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Showing content with the highest reputation on 10/05/2019 in all areas

  1. @desertoth The mod creators have left, so there's nobody to provide good answers. However, the mod is highly sensitive to clashes with other things, so there's a significant risk things won't work properly. You'll experiment at your own risk. @Indigoo777 It sounds like you haven't actually researched or produced human weapons, but rather just disassembled alien weapons to provide "cores" that can later be used as parts when producing human weapons. Read the Xenopedia entries for the research you have performed (or check the workshop descriptions for the entries you thought produced weapons) to see if you're actually able to produce weapons. My guess is that you've gained some understanding in alien weapons, but need to research how to actually apply lessons learned. That typically requires interrogation of aliens, but I'm not sure if the first set of energy and ballistic weapons require that step, as you get those fairly early.
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  2. The crucial thing is to calibrate everything such that those orders are each useful in their own right. In my head, I can see myself always plumbing for 'assault' over 'evade' because the whole point is to win a fight, not dance around. Instead of having orders relating to how to win the fight, construct them to influence the outcome: Win at all costs: incur damage but splash the UFO (good for intervening in the alien's plans) Protect the territory: maybe lose the UFO but maintain relations (boosts income, no need for ground combat) Capture: down the UFO carefully, keeping alien artifacts intact but permitting loses elsewhere (good for your scientists, bad for your engineers and pilots)
    1 point
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