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podbelski

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Everything posted by podbelski

  1. 95% accuracy single SNAPshots seem to miss _much_ more than 5%, like you can easily miss 3 out of 4 pistol shots from very close distance with top accuracy... a bug or what? ...re UFO contents: still have to adjust some ships... eg I'm in mid-November, a terror landingship assaults the city. Two "Deltas" and an "Omega" with lots of smaller bastards makes this totally impossible to win. Maybe I don't grasp the idea of this mod, though UPD one more question: what is the prerequisite to laser weapons? They are still unavailable for me, looks like my installation is somehow glitched/broken (I use Xenophobia mod pack)
  2. yep I know, and quality difference is a proper thing. Just look at the physical size of smallscout: it has to contain less aliens. I also think the gameplay becomes more friendly. anyway, I was mostly wondering was something already done about the issue or is going to be done. Now I know I have to do everything myself))
  3. my biggest complain so far is why medium ship (corvette) hosts almost the same quantity of aliens as the smallest scout? It's not good all around IMO, strange everyone was happy I'm afraid I don't understand what do you mean here. How can I know if the mission is active or passive?
  4. my impression is UFO crews have to be reworked, too tough and often strange selection of crewmembers for particular ships. Any plans on this? I'm currently doing the rework myself, though it goes slow... e.g. lightscout crew is now 5-7 members plus 1-2 eggs (depending on race and mission). I also changed scout and corvette, but haven't inspected bigger ships yet (maybe they are ok but I doubt). if you are interested we can discuss this and maybe I help with implementation
  5. ...now every time I load a game a popup appears: New Manufacturing Projects Available To Build: Alien Singularity Grenade annoying... how can this be fixed? Also, there are two identical projects "Alien Singularity Grenade" available... and btw what is this thing? Is it useable at all?
  6. hi! just have tried to blow up a corvette hull but it works only on the sides in the middle of the ship. The charge put near the navigation room does not blow the wall... can provide a screenshot if needed
  7. ok, not sure if I've got it right) I'm currently just in the first week of October (my 1st playthrough, not counting previous vanilla attempt). I haven't unlocked much yet... shot down two corvettes, and my workshop suggests several "salvage" projects.
  8. hi & BIG thanks for the mod! in GC, the weapon with partially used ammo is automatically reloaded for free upon mission end. How can this be changed? in X-COM, the ammo clip was wasted even if just one bullet is spent. It's not great as well, but for me seems better (I can adjust cost/time for ammo manufacture to compensate)
  9. hi & BIG thanks for the mod! in GC, the weapon with partially used ammo is automatically reloaded for free upon mission end. How can this be changed? in X-COM, the ammo clip was wasted even if just one bullet is spent. It's not great as well, but for me seems better (I can adjust cost/time for ammo manufacture to compensate)
  10. @Trance, I edited aiprops.xml file, simply lowering an 'accuracy' stat for some aliens, mainly for non-combatant type and a very little bit for some guards/solders @Slayerjerman, did you happen to stun an alien with ballistic weapons? For me, they always die, just haven't seen a single stun yet...
  11. few small questions: 1) after two GCs I have a feeling aliens accuracy is a bit too high. This can be tweaked in aiprops.xml right? 2) a lot of 'normal' guns deal a fraction of 'stun' damage (rifles, shotguns, machinegun). Is this intended and what purpose it serves if yes? 3) my understanding is partly used ammo clips are refilled for free upon mission end, correct? Kinda cheaty... The opposite behavior, like in original X-COM, not great as well - I mean if just a single round was used the whole clip is wasted in the end of the mission... Any thoughts on this? 4) I also find morale settings are too sensitive. Looking through MoraleConfig.xml, not sure if it works this way or not: - once a morale is below a certain amount (currently 43), for each 'lacking' point a +1,5% chance is added for a 'low morale event' - if the 'low morale event' was triggered, there are 3 probability values for panic/flee/berserk. Exactly how the game decides which case is happened? - the 'stabilisation' parameter, what does it mean? 5) where can I adjust the number of alien soldiers per particular ship type?
  12. thanks, I presumed the things are as you explained, just wanted to doublecheck. Sorry for annoyance... "godly instant kill guns" is the last thing I could ask for. An allaround-balanced weapon selection and combat mechanics would have been better, but I understand it requires a solid amount of work ... definitely going to ajust some values, just have to play the game a bit to get the whole picture thanks and GL with your modding
  13. hi everyone! looks like item descriptions do not match actual item parameters (eg standard MG desc says "10shots", but it fires 4 shots at once). Am I doing smth wrong? If it's a normal thing, how do you guys live with it? Also, I currently don't get the idea of "metal" weapons ("metalrifle" etc). They cost an insane amount, require alloys but from what I can see in .xml files are less damaging than starting weaponry... I haven't produced and tried out them yet. (installed upon Xennonauts v1.9, haven't noticed 'fatal' glitches/inconsistencies) upd: one more quick question: why does a standard combat knife cost 1500$?
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