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Dr. Somgosomgo

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Everything posted by Dr. Somgosomgo

  1. Having bases automatically have room for a single tanker might do it. It is an option I'll resort to, but building an actual feature can make it less clunky. Gotta learn modding I suppose.
  2. I finally have something to say about the balance. Personally, I find the change to the small drone's weapon unnecessary. The three-round burst it gets with this mod seems slightly too OP and pretty much ruins the drone's point. They were enough of a nuisance in stock, and now they get more damage per shot with what looks like the same suppression effect.
  3. Sounds fine, although managing actual tankers in the sky would make it more interesting. Got any ideas for the first problem?
  4. While trying a slightly more flexible approach to base building I noticed that I was unable to transfer scientists and engineers from one base to another. This meant that I had to first fire the unfortunate groups and then hire new ones for the facilities at the other base, which in turn, meant unnecessary expenses. Next up is the logic regarding aerial terror events: A city far outside my interceptor coverage was being bombed. It was destroyed completely simply because the game lacked aerial refueling. I can understand that maybe, lore-wise, no country is willing to have tankers flying around and begging to be shot down by a passing UFO, but when cities are at stake, I think it should be at least considered as an option. Is there any way to make a small mod to address these two small logic discrepancies?
  5. Sounds great. Will give feedback once I get to play it. As a side note, the thread appears rather dead.
  6. I had a similar bug but it wasn't quite as debilitating; After constructing a Predator Magstorm I went to the armory and had a trooper equip it. Even though I noticed that its ammo count said zero, I didn't assign much importance to it and opened this thread to report the bug some time later. After restarting the game for a reason I can't recall, the counter showed 50/50 as it should have.
  7. One of them is equipped with a regular autocannon and the other one has a magstorm. Both of their backpacks are full of explosives but their carried weight had no effect on the bug.
  8. Thanks. I will be waiting. UPDATE: That bug occured in regular GC.
  9. By the way, when I was browsing the .xml tables of the mod I noticed that MAG weapons are categorized as plasma and vice versa. I suppose it has something to do with the stock techtree. Also can't find the multi-missile launcher that appears in the Xenopedia after fully researching MAG weapons. It never even showed up as an option in engineering.
  10. Yes. As I wrote above - it happened only during base defence.
  11. Good time of day Kabill. Once again I suspect that there is a bug. During base defence, and only there (so far), Xenonauts equipped with Predator armour and its weapons cannot fire at all because the volley costs more than 100% of all their TUs. My modlist. Providing savefiles should you find them relevant. Pre-attack savefile Base attack start
  12. The top "cap" refuses to remove itself and I cannot see the inside of the ship's bridge. As depicted in this screenshot, the "rooves on/off" button is in its 'off' state. (I used f.lux while picking colours and highlighting) My modlist: Update: After removing cruiser_top_se.png from the game directory I can proceed... without a tile for the top of the cruiser.
  13. In addition, after installing the latest build, I can't use the geoscape UI in its entirety. Most importantly I cannot select UFOs, and base icons (construction, research, engineering and etc.). Disabling Skitso's oppressive UI didn't help. The clickable stuff doesn't even highlight on hover.
  14. re: Weapons - The aliens' ranks range between soldier and officer. The invisible weapon so far appears to be the plasma shotgun on sebillians and (probably) the precision plasma on harridans. I'm fairly sure I've seen other types not showing but that is what I have for now. re: Cells - Currently it is February 1980, and the biggest UFOs I get are cruisers (I'm playing on veteran if that is relevant). IMO with such abundance of cells, it is warranted. By the way, selling most of them at the moment can afford me a command centre.
  15. Not sure if the issue is related to this mod, but I noticed that some weapons are not drawn on sebillians and harridans. Their stripes look like they have nothing in their hands. (I have yet to check the update). In addition, I am not sure how I feel about having ~2000 cells in the storage.
  16. Greetings to anyone interested in this reply. I'm not a particularly active user as you may have noticed and that is because I usually only post bug reports whenever I happen to be playing the modded game. I'd like to report the following: Game crashes when clicking on "Alloy Shield Upgrade" in engineering that becomes available for manufacture after researching advanced armour plating.
  17. Alright. It hadn't happened again even when I got this map for the second time.
  18. (I suspect that it's KTT because I never saw this map even after countless arctic missions in my modless playthrough) This is how it looks like. It might damage the balance on these maps as the water can be strategically valuable as an obstacle.
  19. Three items: -This bug happened again in a fresh save just now. -I suppose I'll stick to a more stable release then. -What is the approximate release date for RC2? (If you're allowed to say it of course)
  20. I don't have that much information on this situation as I have no idea what caused it. Also, yes, I am new to the community edition. I started playing with the most recent release and modpack, eventually received the autopsy report on caesans, downed and cleaned a UFO with sebillians but the post-mission screen showed that none of the corpses were sent to the research division. Now "OBJECTIVE: RECOVER ADDITIONAL ALIEN CORPSES FOR STUDY" is stuck at the objectives list, and I have yet to receive an autopsy report on a sebillian despite the fact that my squad faced sebillians more than once. To top this off, I did receive a disassembly report on the androns after clearing a corvette, and the post-mission screen showed that the androns were sent to the research division. UPDATE: After clearing a corvette with reapers and sebillians I recieved two items: autopsy report on reapers and sebillian class analysis, but no sebillian autopsy report. Two save-files: first and most recent.
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