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lifehole

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Everything posted by lifehole

  1. Zombie bump but I dunno if it's really appropriate to create a new thread or not. But yeah, I named my base 'Crete HQ' but since I was zoomed out turns out I placed it in Cyprus.
  2. Seems very interesting, the game needs more little preference and balance tweaks like this, I'll try it out once I complete my current game, and I suggest anyone with enough time on their hands to test this for him. Also, what 'other mod' are you talking about? Because I was about to download this since it didn't seem like a major change but if it's not made with vanilla in mind iunno.
  3. The debugger is saying I am hitting, but there is no 'grunt/buzz' or movement from the alien, and no apparant damage? I just "missed" 3 95% shots and one 88%, even though the debugger says hit shot. 00047042 51280.48828125 [408] AI turn took 43.750000 sec 00047043 51285.28125000 [408] UpdateTilesLitMap(TRect) took 0.000000 sec, processed 12 objs 00047044 51285.28906250 [408] ICharacter::SetLOSFOW() took 0.000000 sec. 00047045 51285.30078125 [408] >>> Begin calc. projectile trajectory <<< 00047046 51285.30078125 [408] Target tile = (13, 6) 00047047 51285.30078125 [408] Unmodified accuracy calculation: 00047048 51285.30078125 [408] range penalty (1.000000) = 1 - ( max(0, dist. to target (3.605551) - weapon range (10)) / weapon range (10) ) 00047049 51285.30078125 [408] shoot accuracy from props: 0.930000 00047050 51285.30078125 [408] shoot accuracy (1.000000) = shoot accuracy (0.930000) * kneeling boost (1.200000) 00047051 51285.30078125 [408] shoot accuracy (1.000000) = shoot accuracy (1.000000) - max(0, weapon recoil (0) / 100 - strength (0.740000) ) 00047052 51285.30078125 [408] weaponAccuracy (81.000000) = weaponAccuracy (65.000000) * accuracyModifier (1.250000) 00047053 51285.30468750 [408] unmodified accuracy (81.000000) = shoot accuracy (1.000000) * range penalty (1.000000) * weapon accuracy (81.000000) 00047054 51285.30468750 [408] Damage for unit: 00047055 51285.30468750 [408] damage mul. (1.000000) = ( weapon range (10) / max(weapon range (10), dist. to target (3.605551)) ) * difficult mul. (1.000000) * ai race damage bonus (1.000000) 00047056 51285.30468750 [408] normal damage (48) = weapon damage (45) * random bonus/penalty (1.080000) * damage mul. (1.000000) 00047057 51285.30468750 [408] stun damage (0) = weapon stun damage (0) * random bonus/penalty (1.160000) * damage mul. (1.000000) 00047058 51285.30468750 [408] emp damage (0) = weapon emp damage (0) * random bonus/penalty (0.730000) * damage mul. (1.000000) 00047059 51285.30468750 [408] Terrain bullet score: 00047060 51285.30468750 [408] terrain bullet score = 1.000000 00047061 51285.30468750 [408] short range hit bonus (28.733) = (5 - dist. to target (3.606) + 1) * short range hit bonus per tile (12) 00047062 51285.30468750 [408] chanceToHitTargetTile (93.533) = (unitAccuracy (81.000) * crouchingTargetMul (0.800) + shortRangeHitBonus (28.733)) * terrainAccuracy (1.000) 00047063 51285.30468750 [408] Random number (70) is <= chanceToHitTargetTile (93.533) => hit shot 00047064 51285.30859375 [408] >>> End calc. projectile trajectory <<< 00047065 51285.30859375 [408] CTileBasedSceneRenderer::SetNightForAllTiles_Human(TRect) took 0.000000 sec 00047066 51285.30859375 [408] CTileBasedSceneRenderer::SetNightForAllTiles_Human(TRect) took 