Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.47)  (Read 185233 times)

Offline CaptainMagicono

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1215 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 #1216 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 #1217 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.

Offline The Reaver of Darkness

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1218 on: December 29, 2019, 01:59:21 am »
Could it be possible to buy the officers laser pistol after researching it in a future update?
Laser pistol? For what purpose? It is useless.

It has maybe one use: it's a tiny 1x2 weapon with a weight of 2 and no ammo clips. Any soldier carrying a heavy weapon with a short ammo supply could easily toss one of these somewhere into the inventory. Like carrying a knife, only with more range and less damage.

But also looking over its stats, I feel like it could use a small buff. The article declares it to be popular, but the carbine outperforms it in virtually every way. Its shot ranges, for example, are much shorter than other weapons in its class. It's also more expensive than the carbine.
« Last Edit: December 29, 2019, 02:01:24 am by The Reaver of Darkness »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1219 on: December 29, 2019, 08:10:20 am »
Ok, laser smg then?

Offline Mathel

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1220 on: December 31, 2019, 05:40:36 pm »
Hello.
I decided to try this during the holidays.

It seems fun so far, but I ran into a segfault. It triggers when the naked civilian man moves after ending the turn.

Since I am already commenting, I noticed that CQC is not enabled. This makes melee weapons less useful, as ranged weapons can be used at melee range with almost perfect accuracy.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1221 on: January 01, 2020, 05:01:07 pm »
It seems fun so far, but I ran into a segfault. It triggers when the naked civilian man moves after ending the turn.

OXCE 6.3 critical bug.
I will release a fix soon.

Edit: fixed, please upgrade to OXCE 6.3.1
« Last Edit: January 01, 2020, 07:37:51 pm by Meridian »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1222 on: January 03, 2020, 11:51:09 am »
Ok, a question:
what to add as self-defense laser weapon: compact laser smg or compact laser shotgun?

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1223 on: January 03, 2020, 11:57:01 am »
Ok, a question:
what to add as self-defense laser weapon: compact laser smg or compact laser shotgun?

...both?  :P

Offline CaptainMagicono

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1224 on: January 05, 2020, 06:08:59 am »
So I built the Transmission Nexus over my Naval Control Center, and after being built I was still not seeing the extra information about alien subs and their mission/race, etc. I never built the 1x1 Transmission Resolver since I figured the Nexus was just an upgraded version. Also it seems like the function of the Naval Control Center is no longer functioning either after replacing it with the Nexus. Is this a bug? or did I do something wrong here? Do I need to first build a Resolver for the Nexus to work?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1225 on: January 05, 2020, 09:33:35 am »
Unclear, please provide save file.

Offline CaptainMagicono

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1226 on: January 05, 2020, 07:42:55 pm »
Hopefully that works. Base "five" is the one with the Transmission Nexus. I did notice one single ship after I posted before actually showed the proper info, but it then immediately disappeared off radar like a second after. I looked at the "info for nerds" section of the facility and it said something about 2% detection chance or something, maybe that's the problem? It's just not 100% chance like in vanilla x-com transmission resolver?

Anyway, hopefully the save file will explain better.

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1227 on: January 06, 2020, 04:02:14 am »
I'm not sure if this would make a ton of sense for the mod so here goes:

Terran plasma guns in the mod?

I know we have one already, but its really difficult to use. So perhaps we could eventually learn how to make them?

To unlock them you'd have to first research magnetic navigation and gauss technologies and then research alien cryogenics and ultradense materials.

Magnetic navigation and gauss technologies will allow for improved plasma generation/containment, ultradense materials and alien cryogenics would allow for improved plasma fuel storage and allow for the production of metastable metallic hydrogen which is very energy dense and could serve as the basis for terran plasma weaponry. Granted these are surface only weapons, and are not as effective as sonic weapons but they do a decent job.


Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1228 on: January 07, 2020, 11:35:45 am »
So I built the Transmission Nexus over my Naval Control Center, and after being built I was still not seeing the extra information about alien subs and their mission/race, etc. I never built the 1x1 Transmission Resolver since I figured the Nexus was just an upgraded version. Also it seems like the function of the Naval Control Center is no longer functioning either after replacing it with the Nexus. Is this a bug? or did I do something wrong here? Do I need to first build a Resolver for the Nexus to work?
Ok, seems like you need to build transmission resolver to see USO extras. Engine restriction, i think.
Function of nexus - maintain connection, watching USO detected when it leaves standart resolver radiuses.

P.S.: you dont need mod of swapping small and very small, it is allready in TWoTS.

Offline ShivaTheDeceased

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.35)
« Reply #1229 on: January 08, 2020, 12:05:12 am »
Hello Nord and OXCE crew.

I just made an account to report a Segmentation Fault I started having yesterday. I think it has something to do with Jellymen research/ufopaedia entry, but not sure.

I was playing version 2.35f and OXCE 6.2. Today I updated to OXCE 6.3.3 and the fault is still happening. I've attached my log and most recent hard save.

Other than that, I've really enjoyed this mod so far, so thank you.