Sathra Posted May 8, 2013 Share Posted May 8, 2013 (edited) As promised, the new mod is ready. Still playtesting it, and there was some wierd stuff in the files. Various changes Chris had made. Anyways, the mod is mostly the same (maybe some minor changes to weapons I've already forgetton about) as last time with the following changes: Machinegun ammo slightly increased (didn't realise it fired 6 rounds per burst). Flashbangs suppress more (MG's are still king). Laser weapon burst fire is more accurate. Plasma missiles should actually kill a Heavy Fighter in 2 hits now. Stun rockets and grenades stun more. Smoke grenade smoke lasts longer. Light Scout > Corvettes should have more random alien numbers (if this actually works, Light scouts should have up to 9 aliens). Yes, this can seem pretty stupid at times, but should still be fun. Get more cash too. C4 should blow through walls better. MAGCarbine suppression radius fixed. Wolf now requires Jackal research. Laser Weaponry research now requires Alenium and Alloys as well as Alien Plasma Tech. Link here: https://www.dropbox.com/s/ww9qmxaobyxjjqs/Sathra%27s%20Mod%20V2.1.zip EDIT: Quick update, fixed Light Drone autopsies. They should actually show the Xenopedia entry now, instead of unlocking the corpse to be manufactured (for some reason). EDIT2: Some strings.xml fixes and some research fixes. And rockets should properly destroy equipment (and frag grenades don't). Corvettes unlock Alien Electronics. Edited May 9, 2013 by Sathra Quote Link to comment Share on other sites More sharing options...
Sathra Posted May 8, 2013 Author Share Posted May 8, 2013 There's probably going to be a hotfix soon, and I'll review the mod then. Till then, happy gaming and remember! FEEDBACK. Quote Link to comment Share on other sites More sharing options...
Sathra Posted May 8, 2013 Author Share Posted May 8, 2013 Updated the mod with a research fix. Quote Link to comment Share on other sites More sharing options...
Sathra Posted May 8, 2013 Author Share Posted May 8, 2013 Oh just as an aside, should grenades still be 50 range (vanilla) or should I keep the 15 range for the mod? Quote Link to comment Share on other sites More sharing options...
Moxar Posted May 8, 2013 Share Posted May 8, 2013 I will test it, after a first vanilla impression. Thanks Sathra! Quote Link to comment Share on other sites More sharing options...
Sathra Posted May 9, 2013 Author Share Posted May 9, 2013 One thing I've noticed is that you end up with stupendous amounts of cash. I was able to start a new base and mostly fill it by the end of the second month without taking cash away from construction. I think this might be due to the increased alien numbers (7 average from a Light Scout, and around 16 in a Corvette). With the increased alloy income (21 from light scouts, and 13+ from Scouts) the major bottleneck isn't resources, its workshop time. Not quite sure if I should fix this really, so leaving it up to other players! Quote Link to comment Share on other sites More sharing options...
Sathra Posted May 9, 2013 Author Share Posted May 9, 2013 New version with some fixes for various stuff. Quote Link to comment Share on other sites More sharing options...
Sathra Posted May 10, 2013 Author Share Posted May 10, 2013 Hmm, for some odd reason clicking on a crashsite will show #### if its a desert or arctic map. Quote Link to comment Share on other sites More sharing options...
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