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Sathra

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Everything posted by Sathra

  1. I got an alien base early, and it was Caesans. Easy battle rifles (and Plasma Cannons). I think you might be able to finish building a Corsair before the end of October. Not sure, since progression relies alot on how lucky you are with UFO spawns (and the resulting shootdowns and missions). I know in my current game I built a Corsair later than I could have, since I dumped all my cash into weapons/armour and the second base. Yep, the mod slows down invasion progress quite a bit. Lots and lots of Corvettes. There's also more of a 'blur' between changeover, so you get a few Landing Ships near the end of the Corvette era. Don't worry too much about the larger numbers of aliens. You get more troops in a Chinook to help compensate.
  2. You have to use the arrows at the far right of the stores section. You might have accidentally sold them. I've done it a few times. There's a set in the middle, and a set on the right. Use the ones on the right. Takes a few hours to show up (up to a day).
  3. You have to manufacture one before they show up in the equip screen. Same with the clips.
  4. Did you know that when you press 'M' you can beat aliens with the weapons stock? Proper brutality!
  5. Okay, I had an idea for V6 of my mod, but not sure if its a good idea. The basic plan is that Plasma and MAG weapons would require the alien version of the weapon to build i.e a plasma sniper would need 1 alien sniper, and a MAG rifle would need 2 alien plasma rifles. Heavy plasmas are basically machineguns already, and Carbines can just use rifles. Pretty similar. Might add laser weapons to this too, but at the moment thinking no. There's a problem though, alien pistols and rifles become extremely rare around mid-game. The workaround I'm thinking of is to have a greater mix of alien ranks in the larger UFO's so you always get a few of the various kinds of weapons in nearly any ship (well, not snipers but Harridans are common enough if you don't try to equip half your team with sniper weapons). The thing is, it would make the later ships much easier due to the number of Guards/Soldiers I'd have to replace Warriors with to get a good number of plasma rifles to spawn. Especially noticeable with Androns and Sebillians. You could save the rifles from early game, but I don't like to work on the basis of players knowing stuff like that. Also just tons of Heavy Plasma. You'd also not get much or any income on the end mission screen, but I can just make corpses saleable and reduce the income from weapons to vanilla levels to compensate. And players would have to sell the alien weapons manually. So, thoughts.
  6. Yep, you can sell alien plasma clips freely. They have no use. The 'base tabs unclickable' bug can be kinda fixed by clicking on 'build new base', then right-clicking to cancel. Then the tabs should work again.
  7. To keep your own changes, keep backups of the files you've modified. The mod tools part of the launcher doesn't work for some reason so you'll have to over-write the files. Laser and plasma have higher ammo counts in the mod. And yes, MAG has the lowest. The equipment loadouts, or the team builds? I change the team make-up for every major build of the game.
  8. Yep, December 21st will be my first mission with MAG (never built a single plasma weapon). No magstorm yet, but 2 pistols, 2 carbines a sniper and 4 rifles. Mission will be a crashsite of the 5th or so Landing ship I've seen. The rest kept escaping.
  9. I'm still trying to get over the idea of a Local Force killing 3 aliens...
  10. Yep, you're after a Small sized ship (a Scout, not Light Scout). Failing that, a Corvette. Both will need 'light' damage in the pre-mission screen to get the item needed. Don't worry, you've got something like 2 months to get one. And its called Alien Alloy Manipulation in the mod.
  11. Umm, how about this?
  12. Base defense is really buggy. Its being worked on. The Fighter bugs though are interesting. The messed up air combat sounds like the double-combat bug (are you sending squadrons or multiple single interceptors?). The messed up Geoscape icon is new though.
  13. Ah, foregrip. I knew it had some obvious name. Just that change and I'll add it to the mod, with your name credited. In mod news, in my current game I'm skipping plasma completely (not building any) and just going straight for MAG. Landing ship phase has just started
  14. Start the game in windowed mode, resolution smaller than your screen resolution. I just use Printscreen and Paint, with some cut and pasting to remove the borders.
  15. That's the one that's a huge bomb (Strike Cruiser). They don't have ground missions but they shouldn't escape to space after being destroyed. That's a bug. What does this Heavy Bomber look like? Disc with a long spine sticking out the side?
  16. Could be simple as a weapon degrading armour by an amount equal to say, half or a third of its armour mitigation. Makes it easier to work out in the head too.
  17. Hmm, nice. Only addition I could add would be that the part behind the barrel, I don't know what its called, the darker black bit could be brown to mesh nicer with the ingame soldier sprite.
  18. Updated both V5 and V5X with Lightgemini's wonderful Projectile Images mod. Also fixed a research bug that caused the xenopedia entry for plasma weapons to not show up when researched. Doesn't break saves, but it won't fix itself unless you haven't finished researching plasma weapons. Doesn't seem to effect anything when broken. Guys, if a research pop-up is blank you really have to tell me!
  19. Its the Scimitar probably. It comes after you research Alien Electronics yes? Its just mis-named in strings.xml.
  20. You could try my mod, but I think it might make the game too easy.
  21. I think Predator armour does that. I know you can walk through full walls, but not sure about half-walls.
  22. That and making alien weapons equippable at the base just acts weird. I've tried it.
  23. Foxtrots can't dodge. I was worried this might happen since I don't think alien UFO health/armour was changed at the same time as the Torp reduction. You'll have to do multiple sorties.
  24. I think I have to increase research times in my mod. Current game, I'll have tier 4 weapons before Cruisers.
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