Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 835994 times)

Offline Oleg

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #345 on: July 11, 2018, 12:41:47 pm »
I can't build Naval Control Center and Transmittion Nexus, it says read Ufopedia, but in Ufopedia says nothig about it.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #346 on: July 11, 2018, 04:14:15 pm »
I can't build Naval Control Center and Transmittion Nexus, it says read Ufopedia, but in Ufopedia says nothig about it.
You need plenty of molectronic components to build NCC, and also synomium parts for TN.
I've figured out the "Will not function above water" bug. Some equipment only works if you have nothing in your other hand. When you do have something, it produces the message above. It is very misleading, "You need both hands to operate this" would have been much better. If the text can't be changed I suggest you remove the mechanic, replacing it with severe aim penalty. As it is now, it doesn't tell the player what they are doing wrong and looks like a bug.
Okay, wrong string used. Know where to look, thanks.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #347 on: July 11, 2018, 06:08:08 pm »
Please make the game harder for Meridian......but on superhuman.

Beginner should be for beginners. Diffulty should increase with every diffĂ­culty level step bei step.

It`s nice to hear, that I have to attack the alien bases. Jet Harpoons and gas cannons won`t help me about that  ;)

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #348 on: July 11, 2018, 06:46:13 pm »
It`s nice to hear, that I have to attack the alien bases. Jet Harpoons and gas cannons won`t help me about that  ;)
But torpedo launchers, heavy gas cannons and vibro blades can.

Offline Dantalion

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #349 on: July 11, 2018, 08:31:45 pm »
Another barge problem:
Got Tasoth barge today, that bugger spawned on L0 way below the map. In fact, he doesn't even have walking animation there.
Without Bug hunt would have never found him, hehe.

Also, november 2039 and the aliens are still hell-bent on infiltrating "something" in arctic / antarctic. Got the USO counter up to 2064 now  ;D

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #350 on: July 11, 2018, 11:15:49 pm »
Until the balancing has been done, I give xpirates a try. I love this total conversions.  :)

Offline Oleg

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #351 on: July 13, 2018, 02:46:50 pm »
August 2039, I can't move forvard in research, any alive or dead alien don't give neaw research. What can I do with it? Too many time has been spent without any progress.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #352 on: July 13, 2018, 04:23:40 pm »
Hi Oleg,
could you pleade deliver your savegame?

Offline Oleg

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #353 on: July 13, 2018, 04:36:09 pm »
Here savegame

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #354 on: July 13, 2018, 05:53:01 pm »
Here savegame
Did you finish "naga city" mission?
Anyway, looks like you have destroyed alien key. Item properties will be fixed, thanks. Here is redacted savegame.

Offline Oleg

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #355 on: July 13, 2018, 07:44:00 pm »
Did you finish "naga city" mission?
Anyway, looks like you have destroyed alien key. Item properties will be fixed, thanks. Here is redacted savegame.
I didn't see  "naga city" mission. I researched alive naga with aquatoid medic. Nagas doesn't appear in my game now, they was in my early game.
« Last Edit: July 13, 2018, 08:08:04 pm by Oleg »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #356 on: July 13, 2018, 09:04:05 pm »
I didn't see  "naga city" mission. I researched alive naga with aquatoid medic. Nagas doesn't appear in my game now, they was in my early game.
Not even one mission? That's odd, but possible. Understood, will fix.

Offline Vesparco

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #357 on: July 14, 2018, 03:37:27 am »
Can compare now XPirates with this:
Both mods are brilliant. But Pirates seems balanced. You can slowly explore the world and get to know its richness. Like that.

XPirates spawns more "terror/incident"-missions.

LuoisdeFuines, will all the respects I would avoid comments like this. It is unfair to compare one mod with the other. Mainly because it is quite clear the difference of hours of effort given in each one of them (and also because both modders are still supporting them). The refinement level of both is quite different and also because the experience they aim to provide can be completely different (and sometimes difficult to leverage between difficulty levels).

In addition, because I am assuming you are scratching the surface of Xpiratez, I believe is the reason you are making this statement. The mod is a completely different beast with plenty supports in the early game and plenty of missions and enemies to keep you off balance in the later. If you complain about the balance of TWoTS+ wait to meet the mercenaries, the tough aquatic missions, the mansions, etc.


Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #358 on: July 14, 2018, 10:07:06 am »
I think, you are right. I forgot, that one mod is rather new and the other is rather "old".

@Nord, I apologize from my side.
I removed the post.

Offline Meridian

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #359 on: July 14, 2018, 10:16:47 am »
It is not a matter of old vs new.

Piratez just takes longer... just wait until mid- or late-game and it will become harder than TWoTS.