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PALU

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Everything posted by PALU

  1. One very important reason for Division weapons is that they may become available earlier than lasers, depending on your luck with encountering researchable items and aliens, and the Mk-2/Mk-3 versions use kinetic cores rather than energy ones, so your choice may be not between Laser and Division, but between standard weapons and Division (I certainly had to wait for both to be able to provide the second half of my soldiers with better gear, but I run 6 teams, which is probably more than what's optimal). Personally I didn't start to use miniguns until I got access to armor that counter the heavy weapon effect, but used machineguns until then (and miniguns are heavy, while the powered armor carries its own weight). Machineguns have the advantage of being capable of firing two bursts in a round, and they're also fairly good at shredding cover so other units can hit them, and don't sneeze at the power of suppression, in particular against enemies with heavy weapons (it's quite possible energy machinguns are as good at these tasks as kinetic ones are: I haven't tried). However, I lean heavily towards energy weapons, and typically use a heavy kinetic machinegun + vehicle kinetic machineguns plus one soldier with a kinetic rifle, with the rest being energy (although I'm finally able to use some of the "secret" tech weapons, and have some shock/EMP ones on my shield bearers). I think kinetic weapons tend to deal a higher raw damage than their corresponding energy ones, which should make them better at wearing away shields (both physical ones and energy ones). The Roboreaper high energy resistance armor is extremely hard to take out with energy weapons (but a vehicle kinetic machinegun at point blank range works wonder, typically removing both the shield and energy armor layer in a single burst). You may, of course, chose to switch layouts depending on the target (when you gain the ability to determine what the craft crew is), and skip kinetic altogether when not needed. It can be noted that Harridans have much worse kinetic than energy protection, by the way. Having said that, you should try to equip your soldiers according to how you play so you use weapons suitable for that tactic, not based on what someone else does.
  2. The one you want to save and restore is the one in the X-Division folder.
  3. It comes rather natural. You'll eventually encounter new kinds of UFOs with new crews and new equipment. That marks the transition into a new phase. That transition isn't quite clear cut, though, so some UFOs can show up earlier than others. It's quite possible your scientists will run out of things to research by the end of the phase (depending on how many scientists you have, of course).
  4. Yes, the medipack improvement doesn't come until the next phase. It doesn't exactly help that phase 1 is called "early" and phase 2 is called "basic".
  5. You probably have missed to interrogate the proper enemy. Is there a race that's very good at healing, and is there a profession that deals with healing...?
  6. QoL: As Dagar said, a "look" option to see what's in a tile would definitely be useful. That would allow me to see if I managed to capture a desired alien, if useful alien equipment was dropped (stun grenades and stunning weapons, mostly), and while pile of weapons contains the weapon of a particular soldier's weapon after a whiffle stick whack fest. It would also allow me to determine whether I care whether I destroy corpses and equipment in the vicinity by using missiles (I don't care about enemy chemical weapons, for instance, as chemical cores are useless). Anyway, I've updated the X-pedia to cover the Shock effect (Ground Combat + the shotguns/SMGs + Shock/Electron tech and weapons). I haven't added anything to the higher tech higher Mk level shotguns and SMGs, as I expect the reader to know by that time that the effects are the same as the base one of that tier. xenopedia.xml Edit: QoL discussion: ETA display: While it's not hard to calculate at which GMT time a craft will arrive at, there is no easy way to determine whether it will be dark at that longitude at that time of year or not when arrival would be close to dawn/dusk. It's particularly hard at extreme latitudes in winter, as it seems dawn/dusk is treated as night.
