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Released Mods / Re: [TOTAL CONVERSION] The Piratez Mod - 0.9.a - 1 Apr - It ain't a joke
« on: April 04, 2015, 11:37:56 am »@VodkaBear - everything @interrogations is explained in the Pedia, and completing them brings up special articles, THAT SPECIFICALLY SAY "THERE IS NO NEED TO INTERROGATE ANY MORE BROKEN NAME_HERE". I did that for you, dude . I know it is confusing but I did what I could. I think it's better overall - I mean, complex research system over a simplistic one. You're unlikely to miss out any important stuff even if you interrogate just specialists and only once each, though. Maybe some hidden stuff, but you won't miss any important tech.
I'm not quite sure about your other question? What? So 23 enemies is a lot? Every terror on Jack Sparrow has around 33 enemies, and Gunships in excess of 20 Nah this was pretty much unchanged for a long time. Except for Cruiser/Hideout Defence
Just right now I finished another V.large battle with same kind of mission and there were only 13 guys, wondering why. Also, I've got an idea. While attacking any kind of ship enemies just walking around without any seeming point, okay it's original poor AI, it's hardcoded, you cannot change it, I understand. Here a few solutions I thought about:
1. Is it possible to place tiles which blocks movement but allows firing? It's quiet stupid that there no single embrasure on assault kinds of ships.
2. Make few new types of enemies = turrets, they can have ~3 ap(so they cant move and stays at place) and 33%-50% ap to shoot.
Also, even with Luke's extra UFO i still having 1 kind of V.large ship is it okay or I messed up something again?
Uh, now I struck strange bug, if ship was pretending to land at dark side of planet, but you waited for bright = game crash. If you landing while it's dark = everything okay. Here the save: https://rghost.net/6wscxkNBY current xcom version is git 2015-03-31 05:10