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Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.61)  (Read 677166 times)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1740 on: February 01, 2021, 07:35:28 am »
I have ran into this problem before, so apolagies for repeating, but it just keeps happening and I cant get round it.
If I shoot down a sea horror very large sub the game crashes the moment my assault sub arrives and I hit the begin mission button.
Any help would be greatly appreciated.
See attached save game.
You should not be able to sunk down monsters. Maybe something with OXCE version? Normally these 'vessels' will fight to the end, until destroyed.
You can just ignore this crashsite.

Offline ghostknife

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1741 on: February 02, 2021, 01:36:11 pm »
Think I have got it sorted this time. It was an OXCE, I was not using the same version as the one that is inluded with the twots download.

Offline ghostknife

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1742 on: February 04, 2021, 10:44:34 pm »
Hi,

I have a question on the carcharadons. At one point they were a common enemy, but later in the game they dont appear any more. I have gone months without encountering any of them at all in attacks or in subs. I missed out on capturing or killing an octopus earlier in the game and now I think i need one to carry on research and I know they are associated with the carcharadons. Can I expect carcharadons / octopuses to re-appear in the game?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1743 on: February 05, 2021, 04:39:55 am »
Hi,

I have a question on the carcharadons. At one point they were a common enemy, but later in the game they dont appear any more. I have gone months without encountering any of them at all in attacks or in subs. I missed out on capturing or killing an octopus earlier in the game and now I think i need one to carry on research and I know they are associated with the carcharadons. Can I expect carcharadons / octopuses to re-appear in the game?
Yes, it is a pure random.

Offline gijoe

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1744 on: February 17, 2021, 04:33:03 pm »
Congrats, nice mob, though very difficult at the beginning... anyway, care to add the hydrogen rifle mod as of here?

Offline Varana

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1745 on: March 28, 2021, 09:46:09 pm »
 :D Enjoyed playing this big mod once again. (2.48)  :D

A balancing suggestion:
The two armors with camouflageAtDay are a bit overprotecting. It is very simple to sit on the roof of the ship and shoot down all approaching aliens with defensive fire. I think the camouflageAtDay should not be 5 or 6 but -2 or -4.

And I think there is a bug in soldiers: The psi skill caps look messed up. The mc gifted soldier is weaker than the cyborg soldier.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1746 on: March 31, 2021, 04:49:17 pm »
Thanks, Varana.
Yes, you are absolutely right in both cases. Will fix.

Offline Dr.Crowley

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1747 on: May 03, 2021, 12:27:04 am »
Jesus Christ, are you still working on this? Nice to see anyway.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.48)
« Reply #1748 on: May 08, 2021, 06:14:40 am »
Fixed. Version 2.49 is out.
Changelog:
 - nothing new, just minor bugfixing;
 - updated to OXCE 7.0.

Offline notofu999

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
« Reply #1749 on: June 07, 2021, 02:19:28 am »
Running off of OXCE git I hit the following errors:
Code: [Select]
Error for 'OFFICER_ARMOR': First Battle corpse item need have corpse item type
Error for 'SOLDIER_ARMOR': First Battle corpse item need have corpse item type
Error for 'STR_MCB_ARMOR_UC': First Battle corpse item need have corpse item type
Error for 'TURTLE_ARMOR': First Battle corpse item need have corpse item type

Reviewing OXCE code I found: https://github.com/MeridianOXC/OpenXcom/commit/8784c31e75c6f7a4ec9e9941ce599c97f7dd6574#diff-a017ec30c469cca218f1d05a885fc9fdd4cf145ea946e6e3879d46dfc58ba3bf

I added
Code: [Select]
battleType: 11 to the relevant entries in /mods/TWoTS/Ruleset/Items.rul