  7. QoL: - Mentioned earlier: Color manufacture items and sections red when none of the included categories can be manufactured. Thus, I would be able to see at a glance that I don't have any enemy weapons of type X to disassemble, nor any UFO cores, for instance, and, once down in the aircraft section, that I can't manufacture a Lotus, but a Hunter would be possible (it might still be blocked by hangar availability, and I don't want to change that, as I want to keep the "old" aircraft at hand as long as possible). As it currently stand, I constantly sweep through the same sections in the same order as soon as any task that doesn't have an immediate follow up is complete. - Change menu selection so the selected item stays in view rather than reverting back to the top. - Reversing the order at which entries are added to menus, so the latest ones are at the top (I've mentioned that one earlier as well). An alternative is to have a fixed predetermined order (with the more advanced stuff at the top), where the entries become visible as they're unlocked. If I've unlocked Mk-3 weapons, I'm rather unlikely to want to equip a soldier with a Mk-1 weapon. - I wouldn't mind an equipment stash/inventory in dropships, allowing troops to return to stack up on ammo, grenades, rockets, and spare shields. Obviously, that inventory would be limited in size, but larger than a soldier's inventory (at least the basic shield can't be put in a soldier inventory, I believe). - Some way to make rookies level their basic stats to not fall too far behind the useful troops. The two critical ones, in my view, are TUs and Strength. It takes a significant number of missions to train up rookie TU speed (even with boring and time consuming, but doable, grinding), while Strength seems to basically increase by 5 per mission, which means around 20 missions to reach the max Strength. As everything gets heavier, it takes longer and longer before the rookies are able to both wear armor and carry a weapon (unless you go for outdated armor that hasn't kept pace with the enemy weapons). I'm less concerned with them not being able to hit anything, but if they at least have the Strength and TUs to try, they may slowly gain the other attributes. The least artificial means would probably be base training facilities (which you'd have to research and upgrade) where troops could train up to a tech based limit at a rate if X days per point. I'd make that training happen automatically when not on missions, to avoid micromanagement. It would provide no benefit to the active team unless the team has replacements in the ranks, as all the troops would be above the current limit through mission training.
  8. The reason for why my previous post doesn't make sense is that my installation wasn't updated, for whatever reason, when I ran the installer, so I tried to find changes that didn't exist, and make sense out of what I found. Rerunning the installer did actually result in updated files, so I'm not sure what went wrong (running the older 1.00.10 installer?). Anyway, I now see the changes.
  9. I've tried to make sense out of the apDamage="0" entries, and as far as I understand, 0 means use the formula, and a number means apply that number? Also, it doesn't make sense to exclude the effect from Division Mk-1 and Mk-2 SMGs (the explanation of using expanding ammo for these weapons would work well if it was applied throughout), nor to have it on one flame thrower but not the others (burns over large parts of the body might provide a similar "large amounts of damaged area/volume" explanation)? Axes are very powerful weapons, in particular against Caesans as they bypass the shield. Not bad against Reapers either, but that has a tendency to only apply when it has gotten far too close, and their attacks are nasty. I think I've seen the Electron Pistol in action: A Roboreaper (phase 3) was reaction shot with 4 shots (not sure if all of them hit). A weapon reload and 2 more shots bagged it, which was rather impressive. I think it was uninjured, as the missile that smashed the ranged shell probably does nothing to the next version (unlike vehicle machinegun fire from point blank range, which can tear through both the shield and ranged versions in a single burst).
  10. HIT AND INJURED was intended to carry through the message that injury is required, but it might be too subtle. Also note that there is no "wall sized sledgehammer", as the movie trope of having people flung all over the place when hit by bullets is totally bogus: the force imparted is slightly less (due to air resistance) than that felt in the recoil of the gun. Also, if there was such an effect, armor would absorb it all and still throw the unit across the street. The reason flaring bullets are so deadly is that the tear up so great exit holes (and the hole in the body grows as the bullet expands), not because of a huge kinetic energy transfer. Also note that there aren't any non-or lightly armored enemy target (except one...), although the non combat units aren't getting better armor. However, it may well be that those bullets are good for shredding armor, as the less mitigation you have, the more shredding you get (at a rather poor conversion rate, of course). Lots of holes in an Andron are bound to damage at least some circuits, resulting in a need to reconfigure and re-calibrate, so I think we basically agree there. I usually use the shock gun on biological targets, as it's usually too weak to kill an Andron, requires you to get very close, and uses a lot of TUs, so you're left standing in front of a non-killed Andron, although sapping TUs from it may change that equation (and softening it up with regular damage before the shield bearer steps up tends to work as well, but I'd probably still try to use an axe, which is a great secondary weapon for a shield bearer). Also, EMP effects (like Stun effects) aren't that easy to understand. You see damage numbers, and it does seem whacking on a target with a whiffle stick makes it more vulnerable the next turn, but it seems at least biological units recover from it at some rate. So, if I read it correctly, the only weapons actually having the Shock effect are the Kinetic shotguns/SMGs and the Shock/Electron weapons. Is the effect restricted to shotguns/SMGs + the dedicated Stun/EMP weapons, or are the effects just smaller for other Kinetic weapons? It would certainly make a fair bit of sense that non/low penetrating bullets may be the only ones to have that effect.
