Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.61)  (Read 676735 times)

Offline Vesparco

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #255 on: July 01, 2018, 10:13:02 pm »
When the Usos can now attack my subs too? What defense against this is meant to be?

Lost 2 Tritons to this great "feature". A lone Triton seems helpless...

And to the bad rating:
It remains a mystery. I have "good" months, but the game gives me bad ratings...
Or is OXCE+ harder then vanilla?

You can provide escorts such as it was done in xenonauts (they'll fight instead of the triton). Bear in mind the comorant can tackle the first type of interceptors but afterwards to later usos he can't. Asign an interceptor to the triton once it has taken off the base.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #256 on: July 02, 2018, 09:04:55 am »
Ok, did a new clean install.
Stuttering of flying subs remains.

Stuttering can be removed by increasing geoscape speed in options, see attached.
Config file provided by the mod has it the slowest possible.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #257 on: July 02, 2018, 07:14:43 pm »
Ok, lost my 6th game in a row due to bad rating in 2 months (Beginner difficulty).

Lost 3 Tritons because had no escort ships. That seamaster doesn`t count for me...
--> Losing the whole crews just sucks

As well:
In June there were about 30 uso-encounters.
How am I supposed to do that?

I REALLY love the mechanics of the game.
But FAIRNESS needs to be.

Can I stop the Sub-attacking ships somewhere in the options? Don`t like that "feature" at all.

I had absolutely no problem in finishing that game in Vanilla on Veteran. But it`s rediculous to lose that game after the fifth oder sixth month each f... time.

I`ve not even got the aquatic-plastic-armor!

Here is the link to my defeat savegame:
https://drive.google.com/file/d/1TNkStXJCZqB4D2oIB4P4Gb6994qXmDLe/view?usp=sharing

--- posts merged ---

Another thing:
How does that hidden scanner work, that reveals the aliens after some rounds on the minimap? Saw this in a retialation mission.
« Last Edit: July 02, 2018, 10:24:30 pm by Solarius Scorch »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #258 on: July 02, 2018, 08:59:19 pm »
Bughunt mode shows the location of enemy on minimap. Very useful in bases.
About low rating - are your radar coverage full enough?
Also, there is one major difference from vanilla in this part:
Alien bases generate infiltration missions (when some country conclude a pact with aliens). So no alien bases - is a key to victory.
Spoiler:
You got 3 bases and 6 infiltrations in progress.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #259 on: July 02, 2018, 09:12:32 pm »
Bughunt mode shows the location of enemy on minimap. Very useful in bases.

Does the bughunt mode only activate on retialation missions?


I think I found a bug: I can`t arm my Cormorant ship. I`ve got 2 Ajax torpedo launchers and can`t equip them. They are definitively available:
https://drive.google.com/file/d/1lCoUuZSCh4-h0R6v-85R3ogsfs6X8ti8/view?usp=sharing (savegame)
https://drive.google.com/file/d/179N_YTw8dNa9y0lcfwJqJSH1evN8GsGc/view?usp=sharing (Pic)

I`m on july and alien activities spam like hell!
I can`t take all that missions and avoid a bad rating. I think, this is a balancing problem.


And about my radar cover:
I got only one!, since I progress slowly. But even if the world would be covered full. At this point of the game I would never have interceptors in each base.
« Last Edit: July 02, 2018, 10:00:45 pm by LouisdeFuines »

Offline Dantalion

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #260 on: July 02, 2018, 10:40:40 pm »
Does the bughunt mode only activate on retialation missions?
Seems it's not related to mission type, I had it on underwater maps, alien colonies, artefact sites. It triggers at 20-25 turns, but might need specific amount of enemies left.
Actually had one case when it didn't trigger on 50-60 turns on colony with 1 enemy left  :)

I think I found a bug: I can`t arm my Cormorant ship. I`ve got 2 Ajax torpedo launchers and can`t equip them. They are definitively available:
Check ufopaedia ingame, all the ships/armors etc have new attributes and it's written there. Cormorant, for example, only has 1 cannon slot.
Later subs will have 2x torpedo + 2x cannon, which is quite nice.

Spoiler:
Also small tip - if you get interceptions coming for your ships - it may be a hint for a colony nearby. The ships usually launch from there and if destroyed - need some time to get rebuilt.

Offline Vesparco

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #261 on: July 03, 2018, 12:42:53 am »
Does the bughunt mode only activate on retialation missions?


I think I found a bug: I can`t arm my Cormorant ship. I`ve got 2 Ajax torpedo launchers and can`t equip them. They are definitively available:
https://drive.google.com/file/d/1lCoUuZSCh4-h0R6v-85R3ogsfs6X8ti8/view?usp=sharing (savegame)
https://drive.google.com/file/d/179N_YTw8dNa9y0lcfwJqJSH1evN8GsGc/view?usp=sharing (Pic)

I`m on july and alien activities spam like hell!
I can`t take all that missions and avoid a bad rating. I think, this is a balancing problem.


