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Ichthyic

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Everything posted by Ichthyic

  1. uh... no. all medipacks heal maximum 50% of the damage inflicted on the unit. are you misunderstanding the question? let me try again: basic medipacks: heal maximum 50 units of damage, but no more than 50% of any damage inflicted. So if a soldier gets a 75 point wound, a basic medipack would heal 37 points of that damage, maximum, no matter how many tus the healer uses. advanced medipacks: heal maximum 100 units of damage, but no more than 50% of any damage inflicted. so if a soldier gets a 75 point wound... they STILL only get healed by 37 of that damage, no matter how many tus the healer uses. I've tested this in combat many times. I want to change the values for the percentage of total damage medipacks can heal. clear? if this is still for some reason, unclear, maybe the wiki will help with the description? http://xenonauts.wikia.com/wiki/Medipack "A soldier who suffers from any damage will only be able to heal half of the damage they sustained, so if a soldier took 20 points worth of damage, a medipack will only be able to heal 10 health. The Medipack heals in increments of 5 hp for 5 action points. So healing 20 damage would consume 20 action points. "
  2. which file contains the data for the percent heal that medipacks do? the weapons files contain the max damage they will heal, but not the percentage. i think it would be better if advanced medipacks healed more PERCENT of health, rather than magnitude. so, basic packs heal 50% of injury, advanced heal 75% of injury. anywho, I cannot figure out which file contains the percent information. cheers.
  3. from my experience: too much. that's how much damage they do! I think someone mixed up "pulse laser" with "nuclear torpedo". Are lasers supposed to do area damage?? ever try the scimitar tank? it annihilates... everything. It's like a rocket launcher on steroids. used one to punch a "hole" through the back door of a crashed corvette, as I normally would with a heavy weapon.... destroyed the entire thing. not kidding. the entire inside of the ship was annihilated in fire. is there any way to turn off the area effect damage, or at least reduce it to say 2x2 instead of what looks like 5x5?
  4. ...fwiw, I tend to bump the bravery scores manually from a starting value of 35-65 to 45-75. that usually gives me some decent recruits with values in the 70s. if you aren't getting what you want in recruits at the start, start over! easy enough to check recruits first thing. likewise, you can "reroll" if you save just before the end of the month, and check the new recruit pool fist day of the new month. yes, savescumming for recruits. hell, I remember doing that even with the very fist xcom!
  5. confirmed. In my case, no medals EVER awarded any bravery points. Are people who are watching this absolutely sure they ever got any points from medals? I don't see how it could be inconsistent, given how simple the coding is. I suspect they simply removed all bravery bumps to make the game a bit scarier, or, maybe, they only give you bumps if your bravery is below a set level. I notice my guys that started out with 85 bravery have only gained a single point after more than 10 missions and 3 medals. Whereas, the guys that started below 60 got a bump of +4 after the first two missions. hell, I don't seem to get bravery bumps even from getting psychically attacked while on missions. basically, I get a bravery bump for the first couple of missions for each new guy, usually +2. after that... nada. best I have ever gotten as a bump is +4, total, and that was after just 2 missions. *shrug* edit: I see what's happening. you only get a bravery bump from combat if you survived actually being in the panicked state, not from just being attacked mentally. That's something that should change; you should get a bump every time you are attacked mentally. that would pretty much fix the whole bravery too low issue.
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