aliens

Author Topic: [TFTD] [Expansion] TWoTS+ Release (v.2.62)  (Read 836739 times)

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #375 on: July 15, 2018, 01:10:44 pm »
What, if I just keep the settings the supply ships. Why should it be less then?

I worded it poorly. If you keep the setting at 50, you will have the same number of supply runs as there are now, but since you removed the infiltrations, you will get 2 times less missions from colonies overall. If you change it to 100, the total number of missions will be the same as before (and the same as in vanilla TFTD), but they will all be supply runs instead of 50% supply 50% infiltrations.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #376 on: July 15, 2018, 01:24:08 pm »
Perfectly! I will change this.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #377 on: July 15, 2018, 02:13:30 pm »
Few more things:
-few missing strings
-Recycle ion cannon uses sonic cannon clip instead
Thanks, will fix.
Quote
-Heavy Ion cannon object overrides corpses objects for some reason. Corpse is there, but cannon is always shown on top.
It is normal, first item showed - is the heaviest.

And once again about overspawning of USO's:
 It was experiment, to make bases to spawn infiltrations. Yes, it needs to be balanced. And i will do some balance in next version.
Thick point in infiltrations is that they spawn new alien bases, so this become a geometric progression. But i still like the idea. I will try to upload new version today, with reworked mission balance.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #378 on: July 15, 2018, 02:50:50 pm »
@Nord:
Will the bases stop spawning infiltration missions or what was in your mind?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.14)
« Reply #379 on: July 15, 2018, 06:50:57 pm »
Version 2.15 is up.
Nothing new, only bugfixing and balancem
Changelog:
  - fixed bug with needler movement;
  - fixed bug with hazmat suit torso;
  - fixed bug with final mission research;
  - fixed bug with ion rifle disassembly;
  - changed alien infiltrations. They will spawn rarely, use smaller crafts and finish faster. Please try and provide feedback. Remember: if last craft is landed, infiltration counts as succeded.
  - changed alien key research. Now you can produce new one, if the first one was lost;
 - some more unnamed bugfixes.

Offline LouisdeFuines

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #380 on: July 15, 2018, 07:11:39 pm »
@Nord: About the infiltration.
Could you please tell, how the values have been changed? For I corrected the .rul, so that alien bases don`t spawn infiltrations at all.

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #381 on: July 15, 2018, 07:38:02 pm »
how the values have been changed?

Now it's 80% supply runs, 20% infiltrations. The overall frequency is also down to 4%/day from 6%/day. Basically, infiltrations from bases spawn 3.75 times less often in this version compared to the previous one.

Offline Amoebka

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #382 on: July 17, 2018, 08:28:35 pm »
What are the prerequisites for the barracuda crash site spawning? Is it researching "church data" you get from the backstreet temple missions? For some reason I can't seem to get it in my new playthrough (2.15), what should I look for in the save file to make sure everything is working as it should?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #383 on: July 17, 2018, 09:03:30 pm »
What are the prerequisites for the barracuda crash site spawning? Is it researching "church data" you get from the backstreet temple missions? For some reason I can't seem to get it in my new playthrough (2.15), what should I look for in the save file to make sure everything is working as it should?
Yes, you are right. Remember that new missions will spawn in next month after complete research. If it is not spawned, please provide save file.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #384 on: July 18, 2018, 09:15:48 am »
Could one tell me how to use this mod in Ubuntu?

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #385 on: July 18, 2018, 11:49:31 am »
As always, use working ubuntu OXCE+ build and copy from this archive only folder "/user/mods/TWoTS".

Offline Dantalion

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #386 on: July 18, 2018, 09:46:47 pm »
Ah, it was so close  ;D

But actually managed to fix it, it's a simple missing "STR" before TASOTHGUARD on line 5122 alienDeployments.rul
The last strange glitch I found was tasoths in tleth part 3 having thermal launchers / PWT with 0 ammo, but armed. If you unload those, the ammo is pwt disruptor (the gun itself, not the ammo for it) which is weird. Maybe it was happening in vanilla, but I can't remember. Also few of the tasoth guards were unarmed at all (not even grenades).

Anyway, mod done. Was quite a ride. 3411 total subs detected, finished on feb 2040.
Will try to compose some overall impressions later.

Thx for such an awesome mod @Nord  :)
« Last Edit: July 18, 2018, 09:50:09 pm by Dantalion »

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #387 on: July 19, 2018, 09:30:12 am »
Thanks for bugreport and... you're welcome.

Offline 5taras

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #388 on: July 21, 2018, 10:06:59 pm »
Hello.
Could someone tell me how to get rid of Sonar Buoy?
I cannot sack it. I occupies subpen space.
Thank you.

Offline Nord

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Re: [TFTD] [Expansion] TWoTS+ Release (v.2.15)
« Reply #389 on: July 22, 2018, 09:06:17 am »
Hello.
Could someone tell me how to get rid of Sonar Buoy?
I cannot sack it. I occupies subpen space.
Thank you.
You need to return buoy to the pen, then you will be able to sell them.