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Hokum

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10 Good
  1. This would fix the - for me - greatest shortcoming of the game. I'm not sure if I really care for the difficulty bump, though. Thanks.
  2. I'd maim for that info. It was rather devious of him to say that the project would be announced in a few weeks. That was in May, and I've been wondering since.
  3. You won't have as much time to get them before they do their thing. Mostly however, I think that winterwolves analysis is true: 100% detection rate is too high. Currently, Air superiority is so important for funding that you'll pour lots of resources into it, and that you're dominating too quickly to let special missions happen.
  4. I agree wholeheartedly with your entire post. even in v1.07, the AI is still too defensive. there are nearly no unorthodox missions (playing as OCDer, but we're customers too). I'll have to look deeper into the available mods, thanks for sharing this tweak.
  5. I'd be very interested in how many missions peopole take. I'm an OCD min-maxer, and I guess I'm doing 4-5 out of six Ufos in a wave (some mistake themselves for USOs, apparently ) It would be probably be more healthy for me (ond probably a bit more fun) if there was a hardcoded two-missions-per-wave cut. But I see how this is not really a viable option. Also, don't forget: There's no risk in a ground mission if you don't play ironman.
  6. I've been lurking here for 4 years, and started to play with v 1.0. The game is near perfect in every aspect. However, the AI-passivity, as Chaos Blade described it perfectly, is so bad it made me stop playing. Please fix this! Also, thank you for making such a great game. edit: I have to add that I mainly encountered sebillians and caeseans until now (and my first reapers), and at least the sebs like hiding a lot. Nonetheless, I think the game would be more fun if aliens were more aggressive and sought you out, as in Jagged Alliance 2 for example.
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