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mk.fg

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  1. Actually, I forgot to report this one, and I guess it might be ubiquitous, but I found that such lock-up happens to me a lot with small UFO with Vipers or Gorgols inside - they get "reaction shot" from a distance, and AI can't seem to decide what to do. Simple "fix" I found is a) save before entering small UFOs b) liberal use of explosives to make sure one shot = one kill c) super-buff reaction-proof peoples d) first go point-blank to viper then fire, it will retaliate (bite you) on reaction instead of locking the game up.
  2. Thanks a lot for posting this link, a very interesting read, probably wouldn't have discovered it otherwise.
  3. Congrats on such a massive mod. Played on Normal to the third month and wondering if any of you guys played through XCOM TFTD? Asking because you seem to have replicated "The Genuine Lobstermen Experience" of TFTD, which I guess some people do like, but is also a reason why others consider original UFO to be great and TFTD to be a terrible-terrible game. Given that (I think) original Xenonauts roughly follows UFO design decisions, maybe mention that the mod leans towards TFTD somewhere in the description, so that it'd be more clear from the start?
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