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Everything posted by podbelski
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[v1.5/XCE] Hold the Line! - A Morale and Psionics Mod
podbelski replied to kabill's topic in Completed Game Mods
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 -
[v1.5/XCE] Hold the Line! - A Morale and Psionics Mod
podbelski replied to kabill's topic in Completed Game Mods
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 -
immediately I looked at the picture I knew someone will write smth like this. And I have to agree
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...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.
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last car is a good fit
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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!
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pls be sure it was totally uncommon to see "Pizza", "Service" and even "Express" words in the USSR at that time
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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?
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strange, I don't see any music files in the installation... what are you talking about Skitso?
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I'm glad to see more tiles, but quite indifferent to weapons polishing
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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)?
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@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)
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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
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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...