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Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.61)  (Read 676584 times)

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1365 on: February 13, 2020, 10:05:15 pm »
Meh, guess it's DUPs all the way from the first month to T'leth then.  :-\

Research is supposed to give you better tech, not infinite sidegrades and variants. If gauss cannons are still in use 2 years into the game, long after sonic is available, that's actually an indication that the balance is bad. Being too scared to make things overpowered leads to the opposite extreme where the tech tree is too flat and players don't feel like they make any progress. I feel like this is a general issue TWoTS has, not just with craft weapons.

It sucks quite a bit to have tons of new toys and then never use any of them because they are too situational or underpowered. It effectively wastes your own effort as the modmaker, too, because you spend time making content players won't see much. As a player, I really want to use all those cool looking new subs and guns and whatnot, but to do so I have to pretty much handicap myself. I can't recall how many times have I finished a new research, read the report and said: "Wow, this looks interesting. Guess I'll never use it because sonic rifle / ion armor / manta is better."

Your mod has the best content for TFTD of all mods, don't undersell it.  :P

Offline The Reaver of Darkness

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1366 on: February 13, 2020, 10:12:49 pm »
MELEE:

In my own modding experience I found that the easiest way to make melee weapons work was to make them fast, powerful, and accurate. I let the soldier's attributes (like strength, melee accuracy, reactions) add most or all of its damage, meaning it scales in power with game progression or just with how often you use the weapons (especially if the weapon trains the same attributes it uses). My rule of thumb is that a given melee weapon should do more damage than a ranged weapon at the same tech level, even though it costs less TUs to use. Also consider how often it should actually hit, and adjust its accuracy accordingly. Vanilla melee accuracy is 20-40, so a melee weapon with a 100% internal hit chance will still miss most of the time.


Your Gauss Cannon:
Range: 25
Damage: 90
Accuracy: 35
Reload: 20/16/12
Effective DPM vs small: 62.4/78.0/104.0
Effective DPM vs medium: 70.9/88.6/118.1
Effective DPM vs large: 88.6/110.7/147.7

Your Sonic Oscillator:
Range: 50
Damage: 110
Accuracy: 40
Reload: 24
Effective DPM vs small: 72.6
Effective DPM vs medium: 82.5
Effective DPM vs large: 103.1

Your alien sub hit points:
Very Small: 50/60/150/260/350
Small: 300/500/650
Medium: 550/650/750
Large: 1400/2000/4200

My conclusion: the sonic oscillator has potential merit by having more range. Even if no USOs have a weapon range within the margin, it can still likely down small subs faster than the gauss cannon merely because it begins firing sooner. But even against the beefier smalls, the sonic oscillator is still about the same power as the gauss cannon. Mediums have roughly the same toughness as smalls, but against larges the sonic oscillator will be weaker unless you mount several of them. Short of mounting it on a Leviathan (or maybe a Manta with good torpedoes), the range advantage isn't going to make much difference against something that beefy.

There are four ships that can notably be out-ranged by the sonic oscillator (but not the gauss cannon) (and I have no idea how often they show up): Cruiser, Hunter, Envoy, Mothership.

The DPM values I put above are based on assuming no pilots, and running the full set of equations to determine average sustained applied damage. None of the craft have built-in hit bonuses that I can find, nor do any USOs appear to have dodge bonuses. Therefore, the addition of pilots to grant hit bonuses should increase all the DPM numbers somewhat evenly, with some advantage given to lower hit chance weapons (like the Gauss Cannon) and against smaller USOs. Based on this info, I conclude that you should probably make the following change:

Sonic Oscillator Reload Time:
24 => 22 (if it's supposed to be marginally better than Gauss Cannon)
24 => 20 (if it's supposed to be significantly better than Gauss Cannon)
24 => 18 (if it's supposed to be way better than Gauss Cannon)
24 => 16 (if it's supposed to be a supergun)

As for the ammo, you should just create a manufacturing recipe that turns Zrbite into Sonic Oscillator ammo. Maybe 1 piece for 5/10/20/25 shots.
« Last Edit: February 15, 2020, 09:35:31 am by The Reaver of Darkness »

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1367 on: February 18, 2020, 11:22:11 pm »
Gauss grenades and explosives?

