Dr. Somgosomgo
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Posts posted by Dr. Somgosomgo
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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.
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The easiest approach is to change the range to a much larger number and say that the increased range reflects aerial refueling. We already (USA and other nations) already have aerial refueling tankers stationed in various parts of the world so you can logically justify the increased range.
Sounds fine, although managing actual tankers in the sky would make it more interesting. Got any ideas for the first problem?
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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?
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Sounds great. Will give feedback once I get to play it.
As a side note, the thread appears rather dead.
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Hey Kabill, this is a great mod, but I've had run across a pretty frustrating bug in my play through.
When I equip predator armor with any predator weapon other than the default autocannon, the ammo count is zero both in the equip screen and in combat. I am running it with X:CE and the only other mods installed are 'fire in the hole' and 'hold the line'.
Thanks
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.
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I have just done a quick test my end and everything seems to be working fine.
Can you tell me what you are equipping the soldiers with? I thought it was going to be a problem with the TU cost adjustment applied by the Predator Armour but that seems to be fine.
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.
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Sorry, missed that you'd specified that. I can only assume that this is a bug with the game itself and not the mod. I certainly can't think of anything that the mod does which would cause a problem in that specific context. If I have time I may have a play-around though. Very weird.
Thanks. I will be waiting. UPDATE: That bug occured in regular GC.
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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.
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Yes. As I wrote above - it happened only during base defence.
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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.
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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.
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It worked.Hmm, actually, that might be an issue with XCE - I had a similar issue a month or two back. Try loading a game in ground combat then aborting the mission, then load your actual game. I'm not sure how you might fix it if you don't have a ground combat save.
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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.
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Re: weapons - Any idea what rank these aliens are or what weapons they should be using
re: cells - is this at end game? Do you think increasing power cell costs for weapons is warranted?
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.
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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.
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Will do.
Good day to you.
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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.
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I figured it wasn't Khall's but it was too late to change the title.
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Alright. It hadn't happened again even when I got this map for the second time.
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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)
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Thanks, fixed. You did get the corpse, but there was a bug that set the research to take very very long (you'll need to restart the game to get it properly).
Restart game=start over?
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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.
[Mod suggestion] Base personnel and bombing event logic
in Modding Discussion
Posted
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.