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Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.61)  (Read 689885 times)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #270 on: July 06, 2018, 09:01:05 am »
New game: Month 4: Terrible rating....
I has looked at your save (Gosh, i think spelling of this phrase is just terrible)
All what i can - is to give some advices.
First - radar coverage. Spend all your free money to increase quantity of your bases and interception radius.
Second - some missions are important. In your case it is church base.
Third - do not neglect heavy weapons. You need them. Gas cannons can operate both on surface and underwater, and torpedoes can kill most terror units.
Fourth - capture live aliens. All sorts of them.

But for positive rating - most important is radar coverage.
Good luck.

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #271 on: July 06, 2018, 01:16:03 pm »
I hate to be that guy, but aren't we kinda missing the point here? Teaching people to play the game better is nice and all, but the problem here is that the difficulty on BEGINNER is apparently too high for an actual beginner player. You didn't lose the game in two months on beginner in vanilla, even if you played poorly. There are FIVE difficulty slots in this game, shouldn't at least one be rookie friendly? Mods aren't made for hardcore fans only, at least there is no need to make them that way unless you are intentionally cultivating an elitist and newbie-unfriendly community. [/rant]

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #272 on: July 06, 2018, 01:52:47 pm »
You didn't lose the game in two months in vanilla also on Superhuman...

Xcom's difficulty levels are actually very very similar... there is not much the modder can do to make it much harder or much easier based just on difficulty.

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #273 on: July 06, 2018, 02:05:30 pm »
The main complaint seems to be that there are too many high-stake (i.e. you lose a lot of points for failing) missions spawning too early in the game. This is definitely something that CAN be tweaked depending on the difficulty (one can specify the minimal difficulty a certain mission will spawn on).

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #274 on: July 06, 2018, 02:35:29 pm »
I hate to be that guy, but aren't we kinda missing the point here? Teaching people to play the game better is nice and all, but the problem here is that the difficulty on BEGINNER is apparently too high for an actual beginner player. You didn't lose the game in two months on beginner in vanilla, even if you played poorly. There are FIVE difficulty slots in this game, shouldn't at least one be rookie friendly? Mods aren't made for hardcore fans only, at least there is no need to make them that way unless you are intentionally cultivating an elitist and newbie-unfriendly community. [/rant]
Exactly my position. Game should progress in difficulty with the difficulty grade, not forcing me to replay the game over and over again.

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #275 on: July 06, 2018, 02:43:22 pm »
I hate to be that guy, but you should be grateful that Nord invests his time to make this mod... based on his vision and ideas.

If you don't like it... invest hours, days and weeks of your own time to make a dumbed-down version... 99.9% of modders just don't have the time to create a "completely new mod" for beginners (who are a minority here).

PS: feel free to complain about Xcom2012 or Phoenix Point with millions in budget, years of full-time development with dozens of people... and leave the poor openxcom modders alone...

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #276 on: July 06, 2018, 02:49:48 pm »
Meridian, we are not holding Nord at a gunpoint forcing him to remake the mod the way we want it to be. We are merely suggesting changes that would in our opinion improve the mod, i.e. providing constructive critique. Of course Nord is the author and has every right to completely ignore us. The existence of this very forum topic implies he wants to gather feedback to improve his creation, and we are providing it.

I don't think I was acting demanding or entitled in any of my posts. If I'm wrong, then I apologize - it was never my intention.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #277 on: July 06, 2018, 04:42:14 pm »
Wow, wow! Easy, guys.  ;D

I have my opinion about mod difficulty, based on my test play (which i still can not finish, working 12/7 last months). But it is very subjective, because i know what to do and what to do not. :) So, if someone say that game is too hard, i will listen. But, as Meridian says, there is not much differences in difficulties, which can be modded. But i look what i can.

By the way, i has returned from southern shore  ;D and have normal internet again. Maybe i release new version soon...

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #278 on: July 06, 2018, 04:56:28 pm »
Wow, wow! Easy, guys.  ;D

I have my opinion about mod difficulty, based on my test play (which i still can not finish, working 12/7 last months). But it is very subjective, because i know what to do and what to do not. :) So, if someone say that game is too hard, i will listen. But, as Meridian says, there is not much differences in difficulties, which can be modded. But i look what i can.

