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Posts posted by Sathra
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Before that happens though, the crew has to be set on the geoscape, not when the mission is loading.
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Unload button on the equip screen would be good too.
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Fixed. Put a capital 'A' by accident.
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Of course. We're just asking in a creepy way.
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Both known bugs.
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The missile in the wrong spot is known, and the low ammo count is intended.
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When they do work the game bugs out anyways too.
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1. Not sure, I think so.
2. Gameplay. They'd be really, really good if they lasted for a long time.
3. Bug.
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I'm just deflecting attention as I ready my cutlery...
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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.
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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.
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You can set the templates to any loadout you want. So all grenades, 3 different kinds of guns, whatever.
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He means he's considering consuming the mod into his own.
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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).
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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.
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There is no soldier specialisation. Unless you mean the 'roles', which just let you set templates to quickly equip troops.
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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.
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You shouldn't have to transfer one item at a time. I right-click on the arrow to speed it up.
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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.
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Its like they don't even try.
*teleport sparkles*
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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.
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Fixed.
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Troop transfers are buggy, and transferring dropships can be very troublesome too.
Constantly Doing Base Defence and Terror Missions
in Xenonauts General Discussion
Posted
Its actually kind of common for a city to be hit twice. I've had a city get nuked twice.