0.000000 sec 00047067 51285.33593750 [408] UpdateTilesNightMode(TRect) took 0.125000 sec, processed 12 objs. 00047068 51287.01953125 [408] >>> Begin calc. projectile trajectory <<< 00047069 51287.01953125 [408] Target tile = (13, 6) 00047070 51287.01953125 [408] Unmodified accuracy calculation: 00047071 51287.01953125 [408] range penalty (1.000000) = 1 - ( max(0, dist. to target (3.605551) - weapon range (10)) / weapon range (10) ) 00047072 51287.01953125 [408] shoot accuracy from props: 0.930000 00047073 51287.01953125 [408] shoot accuracy (1.000000) = shoot accuracy (0.930000) * kneeling boost (1.200000) 00047074 51287.01953125 [408] shoot accuracy (1.000000) = shoot accuracy (1.000000) - max(0, weapon recoil (0) / 100 - strength (0.740000) ) 00047075 51287.01953125 [408] weaponAccuracy (81.000000) = weaponAccuracy (65.000000) * accuracyModifier (1.250000) 00047076 51287.01953125 [408] unmodified accuracy (81.000000) = shoot accuracy (1.000000) * range penalty (1.000000) * weapon accuracy (81.000000) 00047077 51287.01953125 [408] Damage for unit: 00047078 51287.01953125 [408] damage mul. (1.000000) = ( weapon range (10) / max(weapon range (10), dist. to target (3.605551)) ) * difficult mul. (1.000000) * ai race damage bonus (1.000000) 00047079 51287.01953125 [408] normal damage (50) = weapon damage (45) * random bonus/penalty (1.130000) * damage mul. (1.000000) 00047080 51287.01953125 [408] stun damage (0) = weapon stun damage (0) * random bonus/penalty (0.580000) * damage mul. (1.000000) 00047081 51287.01953125 [408] emp damage (0) = weapon emp damage (0) * random bonus/penalty (0.970000) * damage mul. (1.000000) 00047082 51287.01953125 [408] Terrain bullet score: 00047083 51287.01953125 [408] terrain bullet score = 1.000000 00047084 51287.01953125 [408] short range hit bonus (28.733) = (5 - dist. to target (3.606) + 1) * short range hit bonus per tile (12) 00047085 51287.01953125 [408] chanceToHitTargetTile (93.533) = (unitAccuracy (81.000) * crouchingTargetMul (0.800) + shortRangeHitBonus (28.733)) * terrainAccuracy (1.000) 00047086 51287.01953125 [408] Random number (29) is <= chanceToHitTargetTile (93.533) => hit shot 00047087 51287.01953125 [408] >>> End calc. projectile trajectory <<< 00047088 51294.85937500 [408] >>> Begin calc. projectile trajectory <<< 00047089 51294.85937500 [408] Target tile = (13, 6) 00047090 51294.85937500 [408] Unmodified accuracy calculation: 00047091 51294.85937500 [408] range penalty (1.000000) = 1 - ( max(0, dist. to target (4.472136) - weapon range (30)) / weapon range (30) ) 00047092 51294.85937500 [408] shoot accuracy from props: 0.880000 00047093 51294.85937500 [408] shoot accuracy (1.000000) = shoot accuracy (0.880000) * kneeling boost (1.200000) 00047094 51294.85937500 [408] shoot accuracy (1.000000) = shoot accuracy (1.000000) - max(0, weapon recoil (0) / 100 - strength (0.760000) ) 00047095 51294.85937500 [408] weaponAccuracy (131.000000) = weaponAccuracy (105.000000) * accuracyModifier (1.250000) 00047096 51294.85937500 [408] unmodified accuracy (131.000000) = shoot accuracy (1.000000) * range penalty (1.000000) * weapon accuracy (131.000000) 00047097 51294.85937500 [408] Damage for unit: 00047098 51294.85937500 [408] damage mul. (1.000000) = ( weapon range (30) / max(weapon range (30), dist. to target (4.472136)) ) * difficult mul. (1.000000) * ai race damage bonus (1.000000) 00047099 51294.85937500 [408] normal damage (60) = weapon damage (45) * random bonus/penalty (1.350000) * damage mul. (1.000000) 00047100 51294.85937500 [408] stun damage (0) = weapon stun damage (0) * random bonus/penalty (1.110000) * damage mul. (1.000000) 00047101 51294.85937500 [408] emp damage (0) = weapon emp damage (0) * random bonus/penalty (1.390000) * damage mul. (1.000000) 00047102 51294.85937500 [408] Terrain bullet score: 00047103 51294.85937500 [408] terrain bullet score = 1.000000 00047104 51294.85937500 [408] short range hit bonus (18.334) = (5 - dist. to target (4.472) + 1) * short range hit bonus per tile (12) 00047105 51294.85937500 [408] chanceToHitTargetTile (123.134) = (unitAccuracy (131.000) * crouchingTargetMul (0.800) + shortRangeHitBonus (18.334)) * terrainAccuracy (1.000) 00047106 51294.86328125 [408] chanceToHitTargetTile > max value => chanceToHitTargetTile = 95.000000 00047107 51294.86328125 [408] Random number (33) is <= chanceToHitTargetTile (95.000) => hit shot 00047108 51294.86328125 [408] >>> End calc. projectile trajectory <<< 00047109 51299.77734375 [408] >>> Begin calc. projectile trajectory <<< 00047110 51299.77734375 [408] Target tile = (13, 6) 00047111 51299.77734375 [408] Unmodified accuracy calculation: 00047112 51299.77734375 [408] range penalty (1.000000) = 1 - ( max(0, dist. to target (4.472136) - weapon range (30)) / weapon range (30) ) 00047113 51299.77734375 [408] shoot accuracy from props: 0.880000 00047114 51299.77734375 [408] shoot accuracy (1.000000) = shoot accuracy (0.880000) * kneeling boost (1.200000) 00047115 51299.77734375 [408] shoot accuracy (1.000000) = shoot accuracy (1.000000) - max(0, weapon recoil (0) / 100 - strength (0.760000) ) 00047116 51299.77734375 [408] weaponAccuracy (81.000000) = weaponAccuracy (65.000000) * accuracyModifier (1.250000) 00047117 51299.77734375 [408] unmodified accuracy (81.000000) = shoot accuracy (1.000000) * range penalty (1.000000) * weapon accuracy (81.000000) 00047118 51299.77734375 [408] Damage for unit: 00047119 51299.77734375 [408] damage mul. (1.000000) = ( weapon range (30) / max(weapon range (30), dist. to target (4.472136)) ) * difficult mul. (1.000000) * ai race damage bonus (1.000000) 00047120 51299.77734375 [408] normal damage (64) = weapon damage (45) * random bonus/penalty (1.430000) * damage mul. (1.000000) 00047121 51299.77734375 [408] stun damage (0) = weapon stun damage (0) * random bonus/penalty (0.810000) * damage mul. (1.000000) 00047122 51299.77734375 [408] emp damage (0) = weapon emp damage (0) * random bonus/penalty (0.870000) * damage mul. (1.000000) 00047123 51299.77734375 [408] Terrain bullet score: 00047124 51299.77734375 [408] terrain bullet score = 1.000000 00047125 51299.77734375 [408] short range hit bonus (18.334) = (5 - dist. to target (4.472) + 1) * short range hit bonus per tile (12) 00047126 51299.78125000 [408] chanceToHitTargetTile (83.134) = (unitAccuracy (81.000) * crouchingTargetMul (0.800) + shortRangeHitBonus (18.334)) * terrainAccuracy (1.000) 00047127 51299.78125000 [408] Random number (30) is <= chanceToHitTargetTile (83.134) => hit shot All of these shots apparantly hit, but the andron made no noise, no movement, and I don't think it took damage? I moved this here also since this is on the stable version. Not sure if bug. Probably. ACTUALLY; it died one laser pistol shot later. So the problem isn't balance, it's me thinking I'm missing because it's not indicating a hit.
