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FaterW

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Everything posted by FaterW

  1. Hello again! In my game only women have the new fancy retextured/modified basic armour, all men have the old one (The 5.3 core pack's men's basic armour folder doesn't have the replacement armour.png in it, while the women's folder does have it). Also, I have no information about the flamethrower. It must be cool and everything, but do I have to test it on the field to know what it's capable of (range, damage TU requirements, etc.)? That may not be wise of me (What I mean, it has no xenopedia entry, there is only the tooltip in the equipment screen, which says: TBL: WEAPON.FLAMETHROWER)
  2. About where: good question, but I think the humans are very reasourceful. If something can carry stuff, the will put them on it somehow if they need it Hoarding stuff with it can be unreal/unbalanced, the best would be if you couldn't place things in the inventory which you can't use with it, but it's not possible to implement at the moment I imagine. And if you can lift a car, and the servos can balance and move quickly enough under the weight, the you should be able to run with it. If they are not designed for that, then you can't do that. It all depends on what you want that armor to be, but that main point of what I was trying to say is that it's capabilities doesn't really match it's current xenopedia entry. A bit like the electroshock grenades. I was expecting the to kill androns with them, but they wouldn't do that. Instead they stunned all organics instantly I expected predators to carry any weight, then I put it on, and can't even carry a korhang without penalty And it shouldn't really weight that much or even anything in my opinion. Looking at it's components, the thick plates an the reactor, it must be multiple hundred kilos at least, but the servos hold and move it, not the soldiers with their physical strength, they would collapse under it's weight. It should decrease the TUs a bit because it's slow to move in (like it does in 5.2, maybe some more) but not further because of strength penalty. And even if the strength cap will be 100, the armor will not make anybody stronger then he can naturally humanly can possibly get, wich again, isn't really feel right for me. Anyway, 5.2 was great, I'm not trying to argue or anything. Predator may have been balanced without my change from the game mechanics' standpoint, but from the logic/lore standpoint I think currently it's just not righ. That's all I'm saying.
  3. Stats can be interesting sometimes. For example the strength. The bonus strength of the armors is not really a bonus, so like the 100 bonus of the predator isn't +100 strength, it just sets the soldier's stat to 100, if it's lower. It's a bit silly, because my soldier had 106 strength and put on a reactor powered power armor wich is 28kg and can't really equip heavy weaponry without loosing TUs, while it's xenopedia entry is says the following: "...The suit uses powerful servomotors that give it functional strength two or three times greater than the average human."..."Nor is the wearer slowed by the weight of their equipment; even the heaviest load is of little consequence to a Predator...") Well maybe 106 strength is not average human, but can't be really superhuman either, becus XCOM soldiers should be regular humans. It's 106*0.35+8= 45kg carry capacity, which may be a bit too much to carry around for a regular human soldier constantly while shooting, but it's not unbelievably unreal. And the reactor fed exoskeleton armor adds nothing to that And they can't even carry a heavy weapon with clips + the predator without loosing speed. That's why I set the armor's weight to 0 in my playthrough. The other one is accuracy above 100 vs. crouching, which brings an other interesting problem which you are already aware of.
  4. Thx, it worked nicely and I managed to finish the level It wasn't really hard with the team I had now, but as I mentioned before I was playing on normal and like the opposite of ironman (with lots of saves/loads, primarily to test how things work), so I had a lot of experienced soldiers, and I have some experience with XCOM games too. Next time I will play on veteran, but I won't use ironman, because I liket to save from time to time (One main reason is grenade throwing. I hate that if I have x% to hit a target with a grenade, it usually means that I have 100-x% to throw it in front of my feet It just silly to loose soldiers to that, I can't imagine it to happen in real life.)
  5. Will it solve the problem if I copy the finalmission tiles from 1.07 to my XNT modded 1.06?
  6. A few days later Battleships came so I've managed to go on with the story. I'm currently doing the final mission, but I'm stuck and I don't know if it's a bug or I'm doing something wrong.
