Edit: Might have found a bug. I just researched Block Bow, and it’s not showing up for purchase, while in the tech tree viewer it indicates it should be now.Thanks, will check.
Edit 2: Another possible bug; when I researched Chemical Threat, it revealed the Combat Vest Hazmat armor, but it’s not for purchase and I can’t find it in the tech tree viewer.If you buy full complect then you will be able to equip simple or hazmat.
However, one item still isn’t showing up in the UFOpaedia; the UB-32M Launcher and its ammo, the 57mm C-5M rockets. I’m assuming they’re for interceptors?It should be in vehicles and vehicle armaments. Please, provide savegame.
Can I turn off tooltip popups somehow?No, but they must pop up one time each. Do they repeat?
What the deal with Kord HMG, cant figure out how to use it. For Strength cap is 40 but this gun weight is 48.Will check. Penalty must make it ALMOST useless while you have only normal operatives. Not fully useless. :)
I tried to do some mambo jumbo(kneeling or drop/pickup) but nothing really works. Penalty for TU just not allows to shoot it even once.
It's seems like usual Arrows not on the list somewhere like block bows previously. I researched them from marauder girls but still cant buy/manufacture them.They are'nt usual. They are made of enchanted materials. Usual arrows... i can add them, for fun.
Also maruders/orcs etc dont drop them for some reasons only feudals.They drop them if they dont shoot even once.
Will check. Penalty must make it ALMOST useless while you have only normal operatives. Not fully useless. :)Yeah that cought me off guard in face of few orcs. :)
They are'nt usual. They are made of enchanted materials. Usual arrows... i can add them, for fun.At least Block Bows should have their own ammo or they are useless once you research them.
XPiratez and HQsounds for FMP already have a lot of cool stuff for everything.You can provide me a sound files, named by weapon names.
I would add it myself, but i just don't know how.
I want to share such staffs. ;D
I think they are perfect for this fashion ;D
1. Bloody Staff Rage
2. Phoenix Rod
3. Staff Necromancer
For the glory of sword and magic! :)
I'm getting a crash in a rift mission when it tries to load the second part. In the attached save the selected sniper should finish off the last enemy.Thanks, will be fixed in next update. Tomorrow, i think.
Good morning.Yes, but this comment is obsolete since Hobbes decided to re-publicate his creation.
I would just like to ask something. By any chance, have you seen Hobbes's comment in the mod.io page for X-Chronicles?
Good morning.
I would just like to ask something. By any chance, have you seen Hobbes's comment in the mod.io page for X-Chronicles?
I really like the goblin assets you have here, and was wondering who made them, as I’d like to ask permission to use them for my own modding.Initial idea was published in "resources" for everyone to use, but for my mod i reworked it almost completely. These sprites based on sectoid, though.
Am I doing something extremely wrong or is the balance still a work in progress?Please provide save file.
Am I doing something extremely wrong or is the balance still a work in progress?Interesting. December 21 here; also china start. Mostly the same tech level (not bothered researching HMGs), just started training the psi's.
I'm in March 2022, multiple Magics researched, but no way to cast them. Almost 50 research topics with 90 scientists and each take at best 5 days, usually vastly more. The strongest weapons I have are still HMGs and X-equipment, and it takes a ton to actually take someone down, not really sure how to take someone in alive except for luck (police batons, darts and tasers are not even close to useful). In my last month I had 34 landed UFOs, a camp, a nest, 2 forts, over 20 other missions and at least 40+ UFOs that didn't land within my borders. I've researched outcast mages, pirates, orcs and goblins completely, with a lot of legionaries, wizards, barons and similar also researched. I tried just skipping a month to see how long it would take, at this pace it would literally take me thousands of hours to get through an in game year. All of this is with China start.
Also also agree that too-much happens in a month. I don't have numbers quite as high as you, but I can easily end a month with a score of 4000 or so.Ok, got it.
Please provide save file.
Strange. You researched only Wizard, and no other mages. Capture them, interrogate them and you will be happy. :)
Strange. You researched only Wizard, and no other mages. Capture them, interrogate them and you will be happy. :)
I did research the Outcast mage completely. The only other mages I have seen are Wizards and the Priestesses or something like that.
To be fair there is a good chance I'm just blind and missed them. Which faction do they accompany? The ones I have encountered so far are goblins, orcs, pirates, legionaries and footmen.They can be encountered with Feudals and Legion. But i'll check it, maybe there must be more of them.
On the other hand, my "spells" page on the ufopedia lists "psi-pulse" (from "savage psions" it seems) and "blizzard" (from the frost demon apparently) . No pyrokenesis on there (it's under "XCOM Research". And no idea how to use any of these either.You can use pyrokinesys by any battlemage. When you gain one.
Excellent job Nord! Some bugs/feedback:Thanks
* antidotes seem to be pointless. Except maybe one mission, never had a soldier get poisoned. They just die same-turn.Maybe later?
* There's a bug with the Revolver Shotgun. Sometimes you fire and nothing happens. It takes the TU's but there's no sound, not hitting anything, and nothing gets set on fire (incendiary ammo, but also happens with stun ammo). Happens maybe 1 in 20 shots?It is not a bug, just all pellets missed and fly out of map, without hitting anything. Engine limitation.
* Only the main base can research "special" technologies, i.e. Reports, pyrokenesis, etc. Nothing to transfer to the secondary research base.Read ufopedia. You need HQ to research important projects.
Edit: I got "report: Queen of the nest" from a mission and transferred it to my secondary base: still couldn't research it
* Koas moving make the walking sound. I think the floaters do too.Thanks, will fix.
