silencer
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Posts posted by silencer
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I don't agree with it, or maybe it's just in the FitH. I've seen alien officers moving outside the command room. In my last cruiser mission for example Caesan leader was near the anti gravity thing. Each alien type has their own some sort of patrol route.
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Alright, thanks for clearing it up.
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Although it gives a nice alternative, allowing aliens landing on top of the UFOs are rather problematic during night missions. Aliens on the roofs are almost impossible to detect during night Throwing flares up there does jack squat. Either add some sort of light source on the UFO, or try to make some room for flares, or simply disable top of the UFOs. I had also one mission where Haridan was camping on top of the landingship. Every soldier was sniped long before I could close to the UFO. I might try using rockets to land some fire, but that should not be the strategy I think.
The problem starts arising with landingship and above.
Also the blowable corners of the cruiser are not that perfect
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both bleeding, chance and damage needed can be modified in config.xml. Personally I don't like 5HP wound damage. I had plenty of situation of wolf armour getting hit by 70 damage. That can yield up to 3 wounds which means 15HP of additional damage. No way to save soldier. Even X-COM wasn't that brutal on wounds.
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It is, if you copy the zip inside assets\mods\xce. The images can be put insides assets only.
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Ok I want to double the number of aliens on mission, as I think their numbers are too few. In each XML file there are few types of aliens. Aggressive, Defensive Passive and Command.
I would like to know which aliens are spawned were. I assume Command spawns in command room, Passive probably in UFO ? Are Aggressive only outside UFO ?
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Skitso, what I said, accounts only for those people who will install XCE choosing community steam branch. Some people might do it either way.
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Skitso, a litte info about installing Oppresive UI, if switching to latest XCE branch on steam. Instead of copying everything to main game assets, everything should be copied to assets\mods\xce (or at least scripts and those 3 config files). Otherwise few things won't work. Like for example the Craft window will have yellow dots and in ground combat there won't be darkening. I assume it's because XCE uses some scripts that change those things or it might be those tilesxxx.xml.
Here are the pics what I am talking about. From the second picture you can guess, that the bars are too bright.
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You've sort of guessed everything I've asked in my question.
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Are there going to be changes applied to XCE 0.27?
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A little promotion of that map from map idea contest (it starts at 10:00):
[video=youtube;Bm6GpykWAiM]
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I second the rearm before reload. I was pointing that out few times too. I would much appreciate the opportunity to have it either switchable or built in.
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Gameconfig.xml
<!-- SAVE GAME COMPATIBILITY -->
<!-- This is primarily for being able to use XCE saves with official GH releases. Change the value only temporarily, using other formats for normal play will lose some data. -->
<!-- Allowed values are "xce" for Community Edition and "gh107" for official release 1.07 and up. -->
<saveCompatibility value="xce" comment="The version of game for which to write save files." />
However when I tried it, the vanilla save was just broken.
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How about reading appropriate topic in the mod section?
Short answer. You can't install using mod installer. Yes it will be compatible.
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I think renaming the existent with additional numbers should do the trick.
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I've also noticed that it is 1 attack for a turn.
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Increasing TU costs for psi skills might reduce the spaming if you add few more psi aliens. Not that I want my soldier to be MC'ed, but that lone leader, might not be so successful on doing anything. His attacks begun, once I was breaching UFO.
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I've reached the Cruiser class UFOs and have met Caesan Leader. He tried few MC attacks I think, but with 99+ morale he wasn't even able to MC at close range (being in next room to the Command room). I don't know if it possible for him to know the morale state of the soldiers and first maybe weaken the morale with panic? Or maybe he doesn't have it? Strangely why I don't see Psions in UFOs larger than standard scouts?
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You can't protect yourself against stupidity and if the game is good, it will defend itself. People with half a brain will at least read some proper reviews or visit forums to check on things.
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That sort of thing is a terrible idea. If someone is playing a pirate game and doesn't realise why the game is doing it to them, they'll just think we made a really badly balanced game and tell everyone how bad the game is. There's been a number of quite high profile cases of it backfiring on developers.
No Chris. In case of Witcher, there were multiple posts on the forums, that there is a bug. And everybody else laughed at them: "HAHAHA, take that you pirate scum". It's all about making it look like a bug.
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I always find strange that even without a shield, a shot can pass the first soldier and hit the one standing behind. I know it is a game, but there must be some logic involved in some aspects.
[v1.5/X:CE] Fire in the Hole! Destructible UFO Hulls (v1.3.3)
in Completed Game Mods
Posted
I hope you didn't forget to change that 1 prop that gave 100% cover? The one we discussed in Corvette / Scout ? That pillar thing with small glass.