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Sathra

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Everything posted by Sathra

  1. Reapers tend to run if you shoot at them with reaction fire. So if I know there's reapers in the mission, I keep a few troopers with spare TU's (pistols are great for this).
  2. Using alenium torpedoes against landing ships requires multiple sorties (or a bunch of MiGs after using condors/corsairs to kill any escorts). After you capture one though, you can get Plasma missiles/torps. I think its planned to have the smaller ships appear during midgame too.
  3. That sounds like a normal base assault. The room in question was probably the command centre. Its one of the reasons I added Nerve gas in my mod (also because its funny). Though you can have up to 12 aliens in that room.
  4. You could try my Little Mod. It probably overcomplicates the geoscape section, but people seem to like it.
  5. I think damage taken does have an effect, but again, lots of health in vanilla.
  6. I'm guessing you've transferred either troops, or saved while transferring planes. If so, all your savegames are corrupted.
  7. Everything else is fine? If so, got into 'items.xml' and set weapon.combatshield to unlimited, and go into aircrafts.xml and change the 4 heavy hardpoints for the MiG to 2, and remove the sidewinder entries in the loadout section for it. Then start a new game, otherwise the MiG will be odd and crash if you click on the extra hardpoints.
  8. If you drop a shield on the ground, then try to open inventory while standing over it, the game will crash. I think Assault shields are buggy too in a different way. If you want to use the old image for the AK, just use the 'gui' folder from V5 and overwrite.
  9. Th new addition seems lazy to me. Slave collars so they can shove in the aliens from EU2012?
  10. Not that I know of. There's a bunch of stuff that was planned, but not sure on the status of any of it (also I can't remember them off the top of my head).
  11. Someone else mentioned this for vanilla as well, but it wasn't reported. Even so, I didn't change reload costs so there's something odd going on.
  12. Grenades are being worked on, they use shooting code for LOF atm, so tend to hit stuff like bullets can. Hills can't really be done due to the engine (it can't handle slopes, stairs have a bunch of problems). Unique people is beyond the scope of the game, and its too late to add them. It is/was intended to get special missions to win back regions. Not sure on the status of this at the moment.
  13. I dropped them to 30 direct and 40 from the gas. Takes more grenades to stun, and with the throw cost a quick stun isn't as easy. Have much reduced alien health though, though alot have chemical armour of varying effectiveness. Though having the stun grenades being unlimited makes it less of an issue than it could be.
  14. Ah, I see. I forgot to add a number of weapon to use. Fixed now.
  15. I probably misspelt something. I'll check.
  16. They've got unlimited ammo like the aliens yes?
  17. Is this during day mission or just night missions? I only have this during night missions.
  18. You shouldn't need alloys to build aircraft missiles. Are you playing a mod?
  19. Never said I liked the concept, just that it was possible to do it. And how, if someone wanted to try it out.
  20. . The war went badly at first, as Liir ships with starting tech can't really stand up to Hiver cruisers (first time playing liir). Faster AND tougher. So now my usual fallback of throwing 20+ BR's at things.
  21. I pretty much do. My only real concern with balancing weapons is that they are good at what they do and that the next tier is worth upgrading to. When suppression is working properly, I'll look at that. For now, I have Battleriders to swarm against Hiver ships.
  22. The newest version of my mod allows you to break down alien weapons for alloys and a bunch of other stuff. The various other stuff is used to make your own weapons.
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