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Leffen

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  1. Are there any plans to put in additional equipment to help with scouting and recon/recce on tactical maps? In X1 if you wanted a dedicated scout to push back the fog of war and reveal the map, your only real option was to take a unit with high TU and Reflexes, give them Buzzard/Sentinel armor and a pistol, and wish them luck. I always found it strange that by the end of the game you had the ability to manufacture anti-gravity power armor and singularity cannons, but somehow couldn't slap together a pair of night-vision goggles. I suspect this was either down to development limitations (eg issues with the engine, lack of time, etc), or it was an intentional omission by the devs because they didn't think it would fit with their vision of the game. If it's the latter then unless there's a fundamental change in the game's design priorities from X1 (which doesn't seem to be the case), it's probably not going to be in X2. On the other hand, if it was the former then there's potential room for bringing it in at some point in development. I have a "sales pitch" for how such equipment might work along with possible upgrade paths, downsides/alien countermeasures, etc but I don't want to dump a wall of text on people unprompted, and I've forgotten how to do spoiler text boxes (do forums even still support the old [modifier]text[/modifier] system? I haven't been to one in years). If there's interest, I can post the details later.
  2. When I launch the game through the launcher, I get a pop-up saying that "either X:CE mods are not active or they do not have the recommended priority. Do you want to fix this automatically?". I have all of the mods installed/active in the modding tools window and did the steam beta X:CE branch thing, so I assume it's not the former issue and that it's showing up because of their load order. But when I click yes and check the modding tools again it hasn't actually changed the priority of any of my mods. What exactly is going on? For reference my load order for the game is (I can provide a screenshot of it if needed) 1. : X:CE Steam Mod 2-... : the rest of my mods, with the other 3 X:CE mods being on the bottom
  3. I'm going through my first playthrough of the game, and I've started getting to the point where alenium-powered vehicles are an option (e.g. the corsair, the scimitar, etc). My question is: does using these units consume alenium from your inventory or is it just a flat cost for building it (I seem to remember some of the vehicles in the original XCOM doing the former)?
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