They'd be more powerful than the magna blast grenade and explosive but cannot be purchased and must be manufactured they shouldnt require magnetic navigation to manufacture.

Could we also get a surface usable heavy laser?



Offline andrewgreve

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1368 on: February 22, 2020, 10:42:04 am »
alien ADS clip = 25 damage
regular ADS clip = 30 damage

ufopedia and stats for nerds reflect this.

I also had a shrimp drone survive being shot by alien ADS round today.

Offline MeaslyTpod

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1369 on: March 01, 2020, 07:38:20 am »
Hello, during an alien barge mission, my Turtle got stuck between the door and Poseidon's wing.
It couldn't return to the transport thus had to be left behind to abort the mission, incurring a significant loss.
SWSs aren't cheap to manufacture so I'm quite grateful if this issue is fixed.

Offline davide

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1370 on: March 01, 2020, 11:25:15 am »
Do yuo try to shoot to walls ?

in theory an external double cell path would seem to be on the top/right/top/right/right

Do yuo try to move by near step ?

Offline BlackStaff

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1371 on: March 01, 2020, 12:46:26 pm »
How did you get to this place?
Just go the other way around...

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1372 on: March 01, 2020, 12:55:22 pm »
Hello, during an alien barge mission, my Turtle got stuck between the door and Poseidon's wing.
It couldn't return to the transport thus had to be left behind to abort the mission, incurring a significant loss.
SWSs aren't cheap to manufacture so I'm quite grateful if this issue is fixed.
Thanks, fix is ready, update soon.

Offline MeaslyTpod

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1373 on: March 01, 2020, 02:23:30 pm »
Thanks, fix is ready, update soon.
I appreciate it.  ;D

How did you get to this place?
Just go the other way around...
The other way you mentioned is impossible for SWSs, it looks as if SWSs can move through but in truth the rear side of the transport takes 1 tile width space....so there's only 1 tile width space left.
« Last Edit: March 01, 2020, 02:30:28 pm by MeaslyTpod »

Offline andrewgreve

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1374 on: March 02, 2020, 07:59:21 am »
sorry to pester but was it intentional to have the alien ADS clip be weaker than the standard ADS clip?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1375 on: March 02, 2020, 08:19:24 am »
sorry to pester but was it intentional to have the alien ADS clip be weaker than the standard ADS clip?
Yes. It is ignoring armor instead.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.37)
« Reply #1376 on: March 03, 2020, 10:15:36 am »
Version 2.38 is up.
Changelog:
 - Fixed Poseidon map;
 - Fixed/rebalanced melee time costs and aim;
 - Fixed drone sounds (checked);
 - Rebalanced Sonic Oscillator;
 - Now Oscillator and Ion craft cannon require ammo;
 - New loot - neurointerface components;
 - Now one mag.navigation needed to produce 4 gauss pistols or 2 rifles;
 - Mag. navigation manufacturing;
 - Minor fixes;
 - Newest OXCE used.

Offline SIMON BAILIE

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1377 on: March 03, 2020, 01:26:39 pm »
I was checking out v2.38 but the game won't load, yaml error-see attached. I've checked through notepad + but can't see what the issue is?

Offline hellrazor

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1378 on: March 03, 2020, 01:44:50 pm »
I was checking out v2.38 but the game won't load, yaml error-see attached. I've checked through notepad + but can't see what the issue is?

Probably tabs used instead of spaces on line 4857 in Items.rul

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.38)'
« Reply #1379 on: March 03, 2020, 01:47:26 pm »
I was checking out v2.38 but the game won't load, yaml error-see attached. I've checked through notepad + but can't see what the issue is?
Damn. Thanks, will reupload when get to my PC.

Upd.: Reuploaded. Please upgrade.
« Last Edit: March 03, 2020, 06:54:02 pm by Nord »