And about my radar cover:
I got only one!, since I progress slowly. But even if the world would be covered full. At this point of the game I would never have interceptors in each base.

Ok more stuff that you may find helpful. First you need radar coverage, not interceptors. The Cormorant is slow and it won't catch anything bigger than small usos. The radar coverage enables you to see where they land and to intercept them on ground. Then, the game is quite longer than vainilla so start selling alien stuff (keeping one) to access fresh cash and expand relatively quickly (at least with radars).

Then, concerning interceptions, each enemy base has its own radius of interception. By building several bases in the globe with tritons you can avoid this radius and still arrive to the mission (don't try to outmaneuver as the triton comes back to base in a straight line). Also you can use the initial transport for troops as it can carry weapons to fend usos (haven't tested if it can win against an interceptor uso though).

Then I agree that the beginner difficulty is quite over the curve in terms of difficulty (rather fast evolution of difficulty) but this is a mod and not the base game  :P. I have too much xpiratez on my veins to complain about difficulty or world coverage. In any case reading is always advised and some failed games should provide insight on the tech tree to know where to push first (weapons with cavitation are capable enough, armor is not critical (it will save you sometimes but death is the most common outcome). Focus on the means to control the globe if you can (I have to retake the game but the creator suggested to follow the trail of the old organisation to improve the air combat).

And then as vainilla try to capture live aliens when possible as they are key to some tech breakthroughs.


Offline Vesparco

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #262 on: July 03, 2018, 12:47:53 am »
Bughunt mode shows the location of enemy on minimap. Very useful in bases.
About low rating - are your radar coverage full enough?
Also, there is one major difference from vanilla in this part:
Alien bases generate infiltration missions (when some country conclude a pact with aliens). So no alien bases - is a key to victory.
Spoiler:
You got 3 bases and 6 infiltrations in progress.

How hard are the bases (quantity of aliens)? Last game I missed the opportunity to take one as the uso interceptors were later upgraded and I hadn't had the opportunity to assault due to subpar air combat :/. If I knew they were so critical I would have striked immediately.


Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #263 on: July 03, 2018, 01:02:27 pm »
Bases areHARD. Bring melee weapons and your best guns, and be ready to multiple "noooo!!!! Not again!!!"  ;D I mean tasoths, lobstermen and our belowed tentaculats.

Other thing: i think it is necessary to decrease quantity of retaliations, how do you think?

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #264 on: July 03, 2018, 07:26:27 pm »
Ok more stuff that you may find helpful. First you need radar coverage, not interceptors. The Cormorant is slow and it won't catch anything bigger than small usos. The radar coverage enables you to see where they land and to intercept them on ground. Then, the game is quite longer than vainilla so start selling alien stuff (keeping one) to access fresh cash and expand relatively quickly (at least with radars).

Ok, lost my 7th game in a row, month 7.......

What does it help to have full radar cover, since even in July I don`t have better weapons then the harpoon bolt? That means, I can`t capture almost any uso that is larger or even very large.

Mod doesn`t seem balanced to me. Sorry.

I want those mechanics, but when I play on beginner, I want to have a beginner game...

Long war was the same frustrating, but had good adjusting options in the second wave.
« Last Edit: July 03, 2018, 08:22:02 pm by LouisdeFuines »

Offline Dantalion

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #265 on: July 03, 2018, 08:44:08 pm »
Other thing: i think it is necessary to decrease quantity of retaliations, how do you think?
Hmm, personally, they try to raid my bases not much more often than vanilla. Only thing is I once had a raid on a fresh base which didn't even launch interceptors & had no radar, lol.

What seems weird to me is the amount of infiltration usos, especially on Arctic / Antarctic area for whatever reason. Got at least 3 colonies still not taken care of and they send battleships, supply, dreadnoughts weekly and scouts almost daily, but never do anything to nations (already lost Icelandic Union but that was it).

Attempts to infiltrate actual funding nations are much-much more rare atm. Already 1.5 years into the playthrough though.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #266 on: July 03, 2018, 09:51:26 pm »
What annoys me most, is, that up from the fifths month the mod spawns so many negativ points missions, that you can`t believe.

In OXC vanilla you could avoid the 8 incidentts per day (!) and still not lose the month. Important were the main missions. You weren`t forced to do ALL missions. Bad months could happen.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #267 on: July 04, 2018, 06:49:07 am »
A goal was to create constantly worsening situation, as aliens rise their invasion efforts. So you can not hold them forever, but need to find their weakspot and win the war.

About harpoon bolts and negative rating: can you please provide savegame?

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #268 on: July 04, 2018, 05:28:59 pm »
Got only left the save from the beginning of the bad second month. Hope, it helps.

https://drive.google.com/file/d/1vnHavtSDqipL88fU5ejigWtdDGjg3j3_/view?usp=sharing

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #269 on: July 05, 2018, 09:24:58 pm »
New game: Month 4: Terrible rating....