Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.50)  (Read 325360 times)

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1545 on: May 07, 2020, 11:55:49 am »
Regarding our friends polyphs. This is save file before I shooted it using phosphorous rounds. Hit succeed and polyph start burning. Immediately skipping turn and it walking. It was second big 2x2 who did it, first did not. Using OXCE on Windows 10 x64. You might need experiment with RNG, because I have no idea how it will work on you PC. But on mine aquanaut hit it successfully and triggering  that bug. The things what I have found - hitting it to it's left upper or down left corners of it's sprite model with 73% accuracy triggers walking, but hitting a little bit further with half of accuracy (yellow 36% number) to right upper or down corners not let him walk. Happy investigating, hope you give us some info if you can reproduce it yourself.

I can reproduce now.
It's some crazy pathfinding bug with 2x2 units and tiles on fire. There's a mismatch between artificially inflating the cost of walking because of fire and deflating it back when performing the actual walk. Inflate doesn't happen, deflate does, resulting in 1 TU and 0 Energy walk cost.

@Nord: totally not worth fixing on OXC(E) side, I would just break pathfinding even more. Please use the "allowsMoving: false" flag on the armor... this will 100% prevent any attempt at moving.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1546 on: May 07, 2020, 08:46:19 pm »
Ok. Will do. When someone will find another 3 bugs. :-) (new principe - each 5 bugs leads to the patch.)

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1547 on: May 08, 2020, 05:25:54 pm »
Damn, the new acid pistols almost 90% useless - 3 tiles aim shot range and 5 maximum where 2 last dramatically accuracy drops even for aimed shot. Plus they have strange explosion effect when hit the target. Yes, they for close range, but why so small distance? Any chances to rework them may be?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1548 on: May 08, 2020, 10:46:35 pm »
Damn, the new acid pistols almost 90% useless - 3 tiles aim shot range and 5 maximum where 2 last dramatically accuracy drops even for aimed shot. Plus they have strange explosion effect when hit the target. Yes, they for close range, but why so small distance? Any chances to rework them may be?
No. I like them just as they are. :-)

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1549 on: May 09, 2020, 10:00:08 pm »
You asked, I got it. Anyway my another run almost other, but those STR_RUBBLE need to be fixed:

Plus, what do next with it? Looks like two big pieces of shit, literally.
P.S.
Ok, I need build same building in place of damaged, got it. But price expensive, I mean same as build brand new. Aliens destroy sub pen  now. Same bug with STR:

P.P.S.
They keep attacking and only air lock left untouched.  Done with this run, no whine =) But, IMHO, frequency of bombing should be nerved. They almost destroyed this base during one month.
« Last Edit: May 09, 2020, 10:10:49 pm by Shiroi Bara »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1550 on: May 09, 2020, 10:55:38 pm »
Have you noticed: which type of USOs has done bombing runs? Only cruisers, or different ones?

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1551 on: May 09, 2020, 11:50:20 pm »
I have no idea, most of them were small. It's only info what I got. I had no transmission resolver detector to check their types.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1552 on: May 10, 2020, 09:57:40 pm »
I have no idea, most of them were small. It's only info what I got. I had no transmission resolver detector to check their types.
Ok, i'll try to check.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1553 on: May 11, 2020, 03:44:03 pm »
Smoke broke or working incorrect. My aquanaut was in center of it (I dropped primed grenade to his feet) but Naga shooted 3 times and all 3 times hit him. Second turn another guy in same situation was killed too.

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1554 on: May 11, 2020, 04:07:37 pm »
Smoke broke or working incorrect. My aquanaut was in center of it (I dropped primed grenade to his feet) but Naga shooted 3 times and all 3 times hit him. Second turn another guy in same situation was killed too.

Never seriously played TWOTS yet, but it looks like heat vision or psi vision to me.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1555 on: May 11, 2020, 04:50:11 pm »
I think I know why it happens - it was on water mission and Naga can fly, i.e. swim. Naga was on 2nd floor and seems smoke not effect height.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1556 on: May 11, 2020, 08:34:56 pm »
For those who are interested, this guy posted his walkthrough of TWOTS on Ironman level of difficulty.
https://www.youtube.com/watch?v=2eYxy2HuwdI

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1557 on: May 11, 2020, 09:55:23 pm »
For those who are interested, this guy posted his walkthrough of TWOTS on Ironman level of difficulty.
https://www.youtube.com/watch?v=2eYxy2HuwdI

It is deadly boring.

Offline Evil_bl

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1558 on: May 13, 2020, 04:49:36 pm »
It is deadly boring.

Next time I will tell some jokes while playing in ironman mode ;D :D ;)

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.46)
« Reply #1559 on: May 13, 2020, 08:53:12 pm »
The game is very dependence on RNG. If you not get Navigator on first terror mission, the chance of lose 95% in September. Same for first aliens in January, if it's not creeper it delay containment and increase chance of lose too. And better not build any additional basses until research at least Gauss, aliens  will attack them and you have no chance to survive. Drills (even you unlock them with Calcinites) are rare. Tasers works good but cost time units to use. And nasty aliens like I already said loves attack you bases regardless disturb you them or not. Very hard, very challenge.