  4. The debugger is saying I am hitting, but there is no 'grunt/buzz' or movement from the alien, and no apparant damage? I just "missed" 3 95% shots and one 88%, even though the debugger says hit shot. 00047042 51280.48828125 [408] AI turn took 43.750000 sec 00047043 51285.28125000 [408] UpdateTilesLitMap(TRect) took 0.000000 sec, processed 12 objs 00047044 51285.28906250 [408] ICharacter::SetLOSFOW() took 0.000000 sec. 00047045 51285.30078125 [408] >>> Begin calc. projectile trajectory <<< 00047046 51285.30078125 [408] Target tile = (13, 6) 00047047 51285.30078125 [408] Unmodified accuracy calculation: 00047048 51285.30078125 [408] range penalty (1.000000) = 1 - ( max(0, dist. to target (3.605551) - weapon range (10)) / weapon range (10) ) 00047049 51285.30078125 [408] shoot accuracy from props: 0.930000 00047050 51285.30078125 [408] shoot accuracy (1.000000) = shoot accuracy (0.930000) * kneeling boost (1.200000) 00047051 51285.30078125 [408] shoot accuracy (1.000000) = shoot accuracy (1.000000) - max(0, weapon recoil (0) / 100 - strength (0.740000) ) 00047052 51285.30078125 [408] weaponAccuracy (81.000000) = weaponAccuracy (65.000000) * accuracyModifier (1.250000) 00047053 51285.30468750 [408] unmodified accuracy (81.000000) = shoot accuracy (1.000000) * range penalty (1.000000) * weapon accuracy (81.000000) 00047054 51285.30468750 [408] Damage for unit: 00047055 51285.30468750 [408] damage mul. (1.000000) = ( weapon range (10) / max(weapon range (10), dist. to target (3.605551)) ) * difficult mul. (1.000000) * ai race damage bonus (1.000000) 00047056 51285.30468750 [408] normal damage (48) = weapon damage (45) * random bonus/penalty (1.080000) * damage mul. (1.000000) 00047057 51285.30468750 [408] stun damage (0) = weapon stun damage (0) * random bonus/penalty (1.160000) * damage mul. (1.000000) 00047058 51285.30468750 [408] emp damage (0) = weapon emp damage (0) * random bonus/penalty (0.730000) * damage mul. (1.000000) 00047059 51285.30468750 [408] Terrain bullet score: 00047060 51285.30468750 [408] terrain bullet score = 1.000000 00047061 51285.30468750 [408] short range hit bonus (28.733) = (5 - dist. to target (3.606) + 1) * short range hit bonus per tile (12) 00047062 51285.30468750 [408] chanceToHitTargetTile (93.533) = (unitAccuracy (81.000) * crouchingTargetMul (0.800) + shortRangeHitBonus (28.733)) * terrainAccuracy (1.000) 00047063 51285.30468750 [408] Random number (70) is <= chanceToHitTargetTile (93.533) => hit shot 00047064 51285.30859375 [408] >>> End calc. projectile trajectory <<< 00047065 51285.30859375 [408] CTileBasedSceneRenderer::SetNightForAllTiles_Human(TRect) took 0.000000 sec 00047066 51285.30859375 [408] CTileBasedSceneRenderer::SetNightForAllTiles_Human(TRect) took 0.000000 sec 00047067 51285.33593750 [408] UpdateTilesNightMode(TRect) took 0.125000 sec, processed 12 objs. 00047068 51287.01953125 [408] >>> Begin calc. projectile trajectory <<< 00047069 51287.01953125 [408] Target tile = (13, 6) 00047070 51287.01953125 [408] Unmodified accuracy calculation: 00047071 51287.01953125 [408] range penalty (1.000000) = 1 - ( max(0, dist. to target (3.605551) - weapon range (10)) / weapon range (10) ) 00047072 51287.01953125 [408] shoot accuracy from props: 0.930000 00047073 51287.01953125 [408] shoot accuracy (1.000000) = shoot accuracy (0.930000) * kneeling boost (1.200000) 00047074 