonium device parts (or how it called - forget right now, same loot if you clean up artifact site or colony mission). Is it a bug? If I remember correctly mission briefing tells something about what this device present on barge as well. Could you explain please?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1113 on: October 13, 2019, 10:17:24 am »
As i remember, barge contain control device, but not synomium one. Synomium devices mounted under ground, they are large and heavy. (under device with spinning rings lies contact floor to it).
Simly - barges do not participate in mind control network building.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1114 on: October 13, 2019, 01:39:51 pm »
Ok, got it. I asked because those devices looks same, that's why missing such loot at the end confuse me. By the way, I never tried just go to 3rd floor and blow it up. Will I get same message after destroying it: "Control device has been destroyed. Proceed to entrance and abort"?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1115 on: October 14, 2019, 08:19:49 am »
Yes you will. Also you can
Spoiler:
Use pvt launcher right from your craft doors and finish mission in one-two shots.

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1116 on: October 14, 2019, 05:57:02 pm »
Yes, I saw the Polyph move. I had a person within it's shooting range, and fully expected to lose said person, but rather it got up and moved instead of shooting. I didn't see a panic message, so it wasn't panicked.

I tried everything I could, but I couldn't make them move.

They have max 1 energy, which is not enough to make even one step.
Also when they panicked and berserked, they didn't move.

If you can reproduce it, make a save and upload it here.

Offline ohartenstein23

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1117 on: October 14, 2019, 08:02:54 pm »
Could the polyph moving be an issue of a destroyed tile having 0 TU movement cost? That would match being able to move with only 1 max energy.

Nord, if you don't want polyphs to move at all you could set the "allowsMoving: false" tag on their armor.

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1118 on: October 14, 2019, 08:11:45 pm »
Could the polyph moving be an issue of a destroyed tile having 0 TU movement cost? That would match being able to move with only 1 max energy.

Nord, if you don't want polyphs to move at all you could set the "allowsMoving: false" tag on their armor.

I checked movement cost for twots and there was only a single one MCD entry with zero cost.
I sent it to Nord to check yesterday.

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1119 on: October 17, 2019, 07:22:24 pm »
Well, how do I put this...This is hands-down the worst xcom tftd megamod I have ever played.

versions 2.32 and 2.33 both crash as I send the flounder craft to t'leth with some B.S maperror that says that abomination enemy not found.

please fix.

- a very pissed off yet still polite user.

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1120 on: October 17, 2019, 08:18:46 pm »
Wow, that's new.
Worst mod because of one crash after playing the game for 200+ hours? I'd say that's a record, most mods crash a lot sooner :)
Welcome to the forums...

@Nord: there is a small typo in alienDeployments.rul

Code: [Select]
...
    race: STR_ABOMINATIONS             # should be STR_ABOMINATION    (without S at the end)
    nextStage: STR_TLETH_P2
    finalDestination: true
...

That fixes the crash.
« Last Edit: October 17, 2019, 08:46:20 pm by Meridian »

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1121 on: October 17, 2019, 11:36:20 pm »
There are at least 3 more big issues with the mod that I see.

1. Ion weapons are not manufacturable unless that was the intention.

2. The hyper dense alien materials are kind of useless. They cant be used to make better armors or new ammo types for more weapons, and no use in craft torpedo weapons.

3. Getting the cyclop mechanized armor is not possible and I've genuinely tried to get my hands on it. Has it been removed from the mod or am I missing something?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1122 on: October 18, 2019, 09:53:08 am »
There are at least 3 more big issues with the mod that I see.

1. Ion weapons are not manufacturable unless that was the intention.

2. The hyper dense alien materials are kind of useless. They cant be used to make better armors or new ammo types for more weapons, and no use in craft torpedo weapons.

3. Getting the cyclop mechanized armor is not possible and I've genuinely tried to get my hands on it. Has it been removed from the mod or am I missing something?
1. Yes, just as sonic. You can make your own weapon, based on this technology.
2. Like 1, this tech used in other applications, like
Spoiler:
PWT craft cannon, solitone charges, pwt disprlacer,  Stinger sub, chainsword, e.t.c.
3. Cyclop research requirements:
Spoiler:
Triscene corpse, Ion armor, Zrbite ammunition, Alien sub construction, live armored gillman technician, sonic weapons manufacturing.
@Nord: there is a small typo in alienDeployments.rul
Oops :)
Will update soon.

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1123 on: October 18, 2019, 12:18:57 pm »
Oops :)
Will update soon.

Thanks.

Also please check these MCDs:

Code: [Select]
AREA51_D1_TFTD: 108, 109, 110, 111, 134, 135
AREA51_D4_TFTD: 108, 109, 110, 111, 134, 135
CAMBALA: 0
CRYPTABANDONED: 0
UINT_R2: 0
WHALE: 0

All those have armor value 0, which will cause endless loop when exploded.
Probably want to use armor value 255, but pls check, I didn't look what they are.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.33)
« Reply #1124 on: October 18, 2019, 03:15:07 pm »
Version 2.33f is up.
Changelog:
- Fixed t'leth crash;
- Minor bugfixing;
- OXCE 6.0 used.