Tobbzn
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Posts posted by Tobbzn
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Bug: Upon reloading a quicksave (X:CE 0.27) not only the planted breaching charge explodes, but also the one carried by Dina Zaytseva, whose charge was never primed.
Save file:
https://www.dropbox.com/s/12onztyg00s3yfk/Quicksave.sav?dl=0
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There's a modding forum.
http://www.goldhawkinteractive.com/forums/showthread.php/11175-v1-06-Economy-Restored
You can customize that mod to make profit at any rate you feel appropriate.
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I too would welcome the ability to target the environment with "quiet" melee attacks.
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If it's only AC pausing and GC esc menu-ing, I think you could mod that in yourself. However, it'd still be a bad idea to play on a tablet, and if they started supporting tablets, people would hold them accountable for it.
You're better off modding it in yourself.
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Reapers have been given 10 more TU to prevent them being so passive
Uh-oh.
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Death by misclick is not good for your health.
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Label your x-axis.
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I prefer TU below the health bar, in accordance with RPG standards.
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[ATTACH]3557[/ATTACH]
I have an issue that several submaps seem to be missing from my game, showing up as black areas that cannot be entered. Some block line of sight, often they don't - behavior near these black areas seem odd.
Notably, in the provided images I cannot select the revealed square NW of the marked square on the image, and I think there's a house I'm missing. Attempting to enter the house, as in the second image, immediately drains all TU.
Revalidating files through steam changes nothing - all files validate.
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Aye, I've stopped using burst fire modes as they keep hitting the soldiers crouching in front of them.
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Couldn't you have a button that says "File death report" on the losses screen, which would allow you to write your own memorial text, then dump that to a file?
I figure the soldiers only have as much character as you give them, anyway...
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Realistically, you can't cross the fence while keeping the shield in a defensive position. The realistic scenario involves dropping your guard, which essentially corresponds to momentarily un-equipping the shield.
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I ended up not merging the provided maps folder, but I did merge the rest.
Thus far: It is awesome!
Despite the announced reduction in alien numbers, this severely damaged Scout UFO saw me fighting five Sebillians right outside my drop zone in a middle-east civilian area. The new AI ran one Sebillian up to a door I was hiding behind, opened it, then had that Sebillian retreat, leaving the other Sebillians with a free line of fire to poor Yuri...
PS: On the save I provided, the Light Scout UFO's doors were open when I got there. Please consider increasing the chance of that, because it was far more interesting than the rather tedious "Bunch up on the breaching killzone" tactic that I've gotten accustomed to.
EDIT: Doing the new Light Scout site yields less cash reward than the airstrike.
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My second map was Middle-East and had no problems, but I then revalidated (24 files failed to validate and were updated), and my third site was a repeat of the first site, but as a day mission. The problem persisted.
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- Mouse wheel and keys now let you scroll through the soldier list in the soldier equip screen
This also happens when trying to scroll through the "Change role" menu or when scrolling through the locker UI. Please consider disabling it in those cases.
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Not report bugs? But I found a map-related bug on my first night mission - large rectangles are just black.
https://www.dropbox.com/s/czavgwcxv7v7mkq/MissingBuilding.sav
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1) Interesting! Conceptually, I very much like it, as it speeds up combat and might see me pick up some shotguns on future playthroughs.
I'd like to point out that this means the standard pathfinder wastes a larger proportion of TUs by repeatedly turning, so manually projecting your movement onto the eight "cheap" axes becomes even more important.
Also, does this mean what I think it means?
... Reapers?
2) I quite like the weight behind the cover system, as it makes suppression fire very useful. It makes me feel like I need multiple soldiers to fight one alien, as my suppressing heavy is unlikely to finish the job on his own. Quite the contrast to XCOM EU's super-soldiers, where it's the other way around.
I dread the flower pots on the terror missions yielding negligible cover, and fully expect to be slaughtered on the first turn.
A question, though: Will this also reduce the cover benefit of standing behind a crouching shieldbearer? How about wielding a shield?
3) Conceptually yay, but I'm a little queasy about 30 for the lower bound. It means that a soldier starting out at 30 accuracy is virtually incapable of ever becoming useful even if he is brought on every mission. Then again, combined with 2) and 4), perhaps a new 30 will be roughly the same as the old 50, so it won't be that terrible. We'll see.
Isurmountable starting variance diminishes soldier progression somewhat, but it's probably worth it.
4) Sounds like a good change, though I'm curious to see how it'll actually feel with pistols and shotguns.
5) If this is a blanket change, I preemptively disagree. The long downtime between finding aliens in the early game was compensated somewhat by increased alien numbers, and I think the movement TU change alone will do enough to speed up combat.
6) Yay for aggressive AI, preemptive nay for adding any more armor penetration to alien weapons. The new varying health pools combined with the increased accuracy from 2) and 4), as well as a "pouncing" AI with 1) sounds fair enough.
Overall:
I know it's the intent to make the game feel "cut-throat", but I'm a little concerned that defensive play won't be viable. I can imagine that leaving an alien alive for a turn means a guaranteed soldier loss despite armor, shields and cover.
If you want to discourage the super-defensive playstyle, I'd suggest increasing Shield weight rather than devaluing investments in armor. If only the strongest soldiers can wear armor and wield shields at once, it becomes an attractive stat for new recruits if you're going for a defensive playstyle.
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Hmm, so the issue is with the whiter areas (ie the clipboard and the white parts of the speech bubbles) rather than the background art itself?
Yes, definitely!
The background art looks very nice, but I think the old brown color scheme fit the setting and moody music better. The white aesthetic feels out of place outside the science station, and I get the impression I'm checking my soldier roster on an iPad rather than a notepad...
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I'm sure we could mod the rocket launcher to have the isBigGun tag and use the Plasma Caster sprites to pretend that it's a blaster launcher :3
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Sniper rifles are heavy weapons, yet I don't think Predator should work for that.
Rocket launchers on the other hand, should.
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How about running through a closed door costing less than opening it carefully? You'd be able to burst through civilian doors at your leisure while keeping the deterrent for UFO and base doors.
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What are you suppose to do against Aerial bombing terror ? I can't send interceptor, and when I sent my chopper, it was shot down, lost a soldier and the 7 other were gravely wounded ( All of this was an auto battle triggered when I reached the bombing site ).
You should be able to send interceptors, so if you can't, it's a bug. Winning the air combat should spawn a normal crash site.
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FYI: To make a grenade explode instantly, remove the
part. It looks like it's implicitly taken to be 0 if not explicitly mentioned.explodeAtTurnEnd="1" -
The close-range bonus only seems to be applied for point blank shots. Pistol shots from 2 tiles away still have values like 21%, even against enemies standing out of cover.
[v1.5/X:CE] Fire in the Hole! Destructible UFO Hulls (v1.3.3)
in Completed Game Mods
Posted
Is the dropbox link problematic, or did you just not notice it?