Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.61)  (Read 676487 times)

misterx

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.34)
« Reply #1170 on: December 13, 2019, 09:53:40 am »
Also, you really should try Dioxine's "X-Pirates" and Solarius's "The X-com files". They are awesome.

Tryed both, but the former is actually down for mainteinance, just trying the latter, very excellent works! Looki'n forward to other content addiction, whatever :)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1171 on: December 13, 2019, 11:59:10 am »
Polishing continues.
Version 2.35 is up.
Changelog:
- Various minor bugfixes;
- Implemented decreased enemy's TU on the first turn;
- Minor balancing;
- OXCE 6.2 used.

Offline new_civilian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1172 on: December 13, 2019, 12:34:30 pm »
Cool, I will start a campaign with your mod once I finished my X-Piratez one, this will take some time, though...  ::)

I know they are starter weapons and have to be crappy, but I hate-love the harpoons that you get at the start... 8)
Combine rookie X-Com soldiers with a wimpy starter weapon, go on a difficult mission.... You get the picture  ;D

Offline SIMON BAILIE

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1173 on: December 13, 2019, 11:41:34 pm »
With a fresh install of the latest version and no other mods, 2.35 I get the following error. I had a look at the particular file through notepad + but can't see what's wrong.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1174 on: December 13, 2019, 11:44:59 pm »
open research.rul
go to line 873
and add a colon after the word disables

Offline SIMON BAILIE

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1175 on: December 13, 2019, 11:54:47 pm »
Thanks

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1176 on: December 14, 2019, 05:24:46 am »
Oops. As bashorg says, "we got 10 bugs. 8 fixed, 6 left"

Fixed, please download 2.35F.

Uploading fixed version right after new one become a tradition to me... a bad tradition. I'll try my best next time.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1177 on: December 14, 2019, 12:00:46 pm »
Just returned after many months.

First: Does this mod have already full german support?

Second: Has it been removed, that alien colonies spawn infiltration missions? At least the aliendeployment.rul tells so.

Third: After installing the latest version, I had to type in my resolution. Mod has no arrows for me to change that via mouse-click. It this intended?
« Last Edit: December 14, 2019, 01:16:57 pm by LouisdeFuines »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1178 on: December 14, 2019, 02:09:59 pm »
First: No, but you can help with it, if you want.

Second: No, but rate of spawn reduced.

Third: not really understand, but such terms are not mod thing, but enine thing. Look OXCE subforum maybe.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1179 on: December 14, 2019, 02:12:37 pm »
Third: After installing the latest version, I had to type in my resolution. Mod has no arrows for me to change that via mouse-click. It this intended?

Depends on your system.

OpenXcom asks the system if it can provide supported resolutions... if it can, you will have arrows.. if it can't, there will be no arrows.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1180 on: December 14, 2019, 03:42:37 pm »
When I play OXCE, I`m shown the arrows, when starting with Meridians latest build 6.2.

Problem occurs only with this mod.

As for the alien colony infiltration:
See here in the aliendeployments.rul (line 2126):
markerName: STR_ALIEN_BASE
    markerIcon: 7
    genMission:
      STR_ALIEN_SUPPLY: 100
    genMissionFreq: 6

There is no line "STR_ALIEN_INFILTRATION" anymore

Does it have moved somewhere else?
I want no infiltrations spawned by the colonies.
Do I have to deactivate it at another place?
« Last Edit: December 14, 2019, 03:46:18 pm by LouisdeFuines »

Offline andre2

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1181 on: December 14, 2019, 05:22:41 pm »
Hey Nord,
I got your mod by MOD.IO.
I dont know if there are other sources for it. But what kind of is missing is a guide about how to update. I have Ver 2.34 and I would like to update without screwing up my game progress.
« Last Edit: December 14, 2019, 05:55:42 pm by andre2 »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1182 on: December 14, 2019, 06:08:15 pm »
Download  newest version (2.35f now), unpack it. Copy a folder xcom2 from "twots_*previous version*/user/" into your brand new "twots 2_35/user/" folder. That's all. You can also copy file "options.cfg", but i will not recommend it.
As for the alien colony infiltration:
You show a Jellymen colony.
Line 4188 of alienDeployments.rul is what you searching.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1183 on: December 14, 2019, 07:16:12 pm »
Line 4188 of alienDeployments.rul is what you searching.
@Nord:
My AlienDeployments.rul has only 2873 lines.

When I look for STR_ALIEN_INFILTRATION, I simply can`t find that line.

Please look into my uploaded .rul. It`s from your mod I have taken it from.

I`m using Notepad++.

But even, if another edtior is used by you: I should be able to find the appropriate line by "searching" it. But it isn`t there.
« Last Edit: December 14, 2019, 07:21:06 pm by LouisdeFuines »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1184 on: December 14, 2019, 07:29:04 pm »
It is ruleset from original game. You need to seek "user/mods/twots/ruleset/aliendeployments.rul"