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Kiel

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Everything posted by Kiel

  1. Yes, sometimes they hit you even if there's a 100% block in the way. Go figure. Cheaters! Squadsight - one soldier runs ahead and highlights the enemies, while other soldiers shoot them.
  2. Smoke grenades do not work against Caeseans. Well not against the elite ones for sure. And yes, Caeseans can see and snipe your guys from a greater range even during the daytime. Caesians elite see 5~6 tiles further than my soldiers. You can think your safe until you pass the turn and your soldiers catch 3 bursts + 3 snap shots from assault plasma rifles. And they do have high accuracy indeed. It's like you pass the turn and SUDDENLY, out of nowhere, a shot! Trough the building (two windows and all the props between them) right into the right eye of your unlucky soldier, who crouches 5 tiles away from said building. It should be 5% chance or something and yet they hit and hit hard. These are the reasons I hate Caesian terror missions: superior vision + superior accuracy + nowhere to hide 'cuz lots of windows all around.
  3. Also I think there's a flaw in Harridan and Large Drone behaviour too: Harridans always use aimed shot, therefore being suppressed they don't even think of using snap shot and prefer to run away; as for the Large Drones - I never saw them shooting their badass cannon. All they do is just closing point blank to my soldiers and, hopefully, die next turn.
  4. Title says it all. From what I observe they only shoot if there's a target in sight. If not they warp next to my guys and get killed next turn (hopefully). They did attack my squad from behind though... ONCE! What are your thoughts, guys? Do you feel like their behaviour needs to be changed?
  5. You sure?.. Does it cost TU to pick it up?
  6. Oh wow. Nice piece of art. I wonder, why these spites were taken away. Or they didn't?..
  7. I always autoresolve. Sometimes I can lose 1~2 crafts even with 100% chance.
  8. Why would you ever need that many fighters? O_o I guess 2~3 per tech level is more than enough.
  9. We have large drone instead. Aren't these and tough Andron Elites enough?
  10. For some reason this mod doesn't work for me. I have 1.07, I extracted files to appropriate folders replacing original ones and... nothing happened. I only have separate entries for Sidewinder, Avalanche and Autocannon (even though I made it to MAG already). What am I doing wrong?
  11. I guess giving in-game aircrafts appropriate speed/turn rate and ammo load out would make them too OP. A pair of Foxtrots with 4 alenium 'torpedoes' and 2 alenium missiles could take down anything but battleship. No need for Corsair/Marauder.
  12. W/e Chris makes gonna be awesome, I'm like 100% sure.
  13. Okay, thanks. Gonna take a look.
  14. You can do just fine with 30 scientists. I'd invested more into engineers. No other way to get money except for doing crash sites/alien bases/terror missions. Each of these gives me $150~180k (carriers; late mid game). Do not rush for 3 radar arrays right away. Two is a must, third one comes if you have some money to spend. As you may noticed you can see UFO beyond your actual radar range. Therefore if you place your bases wisely you'll be fine even with two radars.
  15. Actually, I'd like to mix these mods as mush as possible, keeping all the features functional
  16. Talking about vanilla game, I just need to research 'base upgrade' to get research/production bonus and nothing else? Old labs/workshops will automatically update so no need to build new ones?
  17. I always build 3 batteries. But they never attack me.
  18. Actually it's my fault. I sent two parcels to the second base. One contained some firearms and the second one contained Scimitar. I totally forgot about the first one, so when I saw 'transport arrived to x' and didn't see the tank I freaked out. Went on a mission with Hunter. Some hours later tank arrived. Shame on me.
  19. Thanks for the link, Vini! Gonna dig my files now.
  20. Hi all. I'd like to use Jsleezy's Real Fighter Portrait Pack and Dynamic UFOs v1.01 (XCE v0.21) but both of these change gameconfig.xml Same goes for Lore+ 1.6 and Xenopedia Entries for Upgraded Aircraft Weapons (v1.0). They both change researches.xml and xenopaedia.xml I'd really appreciate any help with putting all of these together. Thanks.
  21. Oh boy! I cannot wait until release!!! SO exited!
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