  11. The mid paragraph below has been inserted into Ground Combat in between the one above and below. : Our melee weapons will be a special treat because a trained soldier will almost always be able to bypass or break through the armour, but against the hardest of targets. Also note that melee attacks are able to work around shields, thus ignoring their effects, and this is valid regardless of whether the attacker is our soldier or an alien unit. Another consideration is that Kinetic weapons, i.e. the ones we have now, seem to have an interesting side effect that's not shared by Energy ones (wielded by Caesans): they rattle the unit hit and injured (we'll call it Shock, for the lack of a better word), which causes them to lose TUs due to the need to recover. It seems even robotic units are affected, possibly because of short circuiting. A very similar, but technically distinct, effect is caused by Shock weapons, where biological units are disoriented and subjected to spasms through the electrical current playing havoc with nerves, while robotic units have their circuits temporarily disabled by EMP effects (on top of any direct damage EMP effects present). Also, if your men think they can unconsciously sleep through a mission you should wake them up with some special adrenaline packs which you will find in the medipack. :
  12. I'd rather call it "shock" than "maim" as suggested. If I understand it correctly, real world shotguns frequently don't kill due to lethal damage, but a shock caused by the sheer mass of injuries that, had they not been inflicted at the same time, wouldn't have been lethal in combination. Explaining the shock effect will require a bit of thinking, as I don't think there's a significant difference between getting a slug punching a hole in the body compared to a laser beam or a plasma drilling one, and while real world logic isn't the main thing here, it would still be nice to say something that can be accepted with a generous helping of suspension of disbelief. I'll try to come up with something later today. So far I've gotten the feeling that Kinetic weapons have been a bit under powered compared to Energy ones because most things have a much better Kinetic resistance than the Energy one, so without having seen it in effect, it feels a bit like a balancing improvement to provide an edge to Kinetic weapons (I would change the equipment loadout depending on the enemy to a greater extent if I had been able to produce enough alternative weapons to use, and this would probably favor such an approach more).
  13. The manufacture changes should work well to cover the transformer part, yes (although it raises the question why other robodogs/roboreapers/androns are "incomplete": if they're really all the same unit, all of them should really drop the same parts. One could argue that the transformation stations added and removed parts as necessary for weight reasons, though). Suppression is a binary AP reduction measure that doesn't require penetration, so the function sort of exists already, but then you'd be able to suppress the unit at range as well... I don't think "maiming" makes much sense, given that the AP reduction effect is recovered from on the next turn, so a disorientation/off balance effect makes more logical sense. Being able to sap APs from biological tanks would be rather useful, if it means living another round to finish the job (which may be capture), and might make shotguns useful (I don't use them at all, as my only experience of them is a very early mission where I shot a Sebillian at point blank with a shotgun and achieved nothing at all. I've used SMGs though, even if they frequently have been about as effective, but at least you can carry a shield with it). I don't bother capturing Reapers except one of each for study, as they're useless, and you don't even have the "benefit" of avoiding an acid cloud release. They're the kind of units I don't care one whit about splatting completely.
  14. It's a very big difference between "you missed out on it because you didn't bother, even when you were given hints", on the one hand, and "you missed out because the RNG didn't roll in your favor, so you didn't get a chance to bag one of those rare chances", as well as "you were doing too well, so you missed out on the opportunities failure would give you" on the other. "The aliens are trying to build bases to help their efforts: maybe we should allow them?" doesn't make much sense unless you have some idea why giving ground would be tactically sound rather than just stupid. The only apparent reason for letting them build bases that I can see is that more alien missions = more opportunities to grab resources for myself (at the expense of the ones I'm supposed to protect). I am for failing because you made bad decisions in the face of basic information. I am against failing because the game deliberately refrained to tell you things you can't find out in-game, or things you can find out only when it's too late: Games should generally be self contained, not dependent on meta knowledge such as previous complete failures (not getting trashed in your first mission against a foe as you can just reload a save and retry, but being told that you should have spent the last 3 months building completely different gear than you did, so you're screwed) or strategy guides. I'm also against rewarding deliberate bad strategy/performance.