* I got a "shaihulud overview" from a goblin shaman (it's in my ufopedia). Then shaihulud's come along and I can now research both the autopsy and the live specimen. Sure enough, when I research the corpse, nothing pops up. - attached save - base: "2 - Russia"Normal thing.
* My main base has a large detector. Shouldn't that be a large radar?You build it? In one version was a bug with starting base, i forgot to remove test facility. Normally, you have no radars on gaame start.
Attached save; right next to "Shota Baratashvili" there's an invisible unit. You can only see it from one angle. Even trying to walk into the square doesn't find it. It's to the square directly to the left, adjacent to the door. One of those flying things.Normal effect. Purple smoke blocks vision.
You can use pyrokinesys by any battlemage.In that case:
[antidotes] Maybe later?Antidotes are replaced by poisoncure it seems, so there is no "later" as I've had them for ages too. Glass spiders are the only things that anti-poison stuff is useful against so far.
[revolver shotgun]It is not a bug, just all pellets missed and fly out of map, without hitting anything. Engine limitation.I'm not convinced. It only happens with that particular gun and there's no shooting sound-effect either when it happens. Also, given the extremely limited range of that weapon, how are the pellets leaving the map anyway? But I don't know the engine, you do!
[missing projects] - Read ufopedia. You need HQ to research important projects.Oh yes. I read that a month ago when I started this game.
executionOdds
to be much lower. Unfortunately it seems to be getting ignored (to test, I deleted the entire script apart from the first 11 lines and stuff still appears). When does it get applied? New month? I really don't want to start a new game to reduce the geoscape-event-rate.
* Tazers do kinetic damage; should be electricNo they should be not.
* Balance: Archmage castle - I don't know if it's because I'm inept, but I've researched just about everything I can at this point (32%), then this turns up. There is -100% chance of me being able to even get past the courtyard. The knights have absurd shields and looking at the specs, 20points of armour too (on top of 50% kinetic resist and 80% melee), so just about no weapons will work against them either (and certainly no reasonable way to capture one). I tried a stand-off in my skymarshal but they eventually swarmed it and all I'd done was kill a single reaper.Use spells. If you dont haave spells, dont try to beat Archmage.
The blessed footmen are similarly unreasonable given their armour is higher than almost all damage you're likely to do when you meet them. No idea how I'll catch one given their armour ignores all the stun weapons..
Ok, i'll do something with it. Balance is a hardest part.
* Still no sign of a rune mage; just swarms of tedious legion with a hint of invader. :-(
Honestly, at this point I think I'll just give up; there's far too much grinding. :-( Sorry.
Use spells. If you dont have spells, dont try to beat Archmage.It's a balance problem because the Archmage can appear before you have battlemages (or even the hint of them!). I've captured just about everything I've seen except the blessed-footmen group things because they only appeared on one mission (about a game-month ago) on a large UFO and I was massively outclassed, them being almost impervious to x-rifles after all, and all the stunning weapons.
BalanceI haven't gotten that far myself, but as I understand it, you are trying to take on midgame & lategame enemies with early game/early midgame tech (you get X-rifles in the latter part of the first year) and regular operatives. That's not a balance issue, but the issue of either the RNG/bugs screwing you over or you missing something about the mod mechanics.
I haven't gotten that far myself, but as I understand it, you are trying to take on midgame & lategame enemies with early game/early midgame tech (you get X-rifles in the latter part of the first year) and regular operatives. That's not a balance issue, but the issue of either the RNG/bugs screwing you over or you missing something about the mod mechanics.
I haven't gotten that far myself, but as I understand it, you are trying to take on midgame & lategame enemies with early game/early midgame tech (you get X-rifles in the latter part of the first year) and regular operatives. That's not a balance issue, but the issue of either the RNG/bugs screwing you over or you missing something about the mod mechanics.That is a balance issue, because no high-level enemy must spawn when you are not prepared. If you do things right, of course. Now legion and temples came too fast, as i think. Maybe i should implement arc scripts...
Logic dictates that this is correct. The taser has small harpoons that conduct electricity, so if they don't penetrate the armor, the electricity probably won't work.Correct.
Logic dictates that this is correct. The taser has small harpoons that conduct electricity, so if they don't penetrate the armor, the electricity probably won't work.Afraid I must disagree. What if that armour is made of chainmail? High cutting defence (in the real world), and a fair kinetic defence but you're going to be enjoying several thousand volts if a tazer hits you.
..Completely impossible to handle more than a couple of them with spears or guns which you will have to hit 10 times to make an impact. I wonder if this is balancing issue, too difficult encounters coming too early, or I'm just missing something? ..Use explosives.
Use explosives.
Except, now, there is a new mission, "spirit hunt" and these don't seem to be able to deal any damage.They're basically impervious to almost everything (as in 0% damage!). Incendiaries (fire) are the way to go (revolver shotgun!). At the risk of too many spoilers:
The point about chainmail is not accurate. If there's an insulating layer below the armor, e.g. padding, then the electricity will travel preferentially through the metal of the armor, not the body. For example, safety gear for doing performances with Tesla coils includes what amounts to a full-body suit of chainmail.Duh, of course yes! Silly me! I've even seen people wearning the (grounded!) chainmail suits playing with giant Tesla coils.
I had to skip those spirits, because there was no weapon accessible able to harm them. Now I'm in month 14, have set up a couple of bases - for the lack of anything else to do with the sponsor money - and just had the first landed UFO. ...Spirits
...Damage-type grenades for MILKOR MGL do kinetic damage instead of explosive but that's a bug, I figure...No, Milkor have frag grenades (like in reality), other grenade throwers have HE shots.
...Tazer appears to be a useless weapon so you're essentially out of options...
What about dart pistol/rifle?dart pistol/rifle do *less* damage (11) than a tazer (15)!
dart pistol/rifle do *less* damage (11) than a tazer (15)!But have way better range an damages target energy.
