OpenXcom

The World of (Terrifying) Silence for OpenXcom

Released (updated ago). Ranked 5 of 152 with 3,644 (4 today) downloads

Created by Nord (mod ID: 378)

screen003.png
screen002.png
screen006.png
screen005.png
screen004.png
screen001.png
screen003.1.png
screen002.1.png

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 21 years left, and we still don't have any such technology, just like we didn’t have it 27 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.

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.

Dependencies

NameAddedUpdated
OpenXcom Extended (OXCE)

Releases

FilenameSizeVersionAddedOptions
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

twots_2_29_1.zip30.17mb2.29.1

twots_2_29.zip30.16mb2.29

twots_2_28_1.zip30.07mb2.28.1

twots_2_28.zip30.06mb2.28

twots_2_27.zip13.82mb2.27

twots_2_26_f.zip13.79mb2.26

twots_2_25.zip13.78mb2.25

twots_2_24.zip13.59mb2.24

twots_2_23.zip13.82mb2.23

32 comments

Join the community or sign in with your gaming account to join the conversation:

RT
RamboTasoth @rambotasoth

Help needed for installing Mod. The following error shows up after pasting in all of the TFTD subfiles:
Error: FileRecord:: at (GEODATA/PALETTES.DAT): requested file not found.

I have copy and pasted the TFTD files from my Steam copy of the game, which works. Any advice would be much appreciated, I would love to try this game and experience all the amazing Mods at work!

N
Nord @nord

->I have copy and pasted the TFTD files...
Not all of them, i suppose. Requested file must be in original game files. Check the path to this file (folder with exe/TFTD/GEODATA/palettes.dat)

RT
RamboTasoth @rambotasoth

I have no idea what I did, deleting and re-pasting TFTD files all over the place...but it works!!!! Very excited! Thank you again for this fantastic Mod. TFTD always had a special place in my heart and it's amazing that we can re-experience it in a new way.

U
Ubai @ubai

I am getting the error "Error for 'XARQUID_WEAPON': offset '203' exceeds mod size limit 57 in set 'Projectiles'" after adding the line to metadata.yaml

N
Nord @nord

Do not really understood. You have added something to metadata.yaml? Because i checked xarquids - they are fine.

N
Nassos @nassos

Perfect job!
I'm currently at 25% of tech and so far Ι've encountered the following problems(?)
1. New melee weapons (e.g laser cutter) dont seem to work on all types of enemies. Even vibro and thermic lance seem to not do the job against all enemies. I think it has to do with "fleshy" and not armoured new foes
2. At this point, with the baracuda there is a certain small uso that destroys xcom's crafts in a second. Is this something that needs rebalancing?
3. Terrors in islands is unbeatable (genious dif). In just a turn, all agents are dead (or asleep) by mc attacks. All. Maybe it needs rebalancing.

N
Nord @nord

1. Maybe you miss? Or it is about locust. Locust swarm can not be hit by melee
2. No.
3. I'll think about it.

N
Nassos @nassos

Currently at 32% tech. Maybe I shouldnt have started genious difficulty. Save scum helped a lot. I'm starting to not need it so much... thanks for the reply (and the wonderful humongous expansion) :)

BO
boltyhead @boltyhead

I'm not sure what I am doing wrong, but I have Zrbite but there is no option to research it and the tech tree says all I need is to have some

N
Nord @nord

Maybe you have lab and zrbite on different bases? Or i need save file to look.

BO
boltyhead @boltyhead

I ended up replacing the files and re downloading the mod and it worked after that, must have been a file problem

B
Barabas @barabas

I think this mod is very nice, but it would be good to remove blue sheen in daytime underwater missions. Such amount of blue color makes graphics much less contrast.
Also I think it would be good to decrease size of some ufo landing & ufo crash maps a little. Big underwater maps which consist mostly of sea bottom are somewhat boring in my opinion.

A
Androwski @androwski

I also find that the maps for small USO´s are too big. After a while it is just grinding with no real fun to it. The true fun and challenge is in cleaning the USO. Where you never know how much people you loose.

N
Nord @nord

Blue sheen produced by original game palette, and normal USO maps size are from original game too. I can change them, but it is questionable...

A
Androwski @androwski

How to update to 2.35? I dont want to ruin my game progress by accident.

N
Nord @nord

Update will not ruin your progress. Crash fixed, other changes are not story-changing.

pierpus82
pierpus82 @pierpus82

I'm trying this and seems really great. It's almost as Final Pack Mod for Ufo.

BUT!

There is a tech tree available ?

Why can't i seem to mount weapons on Cormoran?

Having just Tritons and not armed Cormorans, how am i supposed to hunt down alien Subs?

Alien engeneering secrets ( like in final pack mod ) are not present in twots? Technichans just give subs specs? And so do Medics?

N
Nord @nord

Tech tree available in geoscape by pressing 'q' button.
Cormorant can carry "cannon" type weapos, not torpedoes.
Many secrets are present, you need to capture alive most kinds of aliens at least once.

GO
gonciarz @gonciarz

I added a support for ArchLinux:
Aur.archlinux.org

BR
brunolopez @brunolopez

i have the MC disruptor but can only "jam implant" what to do?

N
Nord @nord

Do jam. :) If you want more effects - research other stuff.