  15. Early on I'd expect smart aliens who care about succeeding would build bases in remote areas that hopefully are outside of your coverage, which I've seen some indications of. If they'd spawned in a remote area and stayed there when they build a base they should be able to succeed without you seeing it, rather than flying back and forth through your radar coverage to lead your aircraft to their building site... Later, when you've got more or less everything covered it's a lot harder. So far I've never been able to shoot down a landing ship (but I think I've taken out all escorts, but have probably not encountered "impossible" ones), but I'm not even sure it's desirable when they'll always land to build a base when on that mission, and that doesn't risk killing desirable interview subjects in the crash (but the fight is harder, of course). The optimum would be to let them land, build a base, and then shoot them down as they take off, for two sets of spoils from one ship (assuming you have the troops for it, of course), but that is probably rather hard to pull off. I'm not familiar with ARMA, but it's a distinct difference between having various combinations (in particular bad ones, where the player actually messes up, rather than being misled by the game) leading to bad outcomes and what ought to be an optimal success strategy lead to failure without any indication that something is wrong. I've considered whether it would be useful to provide a hint in the landing ship description along the lines of "there's equipment that looks like it would be intended to build a base in the hold of this craft, but we can only get so much of out if when it is not assembled and loaded with the appropriate programs, so maybe we should let them build a base and attack it once built if they never manage to slip through our nets on their own?". Unfortunately, I think landing ships are used on other missions as well, which would make such a hint sometime appear from the wrong mission. Another possibility would be a loading tip. A possible backup recovery would be to have sufficiently high ranking interview subjects provide you with the info you need to proceed with something you ought to have gotten a fair bit earlier. If so, the base stuff could be unlocked by a phase 3 leader, small base results by the corresponding phase 3 leader, and medium base by the phase 4 leader, or possibly all of those being unlocked by the phase 4 leader. That, of course, would mean messing with the research tree.
  16. I've updated the xenopedia to cover the Andron AI. I also suspect the condition for Caesan Data Hack 8 is incorrect: "Researches.CaesanOperatorAssault1Interrogation" should probably have a "3" rather than a "1". I'm also having a bit of a problem with one gameplay logic: If you're too successful in shooting down/raiding landed UFOs you won't get any small or medium bases, with their associated research benefits. This is on top of the issue with base establishment being fairly rare missions, so out of the 6 missions I've had 3 were Caesan and the other 3 were blasted Andron ones, but no Sebillians in sight (and I deliberately did allow two to become outposts: the first one to gain the rather important equipment research you get, and the second one in the hope the Andron landing ship crew would build a base crewed by aliens you could interrogate. but no: they built an Andron controlled base). xenopedia.xml
  17. Andron AI path: As far as I've found (I may still have missed entries), the following entries are involved (or logically can be): - Andron Computer - Andron Intel - Guardian armor (that's where I've found the lamp blinking, well before being set up by Andron Intel) - Andron Hub, Server, Terminal, and Controller Disassembly (and the last one claims we need an intact Controller, which I think is incorrect and can't happen?) I would change this by keeping research unchanged (or, optionally, mostly unchanged) and adjust the texts: - Andron Hub Disassembly (and higher ones) unlocks Andron Computer and indicates the presence of an AI. - Andron Computer confirms the presence of an AI and manages to run it on HW recovered from an (intentionally unspecified) Andron boss. - Andron Server Disassembly claims to manage to run the AI on the Server HW (ideally an automatic or short time research holds that text [which might not do anything but provide flavor, but could take over the places where disassembly + Andron Computer is a prerequisite], depend on Server Disassembly + Andron Computers, but players skipping the rather important Andron Computer research can probably live with an inconsistent description). - Andron Terminal Disassembly would be treated in the same way as the Server. - Andron Controller -> Andron Intel as currently, but with adjusted descriptions (and no indication of time). - Scrub the blinking light from the Guardian armor. It can be noted that there isn't anything in the texts currently about needing an AI for alien base access (or I've failed to find it), and unless I've misread the research dependencies, Andron Intel isn't required for the end game: it seems to "only" open up some equipment? If such a dependency is set up, I'd probably have Pre Operation Endgame request the AI as well as the Psionic. Non existent Andron Terror corpses: I think I've compensated for that loss in the latest texts, but you'd still miss out on the combat bonus. Dropping both corpses would make absolutely no sense if the units are one and the same, so if the corpses need to be restored I'd suggest making some terror unit roles "flawed" so they die rather than turn into a box (unless there's a way to give box conversion a 90% or so chance, with a 10% chance of death).