It's why I said previously that even mid-game enemies are somewhat impervious to all ranged capture tech.
But have way better range an damages target energy.I don't know about energy, but while I do love the dart rifle (for the accuracy), the point remains that they're pretty ineffectual against the armoured enemies.
A large UFO landed and the mission seemed brutal. Something like a dozen of warriors with 80(?) shields and some mages with 120(?) shields. So the former take about 8-10 hits from the grenade launcher, the latter even more. Appears to be impossible unless you save/reload to get a very good starting position where they don't kill most of you at turn 1 and from where you can deal with them just one by one. Are you even supposed to be able to deal with them? How?Yeah, I know that feeling. :-( Especially as I had a terrible start.
...I'd suggest waiting for the balance pass before continuing; I am.I'm working on it.
Thanks Nord.Well, there is changes. Dont know how you rank them via WinMerge, but as you wish.
I've taken a look at the changes (via WinMerge), and unfortunately there's nothing in there to address the tedious grind aspects...
Can I ask why the x-series weapons are so heavy? The rifle clip weighs as much as a normal rifle, and the x-sniper is actually heavier than the Heavy Cannon.They are meant to be used not by normal humans, but by psions.
EDIT: the rifle is heavier than the rocket launcher??
Do you suggest to increase funding? Or maybe increase prices of invader stuff?
They are meant to be used not by normal humans, but by psions.
Hmm? I wonder if these are phased properly. You are able to get X-contract likely much earlier than getting psions. It seems you get on the path leading to psionic powers through researching fire mage, rune mage, etc. I have postponed researching them to delay legionaires and more difficult enemies appearing.
But for what it's worth, X sniper rifles are at least very usable with humans. Others I haven't used that much (though rifle could be useful with spare clips).
BTW, I think the first alien base (hive) appeared in October 2021 or so. I don't think there's much chance of dealing with it yet, so I have had to leave it be and grow. Also, there have been some other enemies that seem to be non-defeatible for now (for example the UFOs with stalkers and the other beasts, the other ice thingies behind ice rift).
What would more money achieve? Let the player hire more scientists?
This feels like a mistake lol
Yes. That would accelerate getting into mid- and end-game. I have already played over two years game time, and am still in early game phase (though I suppose I could have entered mid-game already if I had rushed it). *) It could have gone a bit faster with more research and (to lesser degree) more efficient tech to capture essential and tougher live invaders. But it is of course up to the author how long a campaign he wants to create. In contrast, I loved the pacing of TWoTS, but this mod is obviously intended to run much longer.This mod is similar to something like Xcom Files so it's got tons of research topics that are just fluff or of minor importance. So you don't have to complete many of them to progress the plot or get cool tech.
*) Other alternatives to accelerate the game could be making the traditional weapons, X-rifles etc. more efficient - to make the missions faster as most enemies would be knocked out with 1-2 hits - and/or reducing the amount of rather useless encounters (animal terror missions, rifts, etc.) that after a couple of instances do not really progress the plot.
...otherwise it's awfully nice of them to just wait for X-Com to get strong enough to deal with them. ...There is one minor trick... aliens will not wait. They will spawn more and more hives with no excuses. He he he.
I think one aspect that could be improved would be the maps. I am not a fan of that railway station with a long 2-3 story building across it, for example.Totally agree. Do you have more maps to include?
Do you have more maps to include?I'd take a look at some of those towns with sand and metal fences everywhere, especially the one with a multi-story construction with fences instead of walls in the south-east part of the map and black colored trash dumps around the middle of map.
It keeps giving me an error when I try to load the modMaybe you put both archive and unpacked mod in "mod" folder?
"ERROR: failed to load 'X-Chronicles' ; mod disabled
this mod name is already used"
Infinite loop? 0.99.5
0) Load attached save
1) Select batbayar
2) Rotate to point to the legion manipul
3) Take a snap shot
Game freezes just before the projectile hits (but doesn't crash-crash with the crash dialog).
[23-07-2022_10-57-47] [ERROR] Error in terrain: XBASE dataset: XCOMBITS object 48 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: RICE_FARM dataset: IDT_FARM object 41 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [INFO] Zero movement cost on floor object: walk:0 terrain:RICE_FARM dataset:IDT_FARM index:41. Found using OXCE test cases.
[23-07-2022_10-57-47] [INFO] Zero movement cost on floor object: fly:0 terrain:RICE_FARM dataset:IDT_FARM index:41. Found using OXCE test cases.
[23-07-2022_10-57-47] [INFO] Zero movement cost on floor object: slide:0 terrain:RICE_FARM dataset:IDT_FARM index:41. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: RICE_FARM dataset: IDT_FARM object 51 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: RICE_FARM dataset: IDT_FARM object 52 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: RICE_FARM dataset: IDT_FARM-WATER object 21 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 83 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 84 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 85 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 86 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 87 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 88 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: IDT_SNOWFOREST dataset: IDT_SNOWFOREST object 89 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DUSKURBAN dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DUSKURBAN_2 dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DUSKURBAN_3 dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DUSKURBAN_UNDVSTEMPL dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DAWNURBAN dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DAWNURBAN_2 dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DAWNURBAN_3 dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [ERROR] Error in terrain: DAWNURBAN_UNDVSTEMPL dataset: DAWNDECOR object 69 has armor: 0. Found using OXCE test cases.
[23-07-2022_10-57-47] [FATAL] FileRecord::at(TERRAIN/BEACH.MCD): requested file not found.
