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Posts posted by Sathra
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Radar is meant to get upgraded, but the item to do so isn't capturable for some reason.
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Stupid amounts of things. You can get to the point of having to scroll the stores screen to see everything.
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No problem. Have fun!
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1. Pistols have their own uses. Being equipped with one reduces the chance you'll be shot at by reaction fire and in the experimental build they are the only weapons that can be used with a shield. They're pretty effective as close range suppression due to the number of shots you can throw out too.
2. Game is still being balanced, and this includes income.
3. Flashbangs cause suppression. There was a bug with them in V18 where the further they are thrown, the less suppression they cause. Fixed in the Experimental build.
4. Another bug caused the precision, as low accuracy shots hit far too often. Cover is also useful, or not being seen during their turn.
5. Unlikely, since you'd simply have multiple weapons that do pretty much the same thing.
6. There's a bunch of work that needs to be done still, so whether they come back is still up in the air.
7. Also being balanced. There have been some mods that included what you said (From Gauddlike)
8. Also being balanced. Nightvision and flare drops are unlikely as it takes away the feel of night combats. They aren'y as dark in the Experimental build though, so not as bad.
9. Never noticed this to be a problem, but again, balance phase.
10. Not sure on the status of these.
11. Accuracy bug again.
12. Not yet, but soon.
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I have a recommendation concerning bleeding soldiers and medikits. How much healing does it take to remove the bleeding effect?
I was under the impression that it would be removed if you received any healing at all (D&D at work here haha), but when I used my bugged 1/50 medikits to heal a guy who was bleeding out nothing happened, besides maybe him getting +1 HP (it's so hard to tell how much they actually get healed. Numbers please?).
So, should any healing at all remove the bleeding? Or should it be a certain number of healing?
Lets say that it takes 5 hp of healing to remove the effect. How would that be calculated? Would it be 5 hp in one healing "throw" (haha, animations), or would it be 5 hp total since you gained the effect? What would happen if you had five guys each heal the bleeding soldier 1 hp each? It's probably unlikely, but still entirely possible.
It takes about 10 healing to stop bleeding I think. It does seem to add up though, so doing it in two lots of 5 healing works too.
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Sebillian carrier?
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Weirdly, I find shooting at the tile just behind the alien to be more effective.
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Or get to it...
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Did you rotate any of them?
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Gigantic purple things with a blue glow, looks like 4 reactors stuck together. There's one in the room to the north-ish of the room before the command centre.
Not sure if the 'destroy cores' victory condition is working though.
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Just the backlog. They were the best at the time they were made, but had to be replaced as they weren't cutting it. I still keep them around in case I have to supply a new base (new missiles are kind of expensive in Alenium and manufacture time).
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The 150 HP was a mistake on my part. It made it insanely hard to kill. It can take quite a bit of fire still (plasma rifles can wreck it a few shots though) and it really depends on which side the shot hits from.
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Aww, how sweet.
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Eventually. For now you can just use the fix.
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Nation relations are on a big scale, and with the mission score rebalance the effect of a mission isn't as noticeable.
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You'd have plasma by that point, so not so bad. Landing ships take 4 Plasma torps, or 7 or so Alenium torps. Larges take 6 Plasma I think.
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Base defense and assault are both buggy. Aliens can see through walls, invisible barriers, etc ,etc.
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Nope. Just the list that came up while upgrading to Plasma. Had to build each one (except Sidewinders and Avalanches of course). Side effect of the mod. List can actually get even larger, when Fusion missiles are unlocked.
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Version 5X for the Experimental branch: https://www.dropbox.com/s/9bj1uhpdd6kdvjf/Sathra%27s%20Mod%20V5X.zip
Changes:
-All the stuffs from V5
-All weapons cost the same amount of alloys to manufacture, but now have increased alenium costs. Laser weaponry got a slight increase to alloy cost to the same as the rest.
-Power cores cost less Alenium to make now, and should now actually be somewhat profitable. Only a small profit though (~10k)
-AK-47 added. Its basically a Carbine for the ballistic era.
-Shield 'ammo' increased. They can block more shots (roughly a full plasma rifle burst for the Combat).
-Some damage rebalancing (MG's do rifle damage but sniper penetration mostly)
-Grenade base range increased to 6.
-Damage text lasts longer before fading.
-Teleport cost increased to 30, so Wraiths don't jump around so damn much.
I think that's all of it. Find any bugs or have balance suggestions? Post them in this thread and I'll see about it.
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Awesome news.
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Yeah, pretty much. They do allow for early Electronics tech if you meet them before landing ships so you can get Corsairs quickly (though how useful they are is argumentative).
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Its the Reapers causing the hang. BeornBlackClaw made a fix for it here: http://www.goldhawkinteractive.com/forums/showthread.php/5587-Infinite-Hidden-Movement-temporary-fix
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The smoke crash is fixed now?
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Previously collected alien clips aren't converted. I'm not even sure if its possible with the game code.
As for 1, 2 and 3...well...
Crawling probably isn't going to be added at this point. Too late in development.
Timers...maybe. Probably not, since they're meant to be indirect-fire weapons (but due to some bugs they're a bit wierd). And most of the time you'd want them to explode instantly anyways. C4 has a timer though, and can be thrown.
Proxies. I didn't use them, well, ever in the OG and TFTD. Again, might be too late to add them. Up to Chris really.
Thoughts after playing some V19
in Xenonauts General Discussion
Posted
Not quite sure on that, though I assume it should.