Attached my changes. I'm not familiar with OXCE modding so my changes are totally naive and may have unintended side effects.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
« Reply #1750 on: June 15, 2021, 05:25:32 pm »
A lot of crashes with 7.0 or later now. Can't even start single mission in New battle mode. The log file contains strings complains about missing maps like this:
Code: [Select]
[15-06-2021_17-10-57] [INFO] Active mods:
[15-06-2021_17-10-57] [INFO] - xcom2 v1.0
[15-06-2021_17-10-57] [INFO] - TWoTS v2.49
[15-06-2021_17-10-57] [INFO] Loading begins...
[15-06-2021_17-10-57] [INFO] Pre-loading rulesets...
[15-06-2021_17-10-57] [INFO] Loading vanilla resources...
[15-06-2021_17-10-57] [INFO] Loading rulesets...
[15-06-2021_17-10-58] [INFO] Loading rulesets done.
[15-06-2021_17-10-58] [INFO] Loading ended.
[15-06-2021_17-10-58] [INFO] Loading fonts... Font.dat
[15-06-2021_17-10-58] [INFO] Lazy loading: 1
[15-06-2021_17-10-58] [INFO] Loading custom palettes from ruleset...
[15-06-2021_17-10-58] [INFO] Making palette backups...
[15-06-2021_17-10-58] [INFO] Data loaded successfully.
[15-06-2021_17-10-58] [INFO] Loading language...
[15-06-2021_17-10-58] [INFO] Language loaded successfully.
[15-06-2021_17-10-58] [INFO] OpenXcom started successfully!
[15-06-2021_17-10-58] [INFO] Playing flx, 320x200, 200 frames
[15-06-2021_17-11-00] [INFO] SDL_mixer initialized successfully.
[15-06-2021_17-11-17] [WARN] MAP_COLDISLE not found in en-US
[15-06-2021_17-11-17] [WARN] STR_NAGA_G not found in en-US
[15-06-2021_17-11-23] [FATAL] A fatal error has occurred: Segmentation fault.
[15-06-2021_17-11-23] [FATAL] 0x5b6d50 OpenXcom::CrossPlatform::stackTrace(void*)
[15-06-2021_17-11-23] [FATAL] 0x5b7bc0 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[15-06-2021_17-11-23] [FATAL] 0x41c7f0 signalLogger(int)
[15-06-2021_17-11-23] [FATAL] 0x9ba390 OpenXcom::UfopaediaStartState::think()
[15-06-2021_17-11-23] [FATAL] 0x7ffdffb7fd40 _C_specific_handler
[15-06-2021_17-11-23] [FATAL] 0x7ffdffb94910 _chkstk
[15-06-2021_17-11-23] [FATAL] 0x7ffdffaf3830 RtlWalkFrameChain
[15-06-2021_17-11-23] [FATAL] 0x7ffdffb93770 KiUserExceptionDispatcher
[15-06-2021_17-11-23] [FATAL] 0x690e80 OpenXcom::Surface::blitNShade(OpenXcom::SurfaceRaw<unsigned char>, int, int, int, bool, int) const
[15-06-2021_17-11-23] [FATAL] 0x51bac0 OpenXcom::BattlescapeState::BattlescapeState()
[15-06-2021_17-11-23] [FATAL] 0x526770 OpenXcom::BriefingState::btnOkClick(OpenXcom::Action*)
[15-06-2021_17-11-23] [FATAL] 0x5d3850 OpenXcom::InteractiveSurface::handle(OpenXcom::Action*, OpenXcom::State*)
[15-06-2021_17-11-23] [FATAL] 0x68d2e0 OpenXcom::State::handle(OpenXcom::Action*)
[15-06-2021_17-11-23] [FATAL] 0x5cef20 OpenXcom::Game::run()
[15-06-2021_17-11-23] [FATAL] 0x41c950 SDL_main
[15-06-2021_17-11-23] [FATAL] 0x9bbec0 console_main
[15-06-2021_17-11-23] [FATAL] 0x9bbfe0 WinMain
[15-06-2021_17-11-23] [FATAL] ??
[15-06-2021_17-11-23] [FATAL] ??
[15-06-2021_17-11-23] [FATAL] 0x7ffdfee57960 BaseThreadInitThunk
[15-06-2021_17-11-23] [FATAL] 0x7ffdffb4a2d0 RtlUserThreadStart
[15-06-2021_17-11-28] [FATAL] OpenXcom has crashed: Segmentation fault.
Even if I update item.rul file the game crashes at any map in New battle mode. Additionally I got crash trying abort alien assault mission in Antarctica. Save file attached
Downgraded my OXCE to 6.8.4 (not latest in v6 brach tree but can't find latest 6.9 commit number yet with git so far, will try rebuild to 6.9 asap to test there, but think what mod require serious recheck due to changes in OXCE 7.0 and later)
« Last Edit: June 15, 2021, 05:29:59 pm by Shiroi Bara »

Offline talamask

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
« Reply #1751 on: August 12, 2021, 11:27:39 am »
For some reason there is no "Sonic tech" research available for me. I think I met all requirements for it (Alien implanter, Alien molecttonic, mc reader and zrbite), do I miss something?
Here's my savegame, I use twots 2.49.

Offline frantick

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
« Reply #1752 on: August 18, 2021, 07:35:03 am »
For some reason there is no "Sonic tech" research available for me. I think I met all requirements for it (Alien implanter, Alien molecttonic, mc reader and zrbite), do I miss something?
Here's my savegame, I use twots 2.49.

Sonic tech requires captured alien medic, who gives several objects to research, one of them is examination room.

You  also need at least one  examination room to research it, it can be captured at big cruiser ship - dreadnaught.

You may press Q button to view research tree, write in window - SONIC, and view all necessary researches for SONIC. Or you may view pdf file with tech tree for this mod.

Offline frantick

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
« Reply #1753 on: August 18, 2021, 06:22:24 pm »
Also, for sonic tech you will need biotech laboratory in same base, where are workshops with enginers.

And sorry for previous mistakes, examination room cannot be captured, as live being, it must be obtained from the alien ship, of course.
« Last Edit: August 22, 2021, 09:45:41 am by frantick »

Offline The Reaver of Darkness

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.49)
« Reply #1754 on: September 08, 2021, 01:31:43 pm »
You've got another let's player playing your mod: https://www.youtube.com/watch?v=8HjuQ29s6Qo