[23-07-2022_11-03-03] [INFO] ----------------------------------------------2. check for existence of mapblock MAP and RMP files
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN00.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN01.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN02.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN03.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN04.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN05.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN06.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN07.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN08.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN09.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN10.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN11.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN12.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN13.MAP not found
[23-07-2022_11-03-03] [INFO] MAPS/ISLANDURBAN14.MAP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN00.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN01.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN02.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN03.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN04.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN05.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN06.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN07.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN08.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN09.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN10.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN11.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN12.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN13.RMP not found
[23-07-2022_11-03-03] [INFO] ROUTES/ISLANDURBAN14.RMP not found
[23-07-2022_11-03-03] [INFO] ----------------------------------------------3. check for existence of mapdataset MCD, PCK and TAB files
[23-07-2022_11-03-03] [INFO] TERRAIN/BEACH.MCD not found
[23-07-2022_11-03-03] [INFO] TERRAIN/BEACH.PCK not found
[23-07-2022_11-03-03] [INFO] TERRAIN/BEACH.TAB not found
[23-07-2022_11-21-37] [INFO] ----------
[23-07-2022_11-21-37] [INFO] SUMMARY
[23-07-2022_11-21-37] [INFO] ----------
[23-07-2022_11-21-37] [INFO] AV2: 72, 73
[23-07-2022_11-21-37] [INFO] BOAT_FURN: 0, 17
[23-07-2022_11-21-37] [INFO] CHAIRS: 17, 18
[23-07-2022_11-21-37] [INFO] CONTAINERS: 10, 26, 27
[23-07-2022_11-21-37] [INFO] COPTER: 29, 53
[23-07-2022_11-21-37] [INFO] CRAFTBITS: 0
[23-07-2022_11-21-37] [INFO] DAWNDECOR: 69
[23-07-2022_11-21-37] [INFO] GRAVES: 12, 13, 14
[23-07-2022_11-21-37] [INFO] IDT_FARM: 41, 51, 52
[23-07-2022_11-21-37] [INFO] IDT_FARM-WATER: 21
[23-07-2022_11-21-37] [INFO] IDT_SNOWFOREST: 83, 84, 85, 86, 87, 88, 89
[23-07-2022_11-21-37] [INFO] LANTERNS: 17, 18
[23-07-2022_11-21-37] [INFO] LAVABITS: 7, 8, 9
[23-07-2022_11-21-37] [INFO] MAGIC: 11, 12, 13
[23-07-2022_11-21-37] [INFO] MAGIC_TOOLS: 4, 5, 6, 7
[23-07-2022_11-21-37] [INFO] MEDIEVAL: 39, 40, 41, 42, 43, 44
[23-07-2022_11-21-37] [INFO] NEST_ENTRANCE: 0
[23-07-2022_11-21-37] [INFO] NEST_PODS_1: 13, 14, 15, 16, 17
[23-07-2022_11-21-37] [INFO] NEST_PODS_2: 13, 14, 15, 16, 17
[23-07-2022_11-21-37] [INFO] NEST_PODS_3: 13, 14, 15, 16, 17
[23-07-2022_11-21-37] [INFO] NEST_PODS_4: 13, 14, 15, 16, 17
[23-07-2022_11-21-37] [INFO] NEST_PODS_5: 13, 14, 15, 16, 17
[23-07-2022_11-21-37] [INFO] PORTAL1: 0
[23-07-2022_11-21-37] [INFO] PORTALBITS: 0
[23-07-2022_11-21-37] [INFO] QUEEN1: 9
[23-07-2022_11-21-37] [INFO] SAVANNABEACH: 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80
[23-07-2022_11-21-37] [INFO] SHIP_DECK_1: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_1_B: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_2: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_2_B: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_3: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_3_B: 32, 33
[23-07-2022_11-21-37] [INFO] SHIP_DECK_TEMPLE: 32, 33, 47
[23-07-2022_11-21-37] [INFO] SHIP_HULL: 30
[23-07-2022_11-21-37] [INFO] SHIP_HULL_B: 30
[23-07-2022_11-21-37] [INFO] TABLES: 32, 33
[23-07-2022_11-21-37] [INFO] UFO1: 15
[23-07-2022_11-21-37] [INFO] WALL_DECO: 28, 29, 30, 31
[23-07-2022_11-21-37] [INFO] WARCAMP_CONSTR: 20, 21
[23-07-2022_11-21-37] [INFO] WARCAMP_FURN: 2
[23-07-2022_11-21-37] [INFO] XCOMBITS: 48
Endless loop during detonation caused by MCDs having zero armor property.
In this case probably BOAT_FURN objects 0 and 17.
But there's a lot more invalid MCDs:
...
Just noticed something strange. If Irungu Tikolo launches a grenade at a Footman, the game freezes just before the impact of the missile (and you can't do anything). If you shoot the footman twice using rifles, he dies all right. Previously in the mission I already killed a footman with a grenade launcher. I wonder if Nord/OXCE dev has ideas what's going on? I'm using the OXCE snap 2022-06-16. I still have debug enabled in options.cfg if it matters.
- All good things are bottlenecked by strong artifact. I looked in paedia browser where I can find it, and it looked like some very hard encounters. I never captured a commander, and never once saw a nest. And have problems with legionarries even. Maybe there could be an event or somethin to spawn the thing if you don't find it in some reasonable time? Continuing the story, it is november 2021, I got 120 scientists and decided to stop wasting time on giant rats and research the artifact after all. After paedia disappointment, I looked in mod files, in hope of event which I suggested above, and found that artifact could also be found in high-level bases.
...What I would also like to see is something similar to what you had already made in The World of (Terrifying) Silence - improvised X-com weapons using alient tech...There is something like this in midgame.
Great work so far. Do you plan do add missing descriptions for knights and knight captains in next version? ...Now, when i know about it, sure.
