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Sathra

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Posts 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. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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 :/

  7. 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!

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