wow. just a few minutes of playing (even with the bugged soldiers) and I'm impressed.
It's not just more content than vanilla, but it's so much more polished and refined. (not to mention makes more sense)
I really like the simplifying of the inventory. less to think about, so you spend less time equipping and managing space and more time with the action.
oh yeah, and taking the silly timers off of smokes and regular nades is great too. it was just confusing for no extra benefit before. (however the ufopeadia entry for nades would indicate that it still has them)
ufos actually being hard to shoot down (or rather catch) is so much more immersive and tense. and the third slot weapon pod on the interceptors is a fantastic way to offset this (and it makes canons viable in regular engagements. holy crap I didn't think that was possible)
I think I will recommend this mod over vanilla to people who are new to the game.
the one thing I don't like is that instant grenades are turned on by default, but I do see how it fits with the design philosophy, and I'm happy since you let us change it back.
also a second pass on the 'peadia for spelling/grammer is in order. I'll try and make notes on specific problems next time I read it, but just a heads up
I'm glad you like it.
The high explosive was balanced to do the works that ufopedia says: demolition. I raised the weight to disallow a long range throw, while it's power allows to do holes in UFO hulls.
I recall a mission against the Mutons. My soldiers was armed with rifles and default ammo, so, i needed many shots to kill an enemy. The UFO was a Supply Ship and the doors was too near the southern border of the map. One Muton was in the border of the left door and the terrain (jungle) doesn't allows me to ambush it. It was very accurate and the grenades was not an option, because the distance.
Well... how to enter the UFO? I take a high explosive pack, i open a hole near left the gravity elevator, where i found 3 Mutons! I drop some hand grenades, rifle grenades and the defenders was killed. I finished the job with proximity grenades. Zero x-com deads.
Thas is the best use of the high explosive pack. I was lucky in a Terror Mission too, when i found 3 Sectopods very near of the Skyranger door. They was looking to other directions, so, i take a HE pack and kill them with a single explosion
About this:
the one thing I don't like is that instant grenades are turned on by default, but I do see how it fits with the design philosophy, and I'm happy since you let us change it back.I like to play with grenades that explodes on the same turn, because aliens works in the same way. For example, if i drop a grenade that doesn't explode immediately, the alien(s) could react and kill my soldier, even if i kill them at the end of the turn. Of course, you can change it at will in the options.
Thanks for the feedback on grammar. English is not my natural language, so, i appreciate the observations.