... are there plans for player to be able to recruit them later in game?Not recruit, but peaceful interactions are planned.
...Hyperwave transmissions are decoded. ...
I find it bit strange that all advanced ships, such as Avenger, Owl, Vulture does not require anything to built aside from mana crystals. Not even runewood or flightglyphs (and in case of Vulture not even trapped dark spirit) are required.I've added mana capacitor to the requirements in next update. Good idea about dark spirit.
It seems that I can not unlock research topic Invader ruler interrogated despite having interrogated Archmage as well as Thunder prelate (could it be connected to item required : Invader ruler interrogated ?). Edit: Temporary (not sure if it will not cause another problems) fix seems to be just removing line needItem: true from STR_INVADER_LEADER_INTERROGATION in research.rul.Thanks.
Edit:
In en-US.yml I noticed small typo:
STR_WHERE_THEY_FROM_UFOPEDIA- expected0 extra 0
Hello there, pretty good mod I really enjoyed it so far, in particular in the early-ish game when you're using explosives and grenade launchers to defeat goblins and pirates.Thanks.
Just have a few questions. First, how long does it take a nest to get to level 3? I've been waiting to get a tentacular so I can finally progress with the main story. Also are there any issues with the temple of light ships? I haven't seen any so far, so I had to use Necromancy instead.
And last, any plans to include golemancy? Could be fun to use them as replacements for drones later on.
I worked on the English translation and fixed smaller issues/inconsistency/etc with the ruleset.Thanks.
Can these things be included? What is the best way to do that? Do you have a Github repository maybe?
Thanks.
Post file here or through discord. I will merge it before the next update.
See the attachment.Thanks.
There were a lot of non-existing bulletSprite=100 entries. I marked them with FIXME and gave them the value 0 when I could not find a proper one.Thanks, but i will fix it another way.
three questions.You need a psilab and a polygon facilities.
how do I do the battlemage exam? I researched it awhile ago, but while the healer exam shows up in my transformations, battlemage exam is nowhere I can find.
What is the mana operator? I see it mentioned in UFOpedia and was expecting to find it in a research. but I've researched everything available and did not find it. Am I missing something?Any soldier with mana.
I've gained the ability to create spells, but for some reason only fireball and fire claw. How do I get the other level 1 sigils?By interrogating Aliens (alien spellcasters).
I think game would be much engaging if the main threat would be known earlier and then player would have to consciously gather pieces of solution.Maybe. You have some ideas?
...I've interrogated every spellcaster available. I have the sigils unlocked but cannot craft them...No. You have researched spells, from books maybe. To craft their sigil you still must interrogate live alien spellcasters. Look into aliens in the techtree to see what they can provide to you. Like on the screenshot.
Maybe. You have some ideas?I already mentioned 2 important ideas: "aliens = bad" knowledge earlier, what to do next info all the time.
I am able to make battemages and mentats but I can't seem to make farseer and biomage specialist. I have several soldiers with more than 35 psi skill. What else is needed? The ufopedia only lists 35 psi skill is needed.Biomage requires psi-lab, 15 mana crystals and one healer adept.
How do I make medical armor? I can make warrior and crusader, but I can't seem to craft the savior/medical armor.You can not. ;D
Thank you.To meet dwarves you need to research all of golems. It can be done via capturing them (hard to do after "earth defense force"), or by interrogating spiritists and other ivaders (which you prefer to kill or ignore).
I'm at November 2023. I think the bottleneck is that I need to meet a dwarf, how do I find one?
https://drive.google.com/file/d/18JZxC7sFWhzWidWAD_Gm1sxQlYzoitKa/view?usp=sharingHere it is. One is fixed, other is fixed and 4 more spiritists in prison.
To meet dwarves you need to research all of golems. It can be done via capturing them (hard to do after "earth defense force"), or by interrogating spiritists and other ivaders (which you prefer to kill or ignore).
But bottleneck is not only there. Your last nest mission in the nest must have been special. But it was not. :-[ I have noticed a serious bug. It will be fixed in the next update, but now you can provide your savefile and i will redact it manually.
I can't figure out how to make the hero armor.You can see items you can manufacture, but havent fulfill requirements in manufacturing window, button in the upper left corner, choose "facility missing" instead of "default".
Where do I get a rune workbench?Can be found on a ship of stronger Invaders.
..Have I been shooting them down too aggressively..Yes.
A question about a certain "commendation"Looks like a bug. I must check it, thanks.
...Thanks, that is an important feedback. I shall fix these bugs ASAP.
I have researched all the Legion things except for Legion Patrician, which I am still waiting to see. How do I get to see that?I am not 100% sure, but by reading mod files this should be something like:
I guess I should have shot down the Huge temple ship, instead of waiting for it to landAs far as I know, they never land. So you have to shoot it down.
As far as I know, they never land. So you have to shoot it down.Good to know.
...You can buy a priestess after legion peace treaty.
So I can't build a shrine )-;
[11-01-2024_21-11-23] [WARN] No free channels available
[11-01-2024_21-11-24] [WARN] No free channels available
[11-01-2024_21-11-24] [WARN] No free channels available
[11-01-2024_21-21-31] [FATAL] A fatal error has occurred: Map generator encountered an error: map block XBASE_M_19 is not defined in terrain XBASE.
