Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 836377 times)

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #300 on: July 07, 2018, 02:03:15 pm »

Offline Dantalion

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #301 on: July 07, 2018, 02:12:35 pm »
My Triton is in Europe, whenever I land at a crash site, my Triton flys straight over the alien base and gets shot down.
It seems to be an OXCE+ change or mod, because you can't redirect a troop transporter after a mission (even after an aborted one). If a path will cross the base radar range, you can send an interceptor few hours earlier to take care of the hunter.

Interesting bug with Needler terrorist.
I just controlled one via MC and... he doesn't use TU for moving. Even more crazy - he can move through walls  :o Only uses TU for shooting/doors/lifts/turning.
In theory you can just run through whole map like that (and MC everything ofc)
Oh, and needlers also don't have Inventory screen. Most other terror units had, so it might be not intended.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #302 on: July 07, 2018, 04:56:02 pm »
It seems to be an OXCE+ change or mod, because you can't redirect a troop transporter after a mission (even after an aborted one). If a path will cross the base radar range, you can send an interceptor few hours earlier to take care of the hunter.
No, this was Vanilla behaviour.

But with Usos  attacking your ship it is important to be able to redirect ships.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #303 on: July 07, 2018, 06:24:05 pm »
About calcinite - yes, you can stun protoform. And this is enough for research.
About biolab - thanks, i saw it once, but forget. This map needs remade anyway.
About Needler - i saw something like this, need to look closer. Thanks. And inventory pics have aliens with inventory, those who can manipulate items.
About returning transport - yes, it can annoy. But look at it from other side - it adds some strategic thinking in game. You not just shoot down (sink) and raid everything what moves, but begin to fear and build a plans. So i personally like this moment.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #304 on: July 08, 2018, 12:23:50 am »
Ok, arrived at month 13th.

Still got no Gauss, because I couldn`t capture a navigator. Can`t capture any of those large and very large USOs with jet harpoon.

Negative points seem overhelming.
In my oponion, this is still a balancing problem.
« Last Edit: July 08, 2018, 12:28:30 am by LouisdeFuines »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #305 on: July 08, 2018, 01:40:08 pm »
Ok, arrived at month 13th.

Still got no Gauss, because I couldn`t capture a navigator. Can`t capture any of those large and very large USOs with jet harpoon.

Negative points seem overhelming.
In my oponion, this is still a balancing problem.
Did you have church base mission?

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #306 on: July 08, 2018, 03:52:11 pm »
HM, don`t know anymore. Maybe it will help, if I post my actual savegame:
https://drive.google.com/file/d/1XHHiXy5jPhW6FmM1VNBBPxvbe2N20m8_/view?usp=sharing

It just sucks, when in month 13 you can`t handle more the small Usos and Usos spawn like about 4 a day.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #307 on: July 08, 2018, 04:08:34 pm »
Found another graphics bug:
Coelacanth doesn`t show all visible area:
https://drive.google.com/file/d/1YVm0bZyaC8Nr8Kym2yPmJLMZNb4r52pc/view?usp=sharing (pic)

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #308 on: July 08, 2018, 04:26:54 pm »
Ok, got now 20 trys (constantly reloading my ironman savegame).

Month 12 can`t be rated better then terrible.

Don`t know, what to do better. Can raid most of the small ufos, but nothing more; maybe a medium Uso.

Underwater weapons:
Jet Harpoon can`t hit a thing.
Gas Cannon transforms aquanauts into sea-slugs (slowly)

Gauss?
Not available due to not finding a navigator.

Offline Dantalion

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #309 on: July 08, 2018, 05:15:00 pm »
Graphics issue, but this one crashes the game.
(Simply MC a mindworm and switch to him. Haven't tried locust though)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #310 on: July 08, 2018, 08:10:52 pm »
Found another graphics bug:
Coelacanth doesn`t show all visible area:
https://drive.google.com/file/d/1YVm0bZyaC8Nr8Kym2yPmJLMZNb4r52pc/view?usp=sharing (pic)
It is not really a bug, just that blinking beam (baulk) on the USO corner blocks part of vision.
Graphics issue, but this one crashes the game.
(Simply MC a mindworm and switch to him. Haven't tried locust though)
Will look, thanks.

And again to LouisdeFuines:
I looked at your save. Well, there is too many infiltrations in progress, i agree. You can use this quickfix, though.
But resources you have is enough to raid landed USO-s with any race. Use heavy weapons. Use vibroblades. And of course again: use termal tazers and capture live aliens.
« Last Edit: July 08, 2018, 08:37:09 pm by Nord »

Offline Varana

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #311 on: July 08, 2018, 08:36:46 pm »
Don`t know, what to do better. [...]
Gas Cannon transforms aquanauts into sea-slugs (slowly)

game options -> advanced -> battlescape: inventory stats - YES
game options -> advanced -> extended: show item weight in inventory - YES

... and let them not carry too much.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #312 on: July 08, 2018, 08:46:31 pm »
And again to LouisdeFuines:
I looked at your save. Well, there is too many infiltrations in progress, i agree. You can use this quickfix, though.
But resources you have is enough to raid landed USO-s with any race. Use heavy weapons. Use vibroblades. And of course again: use termal tazers and capture live aliens.

What is this quickfix?
Do you mean the deployment.rul?
How do I implement it into the game? Like a mod? If so: Where is the metadata.yml?

I can`t melee with all races! For Tasoths and those Yeti-like aliens I can`t do anything about with my weaponary. About lobstermen we don`t have to talk about...
« Last Edit: July 08, 2018, 09:21:16 pm by LouisdeFuines »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #313 on: July 08, 2018, 09:29:34 pm »
What is this quickfix?
Do you mean the deployment.rul?
How do I implement it into the game? Like a mod? If so: Where is the metadata.yml?
replace file in your mod with this file (with same name, of course).
Quote
I can`t melee with all races! For Tasoths and those Yeti-like aliens I can`t do anything about with my weaponary. About lobstermen we don`t have to talk about...
Why not? Lobstermen are vulnerable to melee, tasoths perfectly dies from two-three explosive rounds, Yeti-like... dunno what you mean, but all enemies can be beaten with enough heavy gas rounds or zrbite torpedoes. :)
And if you meet them on surface - you can throw plenty of stun grenades to one map tile.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #314 on: July 08, 2018, 09:59:00 pm »
Do I have to begin a new savegame to let the .rul be active?

What changes has the aliendeployment.rul?
« Last Edit: July 08, 2018, 10:11:50 pm by LouisdeFuines »