  18. I've now updated the vivisection sections to cover what ought to be known unit info, and I've also tried to take on the "transformer" aspect of Androns. When doing that, I realized the entries on Andron Terror troop disassembly are dummies, as no "corpses" are generated, so I crammed the relevant info into the Robodog Terror Soldier, Warrior, and Roboreaper Terror Elite entries (if I've been able to understand aiprops correctly, the conversion is deterministic, and that is what an observer would report. I guess that if you wanted to "randomize" it you could have different sub classes spawn different boxes: there isn't really a way for observers to distinguish between different enemy roles, although long term analysis should eventually be able to tease out some relation between weapons and "corpses", but you probably need more samples than a phase provides to do that analysis, and I'm not sure it would be possible to use it for anything anyway). I haven't tried to tackle the Andron AI. Doing that would require identifying every relevant entry (making sure none are missed), and try to sort them into an order of events, which would undoubtedly mess up research. I would tie AI capabilities not to the AI itself, but to the processing equipment it has at its disposal. Thus, you can run it on a normal computer (at 1980 alien turbocharged speed, meaning slow as a snail on Valium in molasses, and with an super sized dose of suspension of disbelief), but it can't actually do much, even if hooked up to external equipment in the form of sensors and controls due to the computation limitations. Run it on pieces recovered from increasingly sophisticated Andron "bosses" and you can gradually do more as the AI can activate more of its program to still meet the real time deadlines, with the full power requiring both the "CPU" from a top Andron boss, as well as the control circuits (and a bit more, in the form of communications) that boss used to control doors, etc. Thus, all Androns would actually have the same AI, but it is throttled differently depending on the available hardware and role. Even the Andron Controller would be inferior to the hardware the original AI (before the lobotomy) was hosted on. xenopedia.xml
  19. Do harridans have to stand on something? I've definitely gotten the impression they're firing from in flight, sometimes hovering in place for several rounds while firing, and finally go splat when shot down from their stationary position? The Andron AI logic has the flaw that the current description describes it being tortured for an extended time before becoming useful, and that can really only happen if there's an extended time between its capture and the resultant research becoming available, unless, of course, you run the CPU at full speed, accelerating time. It's certainly the case that "make sure Lore++ is correct" -> "rewrite from scratch" -> "and add this stuff" reeks of scope creep... I'll start/continue with the Lore++ rewrite. When done, I'll take a look at vivisection (there's a fair number of those entries), fixing spelling/typing and other minor issues along the line. Once done I'll consider additional stuff. You've seen the speed I work at, so it will take time.
  20. I've never really understood the phases at all from a logical perspective, and has filed it under the "don't ask about the logic category".
  21. Weapon Mass Production: Furthermore, the xenoastronomy lab reports the alien armada appears to be busy refitting their craft for atmospheric flight. As we have seen ourselves, many small/medium craft are already here, as well as some larger ones (we can assume Terror Carriers were a priority). Expect to see gradually larger and more dangerous craft in the sky, Commander! They're definitely coming for us. Wraith Class Analysis: (Assuming wraith interrogation + vivisection) Commander, please talk to your men. If a test subject manages to breach quarantine the correct response is to subdue and restrain it until our specialists can get to the scene. It is most emphatically not to grab whatever is to hand and reenact the more bloody scenes from the Texas Chainsaw Massacre, even if the subject does manage to teleport into the mess hall during chow time. When your brutes had finished there wasn’t enough left of the Wraith for tissue analysis. The image attached to this report is largely based on impressions received from interrogations of a Wraith. The interrogations indicates a hierarchy exists within their ranks. Well, on to more tangible facts, based both on interrogation and vivisection: What do we actually know about these creatures? • First and foremost: They can "teleport". They frequently teleport into position and teleport out of danger. • Teleportation leaves them temporarily disoriented, so fortunately, they can't teleport up behind a soldier for a back stab shot at point blank range. However, it seems they can fire and *then* teleport away. • Don't expect Wraiths to walk through harmful clouds. Why walk when you can teleport? • Wraiths rely on their teleportation ability more than their armour, which means they have exposed body parts. This makes them susceptible to Chemical damage (but they'll likely teleport away if not killed, as per the above). • It seems Wraiths can teleport into buildings and remain lurking in hiding in there for some time. Don't assume buildings are clear because you have searched them! • While Wraiths can't attack immediately after teleporting, they seem to try to teleport to locations that are out of view from our soldiers. We don't understand how they can know where everyone is looking, but they frequently do it. Thus, scan behind your troops before taking other actions. • Teleportation allows Wraiths to reach locations they otherwise would not be able to reach. Thus, don't neglect to