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The X-Com Files / Re: The X-Com Files - 3.3: Mysteries Ancient And New
« on: Today at 07:18:19 pm »Leszek BobrowskiBober, Kurwa. Ja perdole jake j bydlo.
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Leszek BobrowskiBober, Kurwa. Ja perdole jake j bydlo.
This errors from "Morozova" submod. Download latest version of that submod.Thank you!
What submods are you using?Have the same problem, but with less armors (4 of them). After installing the fix.
If you use Arsenal Additions - you need fix from this topic
https://openxcom.org/forum/index.php/topic,9722.180.html
Supporting all of these scenarios via AI is a gargantuan task. And modders really don't seem to care about AI, as the base AI couldn't even use different weapons at all. Yet a lot of enemies have more than one. Makes me wonder why.They can, ninjas wielding both katanas and throwing knifes performed both kinds of attacks in XCF way before BAI was presented. Although, I have no clue what exactly triggered one or another. Perhaps, just range to a target.
BTW i recently walked on mine, which exploded. Amazing things happenThat was about AI pre-priming mine and carrying it around as grenade for later. Surely, they don't know the difference.
Hu? How is adding a new option, which doesn't even change anything unless the player deliberately changes it a "decision" on my part?Oh, pardon me. I must be f****ng into my eyes whole time, thinking it is permanent change (given all psychological wounds you inflicted on players by denouncing AI nerfing system <- it was a half-serious joke).
If you attack tiles that don't contain enemies or objects, the shot will be aimed at the floor. So chances of hitting someone near that tile with stray-shots is reduced quite a bit because of thatRecently I was thinking of the ghost spawn mechanic. It's quite simple.
You can get it if you share both elerium battery and terramite with MAGMA. So, it's not a very early tech and not a specific mission.Oh, I got it. Bought it in a plenty previously. Now just mulled it up with power suit, and was thinking what part of MAGMA missions I was missing for years.
This was previously always the case but now can be turned off. Disabling it will help units with stealth- and vision-advantage to rely on reaction-fire-based-strategies without instantly triggering retaliation to their exact position.
The AI will still know where the shot came from but can no longer target that tile without visual confirmation.
Finally, engine for Alpha 2 release considered as done, with feature freeze (only bug fixing), so a few mission and polishing with mod part left before the next huge release!
Dev streams and testing new version on Twitch https://www.twitch.tv/finnik723studio