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Mark X, is it possible to have these in? (Don't mind this feature request if its not possible and hard to do
i don´t understand the request , explain better
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Mark X, is it possible to have these in? (Don't mind this feature request if its not possible and hard to do
Turn on debug mode (ctrl+D) and teleport a unit to cursor using ctrl+W.
Then save and reload.
There's a hole somewhere. Bulletdesigner fixed some of those but either he missed one or I forgot to add his changes to my version
Got a CTD (and had to reboot) after researching 2 live aliens, the log said something about a FATAL missing str_threat_one. I checked , it is there, but maybe sth is wrong in the unlock part of it?
I had such ideas, but ultimately decided that it would be worthwhile only if we could spawn it from an item, so it would not take up a soldier's place.
Could be a personal preference though, I don't use parrots and such.
new version UP
Bullet, any chance for us to test your new version build? Pretty excited to give it a spin!the file it´s almost up to date
The default mode for each alien unit is Patrol - each turn the alien will choose a node and move between them. Once the alien sees an enemy unit the AI will switch the unit's individual mode to either Combat/Sniper/Escape depending on its rank, aggression stat and RNG. It will then remain on this state until the enemy unit is killed or, in case it can't see the enemy unit anymore, it will remember its location for X turns with X being determined by its intelligence stat before reverting back to Patrol.
So you can't switch the AI mode since it is determined individually for each unit. As for the turn 20 timer, what it does is that after turn 20 all the alien units know the location of all your units. They will not Patrol anymore but they'll switch to either Combat/Sniper/Escape
Pretty nice torso, though still looks WIP.
Limbs are of course way too thick, but I'm sure you know it already.