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Good morning.Yes, but this comment is obsolete since Hobbes decided to re-publicate his creation.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.