[11-01-2024_21-21-31] [FATAL] 0x5da620 OpenXcom::CrossPlatform::stackTrace(void*)
[11-01-2024_21-21-31] [FATAL] 0x5db490 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[11-01-2024_21-21-31] [FATAL] 0x41c880 exceptionLogger()
[11-01-2024_21-21-31] [FATAL] 0xbf68d0 MPEGaction::MPEGaction()
[11-01-2024_21-21-31] [FATAL] 0xe31680 void std::iter_swap<__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > > >(__gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >, __gnu_cxx::__normal_iterator<OpenXcom::ScriptProcData*, std::vector<OpenXcom::ScriptProcData, std::allocator<OpenXcom::ScriptProcData> > >)
[11-01-2024_21-21-31] [FATAL] 0xe41f10 std::__detail::_Compiler<std::__cxx11::regex_traits<char> >::_M_expression_term<true, true>(std::pair<bool, char>&, std::__detail::_BracketMatcher<std::__cxx11::regex_traits<char>, true, true>&)::{lambda(char)#1}::operator()(char) const
[11-01-2024_21-21-31] [FATAL] 0x5245c0 OpenXcom::BattlescapeGenerator::generateBaseMap()
[11-01-2024_21-21-31] [FATAL] 0x529a40 OpenXcom::BattlescapeGenerator::generateMap(std::vector<OpenXcom::MapScript*, std::allocator<OpenXcom::MapScript*> > const*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&, OpenXcom::RuleStartingCondition const*)
[11-01-2024_21-21-31] [FATAL] 0x52e4e0 OpenXcom::BattlescapeGenerator::run()
[11-01-2024_21-21-31] [FATAL] 0x6f9f00 OpenXcom::GeoscapeState::handleBaseDefense(OpenXcom::Base*, OpenXcom::Ufo*)
[11-01-2024_21-21-31] [FATAL] 0x6fe640 OpenXcom::GeoscapeState::time5Seconds()
[11-01-2024_21-21-31] [FATAL] 0x710cc0 OpenXcom::GeoscapeState::timeAdvance()
[11-01-2024_21-21-31] [FATAL] 0x6be2a0 OpenXcom::Timer::think(OpenXcom::State*, OpenXcom::Surface*)
[11-01-2024_21-21-31] [FATAL] 0x5f2d40 OpenXcom::Game::run()
[11-01-2024_21-21-31] [FATAL] 0x41c950 SDL_main
[11-01-2024_21-21-31] [FATAL] 0xa11c10 console_main
[11-01-2024_21-21-31] [FATAL] 0xa11d30 WinMain
[11-01-2024_21-21-31] [FATAL] ??
[11-01-2024_21-21-31] [FATAL] ??
[11-01-2024_21-21-31] [FATAL] 0x7ffe0a5b2560 BaseThreadInitThunk
[11-01-2024_21-21-31] [FATAL] 0x7ffe0abaaa30 RtlUserThreadStart
[17-01-2024_21-19-16] [INFO] Loading ended.
[17-01-2024_21-19-16] [INFO] Data loaded successfully.
[17-01-2024_21-19-16] [INFO] Loading language...
[17-01-2024_21-19-16] [INFO] Language loaded successfully.
[17-01-2024_21-19-16] [INFO] OpenXcom started successfully!
[17-01-2024_21-19-16] [INFO] Using software scaling routine. For best results, try an OpenGL filter.
[17-01-2024_21-19-25] [ERROR] Corrupted save: Invalid base for mission.
Just tried version 0.99.17.1 and get the following error message-see attached.
...If you can't get the first Celatid before it triples itself, they will just keep multiplying faster than you can possibly kill them off. At least in early game.If you meet celatids in early game, RUN. :)
A possible bug. I can't field X-Sniper Rifle in near a "landed UFO". It's the one whose landed sprite is a purple elipse. I can use any of my other weapons, but not X-Sniper Rifle.Can't reproduce. Maybe savefile/screenshot?
.. Enemy bases (Nests) can be detected by patrolling planes in a few hours. ..Actually, this is a bug. Will fix it, thanks.
Can't reproduce. Maybe savefile/screenshot?Sadly, I did not make a screenshot and overwrote my savefile. From later playing, I now know it was a UFO that pretended to be a Space Rupture. It had the same sprite, similarly chaotic terrain, same enemies, and in Space Rupture, you also can't use X-Sniper Rifle (Which can be checked from custom battle).
Actually, this is a bug. Will fix it, thanks.Well, I'd like to still have some way to detect nests. The hardcoded 20% for exactly one undiscovered base is clearly too low, seeing as the aliens managed to get 3 Nests in just my area without me detecting a single one.
..You need more research. :)
Well, I'd like to still have some way to detect nests. ..
You need more research. :)For which I need a Strong Artifact. For which I need to sort a Nest's 'plants'. For which I need to destroy a Nest. For which I need to detect a Nest I can defeat, which probably means a Young one.
Version 1.0 is up.
Changelog:
- Added new race: elves, with their own items and missions.
- More QOL ufopedia articles;
- Bugfixing and balancing;
- Mod is finally complete, maybe will be some bugfixes if needed.
Valuable source of artifacts in early game is Rifts. They are relative easy and spawn regularly.
BTW, does anyone knows how to read map files? It would greatly help with sanity drain...
MCDEdit does.:-\ MCDEdit edits ".mcd" files, indeed. Aren't stuff like "inactive obelisk" hides in ".map" files?
:-\ MCDEdit edits ".mcd" files, indeed. Aren't stuff like "inactive obelisk" hides in ".map" files?
I'm not sure what you want to do... If you want to put some objects on maps, then you need MapView, but if you want to edit those objects, then you need MCDEdit.I don't want to edit anything. I want to see stuff. More specifically where to find important items like "inactive obelisk", "mind probe" thingy and maybe other stuff. Such info is not inside readable yaml files, I checked. So that I know what mission to await, do I need to leave forts for now and so on. I can't find that info in MCDEdit.
