Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 836635 times)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1500 on: April 20, 2020, 02:37:24 pm »
Any alien with MC skill greater than zero can panic/control your unit. No aquatoid stats was modified. Then it must be vanilla behavior.

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1501 on: April 20, 2020, 03:43:10 pm »
Crazy bug in russian translate - word "%u0441%u043F%u0435%u0441%u0438%u0430%u043B%u044C%u043D%u043E%u0439" instead of "%u0441%u043F%u0435%u0446%u0438%u0430%u043B%u044C%u043D%u043E%u0439" in description of "%u0434%u0440%u043E%u0442%u0438%u043A%u043E%u043C%u0451%u0442".


Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1502 on: April 20, 2020, 06:06:00 pm »

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1503 on: April 22, 2020, 01:42:23 pm »
2.45 package contains TFTD OG files... please remove and reupload

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1504 on: April 22, 2020, 04:05:27 pm »
Why small USO landed at my base has terror units? If you decided made attack the base with small USO's too, it's should be no terror units Commanders or other high ranks who magically appears at mission even small one attacked the base. Bullshit. What next - very small with full colony army? In this mission gilman Commander keep controlled my aquanauts.
This is the craziest bug what I saw in this mod. 2! gilmen staying on the ground on 1 tile. Check their sprites via middle button using  highlighted 1,2 enemy spotted marks.

Save file attached. Ironman flag set to false but I'm still not reloading.

« Last Edit: April 22, 2020, 04:20:48 pm by Shiroi Bara »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1505 on: April 22, 2020, 04:53:48 pm »
2.45 package contains TFTD OG files... please remove and reupload
Oops. Reuploaded.
Why small USO landed at my base has terror units? If you decided made attack the base with small USO's too, it's should be no terror units Commanders or other high ranks who magically appears at mission even small one attacked the base. Bullshit. What next - very small with full colony army? In this mission gilman Commander keep controlled my aquanauts.
It is a bug. will be fixed, thanks.
Quote
This is the craziest bug what I saw in this mod. 2! gilmen staying on the ground on 1 tile. Check their sprites via middle button using  highlighted 1,2 enemy spotted marks.
And this is not a bug. These two units are in different hangars.
« Last Edit: April 22, 2020, 05:00:35 pm by Nord »

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1506 on: April 22, 2020, 05:11:07 pm »
Ok, if they in 2 different hangars that's ok. Seems I'm blinded. Will check later. Saved the base thank God! Remove all pilots in Barracuda not working - nothing happens pilot still riding interceptor, same as add pilot - it's pop up empty window without list of pilots. I don't know why.
P.S.
I have request, but probably not accepted - increase amount of ammo  to acid guns in one clip and made pistol one-handed for close range combat scouting (protecting). I think it's fair - all type of weapons now has it with small exception of course - Dart gun and Jet harpoon  but both same research line tree, Gauss has, Sonic too.
« Last Edit: April 22, 2020, 05:39:22 pm by Shiroi Bara »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1507 on: April 22, 2020, 06:12:27 pm »
Short range acid weapon? It sounds dangerous to use in real life, but why not.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1508 on: April 22, 2020, 06:55:52 pm »
Yeah it will be great, you know as soon as I start playing game using alien weaknesses it makes my life much easy. It's still hard as hell in superhuman but using right weapons against right enemies helps a lot especially before unlocking Gauss and Sonic. You could remove auto shot from acid guns and add it to pistols.

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1509 on: April 23, 2020, 08:42:48 am »
Hey Nord, if it is alright with you, can I port your mod to my Hybrid mod like an expansion pack?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1510 on: April 23, 2020, 09:08:21 am »
Hey Nord, if it is alright with you, can I port your mod to my Hybrid mod like an expansion pack?
Port? Like how? It is a great piece of work. If you want to made it, you're welcome.

wcho035

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1511 on: April 23, 2020, 09:38:38 am »
It is not hard. Just some conversion there and sometime rul files review here. Since I have your permission, I intend to keep most of your changes and stuff. First things first, your resource asset need to be convert to UFO standard. 

If I am to help you with this, would you support its update like you are doing it with TWOTS?

Also how much time can you allow in helping me with this porting?

With the porting, the TFTD side of the Hybrid is yours alone.

UFO side is Reavers, with his faithful mod.



So it a big combo.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1512 on: April 23, 2020, 10:00:55 am »
Also how much time can you allow in helping me with this porting?
That's what i am talking about. :D
Sorry, i can not provide any sufficient help. All my free time with right mood for modding are sacrificed to my other mod.

wcho035

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1513 on: April 23, 2020, 10:12:06 am »
Can you support of its update or consultation on changes to be able to make Hybrid compatible?  Remember, with Hybrid, you can open up other possibilities. TBH, almost 50% of your asset is already converted in my other mod... ;D
« Last Edit: April 23, 2020, 10:15:25 am by Precentor Apollyon »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.45)
« Reply #1514 on: April 23, 2020, 12:21:37 pm »
Consultations, of course. Sprite drawing - not now. :-)