Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.60)  (Read 653677 times)

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2085 on: July 26, 2023, 04:39:18 pm »
To chowwuikeung, please don't use QoL mod. It's outdated now and incompatible with latest TWoTS. Latest TWoTS already has most fixes what I did in QoL. I guess I need hide it temporary.
To Nord - your language yml file missing some important lines consider STR_ALIEN_CONTAIMENT2 values. Sometimes it's produce glitches in transfer menu if you finished mission with craft from base what dose not have any alien containment. All transfer buttons and message has those STR_2 lines instead of normal values.
« Last Edit: July 26, 2023, 04:40:58 pm by Shiroi Bara »

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2086 on: July 29, 2023, 03:38:38 pm »
Getting a lot of crashes today. SHIM mode. Attaching save file and posting log lines here. Tested on Linux and Windows PCs. Steps to reproduce. Use aquanaut Lilou Balnc to prime and throw normal grenade to Calcinite (Protoform and end the turn. Log lines (Linux):
Code: [Select]
[29-07-2023_15-03-07] [FATAL] A fatal error has occurred: Segmentation fault.
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::CrossPlatform::stackTrace(void*)+0x68) [0x55f13a422a78]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)+0x43e) [0x55f13a425eae]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(signalLogger(int)+0x49) [0x55f13a1fd659]
[29-07-2023_15-03-07] [FATAL] /usr/lib/libc.so.6(+0x39ab0) [0x7f573224fab0]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(+0x292090) [0x55f13a164090]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::ExplosionBState::init()+0x46e) [0x55f13a39c29e]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::BattlescapeGame::popState()+0x1bb) [0x55f13a3426eb]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::BattlescapeGame::handleState()+0x29) [0x55f13a33ddc9]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)+0xb2) [0x55f13a528632]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::BattlescapeState::think()+0xc2) [0x55f13a372cd2]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(OpenXcom::Game::run()+0x1c7) [0x55f13a449367]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(main+0x15e) [0x55f13a1d968e]
[29-07-2023_15-03-07] [FATAL] /usr/lib/libc.so.6(+0x23850) [0x7f5732239850]
[29-07-2023_15-03-07] [FATAL] /usr/lib/libc.so.6(__libc_start_main+0x8a) [0x7f573223990a]
[29-07-2023_15-03-07] [FATAL] /usr/bin/openxcom(_start+0x25) [0x55f13a1dfd85]
[29-07-2023_15-03-12] [FATAL] OpenXcom has crashed: Segmentation fault.

Offline Vakrug

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2087 on: August 28, 2023, 10:16:21 pm »
I would like to express my gratitude to the author of this mod. TWoTS is decent! Have my "thumb up"!

No, I haven't actually finished this mod. While approximately 1/3 into it, my desire to see the end overweighed everything else. Oh, how many grind waited for me. And I morally declared myself a winner after capturing live Lobsterman Commander... How wrong was I! Very nice story. I really appreciate the improvement over the base game.

Then I casually read this thread.  :o Looks like this mod was a nightmare few years ago! So much bugs, so mush frustration! So good I haven't experienced this myself, no bugs encountered.

Almost... STR_BIOLAB_UFOPEDIA translation in ru.yml is wrong: 2 Alien implanters required, not 1.
Also, this is probably not TWoTS's bug, but torpedo launchers armed with guided missal can do a reaction shot.

So, are alien colonies really are supposed to be taken down with Gas Cannons? Looks like a suicidal mission on any difficulty (I played on beginner, by the way). This was not a joke? The main problem I see is mind controls. My own aquanauts will probably kill themselves with earlier mentioned Gas Cannons.

Someday I will definitely try this mod again. On Experienced difficulty.

Offline psavola

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2088 on: August 28, 2023, 10:21:43 pm »
So, are alien colonies really are supposed to be taken down with Gas Cannons? Looks like a suicidal mission on any difficulty (I played on beginner, by the way). This was not a joke? The main problem I see is mind controls. My own aquanauts will probably kill themselves with earlier mentioned Gas Cannons.

Where did you get the idea? You can't do it with vanilla, and you certainly can't do it with this mod (unless you're playing really hardcore; you might be able to deal with lobstermen with knifes, but tentaculats will be a major PITA). I'd personally suggest avoiding alien colonies completely. They are straightforward only in the late game (when you have psiVision and possibly MC attack capabilities such as MC focuser).

Offline Vakrug

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2089 on: August 29, 2023, 12:32:28 am »
Where did you get the idea?
Here:
Ok, you got 6 alien bases and 15 active infiltrations. No wonder you losing. It is matter of life and death to destroy bases as soon as you can.
And then:
Ok, do you think, the base defensive crew of the alien base will be impressed, when I arrive with my Jet Harpoon?  ;)
When this is the solution, then I`m really f...., cause it is difficult enough, to get Gauss. I still don`t have it. And conventional heavy weapons suck due to their weight.
And then:
A neat combo I'm using in my playthrough (superhuman) is heavy gas cannon with elerium ammo. 150 HE damage is enough for everything so far (Tasoth take 2 direct hits).

