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podbelski

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Everything posted by podbelski

  1. fwiw, my 1st playthrough settings were: - 100 damage, 1.5 strengthModifier, large range for Fear attack - 3 points per turn morale regeneration - 3 for team/6 for the killer of the alien morale boost - for every point below 20 there is +5% chance for a morale event - 12/9/6 stabilisation for berserk/flee/panic (yes sometimes they panic for two turns in a row, and it's good) other settings were very close or same to prev. version of your mod, the impression was like everything is balanced. Now I restarted the game with 0 morale regen but lesser damage from Fear, but your post convince me it might be too tough... I think 5/turn is too much though
  2. I confirm reapers and reaperalphas do not use psionic attacks for some reason. I even gave them "fear" ability with huge range for test purpose, but the reaper just runned back and forth for several turns not far from my squad. other than that, I seem to like the removal of "safety in numbers" feature. It unnecessary complicates morale management IMO, or if you don't keep it in mind result in "sudden" morale drops/increases
  3. omg, it really works! I tried Q/E keys a couple of times earlier, but had a feeling the feature is not working properly. Probably it's b/c I have not taken the orientation into account thanks everyone
  4. ...just to make sure: can I choose which side the plane rolls to, left or right? I suppose it's random and out of player's control, alas
  5. immediately I looked at the picture I knew someone will write smth like this. And I have to agree
  6. re 2) other than #### I haven't noticed any problems. Disassembly gives equipment for sale and I guess opens the Valkyrie research
  7. one more thing, I haven't had an opportunity to build a QuantumCryptologyCenter. What is the smallest UFO that has a part allowing the research (I guess its a communication array)?
  8. ...finally, I won my 1st full playthrough but the game crashed at the combat report screen, is this standard completion with XNT? overall it's a very good impression. Though I altered scouts and corvettes loadouts, and going to do the same for bigger ships. There is a room for improving the variety of species and AI modes for them.
  9. you pay for the work (10k for corvette), but you don't get alenium/alloys. Instead there will be a single item named like "recovered UFO equipment", sell it for 130k and more for bigger ships
  10. it's important: first disassembly at workshop gives you a technology (not immediately, but wait 12 hours more). Subsequent disassemblies produce "recovered equipment", just sell it from the storage. I end up setting 3 workshops at a secondary base dedicated solely to disassembling. Lots of money
  11. good if it's possible. Putting aside the text problem, I really like the results so far and already using your mod, keep it up!
  12. pls be sure it was totally uncommon to see "Pizza", "Service" and even "Express" words in the USSR at that time
  13. I remember shooting the UFO command room crew out of my dropship: some men scout the path, the shooter sets a very complex trajectory for blaster launcher, then click "fire" and relax watching the anavoidable death flying to its victims across the whole map
  14. likely this was already discussed, but just in case: sometimes the floor in multi-level buildings get destroyed, by explosion or bullets, the texture becomes transparent but everyone still can walk over the hole w/o falling down. Do you plan to fix this someday?
  15. strange, I don't see any music files in the installation... what are you talking about Skitso?
  16. I'm glad to see more tiles, but quite indifferent to weapons polishing
  17. ok figured out: - napalm grenade now works as it should (I updated weapons_gc.xml similarly to current XNT package) - I added a red-color image \XNT\gui\quickthrowimages\grenadetoxin.png (napalm grenade is named 'toxin' in the files) - weapons_gc.xml, entry for weapon.explosive.PlasmaBreachingCharge: changed "GUIImage" tag to "gui/weapons/plasmacharge.png" looks like the last two fixes has to be incorporated into XNT package... ... and still have no answer why stun grenade explosion ignites the field on the next turn (see screenshot earlier)?
  18. and btw can you help me identify the name of the entry in weapons_gc.xml for the napalm grenade? Cannot find it, strange...
  19. @blackwolf re grenades here is what looks like bugs: 1) fires appeared the next turn after stun grenades were used: 2) napalm grenade is green in the quickthrow slot: 3) what I've talked about earlier, here is the example of 4 napalm grenades explosions:
  20. @drages I think Sentelin is a great weapon, at least superior to lasers. The damage is very good, and b/c there is only one 'fire mode' the reaction fire has an outstanding accuracy. Re flamethrower - I also have a feeling there is no point to use it, don't know what can be done about it I also like the idea of reducing C4 range a little bit (it's easily done in weapons_gc.xml)
  21. I mean when the napalm grenade explodes there must be flames, not smoke, no? Re eggs - there role is good, just too sensitive and deadly for my taste. Every soldier that stepped in their hit-range for 1 tile only was knocked out and heavily wounded... Now they can make few steps before the egg spits, and not necessary knocked out and wounds are less lethal
  22. is it intended my napalm grenades produce several smoke-tiles after explotion? I expected to see fires... and btw, I find wraith eggs too nasty. Their default behavior mostly forced me to insta-reload when hit, or to take extreme caution while moving forward to avoid being spit at. The latter is too boring, especially in the late stage of combat when the victory is obvious. So I reduced eggs' reactions from 300 to 100 and allowed them just one shot per turn. Probably have to increase stun damage a bit...
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