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Showing content with the highest reputation on 09/07/2019 in all areas

  1. Mechanical units that have force shields "die" when the shield is brought down and are "resurrected" as a new unit without the shield. If this was the last enemy standing the mission ends on the first "death", and no wreckage (or weapons!) from it is recovered. That's an artefact from how this functionality is implemented by the mod using the functionality available from the base game (presumably the mission ends when the enemy unit count reaches 0, and doesn't continue further to where it returns back up to 1). There's a similar issue with units that "morph" on "death" (as well as a late game organic unit with a force shield). Thus, you need to keep at least one other unit "alive" until the unit whose wreckage you want to get hold of is defeated the last time.
    1 point
  2. If the dropship has blind spots, enemies should be unable to start in those blind spots. There's design room for craft with a higher capacity but not more interior space, if a soldier in very heavy armor takes up more than one soldier's worth of weight but still fits in one tile. That could also be used as a balancing factor and allow heavy armor, robots, or vehicles to be better, if they take more weight. Few aircraft are limited in passenger capacity by how many seats they have; aircraft limit how many seats and cargo space they have so that they reach their full load when the seats and cargo bays are full.
    1 point
  3. Unfortunately you won't get it until towards the end of the month, sorry. Even migrating people off Xsolla is complicated.
    0 points
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