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Messages - Kronos913

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1
Released Mods / Re: Kronos 913 mod 2.0
« on: March 17, 2024, 02:35:30 am »
Dmitry, а можете написать, в каком именно слове где ошибка? Потому как читаю "до" и "после" и не везде нахожу разницу

2
Released Mods / Re: Kronos 913 mod 2.0
« on: March 05, 2024, 02:14:56 am »
Does anyone else have a similar error? So that I can understand what the problem is. Everything started fine for me

In your log, three aircraft caused the error, but I didn’t touch them in any way in this update

3
Released Mods / Re: Kronos 913 mod 2.0
« on: March 03, 2024, 11:08:56 pm »
Hi all. I haven't had time to mod for a long time... Small balance adjustments:
-Reduced bonuses for soldiers
-MP40 base accuracy slightly reduced
-Changed accuracy modifiers for heavy laser and heavy gauss

4
Released Mods / Re: Kronos 913 mod 2.0
« on: September 17, 2023, 12:53:51 am »
- "Muton puppeteer" has been replaced with a "puppeteer": any implanted alien weapon counts (applies to all terrorists), but more kills are needed for bonuses)
-The space in the warehouse occupied by alien alloys and Eleria has been reduced by 5 times (for the late stage of the game, when there is an abundance of trophies)
-Changed requirements for the "tanker" skill

5
Released Mods / Re: Kronos 913 mod 2.0
« on: September 14, 2023, 01:34:34 am »
-The accuracy of weapons of armored tanks has been slightly reduced (Because the shooting accuracy of a soldier is higher than the shooting accuracy of a tank)
-Added reward for completing missions alone
-Added a tank with an Mg-42 machine gun
-Mutons received a melee attack
-New article in Ufopedia about mutons
-Added a new bonus to soldiers for using a melee attack of a muton under control

6
Released Mods / Re: Kronos 913 mod 2.0
« on: September 10, 2023, 11:27:30 pm »
I tried the idea of adding an alien tankman to the Sectopod. I abandoned the idea for two reasons:
1. It is impossible to draw the remains of a sectopod normally
2. The tanker always spawns in the top cell, so when shooting at the sectopod with automatic fire, you need to aim at the top cell - if the sectopod is destroyed earlier, the remaining shots can immediately kill the tanker.

7
Released Mods / Re: Kronos 913 mod 2.0
« on: September 09, 2023, 02:03:04 am »
Fixed a bug with the new tank armor

8
Released Mods / Re: Kronos 913 mod 2.0
« on: September 08, 2023, 10:49:07 pm »
Fixed a bug in the research name

9
Released Mods / Re: Kronos 913 mod 2.0
« on: September 08, 2023, 04:27:45 pm »
-Changed the mechanics of melee attack accuracy for all weapons (except for built-in alien weapons)
-Heavy plasma shoots 2 times in auto mode
-Heavy Laser and Heavy Gauss have a bonus to accuracy from strength
-Added tank armor (ground, but with the ability to attack with tracks)
-Reduced Sectopod damage to 90, like all heavy lasers

-Added "MP 38/40 experience", which gives bonuses to the weapon
-As an experiment, added "wound bonuses" to Mp 38/40
-Due to many new bonuses to Mp 38/40, the special skill has been removed
-The bonus growth scale for MP 38/40 has been edited - for maximum weapon effectiveness, a soldier will need to kill 20 enemies
-Increased the price of weapons Mp 38/40 by 2 times

10
Released Mods / Re: Kronos 913 mod 2.0
« on: September 03, 2023, 11:47:48 pm »
-Added super rifle version with gauss pistol
-Gauss weapons have small damage bonuses with increasing soldier's accuracy skill
-Added bonuses for destroying enemies with psi-tank weapons

11
XPiratez / Re: How does damage bonus work?
« on: September 02, 2023, 08:01:03 pm »
How to make the weapon amplify the power of the ammo? That is, for the same ammo to have different strengths in different weapons

12
Released Mods / Re: Kronos 913 mod 2.0
« on: August 27, 2023, 11:01:38 pm »
-Added bonuses for super rifle
-Added a flying suit with a psi amplifier
-Slightly reduced time bonus for manned tanks
-Armor repair moved to a separate production category
-Manned tanks moved to a separate production category

13
Released Mods / Re: Kronos 913 mod 2.0
« on: August 25, 2023, 01:42:00 am »
-Reduced soldier bonuses
-Added a bonus for the heavy laser (applies to the weapons of the psi-hovertank)
-Added a skill that gives a double shot to a heavy laser (opens after 20 kills with a heavy laser)

14
Released Mods / Re: Kronos 913 mod 2.0
« on: August 20, 2023, 02:20:08 am »
-Added skill "Master MP 38/40", which appears after 10 kills with the weapon and allows you to spend significantly less time shooting
-Increased the price of MP 38/40 and ammo, because at the initial stage of the game the weapon is strong

p.s.
-In the test version, the ability to use the psi-amp without hands through special skills was added. Also, some types of armor have a built-in version of the psi-amp, which does not take up space in the inventory.


15
Released Mods / Re: Kronos 913 mod 2.0
« on: August 19, 2023, 04:41:33 pm »
Try to choose soldiers who have a psi skill. Skills of soldiers - so far only psi. I'm testing how it works in order to add 2-3 more skills further

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