So Nord himself said about attacking alien bases as soon as possible, nothing about Gas Cannons, though.

Offline psavola

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2090 on: August 29, 2023, 05:28:30 am »
Ok. I guess it's old or at least not very useful from practical POV. I have played several SH ironman campaigns, and you don't need to take down any bases at all. Often at the end, you have about 4-7 alien bases around the globe which isn't all that bad. You'll want to detect them soon enough to reduce the likelihood of triggering hunter-killers, though. But if the player is up to save-scumming the missions, I suppose they are doable (but I'd still wait for at least MC screening and Sonic first).

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2091 on: August 29, 2023, 02:29:19 pm »
Dear Nord, could you please fix this already?

I'm providing save file, but it's only after mission is done. Did it as Triton 2 on 2nd base.

Offline Empiro

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2092 on: October 06, 2023, 09:03:22 pm »
I was just playing this with I think the latest OXCE and TWoS, and when I killed Calcinites (first form), the Protoform seem to all spawn with full TUs, often times reaction-firing immediately after the shot that killed the original form. I was watching Yeti play from a few years ago, and I don't think Celatids did that. Is this new and intended behavior?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2093 on: October 08, 2023, 12:02:46 am »
This is an addition i can make. Not really doing anything with TWoTS now, but maybe after next X-Chronicles update i will.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2094 on: October 22, 2023, 04:51:18 pm »
Can't run mod on Linux now. Used latest OXCE version and commit. Log lines:
Code: [Select]
[22-10-2023_16-43-14] [ERROR] failed to load 'The world of (terrifying) silence'
/home/user/.local/share/openxcom/mods/TWoTS/Ruleset/alienRaces.rul: Error for 'STR_NAGA': Obsolete property 'retaliationMission' at line 152
Should I roll back to previous OXCE version or may be someone know quick fix (probably our Meridian :) )?

Offline Yankes

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2095 on: October 22, 2023, 05:06:14 pm »
This property was designed for deletion in 2022, and I did do this now, but I see that couple mods used it any way.
In next version of OXCE I plan to reduce it to waring for next 2months and in 2024 it will throw error again.

Offline psavola

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2096 on: October 22, 2023, 05:34:24 pm »
Can't run mod on Linux now. Used latest OXCE version and commit. Log lines:
Code: [Select]
[22-10-2023_16-43-14] [ERROR] failed to load 'The world of (terrifying) silence'
/home/user/.local/share/openxcom/mods/TWoTS/Ruleset/alienRaces.rul: Error for 'STR_NAGA': Obsolete property 'retaliationMission' at line 152
Should I roll back to previous OXCE version or may be someone know quick fix (probably our Meridian :) )?

This change, in the context of XCF, is probably due to the same reasons and could give you a pointer on how to migrate the ruleset to retaliationMissionWeights.

https://github.com/SolariusScorch/XComFiles/commit/000ef3de77b1602aa19c2ba5635a4d38bcb0fd9b

Offline Yankes

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2097 on: October 23, 2023, 02:18:36 am »
Yes, beside I push new version that for now only warn about this, in next year code will again rejecting this property.

Offline Shiroi Bara

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58)
« Reply #2098 on: November 05, 2023, 03:18:46 pm »
Hey Nord! I just figured out what Alien ADS clip has in description info about zrbite. But in mod you can research it even if you never saw single alien ship and zrbite with it (happens rare but could be possible). To be honest I never used it but in my opinion it's better add small adjustment to research tree - I mean dependents on zrbite. This looks more logical.

Offline murkhach@centrum.cz

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.58) SH playthrough
« Reply #2099 on: November 06, 2023, 10:43:59 am »
Hi I finally finished the game at SH difficulity
While I have played I as well tested some of my tweaks and  few maps addition
so my thoughs:
 - T'LETH last 3rd Floor mission (may be as well the 2nd )  should be more difiicult (tougher and more resistant aliens)
   -- May be add soem trecnches and shorter path for flying units.
 - M.C. Focuser is too strong  (unlimited range and with  some M.C. implanted and then trained aquanauts you can kill easy anything but terrorists)
 - Leviathan has no practical usage  (you immediately  research Flaunder  and go for final mission)
   -- In this case I would rather replace Barge map with some big one USO ( my design of AMOEBA  ) , and design new Gigantic Lethal USO that  never lands. After it is shoot down it spawns Barge map, and   completing this unlocks  Final Mission