Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 838705 times)

Offline Dr.Crowley

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #75 on: September 29, 2017, 09:52:54 pm »
@long6oarder
Hello and welcome to our "team" of the Red Shirts UNDER WATER!brave explorers of the deep!
1) The acronym "TWoTS" means "The World of Terrifying Silence".
2) new_civilian's combo patch fixes some map errors here and there. I believe it will be included in the next version of TWoTS
3) I am pretty sure that new_civilian's mod is NOT compatible with TWoTS - or at least these two mods are going any good together.

@Nord
I am happy to see your mod still well and alive (if I only could say the same about my own mod which is still in the early alpha) ;D These new enemy variations look very interesting!

Offline new_civilian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #76 on: October 03, 2017, 02:46:15 pm »
my mod does not work with the extended exe at al and yes the both mods would not work together even without that problem.

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #77 on: October 03, 2017, 03:31:46 pm »
my mod does not work with the extended exe at al and yes the both mods would not work together even without that problem.

Just to clarify a bit... if your mod works with vanilla, it also works with extended... I guess what you meant is that your mod does not require extended.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #78 on: October 03, 2017, 05:13:20 pm »
Launching both these mods causing many oddyties and bugs.

Also, can i ask about your suggeston, people?
How i must call previously spoilered gillmen in exosceletons? A word "armored" is allready in use.

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #79 on: October 03, 2017, 06:50:38 pm »
Launching both these mods causing many oddyties and bugs.

Also, can i ask about your suggeston, people?
How i must call previously spoilered gillmen in exosceletons? A word "armored" is allready in use.

To keep with the steampunk stylistics:
...Ironclad Gillman? :)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #80 on: October 03, 2017, 09:12:15 pm »
Steampunk??? Were do you get it? :)
By the way, ironclad gillman or gillman ironclad?

Offline Solarius Scorch

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #81 on: October 04, 2017, 10:43:42 am »
Well okay, more dieselpunk than steampunk.  ;)

Offline Tarios

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #82 on: October 11, 2017, 10:38:00 am »
First, I want to thank the developer. Excellent work, keep it up! However, I have a couple of questions. And the main one is how to get improved weapons, Gauss or Sonic. I researched everything that was possible, even captured lobster man navigator... And as a result - an empty screen of research. I'm attaching a save file, maybe I missed something important. The second question is rather a personal comment. I do not think that the tentaculat can turn a small dron into an anthropoid zombie. If only drones are not piloted by very small people)
P.S. I know that my English is rather Google-Translate English, but I hope the main idea is quite clear.

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #83 on: October 11, 2017, 10:58:38 am »
Hi,

if you didn't say it, I would never know it's google translate. It's perfectly clear.

As for your question, for example for Gausss Technology you need:
- Magnetic Navigation, for which you need:
- Alien implants, for which you need to build:
- BIOLAB (Bionic Laboratory), which requires:
- Advanced bionic, which requires:
- Examination room... which you can obtain from certain USOs if I'm not mistaken

See attached dependencies.

Offline Tarios

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #84 on: October 11, 2017, 11:12:57 am »
Wow, thanks for the quick reply! So, we need a special USO. I'm sure I saw a cruiser and a heavy cruiser, a supply ship and a warship. Maybe you can tell what size it is?

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #85 on: October 11, 2017, 11:47:23 am »
I don't know, I haven't played this mod.

But in vanilla it was either Harvester or Abductor, or both. Medium size.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #86 on: October 11, 2017, 01:43:31 pm »
Hi. Drednought and battlecruiser/supply ship got an examination room, not sure about heavy cruiser.
And for research medical equipment you need to interrogate a medic.
 By the way, in shortcoming update i will change a way to gauss weapons to make them easier to acquire. Sadly, it looks like savegames will not be compatible.

Upd:
I conduct a small investigation and found a bug in the vanilla: there is no alien examination room in game. Here is an ufopedia screenshot with examination room images, but in terrain mcd's these tiles marked as implanters or surgery. So here also quickfix, which you can unrar to mod folder.

Upd.2: Also i was wrong, only drenought USO contains these tiles. And, of course, you can acquire them from alien colony and artifact site.
« Last Edit: October 11, 2017, 02:12:50 pm by Nord »

Offline new_civilian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #87 on: October 11, 2017, 02:39:34 pm »
Just to clarify a bit... if your mod works with vanilla, it also works with extended... I guess what you meant is that your mod does not require extended.

Nope, the mod REALLY doesn't work with the Exe (well at least back then when i tried), i had strange black squares over all inventory screens of all armors.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #88 on: October 11, 2017, 02:55:07 pm »
Yes, and dont forget about "clipsize: -1" for melee weapons.

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.03)
« Reply #89 on: October 11, 2017, 03:01:43 pm »
Nope, the mod REALLY doesn't work with the Exe (well at least back then when i tried), i had strange black squares over all inventory screens of all armors.

That's not the exe fault tho.
Those graphical glitches were caused by incorrect palettes.
(and yes, it "worked" in vanilla exe, but only by accident, not by design)

After fixing the image palettes, everything works fine.
To see what I mean, here's a similar example from Area 51 mod: https://openxcom.org/forum/index.php/topic,4702.msg82679.html#msg82679

Yes, and dont forget about "clipsize: -1" for melee weapons.

That's also not a bug, it's correct this way.
The fact that it "works" in vanilla is again a lucky coincidence, not by design.
"clipSize: 0" for melee (or any) weapons is simply wrong... and will eventually cause division by zero errors...

Also note that all melee weapons in UFO and TFTD rulesets have "clipSize: -1"... as it must be.
Why do you want to do it different??
« Last Edit: October 11, 2017, 03:07:21 pm by Meridian »