Thank you for your answers.
There's only one type of smoke, with variable density. As for the formula, I also had to look for it, found it here: https://www.ufopaedia.org/index.php/Smoke_Grenade. The final value is 1-3 points per round, but most unprotected units in XCF have 400% modifire to smoke, so multiply this by 4.
According to this article there are 3 types of smoke with different denity (how I expeced) and it is impossible to distiguish between then by glance (how typical).
These shields should work exactly the same, the only difference being in how much damage they can absorb.
Shields work before armour, and armour only starts working after a shield is coimpletely depleted. Unless it's a damage type that completely ignores this type of shield.
Sorry, no pklan to adding more formulas. That would be pointless info dump. If you're interested, you can check the script in scripts_XCOMFILES.rul.
So it is possible to take down shields with many shots with low caliber bullets? Strange that I was unable to do that Black Lotus Avatar. And event more stranger is that Ufopedia article about purple (if I recall correctly) shield clearly states that it is immune to low caliber shots. That is why I was so confused. I will definitely check the formula.
Distance definitely matters, yes. As for the formula, I don't keep such things to memory, but it should be easy to find on the ufopaedia.org page.
Well I visited ufopaedia.org previously and now. Specifically article about psi-amp. Call me blind, but I don't see any percentages of success. And ufopaedia.org suck in a way that there is no "all article list". You have to know exactly what to search in advance.
That's another vanilla mechanic which I never bothered to check. Honestly, what's the point? It works, that's what matters.
Well, I also had this attitude while played original X-COM. But with this mod with so much options it is no longer possible. But I finally found the right article on ufopaedia.org, so OK.
If I recall correctly, Meridian specifically rejected this, because he considered it a cheat. Please correct me if I'm wrong.
Well, I understand that, partially. I just believe that leaving all how it is now is even worse than cheating. Can I request at least a tiny notice in ufopedia inside article about melee, that "percentage you see are misleading"?
I think that means you're a sniper player. I am much feedback like this, but for different weapon classes - for example "pistols are the only viable weapons" is fairly popular. I personally find sniper rifles very useful, but only on large open areas, whereas cannons are more for city warfare.
...
Well, I am doing my best to make weapon classes "balanced" in the sense of catering to various player types. I totally hear your arguments, I treat them seriously and will keep them in mind. But there are many players making claims and their opinions vary wildly...
Good to know. Now I can use sniper rifles without thinking that I am exploiting some bugs.
Weird - everyone is saying how rubbish assault rifles are compared to SMGs... A matter of preference, I suppose.
Very strange. Typical battle is an assault on cultist stockpile: a building full of cultist in the middle of a desert with no covers at all. How am I suppose to win this without long range weapons???
If you want to see the new countries on an older campaign, you will have to add them manually - please refer to the previous release post for details.
Release post for 2.4? There is only "Note: the new countries will only appear a new campaign. (Or if you edit them manually into your save.)".
Can I not add them and just play? This will not screw founding or something else? Sorry for stupid questions, that probably were answered many times, but really cannot find those answers.
MODIFIED:
Yes, just updated the mod. Everything looks fine even without new countries.