By the way, i has returned from southern shore  ;D and have normal internet again. Maybe i release new version soon...
It would be just great, if you would make a "beginner" game more a bit beginner like.

The attention we give your mod shows, how great we find it.  :)

For me, I`m too stupid to make mods.

I play XCOM since 1994, but still consider me to be a casual player.

This mod is somehow like a completely new XCOM, that`s why I love it. But I want to get past month 7 or 4 ;).

Like Amoebka said: Can`t it be tweaked to change the rate of the missions that appear? (based on difficulty).


Strange world:
Did a terrible month 4, but an excellent month 5. I`m worried, what month 6 will bring ;)
« Last Edit: July 06, 2018, 05:24:28 pm by LouisdeFuines »

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #279 on: July 06, 2018, 05:20:35 pm »
not much differences in difficulties, which can be modded.

I should probably list the things that can be modded somewhat easily about the alien missions to throw a few ideas around.

1) You can straight up prevent some of the harder missions from spawning on lower difficulties using minDifficulty in the mission script.

2) The general way to alter mission's parameters for different difficulties is by creating duplicates of mission scripts. Say, for example, you have a hard mission that you want to start appearing in january on veretan+ but in march for the difficulties below. The way you do this is by filling in the mission script, giving it firstMonth = 0, lastMonth = 1 and minDifficulty = 2. Notice this mission would only appear in january and february and only on veteran+. Then you make a copy of this mission script but with firstMonth = 2, lastMonth = -1 (forever), minDifficulty = 0. This one will be exactly the same, but will spawn from march onwards and on all difficulties. So on veteran+ you will have this mission spawn staring january (technically those will be two different mission scripts, but they behave the same from the player's perspective) and on beginner the mission will only start appearing in march, later into the game.

3) You can also use conditionals and duplicates together to lock harder missios behind research, but only on lower difficulties. Say you create a mission script with researchTriggers = STR_THE_ULTIMATE_THREAT: true, label = 1 and minDifficulty = 0. This mission will appear on all difficulties, but only if the player has researched the ultimate threat. Now add a duplicate of this mission script, but without a label, without researchTriggers, with minDifficulty = 2 and conditionals = -1. This one is exactly the same but will spawn regardless of research, and only on veteran and above. Conditionals = -1 ensures that both missions never spawn at the same time.

My explanations can be a bit hard to read since my english is quite bad. The mod's selection of languages implies you speak russian? If this is the case, I can explain these things in russian.  :)
« Last Edit: July 06, 2018, 05:22:35 pm by Amoebka »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #280 on: July 06, 2018, 07:08:43 pm »
Version 2.14 is up.

Changelog:
 - Fixed second stage map bug (excavation site and ancient dungeon);
 - Fixed/changed biodrone research;
 - Fixed missing music;
 - Now you can recycle alien ammunition for zrbite.
 - New armor: Ogre (2x2) with integrated weapons.
 - Replaced weapons between Ogre and Cyclop;
 - new image for advanced medikit;
 - shielded USO have modified interception pics;
 - minor fixes;
 - newest OXCE+ build used.

In plans:
1. move some items to special weapons.
2. more bugfixing (when i find them)
3. the end.
4. another mod.
« Last Edit: July 06, 2018, 07:13:13 pm by Nord »

Online Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #281 on: July 06, 2018, 07:26:28 pm »

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #282 on: July 06, 2018, 07:45:16 pm »
@Nord,
did you change anything about the difficulty? Please don`t feel offended by my question.  :)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #283 on: July 06, 2018, 07:55:31 pm »
@Nord,
did you change anything about the difficulty? Please don`t feel offended by my question.  :)

Decreased penalty for ignoring missions a bit, and moved pair of missions at next month. Maybe will do something more in next release.

Offline Varana

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.13)
« Reply #284 on: July 06, 2018, 09:23:43 pm »
You can provide escorts such as it was done in xenonauts (they'll fight instead of the triton). [...] Asign an interceptor to the triton once it has taken off the base.
Well, I never played Xenonauts. HOW do I asign the interceptor to the triton? As I read in the crafts.rul barracuda should be able to escort, so...

I searched the base view - equip submarine - no entry.

I tried starting triton and barracuda and select triton as the new target - did not work.

I tried middle click and right click - nothing useful for escorting.

HOW???  :-\ 
(or: where did I miss the hint in the ufopaedia?)