If you don't want to cross-reference MCD 'Target_Type's, item 'specialtype's and which maps have what objects on them, the easiest way would be to use Quick Battles, debug-killing, and see what loot you get. Maybe not all missions will work with QB mode, but I'd think most would (no idea though, never actually played X-Chronicles :-[ ).Quick Battles would probably be my last resort since I don't want to see that much in advance.
How did you make that savefile? It looks like it is geoscape save of fast battle.I have attached the other save files of my current playthrough. Also, if it helps, prior to these saves, I had actually been using the previous version of the mod before I replaced it with the latest version. I then continued my playthrough afterwards.
Also, cant reproduce. Do you have a save from battlefield? Autosave maybe?
Personally, I'd just close my eyes, click OK in the equip screen, CTRL-K right after and wait ten seconds. :PHave I mentioned previously that some enemies in X-Chronicle are immune to CTRL-K and CTRL-J? :D
Elves are not limited to the area I patrol.Oh, i know i miss something.
STR_ALVI_VISITED: false #true
In the file "missionscripts.rul and fix it like this:STR_ALVI_VISITED: true
Also, if it helps, prior to these saves, I had actually been using the previous version of the mod before I replaced it with the latest version.That is a key, i think. This kind of problem was fixed in v.1.0
Valuable source of artifacts in early game is Rifts. They are relative easy and spawn regularly.I can confirm that in 2nd or 3rd rift got Strong artifact ....
Version 1.0 is up.
Changelog:
- Added new race: elves, with their own items and missions.
- More QOL ufopedia articles;
- Bugfixing and balancing;
- Mod is finally complete, maybe will be some bugfixes if needed.
STR_ALVI_VISITED: true
That is a key, i think. This kind of problem was fixed in v.1.0Nope, still getting an error. Already replaced the rule.That quickfix was for other problem. I'll look at your save when it will be downloaded at last. (Awful internet connection)
...Yep. They are happy, you make it good enough, why pay more? :D
Is this an intentional behavior?
...
I'd suggest increasing sell prices of invader stuff, at least. Also, I'd suggest making various special events (beast terror missions, graveyards, rifts, etc.) yield something you can sell for some money (currently the corpses aren't worth much at all), for example shai-huluds could be disassembled to produce expensive teeth or something. At the moment, these missions are money-wise worthless, yet take some time to complete (especially if you have village mazes, tough enemies, etc.; FWIW I also got glass spider once in antarctic and the mission was unsolvable: one of them was camouflaging on an inaccessible ice island, and I had to use debug mode to get rid of it)
I'm currently in January 2022 and total council funding is at 19M (I have the whole globe covered with 6 bases). There's still 3-4M surplus every month (with about 150 scientists). Yet I'm still only 19 % through the research tree. To make the game progression faster and reduce the grinding elements somewhat, I suppose you could also increase the council funding and how fast it grows. There could also be some items engineers could manufacture and you could sell, to make use of engineers and earn money, but I understand completely if you want to avoid that kind of economy (I have felt it's rather stupid myself).
Hmm? I wonder if these are phased properly. You are able to get X-contract likely much earlier than getting psions. It seems you get on the path leading to psionic powers through researching fire mage, rune mage, etc. I have postponed researching them to delay legionaires and more difficult enemies appearing.
But for what it's worth, X sniper rifles are at least very usable with humans. Others I haven't used that much (though rifle could be useful with spare clips).
BTW, I think the first alien base (hive) appeared in October 2021 or so. I don't think there's much chance of dealing with it yet, so I have had to leave it be and grow. Also, there have been some other enemies that seem to be non-defeatible for now (for example the UFOs with stalkers and the other beasts, the other ice thingies behind ice rift).
How for the love of god you have 19m from council? I barely scrap by selling most of the stuff since i cant keep more than 30 scientists in July of 2021 and i just got x weapons
How for the love of god you have 19m from council? I barely scrap by selling most of the stuff since i cant keep more than 30 scientists in July of 2021 and i just got x weaponsI have same , issue, may be the earlier release was not so strict.
- manufactured in workshop for small fee ( 500$ - 1000$ ) and mediocre time (time: 200 - 400)
- sold for 30 000 - 50 000$
I don't see a reason for having a monetary production cost on something that can only be sold. The only thing the fee does is prevent you from making the stuff if you are already in debt and need money badly.
Otherwise, the effect would be same as if you subtracted the cost from the value.
Version 1.1 is up.That is awesome .. I confirm that rits work properly
- Minor prices balancing.Im playing now on Beginer difficulity and haw to lowered engineer &scientist salary to reasonable values (vars.ruls) :
Version 1.1 is up.
Version 1.1 is up.
Changelog:
- Temporary fix for an OXC (or OXCE) bug with second-stage mission deployements. Now rifts will work almost properly.
- Minor bugfixing;
- Minor prices balancing.
To Nonenone, Mathel, EleriumWind: it is all the same bug, and it is fixed with crutches and patchleather. :) Xcom spawn zone in rift missions will look ugly, but no ctd's.
"The council of funding nations is very pleased with your excellent progress, BUT REFUSES TO INCREASE FOUNDING!!!" (Monthly score: 1219)
The funding thing is probably from original X-Com.I understood what was going on. When alien activity is exactly 0 countries will not increase their funds no matter how well I am performing. As soon as ships start flying some countries decided to donate more.
If seriously, only those nations will increase funding, where you have missions completed.No, this is definitely not how it works. Not in original game, not in this mod, not in any other mod I tried.
No, this is definitely not how it works. Not in original game, not in this mod, not in any other mod I tried.
I more have issues with extremely high alien activity in areas I can't possibly reach.Must become less frustrating with last bugfixes, though more for a new game. (If you have bug-spawned enemy bases - nothing will change) But i can fix your savegame, if you provide it.
