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Suggestions / Re: [MISSIONS] Including some conditions to start or complete missions
« on: June 28, 2014, 08:09:35 pm »
This sounds good. Could it be linked to finding alien bases outside radar range, or other game benefits?
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so you use this thread as your personal logfile what you found/changed in other mods?
that would explain a lot
FYI: if yuo find errors/problems in other mods post the error in the thread of the mod creator not everyone reads all posts in the forum but most read their own mod-thread(s)
It's just that on downloading Ryskeliini_GunsNGadgets_1st_pack this happens. Thus it is caused by this mod. A minor detail I admit, but such minor details should not be overlooked. I also think it deleted my grenade launcher and ammo and I had to re order that. But I'm not sure. The load screen did flash yellow after I enabled it. But that is outside my competence.I added your mod about mid january in a campaign. Maybe this little glitch wouldn't happen if starting a campaign with it ready installed.
is there a question somewhere?It's just that on downloading Ryskeliini_GunsNGadgets_1st_pack this happens. Thus it is caused by this mod. A minor detail I admit, but such minor details should not be overlooked. I also think it deleted my grenade launcher and ammo and I had to re order that. But I'm not sure. The load screen did flash yellow after I enabled it. But that is outside my competence.
See my comments here:
Sorry messed that up.
DOWNLOAD
Yes, it changes how hits are calculated for both sides; basically, auto fire becomes woefully inaccurate at anything but point blank. This has two advantages:Good to know for my mod compatability runthrough. Also found OpenXcomWar by Supsuper by I think that changes campaign, so wont try that. Just downloaded Ryskeliini_GunsNGadgets_1st_pack will probably add that to my mod compatability runthrough. Just started building AuzCom due to Ufo activity. Maybe I should have played on beginner difficulty for such a run through (and turned on save scumming for comparison of weapons).
1) Auto fire is no longer the only option at any given situation.
2) You can make weapons which have better auto fire accuracy than other weapons. In normal game, this is inconsequential; here, it makes a big difference. (Machine guns FTW!)
It makes the game a bit harder, since aliens don't use auto fire much anyway, except at very close ranges.
Believe me or not, I think it's the crappiest weapon in the game. It is woefully inaccurate (I'm playing on UFO Extender Accuracy), has insufficient power and is generally a hybrid that tries to be everything at once.In the original game I used to equip whole squads with the AC. Then again I haven't used UFO Extender Accuracy before so I might end up with egg on my face.
...which probably shows how good the game is, since various people have completely different approaches and they all work!
The problem is, stat modification can only be given to armour now; and certainly not to items that can be taken off during battle.And you can't modify an existing armour to add a belt?
Therefore, one would have to write a code that prevents an item from being removed during battle (with the appropriate flag for the ruleset), and then this code would have to be accepted into the game... Then we could make the item. (Most likely a psi belt, size 4x1.)
Actually, I've just done it. They're not exactly earlier, but less likely to be encountered. (Especially Mutons had crazy chances to come up.)
I plan to release a beta version very soon for people to actually test, so you'll be able to compare it. Still, this is not the only possible Long War mod, so perhaps we'll learn from each other?I do apologise solarius, I didn't realise the FMP thread was a long war mod. Duh! Probably I have begun this prematurely.Sometimes I feel that I am blundering around this forum like a bull in a chinashop. Or more appropriately a happy wet dog in a laundry.
Would you please not double-post so much, and especially not n-post?Sorry posting as I was reading the whole thread, mea culpa.
Exactly my idea. It's not possible right now, but... some day, maybe.can't one just add a flagged value to the psi defense calculation?
Oh, but every Engineer provides one thing. Only the order of these things is random.
Even if they aren't, they will be very close on the tech tree, being essentially the same tech in a slightly different package.
I think I'll delay tougher alien races, or at least decrease their numbers in early months, since fighting big Muton ships with rifles (even with alien alloy ammo) and grenades is suffering. With a number of new races added, this shouldn't be a problem.Good idea, at least until more weapons are researched.
Recommended by whom, Bill Gates?Well said that man!
Because I don't believe there's anyone else in the world who likes this work of Satan. And if they do, they should be burned alive.
File is attached just before the first imageThanks for that.
Here you have