51287.01953125 [408] shoot accuracy (1.000000) = shoot accuracy (1.000000) - max(0, weapon recoil (0) / 100 - strength (0.740000) ) 00047075 51287.01953125 [408] weaponAccuracy (81.000000) = weaponAccuracy (65.000000) * accuracyModifier (1.250000) 00047076 51287.01953125 [408] unmodified accuracy (81.000000) = shoot accuracy (1.000000) * range penalty (1.000000) * weapon accuracy (81.000000) 00047077 51287.01953125 [408] Damage for unit: 00047078 51287.01953125 [408] damage mul. (1.000000) = ( weapon range (10) / max(weapon range (10), dist. to target (3.605551)) ) * difficult mul. (1.000000) * ai race damage bonus (1.000000) 00047079 51287.01953125 [408] normal damage (50) = weapon damage (45) * random bonus/penalty (1.130000) * damage mul. (1.000000) 00047080 51287.01953125 [408] stun damage (0) = weapon stun damage (0) * random bonus/penalty (0.580000) * damage mul. (1.000000) 00047081 51287.01953125 [408] emp damage (0) = weapon emp damage (0) * random bonus/penalty (0.970000) * damage mul. (1.000000) 00047082 51287.01953125 [408] Terrain bullet score: 00047083 51287.01953125 [408] terrain bullet score = 1.000000 00047084 51287.01953125 [408] short range hit bonus (28.733) = (5 - dist. to target (3.606) + 1) * short range hit bonus per tile (12) 00047085 51287.01953125 [408] chanceToHitTargetTile (93.533) = (unitAccuracy (81.000) * crouchingTargetMul (0.800) + shortRangeHitBonus (28.733)) * terrainAccuracy (1.000) 00047086 51287.01953125 [408] Random number (29) is <= chanceToHitTargetTile (93.533) => hit shot 00047087 51287.01953125 [408] >>> End calc. projectile trajectory <<< 00047088 51294.85937500 [408] >>> Begin calc. projectile trajectory <<< 00047089 51294.85937500 [408] Target tile = (13, 6) 00047090 51294.85937500 [408] Unmodified accuracy calculation: 00047091 51294.85937500 [408] range penalty (1.000000) = 1 - ( max(0, dist. to target (4.472136) - weapon range (30)) / weapon range (30) ) 00047092 51294.85937500 [408] shoot accuracy from props: 0.880000 00047093 51294.85937500 [408] shoot accuracy (1.000000) = shoot accuracy (0.880000) * kneeling boost (1.200000) 00047094 51294.85937500 [408] shoot accuracy (1.000000) = shoot accuracy (1.000000) - max(0, weapon recoil (0) / 100 - strength (0.760000) ) 00047095 51294.85937500 [408] weaponAccuracy (131.000000) = weaponAccuracy (105.000000) * accuracyModifier (1.250000) 00047096 51294.85937500 [408] unmodified accuracy (131.000000) = shoot accuracy (1.000000) * range penalty (1.000000) * weapon accuracy (131.000000) 00047097 51294.85937500 [408] Damage for unit: 00047098 51294.85937500 [408] damage mul. (1.000000) = ( weapon range (30) / max(weapon range (30), dist. to target (4.472136)) ) * difficult mul. (1.000000) * ai race damage bonus (1.000000) 00047099 51294.85937500 [408] normal damage (60) = weapon damage (45) * random bonus/penalty (1.350000) * damage mul. (1.000000) 00047100 51294.85937500 [408] stun damage (0) = weapon stun damage (0) * random bonus/penalty (1.110000) * damage mul. (1.000000) 00047101 51294.85937500 [408] emp damage (0) = weapon emp damage (0) * random bonus/penalty (1.390000) * damage mul. (1.000000) 00047102 51294.85937500 [408] Terrain bullet score: 00047103 51294.85937500 [408] terrain bullet score = 1.000000 00047104 51294.85937500 [408] short range hit bonus (18.334) = (5 - dist. to target (4.472) + 1) * short range