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Released Mods / Re: [WEAPON] Minigun
« on: January 24, 2014, 09:43:25 am »
Isn't the auto cannon from the original game in fact a minigun? That's what I always thought at least
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Just tested the fate of unconscious team-members with current build 2014_01_20_1603.
Units in inventory and inside craft are recovered,
Warboy, Sun Jan 12 14:31:24 2014
account for carried comrades at debriefing.
turns out i forgot to include this in debriefing, having only applied it to
units actually reviving from unconsciousness.
If you ever thought XCOM just has too much complexity, too much features, too much stuff, well this is the game for you!
Okay you can have as much stuff s you want in the Skyranger, but the more things there are laying on the floor the higher the chance the aliens throw grenade or aim a Blasterbomb into there...
It would make sense as they would want to cut Xcom's supply line...
Excuse me, some people here actually enjoy that. I agree it would be more entertaining if less of an obvious tactics though.
missions weights are dynamically generated each time you start a game, so there's no "guaranteed" order the aliens will do mission in, they'll simply randomly choose one according to the weighted distribution.
I've attached my save for good measure. The game is mid-june, and there's been 15 missions total generated (1 terror + 1 other each month, 2 floater retaliations, and 1 sectoid retaliation. Only 5 landing sites so far (and I didn't catch any of them), and a total of 33 UFOs (21 shot down). 0 bases established, 0 infiltration attempts. Maybe my game just was that (un)lucky where the aliens barely do anything.