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Sathra

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Everything posted by Sathra

  1. Huh, Scouts are messed up in ground combat. Like the outer skin is off by a tile compared to the inside.
  2. Rebalanced manufacture costs to keep in line with the reduction in resource income. It should work out, but I'm still seeing how much things have changed.
  3. I had the Chinook get randomly damaged and a Scout shown with 86% damage on the first intercept (though judging by the missile damage the shown info was a display bug). Anyone else have this or was it due to my messing with the files?
  4. V5X.1: https://www.dropbox.com/s/p1owyzf0cvwumlq/Sathra%27s%20Mod%20V5X.1.zip Basically the same with some of the geoscape changes from 19X HF 2. Didn't include the aircraft stuff because I have a cold and can't get the willpower to test the various permutations. V6 maybe.
  5. You can run out of cash, but I don't find it so bad. And yes, scores are increased.
  6. Testing out a minor update for the new hotfix (so it'll be V5X.1). Mostly taking advantage of the new options. It'll break savegames though, since the exe got updated.
  7. Nope. The Vault teams move out with maybe 1 rifleman to support them (modded game so 10 soldiers). They basically run towards where the the UFO is, or where I think it is, with the shield facing in the probable direction of any fire. I find they can deal with nearly any alien (or group) they find, with use of smoke and grenades. If a group is too heavy or numerous for them to deal with, I pull back, bring in more troops then advance again.
  8. It only effectively increases the starting money. Bases cost less, so after placing the first base you have an extra $200k. I couldn't figure out how to makes scouts appear more commonly, so they stop appearing after a month or so. You get Corvettes longer though, and they're more fun, and I train rookies on them (more stuff to shoot means more experience). My second base is always heavy on the manufacturing (90 engineers). The rest of the space is soldiers, and I only ever build 5 Hangars in my first 2 bases. 1 Hangar is for the dropship, and the others are for interceptors. Main base only has 30 scientists, which is enough for most of the game, with the rest being manufacturing (I try for 45 engineers, which means I move or just destroy the garage depending if I want to use vehicles). Holdover from the OG, where I had every strike base capable of some manufacturing. Third base is mostly intercept and research.
  9. Or you could give it a huge time cost, and have the manufacturing description say it sets up a system to convert all examples of the alien weapons. Say 75 for the pistols, which makes it 5 days with 15 Engineers.
  10. Okay, had a think about it and here's what I've got so far. The rationalisation of it is that while humans can copy the alien weapon basics, they can't miniaturise some things as effectively as the aliens can, so using alien weapon parts allows for more efficient human weapon designs for infantry and vehicles. For aircraft weapons size isn't as much as a factor, so they won't use these parts (they will use Alenium in V6, because I forgot to add it in V5). 4 basic components: -Power Converter: This is the widget that takes the power from the cell and turns it into plasma. This is used in every human manufacturable weapon in varying numbers (so laser, plasma and MAG). I'm not sold on the name though, its too generic. Taking suggestions. Every alien weapon contains 1 or more of these. -Electromagnetic Array: This is the rings of electromagnets that focus and project the plasma. Plasma and MAG weapons use these, and come from every alien weapon besides the alien plasma pistol. The plasma pistol's one is too small and doesn't focus effectively. -Heatsink Network: This is the thingy that collects waste heat and moves it to the heatsinks for dispersal so the weapon doesn't melt. It comes comes from HP, BR and PC. Its used in all the MG's, plasma precision and all MAG. Alternative name is Heat Displacement Assembly, or Displacement Assembly if I can't fit the full name. -Holographic Optics: Basically as the name says. Its a fancy sniper scope. Only comes from the alien Sniper Plasma and is used in the Plasma and MAG Precision rifles. The project to disassemble an alien weapon appears after you research one (I'll also change the Plasma precision rifle to need Alien Sniper Plasma and make a new Xenopedia report for it, or I won't, I dunno.) The project will take up to 10 man days (avg of 5, so 1 day with 5 engineers), and produce the various components + some alloys. 1 for most of the weapons, and 2 for Cannons. Up to 10k for the project, average of 5k. Here's the breakdown of the alien weapons: Pistol: 1 Converter, 1 Alloys. Rifle: 1 Converter, 1 Array, 1 Alloys. Heavy Plasma: 1 Converter, 1 Array, 1 Heatsink, 1 Alloys Sniper: 1 Optics, 1 Converter, 1 Array, 1 Alloys. Cannon: 2 Converter, 2 Heatsinks, 1 Array, 2 Alloys. Battle Rifle: 1 Converter, 2 Arrays, 1 Heatsink, 1 Alloys. Components can be sold, but the all the components from a weapon won't add up to the sale value of the complete weapon. They're fancy and all, but the whole thing would be worth more to the backers. Laser Weapons: All use Converters, with 2 for Precision and Scatter. Scatter also uses a Heatsink (You can get HP from Corvettes). Plasma Weapons: All use Arrays and Converters, with Optics for the Precision, Heatsink and 2 Converters for the Caster, and Converter and Heatsink for the Carbine. MAG Weapons: All use 2 Arrays, Heatsinks and Converters. Precision uses an Optic, and Storm uses 2 Heatsinks, and 2 Converters. Vehicle weapons all use Heatsinks (2 for plasma and laser, 3 for MAG), with the plasma and MAG using Arrays (1 and 2 respectively). They also use Converters (2 for plasma and laser, and 3 for MAG). Since the Scimitar and Hyperion are built with energy weapons as standard, they will require the needed components to be built. Corpses will be autosold for 5k, 10 for Officers and 20 for Leaders. Androns and Drones start at 10k, since they don't have Leaders and an advanced robot is worth money. Alien weapons themselves will be worth 5k less than V5, since now you get money for corpses and I bumped it to give more cashflow. Human advanced weapons will also be cheaper since you are literally burning money to make them. I'll probably drop them by a few 10k lots. If you've read all this, give some feedback (especially if you can think of better names for the components).
  11. About half the mod is technically needless complication. I didn't actually need to give each tier different 'flavours', as even with the flavour the next tier is always better than the previous one. I just did it because I thought it was fun/interesting/funny. Same with the Power Cores.
  12. Have an addendum to add. Could have aircraft weapons always do their armour degradation damage even they can't actually get through the armour. Would let you 'wear down' heavily armoured ships, say if you have no MiGs and have a Corvette to take down. Would take much longer, but still doable.
  13. I don't think I can make the disassembly automatic. It doesn't like manufacturing times less than 1 day. I guess I could make the items manufacturable from scratch, though that would add another 4 or so projects.
  14. Kind of. You'd only need to manufacture ONE, then ALL of them become available. The other way to do it to limit the numbers would be to make a 'modified' version of the alien weapon, but that'd be a ton of work to get them to work properly.
  15. I think I can do that....yes, it won't be pretty in the files, but it should work. That's an awesome idea Gauddlike. Would add 6 more manufacture projects and a bunch of new items, but hey, the mod is full of that stuff. I would never have though of such a neat solution!
  16. So this is the song I play while continuing my Apoc game. And I play this one for Xenonauts. Bet you all feel more sane now!
  17. Tried that (UnlockItem). I had to make a research project unlock the manufacture project/s then manufacture a plasma pistol with the resource of a plasma pistol and the product of a plasma pistol. Then all the pistols I'd collected became equippable from the base screen. Did the same thing with the plasma cells.
  18. I always save before transfers just in case Oh, and don't transfer soldiers. I think it screws up your game still. So save beforehand in a new slot.
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