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Released Mods / Re: [COMPILATION][RESEARCH] FMP Core/Tech Tree part
« on: April 12, 2015, 11:15:02 pm »
Haven't finished the translation yet but I found two bugs or inconsistencies related to the late-game:
Spoiler:
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So you basically mean adding all Laser Weapons as a prerequisite to Railguns? Sure, we could do that.plus all Gauss weapons if I had my way .
Frankly? I never bothered to check.I was curious enough to check. With the help of savegame editing I found out that the Sentinel requires 16 E115 and the Firestorm 4.
Having said that, the alloy cannon is an intermediate between the ballistic cannon and the gauss/laser one, so it doesn't have to be overly cost-efficient.Yeah, I start to look at it the same way. The alloy ammo for the battlescape weapons is also very expensive but it keeps them going for longer. It's one of the only upgrades you get till you have your alien containment filled to the brim with prisoners. As such it makes sense that the less alien interrogation dependent upgrades are less cost-efficient.
Now, that sounds bad. I can't remember now, it was modded when I knew much less about OpenXCom, and it was mostly trial and error - and apparently this version worked.Without the clipsize, the alloy cannon's ammo is essentially free as it doesn't take any while still loading the gun. If you unmount the cannon, you even get free money as you end up with more ammo than before.
Is there an actual problem with it?
- type: STR_ALLOY_CANNON_ROUNDS_X50
size: 0.1
costSell: 900
transferTime: 48
clipSize: 50 #added this
listOrder: 631
I think that airforce development might actually be a bit too fast... But then again, maybe not - I think all craft are being used.Do you mean in terms of researching new craft or building too many fighters? In the latter case I can assure you that the newly introduced maintenance cost for the Raven reduced my overall spending as I now need to keep money at the bank each month. In my last month it was 2.2 million dollars I couldn't cover with the countries' funding.
As for the tactical sniper HE ammo, I don't really like it myself after all - it basically sucks, lacking the stopping power against most enemies. I'll make it a bit stronger.How do you feel about the heavy cannon's HE ammo compared to the TSR? Perhaps I am undervaluing the higher potential fire rate of the HC, but I wouldn't want to see a bullet having a greater blast radius than a shell. Thinking about it, you could reduce the blast radius of the TSR HE while increasing its damage. That might make sense.
Yes, I know all that. That's how [stunning] is supposed to be.I didn't think it's too bad so far. Except for that darned Etheral who didn't drop after 8 soldiers hit it with stun rods and tazer rounds repeatably, just to have the dog bite its back till it dropped. Then it bled to death. At least I got its weapon.
Definitely! I literally got the rail cannon research after I had researched the gauss cannon. And its cost of 40 science points(?) didn't make it any better. Replacing one tier in one gameday is quite something.Quote from: JstankAfter you get an engineer the tree opens up very very quickly. All the sudden you are breezing through the research as the tree opens up right to rail cannons.Do you mean too quickly? I was worried about this...
Besides, what competition? Plasma is overall best anyway. Maybe except for sniping.And theoretically cracking sectopods in one shot if you haven't changed the damage reduction values.
Can you please specify if it's a difficulty issue, or more of a pacing/design issue? Does the game suddenly throw too much stuff at you after a long period of fasting, or something like that?In the previous game I got gauss, laser and rail in a very short time. Currently I am running with gauss and haven't researched the alien laser gun yet for presumably laser tech. So that's good. But the rail.......
Thanks for the kind words. I think it could be because the air game is much simpler and less dependant on luck. Hmm, perhaps it would be better if there was less randomness in the ground combat research... On the other hand, I personally prefer it. I don't know, I need to think about it, and also hear more about it from you and the others.Except for getting the examination room as a reward for the interrogation I don't mind too much randomness either.
Anyway, no nerfing the Fighters! They're exactly as they should be. Want to shoot them down - put your heart into it.I haven't tried to shoot them down with interceptors as I always had Ravens by then. And if I didn't the Skyranger would do the job. Except for fighter's tendency to flee before the avalanche comes in range, they aren't too annoying. It's kind of a mini battleship that needs a bit effort to reduce it to ashes. I like that.
PS2: release notes to 1.0 say: "Aliens of the same race now should leave only one corpse type."
...
- type: STR_TERROR_MISSION
width: 50
length: 50
height: 6
civilians: 12
terrains:
- MADURBAN
- DAWNURBANA
- DAWNURBANB
- PORTURBAN
- INDUSTRIALURBAN
- RAILYARDURBAN
- NATIVEURBAN
- COMRCURBAN
- PORTTFTD
- INDUSTRIALURBAN
- RAILYARDURBAN
Fixing the wrong entries now.And in that vein I found a bug with the Alloy Cannon not removing any ammo from the base. It was the opposite, I even got ammo for free when I unloaded the Alloy Cannon from the craft.