Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.48)  (Read 206038 times)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1470 on: April 05, 2020, 03:55:07 am »
Hey Nord, I'm checking weight of Exosuit and found what it has same as Hardsuit if it equipped on aquanaut. But the article in USOpedia says what it's lighter than hard one. Is this a bug or intended?
intended. In fact, it just does'nt matter. Hevyness of hardsuit - is an impossibility to wear it on land.

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1471 on: April 05, 2020, 05:58:09 am »
A secondary type of plasma gun? More like a rifle but with the capability to have 2-3 snapshots or 1 aimed and one snap shot. Does 60 damage and is unlocked by researching elerium exchange, gauss technology, alien cryogenics, and ion-beam accelerators.

This would give us a superb late-game surface only alternative to sonic weapons.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1472 on: April 05, 2020, 12:48:46 pm »
A secondary type of plasma gun? More like a rifle but with the capability to have 2-3 snapshots or 1 aimed and one snap shot. Does 60 damage and is unlocked by researching elerium exchange, gauss technology, alien cryogenics, and ion-beam accelerators.

This would give us a superb late-game surface only alternative to sonic weapons.
emm... gauss rifle?

Offline Unmadesoldier

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1473 on: April 06, 2020, 08:42:33 pm »
@Nord

It's not entirely clear as to what exactly gauss weapons are as the tftd source material and ufopedia seem to contradict each other. The wiki says that gauss weapons are particle beam weapons...and the heavy gauss is a projectile weapon that is powered by particle accelerators that feed a combination of matter and antimatter into each shell.

In your mod plasma weapons and gauss weapons are distinct weapon types.

I just wasn't sure what the specific differences were in your mod so I suggested a lighter version of the human tech plasma gun that's already in the mod.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1474 on: April 07, 2020, 06:43:25 am »
 Yes, but weapon you described fit just right a place of gauss rifle.   No reason of adding two similar weapons i think.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1475 on: April 07, 2020, 06:05:52 pm »
Any news on bug yet? Here a new save file from another fail run. It's Ironman mode on, so set it off if you want investigate. Same ship, no humans. They just decided not board that cargo ship.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1476 on: April 14, 2020, 01:52:49 pm »
Hunter Killers in this game is bullshit. I've escorted my Triton with 2 Barracudas and got attacked by HK, instead of attack Barracudas it's just wiped out my Triton. GG. Better switch to normal open open x-com where is no hunter killers at all.
P.S.
They just destroyed my base in region where I NEVER touched any USO, nice algorithm.
Dog fight screen was like:
    #  -  Triton who were destroyed instant
   ## - Barracudas, they killed HK, but WHY the hell it's attack Triton instead of them??? Another .rul files bug or it's another OXCE bug?
I checked .rul files, it' should prefer interceptors 1st.
P.P.S.
Oh, ic huntMode=2 now this is expaling everything. Random. It could be Triton 1st. Well ok, so all Interceptors now is USELESS because you Triton could be attacked 1st.
« Last Edit: April 14, 2020, 02:46:02 pm by Shiroi Bara »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1477 on: April 14, 2020, 04:22:24 pm »
Oh, ic huntMode=2 now this is expaling everything. Random. It could be Triton 1st. Well ok, so all Interceptors now is USELESS because you Triton could be attacked 1st.
Hmm... i really cant remember why i chose random. Maybe it is a bug?
Ok, 3 bugs reported. One more and i will update mod.  ;D

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1478 on: April 14, 2020, 05:40:23 pm »
I checked ufopedia for it:
https://www.ufopaedia.org/index.php/Ruleset_Reference_Nightly_(OpenXcom)
That's why I psycho-up again. Haven't encounter it before. I lost lot of Tritons usual way before - no escort, or escort with one interceptor only, but today's RNG what choose Triton really pissed me off. I respect you and mod and work what you did. If you decided keep 2 value as random - it's up to you, it's just make game very hard for hard levels. It's still winnable but need a lot of good RNG.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1479 on: April 15, 2020, 05:19:44 pm »
Hey Nord, could you please check this USO layout which should be in .rul files?

I started some discussion in main OXCE thread because of bug when Naga can use fan as holes in the USO and climb and descend there. Today I've found what my aquanauts can do same. But question now - if they can do in this type USO and this is not bug, why they can't do same at dreadnought? May be some empty space .rul files in places where walls (fans) should be? The bugged (or featured?) fan right under red cursor. You need remove Ironman flag if you want experiment with save file or just generate same type of USO via New Battle mode menu. Thanks in advance.
P.S.
Never mind I just figured out what you already read our with Meridian discussion. But it will be great if you made something one way like, I mean all USO can have this feature or remove it. For my opinion it's better remove it, because dreadnought with such many holes will be easy to assault. 

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.40)
« Reply #1480 on: April 16, 2020, 10:24:32 am »
Version 2.45 is up.
Changelog:
 - Fixed Triton map;
 - Fixed holes in some of USO's roofs;
 - Fixed Cargo ship civilian placement;
 - Added feature: geoscape events;
 - Fixed alien fighter hunt behavior, nerfed his shooting frequency;
 - minor fixes;

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1481 on: April 16, 2020, 11:18:01 am »
Still HuntMode=2 for some USOs? Ok, your rules, your work. But better be prepared. Anyway this is fair - if those HK send just kill anything. If you hungry for blood, doesn't matter who is it. I'm not complain. =)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1482 on: April 16, 2020, 11:57:41 am »
Still HuntMode=2 for some USOs? Ok, your rules, your work. But better be prepared. Anyway this is fair - if those HK send just kill anything. If you hungry for blood, doesn't matter who is it. I'm not complain. =)
No, huntmode will be overwritten by alienmission settings. Only horrors prefer to attack transports. But any transport can outrun horrors.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1483 on: April 16, 2020, 12:14:43 pm »
Ok, thank you, really appreciated. I'm not expert with .rul files, usually just using ufopaedia as info. That's why such fast and wrong conclusions from me. Apologizes. 
P.S.
In real war it's ok to attack any enemy crafts, it's duty of interceptors pilots watch out and protect the transport, but in this game it's just hard coded. I mean if transport chosen first you can't do anything, might only click aggressive attack at dog fight screen and praise what you Triton survives before HKs will be killed. And even with this rules it could be solved just sending few only interceptors to suspicious region for scouting. If they get attacked it could cost you less than losing full Triton with equipment on the board. Problem not this mechanics - problem is the time to rebuild all and negative score won't wait you. Or using detect vessels is might good idea too. 
« Last Edit: April 16, 2020, 12:22:44 pm by Shiroi Bara »

Offline MeaslyTpod

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1484 on: April 16, 2020, 03:54:07 pm »
Nord's constant effort to update this mod is always appreciated!

I finished researching gauss weapons, wonder what to do next...so this mod forces players to fight powerful enemies with less powerful weapons, right?
Then should I try enemy bases with gauss weapons?
I seriously need powerful weapons to deal with lobster people/tentaculats...