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Showing content with the highest reputation on 10/25/2022 in all areas

  1. I can suggest the following scientific research model: 1. There are science centers in the game. 2. You do NOT hire scientists to work in research centers, but heads of research laboratories. 3. Each head of scientific laboratories has his own laboratory with a certain number of scientists and equipped with equipment of a certain level and quality. All laboratories differ in cost, number of personnel and quality of equipment. 4. You entrust the research of scientific projects to these scientific laboratories. You can assign as many scientific laboratories to each project as you want. 5. These scientific laboratories are scattered all over the globe. The number of laboratories with which you can sign a contract depends on the number of places in your research center. 6. If the region is lost or aliens attack the city, these labs may be lost. (If they are located there). 7. Unlike individual scientists, each scientific laboratory can have many properties: the number of staff, the cost of work, the speed of work (quality of equipment) additional bonuses when investigating a particular type of artifacts (transport, aliens, tools, technologies)
    1 point
  2. While I think overall many more players will enjoy those types of mission because of the variety they bring (and because they're never hard time limits like in XCOM2), I guess I can understand why some people might not like them. One of the things we'll be doing in Early Access is adding in campaign options so you can change the game's difficulty in a more granular way, and I don't really have a problem with allowing people to significantly extend the timers on the timed missions if they want. I doubt it's more than a few hours of coder time to add it in. Obviously it would make the game much easier but if people want to do that then that's their choice. Anyway it's nice to hear you're excited about the project again.
    1 point
  3. This hotfix addresses another batch of issues discovered within V24. You'll need to be on the Experimental Branch to access the build. Turns out there were even more bugs in V24 than we thought, so here's another patch fixing the ones we know about! The previous build is on the Experimental Legacy branch if you want to continue to play a save from that game, as updating to this new hotfix will break save games. Fixes / Improvements: Fixed a crash when you tried to attack with a MARS with a Rangefinder. Fixed a crash when you attempt to transfer items from one base to another. Fixed some broken move nodes in the Battleship UFO that could cause crashes during the alien turn. Fixed a spot in the Abductor UFO where two doors were placed on top of each other, causing strange behaviour. Fixed the Ablative Armour engineering project giving you an unlimited number of them. Fixed the Plasma Torpedo engineering project only allowing you to complete it once. Added research text for the Cyberdrone autopsy. Thanks to everyone that has reported bugs in V24 so far. Let us know if you continue to experience further bugs!
    1 point
  4. Heavy combat missions should alternate with light ones so as not to tire the player.
    1 point
  5. Tangentially related to suppression, can we have the return of the X1 feature where aliens started with half their TUs on the first turn of a combat mission? In X2 especially, aliens are often within sight of the dropship and it is IMO annoying to shoot at them and be immediately hit with reaction fire. Later on reaction fire is perfectly fine but feels more frustrating than challenging on the first turn of some missions.
    1 point
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