Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 835816 times)

Offline LouisdeFuines

  • Commander
  • *****
  • Posts: 586
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1185 on: December 14, 2019, 07:34:20 pm »
Many thanks!

Your and the help of Meridian helped me out!

« Last Edit: December 14, 2019, 07:39:41 pm by LouisdeFuines »

Offline andre2

  • Sergeant
  • **
  • Posts: 23
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1186 on: December 15, 2019, 08:52:22 pm »
I just have researched the Baracuda and built the first one. In my opinion the mod would profit from a tutorial entry about manning USOs in the USOPEDIA in the first section.
There are three properties that matter:
ACC
BRA and
REA.
A little text about what is what would be helpful for new guys.

Offline andre2

  • Sergeant
  • **
  • Posts: 23
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1187 on: December 16, 2019, 01:49:39 am »
I had an enhanced Aquatoid taking stun harpoons from the Jet Harpoon and it got the blood drops over it, rather than the ZzzzZZZzzzz.
And Im pretty sure that he only took stun Harpoons. As I spotted an enhanced Navigator among them via the Mind probe thingy. As I wanted such a one.
I dont know if that is intended or a bug.
I made a save of it.

It is the one who lies at the bottom level at the corner of that one room.

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1188 on: December 16, 2019, 05:10:40 am »
Thanks, harpoons - is a bug, will be fixed.
About ufopedia article - i'll think about it. Dont you want to help create english version?

misterx

  • Guest
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1189 on: December 16, 2019, 03:54:03 pm »
Dear Nord;

Care to use the APS underwater rifle?: https://en.wikipedia.org/wiki/APS_underwater_rifle?

if so please have the srites attached, speaking of "TFTD theming" i made also an H&K MP5 navy version, grab it here too if you want. Cheers :)

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1190 on: December 16, 2019, 03:58:39 pm »
Dear Nord;

Care to use the APS underwater rifle?: https://en.wikipedia.org/wiki/APS_underwater_rifle?

APS is obsolete. ADS now used by russian specops. And it is already in mod.
https://en.wikipedia.org/wiki/ADS_amphibious_rifle

misterx

  • Guest
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1191 on: December 16, 2019, 04:03:23 pm »
APS is obsolete. ADS now used by russian specops. And it is already in mod.
https://en.wikipedia.org/wiki/ADS_amphibious_rifle

Sorry i was not waware of that. But APS may be still implemented and ADS avaiable as an upgrade?

Last "input": how about to use some kind of submarine as starting craft, instead the seamster may built upon some research. I remember to have seen some kind of that in a post here, but can't remember where  :'(

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1192 on: December 16, 2019, 05:27:46 pm »
Sorry i was not waware of that. But APS may be still implemented and ADS avaiable as an upgrade?

Last "input": how about to use some kind of submarine as starting craft, instead the seamster may built upon some research. I remember to have seen some kind of that in a post here, but can't remember where  :'(

Hehe. Many players grumble about how awful is seamaster, and you want to make him not the worsest one.  ;D
Still, any mini-submarine needs a delivery vessel. And best of it is Seamaster P8-M. Or not best, but fastest.

Offline andre2

  • Sergeant
  • **
  • Posts: 23
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1193 on: December 16, 2019, 10:11:43 pm »
@ Nord: thanks for the offer. I believe that I maybe would not deliver that text so well. I havent understood the whole fighter crew thingy yet.

I really like the Seamaster and the gamestart. Such a fight vs. aliens should start as an uphill battle.
Like when the americans landed in Guadalcanal, they lost 2 CA Cruisers and DDs and almost all the "dropships" erm... their freighters full of supplies for the marines by japanese night action.

BTW, Church of Sirius guys just climbed my sub and even threw an explosive of a weak kind at my smoked up door team. WOW. O_O
I´m having fun here.

Offline andre2

  • Sergeant
  • **
  • Posts: 23
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1194 on: December 16, 2019, 10:38:32 pm »
I dont understand the weaknesses report for the Bio-Drone.
So does it still explode when shot by stun or HE ammo? The text could be a little bit more presice.
I asume it tries to say, if you shoot HE at it, you may already have a little savety distance to your dudes. So you just dont care about it´s own blast so much.
« Last Edit: December 16, 2019, 10:41:25 pm by andre2 »

Offline andre2

  • Sergeant
  • **
  • Posts: 23
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1195 on: December 17, 2019, 12:46:56 am »
Bug?:
I can only build 1x Biolab at my research base. After placing the first, the entry in the build menu for the Biolab jumps to the very bottom of the list. Also then, when you click the entry, no sub menu opens, where the needed items are listed.

I opened the build list at another base. There the Biolab was in the middle of the list.

Savegame is attached.
« Last Edit: December 17, 2019, 12:50:48 am by andre2 »

Offline Nord

  • Commander
  • *****
  • Posts: 1746
  • The Gate is open.
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1196 on: December 17, 2019, 05:35:06 am »
1. Yes, aliens do such tricks because of expanded map routes.
2. If you kill biodrone with HE or stun him, he will not explode.
3. Only one biolab per base allowed, just as sayed in USOpedia.

Offline andre2

  • Sergeant
  • **
  • Posts: 23
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1197 on: December 17, 2019, 11:15:20 pm »
I double checked. The information about the fact that only one per base is too deeply hidden. It is like games from 20 years ago, where searched for 3-5 hours on how to progress in the level. When internet was not around.

Maybe you can ad one line in the first stage of description.
"Only one biolab per base."

Like for the naval fleet control center. There it says: "EXPENSIVE!".

Also I only now found out that the transmission resolver can replace sonar. A text like: "The transmission resolver can replace the advanced sonar. It has a little bit more range and also decrypts the mission and species of the craft."

Offline Meridian

  • Global Moderator
  • Commander
  • *****
  • Posts: 9087
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1198 on: December 17, 2019, 11:20:15 pm »
Everything looks just fine to me.

Offline andre2

  • Sergeant
  • **
  • Posts: 23
    • View Profile
Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1199 on: December 18, 2019, 07:48:21 pm »
I had to remove a transmission resolver, because I placed it bad and my base planning would not have worked. I lost 4 of the 5 last magnetic navigations and the only alien synomium decive part.
That is so cruel. Cant there be a full refund of theese things? The facility had a build progress of 1 day.
« Last Edit: December 18, 2019, 08:30:44 pm by andre2 »