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Svinedrengen

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Everything posted by Svinedrengen

  1. @Mr. Mister It is actually quite simple, you can capture everything from the beggining, you just cant interrogate them until you have researched alien interrogation. Example : If you capture a ceasan medic and navigator the very first mission, then you dont need to capture them again, but the interrogation option wont show until you have researched alien interrogation.
  2. Does this mess up something during a current playthrough, or can I replace with zero worries ?
  3. Exactly, and they wouldnt make nearly as good decisions if they didnt know. They dont blow cover away to get to me, or use the weapon handaround or deliberatly demolish buildings when my guys are in them like I do, so they need that information for good decision making. I was just unsure how much info they got, so thanks for the clarafication.
  4. Question about the AI for you @Charon How much information does the AI get when they spot you ? Speaking about armour, weapons, reaktion, TU remaning etc. I had an interesting situation regarding reaktion fire the other day, that really made me think if it was a clever move from the AI, or just a quincedent.
  5. I am pretty sure that this is a requirement for players trying to beat this beast on ironman/honestman, that includes you . I do see your point, however this is just a theory of mine, and as we all know, what looks and sounds perfekt in theory usely turns out to be quite different in reality. I will keep this in mind next time I am tired and counting shee... rings.
  6. Agree, but it just dont camouflage it enough, if I see no rings or hear the sound more than there are rings, I KNOW it means teleportation. As you know I have already changes the psy sound to original X-Com, what I am planning with this ( if it works ) is to give the teleportation a "nothing" sound, so I wont know when it occurs unless I have visual contact. I think the teleportation ability will be more scary and frightening, if I cant hear it happening. Oh I will look into this for sure.
  7. @Mr. Mister Thank you very much. Edit : No you cant split or unite a squadron in midair, unfortunatly.
  8. @Charon I think the new damage for frag grenades/rockets are good now. You could still "bomb" your way thru before, it is just easyer now, definatly. Is it possible to mod in a "new" sound, so the teleportation and psy sound are different ?
  9. Looks nice, but wont the big yellow intefere too much with visibility on the tile above ? And I dont think you can remove it in GC once it happens, or am I mistaking here ?
  10. It wont be long before they are switched out, but I will definatly play with this changes from now on. I kind of wished I had this from the beginning now, but on the other hand I did have one "incident" with a grenade that propably would have killed them all if I had the higher damage on, so maybe not anyway
  11. This would be so great. Amongst other things Did I maybe had an influence on this change ? 100 % agree with this.
  12. Exactly my point. @Dagar I would not compare 1 handed weapons with 2 handed ones, but if I absolutly had to, I would compare them both to riffles. The 2 only things SMG is better than pistols is supression and max damage. Suppression is not good enough, I would rather use flashbangs which costs around the same % TU as shooting once and it is more reliable. Damage is only better in point blank range. In all other catagories it is worse than pistols. With the new shock damage and more bullets, I might end up with issuing both the pistol and SMG to my shielders, pistol in the hand for the open fjeld and switch to SMG when breaching and clearing. And since they both take 6 squares, I can fit it in the belt with 1 ekstra clip for each, for quick and low TU cost switch.
  13. Awesome, going to try this when get home later. @Dagar they do have decent suppression power already, I dont want them to become too powerful, all I want is to make them a truly legit option to pistols, and as it is now their not, which leaves no point in using them and that is a bit of a shame. But your right, it would be cool to have a weapon like that, maybe too cool.
  14. Well the uniqueness (dont know if that is a word) would be that if you stayed put, you would get the ekstra shot, which would make SMG's good at very surtain situations. I did also think about more shots and ammocapacity, but in theory it just sounds more like a strait upgrade, and what is unique about that? Anyway I am definatly going to test both thinks to find out what works best, as I still think they need a little more of something. Ja I know, and that is exactly the reason why I wanted to hear your opinion on the subjekt.
  15. The Schockdamage feature is a pretty good addition to the game, it makes the shotguns a little more than just a niche weapon with stundamage, it is still a niche weapon just better now, and it gives the locals with shotguns an actual chance to defend themselves, although it is still a very small chance. SMG's are now a viable option instead of pistols, but they still need a little more to make them a truly legit option. I have been thinking about lowering their TU usage from 40% to around 30-33% so when you dont move, you can fire 3 times. It would make them good for breaching and controlling small areas. What do you think? @Charon
  16. You are my last hope for this to be fixed, but it is okay I have reached the point where I accept it just cant be done. It just annoys me that I can change some things without a problem and not others. Why wont this stupid machine just do as I say and comply. Soldier position sort buttons. Soldier position sort buttons. Soldier position sort buttons. Umm dont know, did I mention soldier position sort buttons ?
  17. I like this new feature, will be interesting see how it plays out. Yeah I just saw the video, I will send you some stuff to make the brickwalls crushable later. Did you have any succes on the other props (conretepiles, fullcover woodenboxes) ?
  18. Alright I will try then. Changing the AI props in game will take effekt right ?
  19. Okay if it wont help, then I wont bother trying. Did you change the xeno drones ? They seem to act differently, meaning they are actually attacking me now on sight, which is good, instead of coming close and then stop like before. Edit : Oh you did improve the AI, I just read the description again, must have missed that part. It is certanly an improvment alright .
  20. This is what I was refering to. It doesnt say anything about having to refit ships, although it doesnt say anything about not having to refit ships either, so yeah. I just dont think the refitting thing is... well it is not unbelieveable, but it is not very believeable either. I think the whole testing us more and more with the phases, to see if there is anything to learn and take from us Hu-Mans, is better simply put. And very cynical by the way, I like that. How about if I did something as simple as give them more TUs ? That shouldnt screw up something should it ? I would like them to be faster and more of a threat, than they are now.
  21. I believe the whole refitting subject is from the original lore, and doesnt fit with the alternative storyline Charon made for X-Division a while back that tells us why they come and the 4 phases in the game. @Charon can probably explain this much better.
  22. @PALU In most of the armour descriptions it uses words like action points, would you mind changing that to time units ? I completly understand if you think it is too minor, as I am pretty sure people understand the meaning anyway and I can just change it in my own game ofcourse. I am glad you changed your mind about finishing these entries, they are very good and interesting to read.
  23. Yes I have noticed this too, I have even seen them target someone who was several tiles away and not attack, when they could have infected one that was only a few tiles from them. That explains why they behave like they do. I would not mind trying the "Facehugger Power" option, because they should be fast and scary not slow and stupid. About the vehicle issue, will they target vehicles if they also have opportunity to target hosts? Because that would feel a little wrong if they do, I dont really mind if vehicles is the only thing in its reach. I did not know that. Maybe then something like "Criple the AI" with even lower enemy stats, or "Ekstra Damage" for the player, I dont know.
  24. Yeah I was just kidding about that, I dont want 200 % increase I can already imagine how long the alien turn would be in some cases. How much "nerfed" is a little bit ? With all mods and on NG difficulty it looks like everything is covered. The only thing I can think of rigth now could be higher soldier stats in general, but that also seems covered with "never die" mod. But I remember hearing people think the soldier stats are too low.
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