Must become less frustrating with last bugfixes, though more for a new game. (If you have bug-spawned enemy bases - nothing will change) But i can fix your savegame, if you provide it.Here it is. At the end of the month I would lose from negative points, even if I won every mission and shot down every airship I could catch up to.
Version 1.1 is up.
Changelog:
- Temporary fix for an OXC (or OXCE) bug with second-stage mission deployements. Now rifts will work almost properly.
- Minor bugfixing;
- Minor prices balancing.
To Nonenone, Mathel, EleriumWind: it is all the same bug, and it is fixed with crutches and patchleather. :) Xcom spawn zone in rift missions will look ugly, but no ctd's.
Well, here is your save file.I am sort of trying to get enough income before I get Internationalization that I don't lose from debt quickly afterward. Better weapons will be nice, but as far as I understood the UFOpaedia, getting Internationalization is when I am expected to protect the whole planet, which means getting another base, which means basically doubling my spending. And I already have to resort to selling Flight Glyphs.
I must say, though, that this save had no bugs. You just, well.. developing too slow. :)
HI, for me there is some weird thingsYou do not purchase fighter jet, but renting it from government. If you build your own fighter - you dont need to pay rent.
RENT COST
- renting F-22, J-20,and SU-57 cost same as purchasing and even more than advanced interceptor ?
is it this intended ?
RESEARCHYes, this is normal. As described in ufopedia - this is a first step of reproducing enchantments, without knowledge of principe.
- you can research ceramic runeblade without knowing workbench or runicscripts (this prerequisites should be included)
RIFTS AND OTHER MISSIONS REWARDWell, rifts are always a gamble. It spawns randomly, and give randome award.
According to ufopedia Elven Bows are supposed to be unusable, yet I can use them after researching. Extremely overpowered weapon. Also it is strange that Elven Bows have standard training, so they train shooting accuracy, not throwing.Thanks, will fix.
So is it intended that "Battle cocktail" lowers morale of the "doctor", not the "patient"? I mentioned that earlier, but no comments were received.Yes.
Extremely overpowered weapon.Problem is not bow itself but elven arrows that has 90% armor reduction ...
Too slow for 2023.Man, do you even play your own game??? How am I suppose to be faster with such founding:
Right now I have 60 scientists, maybe I can afford additional 20.I strongly recommend (as posted earlier) modify vars.rul
Man, do you even play your own game??? How am I suppose to be faster with such founding:I think we are his balance testers.
(Founding)
"Flight glyph"s were around 75% of my income! I am already playing as good as it is possible, because I know the research tree, I know priorities. I won almost every battle or fled (because I already know all enemies (except those pesky elves (RIP no reloading in champagne))), I shoot down almost every craft (that is why I was able to stay above 0 while sky was filled with red crosses). There just no room for mistakes! Right now I have 60 scientists, maybe I can afford additional 20.
Too slow for 2023. Maybe i should reconsider geoscape difficulty...But seriously, scientists are too expensive and research takes too long to be any faster. Especially for someone who doesn't know the tech tree.
USA police contract: 5/30=1 day
The police contract is signed: 0
first autopsy (Slug Corpse) 100/30=4 days
Shielded Prison 200/30=7 days
Basics of the invader spoken language (from Goblin Fighter): 100/30=4 days
Contact: Savages: 80/30=3 days
Invaders' spoken language: 210/30=7 days
Weak Artifact: 500/30=17 days
Magic Items (from Marauder boss) 3*130/30=13 days
Arriving spots of the Invaders (from marauder Boss, having Magic Items): 2*130/30=9 days
Shielded Lab: 500/30=17 days
Invader paths (from Outcast Mage, having Invader Transport, AsotI, and Magic Items) 5*150/30=25 days
!Sky under control!: 300/30=10 days
Advanced Radars: 400/30=14 days
Rifts: 250/30=9 days
Rift Stabilization: 450/30=15 days
Contract with the US army: 120/30=4 days
Contract with the army is signed: 0/30=0 days
Contact: Invaders: 100/30=4 days
USA special forces equipment: 100/30=4 days
The special forces equipment contract is signed: 0/30=0 days
Large-caliber weapon: 120/30=4 days
The unusual equipment is needed: 0/30=0 days
Internationalization: 350/30=12 days
!X-contract!: 200/30=7 days
Strong Artifact: 600/30=20 days
Psionic: 500/30=17 days
Mana Crystal: 800/30=27 days
Mana Capacitor: 450/30=15
Detection of Mana Sources: 300/30=10 days
The sum is 279 days. Assuming average research rate, perfect missions, and always having what you need to research already in your stores, you can expect the player to have the Atmospheric satellite no sooner than 279days into the game, which is 6th of October 2020. If they beeline for it.Counting with 30 scientists...Form the day one? This can happen only after "Shielded Lab" and not necessary you can afford all of them after that.
Form the day one? This can happen only after "Shielded Lab" and not necessary you can afford all of them after that.Of course not. That is merely a simplification. Realisticaly, you would buy to 20 within the first month and 10 more while building the Shielded Lab.
I think we are his balance testers.But seriously, scientists are too expensive and research takes too long to be any faster.Well I am in 2022 (August and able to get detection)
- I'd prefer in all rifts some stronger variation of creatures (similar to prismatic spider and floating jelly)
costEngineer: 35000 - > 30000initialFunding affects the calculation of any funding raises.
costScientist: 45000- > 40000
initialFunding: 1600 -> 1650
That is ridiculous !
With 3 bases all missions done and paying 50 * 35 k per scientist I am at balanced budget (Able to buy 1 or 2 new facilities per month) and still stuck in research ..
initialFunding affects the calculation of any funding raises.I see but at first look on paper it seem like spit in the sea ..
Also, some invader weapons sell costs was raised.