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The X-Com Files / Re: The X-Com Files - 0.7b alpha: Breaking The Waves
« on: September 25, 2017, 11:50:42 pm »
Hey, ive been getting back into this mod for a while and after reinstalling as an upgrade from a really old version, I have a few questions
1) Did scientist rate get reduced? Basic stuff like kevlar is taking *weeks* and that is horrible because it costs millions and millions to get more than five dudes in a basement for r&d at the start.
2) chupacabras are still horrible (Sorry thats not a question, just fed up of these guys rushing from 100% concealment/ beyond flashlight range at night, consistently instagibbing my agents regardless of armour, skill, or any migitating factor oh and they always come in huge packs). (is there some way to disable/remove them because they add nothing but savescumming and not doing any mission they appear on to my game)
3)Are... are UFOs of all sizes meant to show up and begin conducting activities instantly upon start? I managed to clear an entire UFO with one dude with a knife and more mangrit than a thousand normal agents but they're super constant. In my playthrough with the old version they didnt show up at all until late in the second year, after I'd eliminated a cult.
1) Did scientist rate get reduced? Basic stuff like kevlar is taking *weeks* and that is horrible because it costs millions and millions to get more than five dudes in a basement for r&d at the start.
2) chupacabras are still horrible (Sorry thats not a question, just fed up of these guys rushing from 100% concealment/ beyond flashlight range at night, consistently instagibbing my agents regardless of armour, skill, or any migitating factor oh and they always come in huge packs). (is there some way to disable/remove them because they add nothing but savescumming and not doing any mission they appear on to my game)
3)Are... are UFOs of all sizes meant to show up and begin conducting activities instantly upon start? I managed to clear an entire UFO with one dude with a knife and more mangrit than a thousand normal agents but they're super constant. In my playthrough with the old version they didnt show up at all until late in the second year, after I'd eliminated a cult.