hit bonus per tile (12) 00047105 51294.85937500 [408] chanceToHitTargetTile (123.134) = (unitAccuracy (131.000) * crouchingTargetMul (0.800) + shortRangeHitBonus (18.334)) * terrainAccuracy (1.000) 00047106 51294.86328125 [408] chanceToHitTargetTile > max value => chanceToHitTargetTile = 95.000000 00047107 51294.86328125 [408] Random number (33) is <= chanceToHitTargetTile (95.000) => hit shot 00047108 51294.86328125 [408] >>> End calc. projectile trajectory <<< 00047109 51299.77734375 [408] >>> Begin calc. projectile trajectory <<< 00047110 51299.77734375 [408] Target tile = (13, 6) 00047111 51299.77734375 [408] Unmodified accuracy calculation: 00047112 51299.77734375 [408] range penalty (1.000000) = 1 - ( max(0, dist. to target (4.472136) - weapon range (30)) / weapon range (30) ) 00047113 51299.77734375 [408] shoot accuracy from props: 0.880000 00047114 51299.77734375 [408] shoot accuracy (1.000000) = shoot accuracy (0.880000) * kneeling boost (1.200000) 00047115 51299.77734375 [408] shoot accuracy (1.000000) = shoot accuracy (1.000000) - max(0, weapon recoil (0) / 100 - strength (0.760000) ) 00047116 51299.77734375 [408] weaponAccuracy (81.000000) = weaponAccuracy (65.000000) * accuracyModifier (1.250000) 00047117 51299.77734375 [408] unmodified accuracy (81.000000) = shoot accuracy (1.000000) * range penalty (1.000000) * weapon accuracy (81.000000) 00047118 51299.77734375 [408] Damage for unit: 00047119 51299.77734375 [408] damage mul. (1.000000) = ( weapon range (30) / max(weapon range (30), dist. to target (4.472136)) ) * difficult mul. (1.000000) * ai race damage bonus (1.000000) 00047120 51299.77734375 [408] normal damage (64) = weapon damage (45) * random bonus/penalty (1.430000) * damage mul. (1.000000) 00047121 51299.77734375 [408] stun damage (0) = weapon stun damage (0) * random bonus/penalty (0.810000) * damage mul. (1.000000) 00047122 51299.77734375 [408] emp damage (0) = weapon emp damage (0) * random bonus/penalty (0.870000) * damage mul. (1.000000) 00047123 51299.77734375 [408] Terrain bullet score: 00047124 51299.77734375 [408] terrain bullet score = 1.000000 00047125 51299.77734375 [408] short range hit bonus (18.334) = (5 - dist. to target (4.472) + 1) * short range hit bonus per tile (12) 00047126 51299.78125000 [408] chanceToHitTargetTile (83.134) = (unitAccuracy (81.000) * crouchingTargetMul (0.800) + shortRangeHitBonus (18.334)) * terrainAccuracy (1.000) 00047127 51299.78125000 [408] Random number (30) is <= chanceToHitTargetTile (83.134) => hit shot All of these shots apparantly hit, but the andron made no noise, no movement, and I don't think it took damage?
  5. Looks like an interesting mod that makes the game a lot more action-ey (jesus christ the EXPLOSIONS!), quite interesting and fun. I like the increased explosion radius for alien weapons or modified human explosives as I think it makes sense considering how wimpy the nades are in vanilla. I don't think the music is necessary though just for preference and copyright reasons, and it kinda makes it feel "cheesy/amateurish." I know you're trying to set an "epic" atmosphere but it feels 'forced.' But aside from that it looks like a fun mod if you're looking for a new, crazier experience. You'll probably get more attention as the game is released, people play it, then get bored and go looking for a total conversion type dealio.
