Jump to content

UristMcKerman

Members
  • Posts

    15
  • Joined

  • Last visited

Reputation

10 Good
  1. Related question: where to increase amount of resource gains? Need to scrap entire battleship for one pistol drives me mad.
  2. Even non-primed C4 lying on the ground (one of your buddies has been carrying one and died in the process) explodes when hit with something like napalm, stun or smoke grenade or AOE gun (very irritating because causes total annihilation of entire squad). Also smoke deals stun damage, so this happened maybe because smoke stunned your soldier and then activated C4. I used that tactic (C4 + smoke combo) multiple times to make instant boom before alien turn (very effective I should say).
  3. All bugs in concurrency are actually coincidence .
  4. By the way, are there any fixes for AI? It looks like even more suicidal than in vanilla. It tends to run to open area to score a 'kill' (mostly 'wound' or 'resist') and die horribly during my turn. Or use explosive guns at point-blank. Those stupid lizards still failing to learn that they shouldn't approach tough guy with MAG carbine. Also I've detected many times when one shot (mostly explosive AOE gun) causes multiple bleedings (up to 3). P.S. Worth to mention. Truly cool art you guys have made for the mod. Main menu pic is as it should be. Smiling guy on 'alien turn' image definetly likes it too.
  5. Was predator armor tweaked with mod to weight 23 kilos intentionally? It's strenght bonus is not enough to compensate its mass. If I remember right predator in vanilla was weightless. I guess with singulo cannon guy will be completely static (not taking exploits into accout ). Made coyot armor just to see how it looks. Cool outfit for females. Flying head for males.
  6. Smoke grenade deals little damage (and stun damage like in old good X-Com), and even this amount is enough to activate c4 lying on the ground. It could be activated by anything else, but given enormous c4 radius smoke grenades are safest, smoke also protects from survived (if any) aliens shooting back.
  7. ventuswings, thanks! Found that plasma missiles are replacing alenium ones, and if you managed research plasma explosives before alenium you are screwed. After alenium research completed all missiles (starting tier) have been replaced with plasma ones, which is okay, but all my newly crafted foxtrots have alenium torps, which is not okay. I guess I should create a copy of plasma explosives research to fix this (or buff alenium torps ). Same stuff (probably) with MAG weaponry. I have accidentally skipped all tiers and started researching MAGs. C4 is truly epic! During base defence two soldiers rushed to entry point, one throwed C4, other smoke grenade to explode it instantly. Which weapon is good against omega vipers? I've encountered first one during my second mission, sacrificed 4 soldiers to lure it from crashed scout (heavy one) while other 3 occupied it. Does their smoke dissipate with time? Not disappeared even after 10 turns.
  8. During base assault you can just take good position, reapers will run into your reaction fire and die (stupid lizards with suicidal AI will eventually die too ). Also once I saved my soldier who had not enough TU to shoot down almost dead reaper standing next to him using melee attack (M). Deals about 10 HP and 10 stun damage, consider it as option if nothing left. Or if reaper approached soldier with at least 14 TU, drop gun, take C4 and activate. Never tried in vanilla, but in XNT effect was truly epic. Cool heroic death
  9. Is 'Bay 12' label in nanotech workshop an easter egg for Bay12Games or just coincidence?
  10. Spent an hour trying to take down heavy fighter with saracen. Best result is 91%. How to do it? Is it possible at all? Auto-resolve says that my chances are 96% to win, but looks like they are 96% to lose. Also got plasma explosives research but all missiles are still old-tier.
  11. Game started crashing when I'm trying to open hangar to decommission all my foxtrots (built 3 before realised that I'm doing something wrong). Or the game itself protests against doing such blasphemous act, or they are not only expensive and useless but also buggy too. The only thing they've managed to crash is the game application. EDIT: Forgot to mention, C4 and numerous alien explosive (cheaty!) rifles are gamecrashing too. I guess it is bad mod installation. Combo-EDIT: Just realised - probably it is because of corvette is being scrapped at the same base. Quite inconvinient.
  12. Glad you've already started discussing C4, because there is a question about it. After finishing vanilla on veteran started XNT today. I used to be a fan of C4 in vanilla, but when I've tried them in XNT... Are they intended to be so destructive? I've tried to kill door-scuming lizard at corvette entrance but in result I've destroyed main door, all interior doors, 2 breachable sections on sides and a good portion of adjanced building. Felt like little nuclear explosion. I'm afraid to see how are plasma explosives going to be. (breaching charges are quite good, though are a way too heavy and bulky).
  13. About importance of bravery: whatever bravery soldier has, heavy wound, lose of ally or prolonged suppression have a high chance to cause him panic (or even worse - fleeing towards enemy or berserking). Morale bonuses from hi-ranks and adjanced allies have more influence over morale. And sodiers are very likely to be mindfrayed by psionics, morale they have won't make much difference. Bravery is not so difficult to train up (very easy to be honest), but it is very grindy and boring process. Easier to finish last mission with unbrave rookies. Also slow, weak and innacurate soldiers when fully trained will have maximal HP possible. Personally I find that reflexes are the most hardest to train stat (because I'm trying to avoid situations when it can be trained). It should be mentioned that AI tries to avoid stun smoke, which makes it very useful for keeping reapers at distance and pulling ETs out-of cover.
  14. During base assault (switched to 1.53 right before this mission) I've noticed that I can't shoot at unrevealed tiles and at even some revealed props (like doors) any longer. I used to do this to suppress hostiles targeting on sound of them shooting (sometimes even succesfully), and shooting at doors/walls was useful to keep them 'open' to prevent AI abusing them. I don't know is it itentional or is it result of LoF bugfixing. EDIT: Shooting at unrevealed tiles works, but does not at blocked ones. P.S. Not related to this bug, but when I've aborted mission and came back again alien fortress started crashing.
×
×
  • Create New...