  7. Well, not anymore, really. I found a more OP thing Veteran soldiers (I mean ones fighting from the start) in Predators with MAGStorms, with like 150 TUs and 120 Acc can move a lot and kill nearly anything with 1 burst (witch they can fire 4 if standing still). And they have insane Hit% from like twice the max range of the weapon, even without the crouching bonus (because it's bugged over 100 accuracy). Anyway, next time I will start on veteran because I have played a lot of XCOM and Extraterrestrials, but this run was good for testing and getting used to the game (haven't really played the vanilla).
  8. Could someone tell me what should trigger Battleship spawns? We had a seve before I think in the beginning of 1980 with a BS mission and with not the most advanced technology. Currently I'm in april, don't have any available research (already have MAG, Predator armor, Marauder etc.) and still doing Carrier missions with my supertroopers I could really use a Praetor from a battleship to advance in the story (I think smaller ones never have them, only BSes and maybe bases?) I may stop playing this campaing and wait for 5.3, because it will be totally different I think and I should not get so used to dominating the aliens
  9. WOW! JUST WOW! Now that's what I'm talking about! That's some progress
  10. I'm glad I can help. I have a little experience with coding and bug-hunting and I really don't like if things don't work as they supposed to work so I usually search for the bugs until my eyes fall out 2 questions: -Why can't I shoot from the same place twice with the Hyperion? I always have to moove to shoot again, even after ending the turn. -If a soldier has more than 100 accuracy why does his hit% less if he is crouched than when he is standing?
  11. In the meantime I've managed to solve both this problem and the one with the Keeper, I wrote them in my previous post. +1 research.xml line 1094 at the end requires correction because currently Selgald alienium torpedoes don't get replaced by plasma torpedoes (I think they intended to do so, because the replacement is there but missing AV.): Near end of line: "SELGALD" to "AV.SELGALD" +2 Fusion rocket currently has the image of the plasma rocket. It should be changed in the weapons.xml (at lines 1565 and 1566 from weapons/misc/rocketplasma to weapons/misc/rocketfusion)
  12. I have encountered 2 probably research related problems, but I can't figure out what may cause them: Edit: I managed to solve both of them.
  13. I agree that their stun effect should be nerfed, and maybe they could do more real damage to droids. And if it's possible to introduce an electroshock rocket, that may stun like the grenades now. That would be much harder to deliver precisely and riskier to use, but it would have the right effect in exchange.
  14. Actually I have cleared the ship fairly easily, only loosing 2 men (the helpless one on the top floor of course and another one to a delta charge). There was another elite on the ground floor and after that I didn't have the patience to clear the outside. By the way who enters an UFO that big without clearing the perimeter, and proceed after that, without completely clearing all floors? That's not safe
  15. Well of course you are right, it needs the pistol wich needs the advanced laser tech, but actually I have captured a Delta
  16. I agree with you, capturing a live alien should yield a reward, I'm just saying I don't feel the connection between the tech and the alien in this specific case. I like them very much, actually I thought they will do a lot of damage to electronic devices like androns when I read it's description in the xenopedia and wanted to use them for that instead of blowing androns to pieces, but I was sad to see that they don't do that much damage to them.
  17. I have experienced quite the opposite with the Electroshock Grenade and sometimes I think it's kind of OP. And about the guessing thing, if you would be fighting aliens in 1980, I think you would do a lot of guessing But jokes aside, they just told us that they are working on hints and xenopedia entries for 5.3.
  18. Hello Everyone! First of all it's a fantastic mod! Sure it needs some balancing, but has a lot of great content already, so thanks for the hard work guys! I made some observations regarding research progression both by playing and checking the xml files and I wold like to share them with you, so you could look into them if they aren't working as intended I put them in spolier tags, so people who don't want to know about research dependencies can skip it. (It may be a bit long, but I like to write The conclusion is in the second half under the line And these are only my opinions, I appreciate your work and mean no offense in any way) I also experience a constant CTD problem with vehichle weapons (tested with laser and plasma). When one is present in the manufacture list of a base and I switch to the garage screen of that base the game always crashes, either the garage is empty or it has one vehichle in it and an empty slot. After the gun is completed it wokrs again without problems, it can be fitted and used. Thank you for your time reading my post! And again, great mod!
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