aliens

Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.51)  (Read 439550 times)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1200 on: December 19, 2019, 04:35:49 am »
You can use CRTL+LEFT CLICK to relocate  facility. For a price.

Offline ohartenstein23

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1201 on: December 19, 2019, 04:47:29 am »
You can use CRTL+LEFT CLICK to relocate  facility. For a price.

You can't do that anymore in the latest version of OXCE, that feature was removed.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1202 on: December 19, 2019, 06:10:39 am »
But why?

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1203 on: December 19, 2019, 10:35:47 am »
But why?

Because it was controversial, and I got sick of 50% of people complaining about it.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1204 on: December 19, 2019, 11:16:07 am »
Yep, though i disagree, but more here:
https://openxcom.org/forum/index.php/topic,3626.msg118360.html#msg118360

It was removed exactly because of people like you.
It is not coming back, stop asking.

misterx

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1205 on: December 19, 2019, 11:18:13 am »
Because it was controversial, and I got sick of 50% of people complaining about it.

Ok, i personally liked it, but "de gustibus" though i disagreed

@Nord: i've modifyed the x rifle "manufacturoing" the x-pistol. May i hunble give an hint on naming: ahat aoubt "omega rifle"? Seems more appealing the the x one. Don't know if you wanna add it to the game anyway stuff is attached. Also if you plan to add on "old" weapon i've redrawn the uzi here: https://openxcom.org/forum/index.php/topic,4595.msg120923.html#msg120923.

If you feel more creative, check google: https://www.google.com/search?q=futuristic+weapons&client=firefox-b-d&source=lnms&tbm=isch&sa=X&ved=2ahUKEwiT05vbrsHmAhWBM-wKHSgYAzEQ_AUoAXoECA0QAw&biw=1536&bih=728&dpr=1.25#imgrc=Jb7dUOUBZ6R7SM:
:)
« Last Edit: December 19, 2019, 11:19:49 am by misterx »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1206 on: December 19, 2019, 02:01:09 pm »
It was removed exactly because of people like you.
It is not coming back, stop asking.
No, i'm not asking it back. Just  surprised that i miss that.
I'm trying to read all your changelogs carefully.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1207 on: December 19, 2019, 02:11:47 pm »
No, i'm not asking it back. Just  surprised that i miss that.
I'm trying to read all your changelogs carefully.

My answer was for misterx (he just deleted his post in the meantime), not for you Nord.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1208 on: December 19, 2019, 06:14:36 pm »
Oh, ok. Phone screen, small letters.

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1209 on: December 20, 2019, 01:41:31 am »
Could it be possible to buy the officers laser pistol after researching it in a future update? By the way, the scorpenae is a damn good craft.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1210 on: December 20, 2019, 04:52:52 am »
Laser pistol? For what purpose? It is useless.

Offline andre2

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1211 on: December 20, 2019, 02:23:07 pm »
Maybe he wants it for a roleplaying aspect.

Offline CaptainMagicono

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1212 on: December 28, 2019, 03:52:14 am »
So this is my sixth attempt at beating this mod in Veteran Ironman and I have to say I have been really enjoying the mod, good job to everyone that has worked on, thanks for making it.

I think I found a bug involving the aliens intercepting X-com craft and destroying them though and i'm not really sure if anyone has mentioned this already since I can't really search for any specific term for the bug.

Anyway, I one of my Tritons leaving base to get to a terror site, a few moments after departing I got the pop-up that the Triton was about to be intercepted, well shit, this is why you always bring an escort after a point. So the Triton got one shot by the interceptor, stung since it had 9 soldiers and most of that bases gear inside it, oh well, I still have my other base and soldiers to compensate until I build up that bases squad and equipment again.

Thing I realized after this happened though, the base they came from still had the living quarters filled up as if those soldiers were still alive and taking up space, but the ship they were in was destroyed. So these dead soldiers are still taking up living space.

I would have to assume this is some behavior that only happens because they died on the Geoscape rather than the Tactical engine or something. I assume this because they did not even get memorial entries, it's like they just vanished out of all history after the transport they were in was shot down. I have not noticed if this also happens if a X-com piloted fighter craft like a Moray is shot down, I have not checked if that one pilot still takes up a living quarters slot or not.

If this has not happened for anyone else, maybe my situation was different, I did notice that the Triton was shot down in basically a single volley rather than a few on the interception screen, which I had not seen before, so that could have something to do with it.
« Last Edit: December 28, 2019, 03:57:54 am by CaptainMagicono »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1213 on: December 28, 2019, 04:15:30 am »
Wait for some days, and these soldiers, saved from open sea, will return to their service.
If a ship is shot down, pilots and passengers will survive. But not cargo.

Offline CaptainMagicono

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1214 on: December 28, 2019, 04:35:18 am »
Oh wow, I was so confused just now when I saw my arrival of "new" troops was actually the same soldiers that I thought were dead with all the armor as well. That is actually a lot more lenient then I was expecting from this mod honestly. Now that I know this I am curious if my assumption was correct in that soldiers can't really be "killed" through the Geoscape engine events? Or at least they can't have a proper death report made for them and such.

Thanks for the quick reply btw.