  6. I swear I've had more than 3 95% shots miss before. It seems situational, with all shots from a certain angle/pointblank range. e.g I have a man with a pistol pointblank range with snapshot with enough ap for like 2-4 shots, miss all of them. Then other soldier comes from side at one tile away and bursts and kills. It is possible that it is as the previous guy said that all shots after one will not work. I don't use the debugger (but will from now on, just have to avoid hitting v, I guess.) and I've played basically all other xcom games/remakes extensively and never got weird stuff like that. It is MOSTLY at pointblank and usually always in the same turn.
  7. Yep, that's my go-to tactic for some UFO assaults. Open door, throw in flashbang, shoot (or grenade if you don't care about destruction) stuff then close door. Rinse and repeat until alien life is gone.
  8. Yeah played new build, balance and ai aggression problems are fixed but it's still too easy imo, on veteran anyways; maybe due to the fact that I have a squadron filled with 100-110 ap colonels by early midgame. Problem is when I increase difficulty I think it would make geoscape too hard for me.
  9. What above said. The snapshot thing is precisely what I'm talking about. I miss pointblank shots like 5 times in a row every other mission. It's ridiculous, especially when you use shields + pistols and assault tactics. I really think if there is this much concern over it it's probably not just 'random rng trickery.' Also as for accusations of "it's just human assumption error" I have played sooo many games using rng, maybe not c++ rng in specific, but generally the same system; and I've never had any complaints about it.
  10. Harridan Class Analysis has typo "solider"
  11. Yep, that happens a lot to me, especially when breaching a ufo.
  12. I like the look of the mod and all the little UI touchups but the vignette is kinda excessive for me (in some areas.), still a great UI mod, though.
  13. Is it normal to be missing 95% chance shots as often as I seem to be? Just bad luck? I thought the phantom block thing was fixed but I've had 4 95% chance shots miss in a row on both sides, with aliens being pointblank and it happening. All of this happened in the span of a few missions. Maybe I've just got some weird RNG going on but it seems extremely frequent.
  14. Geoscape is pretty well balanced imo, but ground battle isn't mid game (as in it's too easy once you get laser rifles + wolf armor) As for the geoscape tactics, well, I haven't experienced that. Key is getting a base up with plenty of interceptors early on.
  15. Alright! Thanks again, max; and great mod. This game deserves a healthy modding community and I'm glad you're contributing to it.
  16. Ceasan class analysis worked? It's weird. Maybe it's sebillian only. Will update as I progress through the game. Ceasan non-combatant analysis didn't
  17. Yerp, downloaded lore+, images are in 'xenopedia images' folder, but not appearing ingame. Everything else (besides class analysis, methinks? I have just started using the mod, will report anything else not working, but guessing it's the class analysis portion only.) works fine. Not sure if the ####'s in auto-researched greyed out techs are supposed to be there in v21 stable or not but whatever. edit: Alright, great. Thanks, good work on the mod.
  18. Uhm, the entries don't have images? I'm confused. I have v21 stable and downloaded the rc1 for it but the sebillian stuff doesn't appear. The UFO scouting mission does though.
  19. Really this thread does list my initial impressions of the game, particularly the AI stuff. The AI has been soooo passive throughout these latest builds. Ground combat is ridiculously easy mid-game because of this. Wolf armor + laser rifle/sniper on all soldiers cept shields enables you to just wreck the shit out of non promoted harridans, androns, ceasans, and sebillians, because the AI usually only has either the initial reaction shot to kill (even if it hits it usually does NO damage at all.) my soldiers, or the turn after, which they usually spend shooting once, and then moving 2 tiles randomly to reaction fire something. Even Sebillians suffer from this. I can SEE the AI preferences for individual castes but in general I think the AI is generally too passive, and could massively benefit from more AP and more damage, or the nerfing of wolf armor. Don't get me wrong, the game is great, and the work put into it and the frequency of updates is fine and dandy, but my concerns listed have bothered me. I don't know if they're fixed in the latest build (only played a bit last few days.) the last one I did a longer runthrough on was uhh, experimental build... 5. I suppose it was an experimental build so everything I'm saying could be irrelavent but that has been an on/off problem since I got the game.
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