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Man of Doge

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Everything posted by Man of Doge

  1. Oh, and one last thing; In the Items.xml File: "weapon.grenade.toxin" should be "weapon.grenade.nervegas" (This should resolve the issue of the Nerve Gas not showing up)
  2. Say, Kabill are you noticing that the Electroshock Weapons aren't popping up as a research? Or I am I just forgetting a research again? Here is the Save with Both LaserWeaponry and AlienElectronics Researched: [ATTACH]5450[/ATTACH] TEST.sav TEST.sav
  3. Does this Map Pack include a map with tons of Skyscrapers? :3
  4. Latest Issues: "weapon.MAGpistol" should be using "ammo.bolt.boltpistol" "weapon.MAGprecision" should be using "ammo.bolt.boltgun" "weapon.MAGSTORM" should be using "ammo.bolt.heavyboltgun" The Medipacks are showing "10/50" or "25/100" and I'm not sure why it's happening. Feedback on the Multi-Missile Launcher: It seems to be right where it should be for the Mid-Game. My only problem with it is that there are no other ammo types for it and the explosion animation makes it 'feel' less powerful than it can be. New Suggestions: 1) Give Multi-Missile Launcher a Suppression [OR] Area-Denial Rocket. 2) Change the Multi-Missile Launcher's Impact spectre to "particles/largelaserexplosion/laserexplosion"
  5. That or an Alien opened that door and as a result it became unlocked.
  6. Hm... The Toxin Grenade Gas seems a little bit too powerful. It's damage should be lowered to about "35" and it should deal a little Stun Damage.
  7. No problem. Whoops, thought I researched it already. My bad!
  8. That quick edit made the Images show up. But for whatever reason the problem still persists. I'll try it again on a new save and see if it still happens there. Sure. Here's the save (It's XCE 0.27); [ATTACH]5436[/ATTACH] Extended Armory Test.sav Extended Armory Test.sav
  9. Okay, I just finished testing the first bits (ChemicalWeapons and up to PlasmaExplosives). Here are the only issues I've found: 1) Xenopedia Entry for "Heavy Gauss Weapons" refuses to close when "Heavy Gauss Weapons" is researched. 2) The Shrike Dropship isn't popping up as a research. Everything else seems to be working though!
  10. I determined some wages close to what they'd be in 1979 for you (I figure you might find some use for them). CODE:
  11. Is it possible to give Dropships a weapon so that way they can defend themselves a little when they're attacked?
  12. Just curious; Is this compatible with X:CE v.027 ?
  13. 1. Oops, my bad--I thought it was 30. 3. Ah, okay. I just think it having less than "180" or "240" is kinda weird considering it's name. 5. TBH reducing it to "20" or "15" should do the trick while still keeping the general idea there. 6. If the armor only gave a TU boost: A soldier with Greater Strength (60-80) could use the armor with increased TUs despite being weighed down a ton--while the opposite would occur with a soldier that had Less Strength (35-50). If the armor gave both a TU and Strength boost: The TU and Strength bonuses would dramatically increase the usability of the soldier using it--essentially making the soldier using it a little too powerful. The Lighter Load Solution: By giving the soldier a slightly lighter load instead this indirectly nerfs both effects, but still keeps it as a viable option so long as the soldier has at least Average Strength (42). New Sentinel Armor suggestion; Make Sentinel Armor have a "100" coneAngle but lower it's resistance to Incendiary Damage to "50". OR Make Sentinel Armor have a "160" coneAngle but lower it's resistance to All Damage Types (excluding Chemical) to "56".
  14. Okay, I have some detailed feedback; Recommendations: 1. Lower the resilience boosts to "20" so the aliens still have a chance to kill your soldier. 2. Lower the coneAngle for Predator Armors back to "60": as it stands right now the soldiers using it aren't getting the tunnel vision that they should have. 3. Raise the coneAngle for Sentinel Armors up to "300": so they've still got excellent sight but have a blind-spot that makes the player slightly doubt their ability to protect their soldiers. 4. Make the free Jackal Armor slightly less powerful than Manufactured Jackal Armor. 5. Lower the Bravery Boosts to "25": as it stands right now it's a little too hard for the aliens to suppress soldiers using it or get them to go crazy when their whole squad gets killed within 10 turns. 6. Scrap the increase in strength but make the armors that would've used them slightly lighter than the other armors. Minor Bugs: 1. "Jackal Armor 3" is infinite from the start of the game but Vanilla Jackal Armor may still be manufactured and used (Not sure if that was intentional or not). 2. Resilience bonuses are gained but strength bonuses are not (I'm not sure why). Major Bugs: 1. Soldiers using the New Predator Armor Variants can throw grenades over 10 tiles away without worry of them ever missing 2. Soldiers using the New Predator Armor Variants can use normal weapons
  15. Could it be something with the AI that causes it to only do one?
  16. Those look awesome. I think a Disk on the front of the Sonic Cannon could work.
  17. I made some weapon designs you *might* find of use. (Made using this)
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