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Posts posted by podbelski
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then sorry, wrong thread... going to Economy restored
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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)
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@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...
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ok, but I guess 2nd question is related to Xenophobia, no?
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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?
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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
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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$?
[v1.06] Economy Restored
in Completed Game Mods
Posted
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)