OpenXcom

The World of (Terrifying) Silence for OpenXcom

Released (updated ago). Ranked 6 of 197 with 7,351 (7 today) downloads

Published by Nord (mod ID: 378)

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Goal: Have you ever wondered from where the authors of TFTD took all those fancy supersonic submarines and underwater tanks? Yes, this is the future (the year 2040, in case you forgot), but it’s not the far future. I mean, we have only 19 years left, and we still don't have any such technology, just like we didn’t have it 29 years ago. Do we? Well, I tried to explain this a bit; and yes, the game became slightly harder.

New content: You’ll find over 90 new weapons and items, new crafts and new craft armaments, a lot of new missions (LORE friendly), and 36+ new units (yours and enemies), as well as many USOpedia topics, and even new maps.

Included mods from other authors: "Extended facilities" by Blank. "Moray" by tyran_nick. "Carharodons" by Xops. Swapped small and very small USO maps, so you don’t need to use an external mod.
Included new_civilian's TFTD patch.

Strongly recommended mod: Orchestra of the deep by zauberkraut.


Available languages: US English and Russian.

Thanks: to OpenXcom authors for a brilliant game; to Yankes and Meridian for powerful OXCE, to Solarius Scorch for priceless help, to long6oarder for spell checks, to ohartenstein23 for script help, to artbycarlos for great Triton fan art, to new_civilian and the other modders from whom I borrowed something.

Installation:

Windows: the package contains all that you need except original TFTD files. Extract archive anywhere you want and copy the original TFTD files to "TFTD" folder. Then start "openxcomex.exe".

Android:
1) Install OXCE (with original TFTD).
2) Extract "user/mods/TWoTS" folder to your "openxcom/mods".
3) Launch the game and activate the mod in menu.

Linux:
1) Install OXCE (with original TFTD).
2) Extract "User/Mods/TWoTS" folder to your "~/.local/share/openxcom/mods".
3) Launch the game and activate the mod in menu.

Dependencies

NameAddedUpdated
OpenXcom Extended (OXCE)

Releases

FilenameSizeVersionAddedOptions
twots_2_50_2.1.zip61.02mb2.50.2

twots_2_50.1.zip61.02mb2.50

twots_2_49.zip60.97mb2.49

twots_2_48.zip60.66mb2.48

twots_2_47.zip32.29mb2.47

twots_2_46.zip32.17mb2.46

twots_2_45.zip32.15mb2.45

twots_2_40.zip32.1mb2.40

twots_2_39.zip32.06mb2.39

twots_2_38.zip31.86mb2.38

twots_2_37.zip31.82mb2.37

twots_2_36.zip31.33mb2.36

twots_2_35f.zip31.14mb2.35f

twots_2_35.zip31.14mb2.35

twots_2_34f.zip31.02mb2.34f

twots_2_34.zip31.09mb2.34

twots_2_33f.zip31.02mb2.33f

twots_2_33.zip30.79mb2.33

twots_2_32.zip30.73mb2.32

twots_2_31.zip30.43mb2.31

twots_2_30.zip30.47mb2.30

93 comments

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HR
HelteR @helter

Hi my game crashes every time i am about to start colony mission with triton. Error message shows something about: Height of map MAPS/ENTRY06.map too big for this mission, block is 104, expected 4
Can u help me please? Do u need saved game and log file? Where should i send it?

N
Nord @nord

Hi. I can not reproduce your bug without savegame. You can upload it anywhere you like and give me link, or participate on openxom forum: openxcom.org

HR
HelteR @helter

Here is that savegame.
Easyupload.io

N
Nord @nord

Nothing bad happens when i use your save. I recommend you to upgrade mod to version 2.50 and remove unnecessary mods, that may cause conflict.

HR
HelteR @helter

Strange. I updated the mod. I had turned on only "always daytime" and "psionic line of fire" modes before. I turned them off as u suggested so only your mod is active. It still does not work. :(

JO
jonsmiths077 @jonsmiths077

Very fun overhaul! Noticed that canceling construction does not refund the cost which can be a problem for ironman

B
Barabas @barabas

Здравствуй, уважаемый автор! Как ты насчет попросить создателей Luke's Hybrid Globe, чтобы они адаптировали его к TFTD? Тебе как автору оно сподручнее их попросить. Там альтернативный геоскейп очень красивый, хорошо бы его в твой мод вместо родного неказистого. Я оставлял у них на странице мода комментарий с просьбой, но они проигнорировали.

N
Nord @nord

Спрашивал, тоже проигнорировали.

K
Kalavast @kalavast

Excuse me I am having trouble understanding how to deal with alien bombardments. Do i need to destroy a base, Scrape the base I have or Built a defense system?
Also I am having a real hard time with the Enemy bases. Not only are they very difficult to destroy but more importantly their defense system in geoscape is way too strong. I have several times lost my troop transport when all of a sudden it is just destroyed. It is basically a game wipe. Although I am reloading a save to get around this.. it is too much. The thing need to be slowed down as its speed is ridicules and lose aggro if I pull away from it. That or my troop transports need better fire power.
I know if I got good at the game I could start paying attention to the alien subs to approximate where they are but even then It can be extremely punishing. I had a base spawn right near my starting base and had no ability to counter it. sacrificing my subs to kill the fighter was difficult but the fighter will re-spawn quickly and their is no way I can fight that early game.

N
Nord @nord

Hi. First about bombardments: You can shoot down bomber USO, build defenses or rebuild destroyed facilities each time. Most bombardments are launched after you sunk down USOs.
Second about bases: you can create a squadron by launching interceptor to the moving transport, so the intercepter will follow and protect him. Also, destroyed transport does'nt mean wiped squad, your aquanauts will be saved and return to your base over time. But not equipment.
Alien bases must be destroyed as soon as possible, because bases create bases, rising their quantity exponentially.

AS
ashtroboy79 @ashtroboy79

so I'm on windows and already have openxcom extended installed, can i just extract the user/mods/TWoTS folder to my openxcom/mods folder?

N
Nord @nord

Yes, of course.

V
Valorel @valorel

Great job on the mod! This is ballbustingly hard!!

Trying to make a beeline for gauss weapons. What's the best way to capture a navigator, and what corpse do I need to research aquaplastics?

I already have zrbite researched :)

N
Nord @nord

Thanks.
Navigators can be catched at large ships or colony.
You can access research tree by pressing Q on geoscape.

V
Valorel @valorel

Thanks!

I really need some decent weapons, aliens are laughing in the face of my gas cannons.

Any recommendations to aim for?

Thanks!

N
Nord @nord

Use specialised stuff. Acid, fire, melee etc.

vladislav-openk
vladislav-openk @vladislav-openk

Подскажите пожалуйста под какую сложность заточен мод? на какой сложности начинать играть?

N
Nord @nord

Сложность в XCOM на самом деле обратная, на высокой сложности больше врагов - больше лута - больше денег и ресурсов. Здесь есть разница в том, что на высоких сложностях будет больше вражеских баз. На сверхчеловеке базы будут расти как грибы.

vladislav-openk
vladislav-openk @vladislav-openk

Я про это знаю ,я имел ввиду на каком уровне сложности мод тестировался разработчиком и проверялся баланс?, например Мод x-files заточен под сложность "ветеран" как говорили разработчики, я именно это хотел узнать) спасибо.

N
Nord @nord

Здесь нет такого строгого разделения, так как изменения не столь глобальны.