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crossi72

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  1. You were (obviously) right: I tried in GOG version 1.65 and mind control lasts only for one turn What about a defensive technology versus mental attacs that can only be researched and built using an exotic component extracted from a live alien with psionic powers? This way the mental attack will reduce their (frustrating) effects during the game and the player will have to capture lot of aliens if he want to build mental defense for every soldier.
  2. I'll check this as soon as possibile, I've played the first released GOG version that had this problem, now I'm play the game again with my son but I've disabled the mind control editing the corresponding xml file. I'll re-enable mind control and try (I'm a developer and a software engineer teacher and I don't read release notes from other developers...) Thanks for the quick reply!
  3. In my opinion mind control is the most frustrating aspect of tactical combat in xenonauts because when a soldier become mind controlled it is impossible to save him, even if you win the mission. I think a good improvement could be making the mind control reversible: if you stun the controlled soldier and win the mission, the soldier will be "cured" and saved.
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