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Sathra

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Everything posted by Sathra

  1. Its actually kind of common for a city to be hit twice. I've had a city get nuked​ twice.
  2. Before that happens though, the crew has to be set on the geoscape, not when the mission is loading.
  3. Fixed. Put a capital 'A' by accident.
  4. The missile in the wrong spot is known, and the low ammo count is intended.
  5. 1. Not sure, I think so. 2. Gameplay. They'd be really, really good if they lasted for a long time. 3. Bug.
  6. I find my shield squad hilarious. I once even had half the team with shields, and half with a mix of rifles and shotguns during the start of the game. They roamed the map, converging whenever an alien was sighted. They would then group up to present a solid wall of shields and advance gradually towards the alien firing constantly. It was the most absurdly effective build I've ever done.
  7. Regeneration is just health regeneration. Suppression seems to be based on bravery, and I think the higher ranked Sebbie's are pretty brave. No idea if suppression stacks. I think not.
  8. You can set the templates to any loadout you want. So all grenades, 3 different kinds of guns, whatever.
  9. He means he's considering consuming the mod into his own.
  10. Just to add, you can also have the ammo manufacture project create multiple clips per manufacture 'unit' by doubling up the products thing (no spaces).
  11. As long as you don't save while a plane is being transferred (i.e. its flying between the bases), and don't transfer troops, it should be fine. I think you can sometimes get troops to transfer without messing stuff up, by I'm a bit unclear on what to do in case it does corrupt.
  12. There is no soldier specialisation. Unless you mean the 'roles', which just let you set templates to quickly equip troops.
  13. Might be worth having a look at the various mission xml's (and maybe ufocontents folder) so players have the time to try out various weapon builds. Its very fast progression in vanilla atm. I greatly extended the game progression in my mod for two reasons: I love the ground combat, so being able to fight more combats doesn't sound bad to me. Also lets you expand more easily. The other reason was that there were a few complaints that the switchover was too fast between the Fighter and Heavy Fighter eras. Now you can see how my mod (which was originally just a ground combat rebalance) became the monster it is today.
  14. You shouldn't have to transfer one item at a time. I right-click on the arrow to speed it up.
  15. Though armour degradation only seems to happen if the shot actually causes damage. The vehicles in my mod can take enormous amounts of gunfire, right till a shot rolls high enough to get over their armour and they get shredded. I had a Scimitar take nearly 15 Heavy Plasma shots with only 20 damage taken by the end of it.
  16. Yeah. To compensate for their lack of armour, they have alot of health. That's why there's an AIprops.xml file in my mod, to give aliens armour and reduce their health as well.
  17. Troop transfers are buggy, and transferring dropships can be very troublesome too.
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