scan the third dimension: they may well lurk on roof tops and even on top of larger UFOs, not to mention behind windows in buildings. • Wraiths are closely associated to Caesans. These two races are usually working together. • Their acute situational awareness makes them highly resistant to suppression. This means using a shield to take reaction fire may be a wiser choice than trying to use shock grenades when attempting a capture. Harridan Class Analysis: (Again assuming interrogation + vivisection) After having interrogated and performed vivisection on a Harridan, we have some information and some speculation to provide. Starting with the most speculative part, the interrogation indicates there are several ranks of Harridans, and the image above is an artist's impression of the interrogation results in that regard. Moving on to what we think we actually know, we have drawn some conclusions: • Harridans can fly. Their armour contains integrated jet packs, and the integration seems to go all the way into the brain, allowing them to fly as naturally as they walk. • As a result of the previous point, Harridans have no problems firing weapons while flying. • Airborne Harridans crash to the ground when "shot down", leaving no recoverable equipment or body. Thus, you can just as well use overkill when dealing with airborne Harridans, as we won't be able to recover anything anyway. • While aliens in general have longer sight ranges than humans, Harridans have extremely good sight range, largely because on the visual enhancement systems integrated into their helmets, but also resulting from the large visual processing centers in their brains. • Given the sight range of Harridans, it shouldn't come as a surprise that they seem to prefer to use long range weapons such as sniper rifles and cannons. • Harridans are completely covered by their suits, and this leaves them resistant to Chemical weapons, as well as resistant to Stun gas. • Harridans aren't gifted only with vision, but also with excellent reflexes. Reaction fire is a threat to our soldiers. • Harridans seem to be working together with Androns and Sebillians; in particular the latter. They may well provide technical support for the former, and long range support fire for the latter.
  22. I don't think the Andron Vivisection fits in, as that's basically taken care of by getting the Andron AI. Harridan/Wraith Class analysis: I was trying to massage the existing texts to sort of make them fit and not be too incorrect, not replace them completely, which is what you suggest. The images doesn't really help that part either. I will try a "complete conversion", but I expect there will be some holes in it that will be obvious to those who know things better than I do.
  23. @Charon I think I've covered what's been discussed, although I may have missed some things. Lore++: - I don't think the last Lore++ entry appears, i.e. the Andron Vivisection one. - Weapon Mass Production, as discussed. - Reaper Class Analysis, as discussed. - Wraith Class Analysis: Would probably fit best with being triggered by any Wraith Interrogation. Would work with other phase 2 interrogations, though. - Harridan Class Analysis: Analogous with the Wraith one, but for Harridans, of course. - Andron Class Analysis: Should probably be triggered by the Soldier or Server disassembly. - Advanced Andron Class Analysis: Triggered by Elite or Terminal disassembly. - Sebillian Non-Combatant Analysis: Interrogation of any Sebillian (and since the lower ones are unlocked by the capture of higher ones, I think the lowest tier is sufficient). - Sebillian Class Analysis: Any phase 2 Sebillian interrogation. - Advanced Sebillian Class Analysis: Any Phase 4 Sebillian interrogation. - Caesan Non-Combatant Analysis: Interrogation of any Caesan. - Caesan Class Analysis: Any phase 2 Caesan interrogation. - Advanced Caesan Class Analysis: Any Phase 4 Caesan interrogation. I've tinkered with the Crash Site and Xenomorph Empress Analysis entries to get some lore discussed in. I think some entries have been scrambled over time. There's one very late entry where you extract an Andron AI ("Skynet") and a much earlier entry where that AI signals being broken by the "torture" of isolation with Tetris. The AI should probably have been extracted from the earliest Andron boss analysis (i.e. usually Hub). If so, the AI itself would probably be the same in all Andron bosses, with the difference being the "bodies" they're hosted in (including their "brains"). I think the late entry doesn't actually do anything currently. And some sundry changes in scattered places, of course. xenopedia.xml
  24. As I'm changing things all over the place it shouldn't take long to make that change, especially given that there aren't that many armors. I'm trying to fix the spelling/typing errors I find, for instance, as I think those are unsightly. The things I'm hesitant about are ones that would require a lot of effort, such as making a change to every entry.
  25. @Dagar That's the original Lore++ text, so I can't take any credit for it, but I agree it's a good one! @Charon I think showing the Harridan and Wraith entries at phase 4 is way too late, as the player should know everything of interest by that time, so it would only be a nice picture at that stage, so phase 2 is still my preference. Concerning the 24 hours, I'd rather see it as the killer gets the first pick, and it doesn't really mesh with bombing the sites to have the governments pick through the sites otherwise. However, an idea is to say that UFOs occasionally are taken down by local forces, and even crash seemingly on their own for unknown reasons (well, you know what they are...), and in those cases local authorities claim those. Maybe in the crash site entry?
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