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Help / Re: Armed civilians?
« on: December 02, 2019, 02:40:26 pm »
Excellent! ^_^
Thank you for the information.
Thank you for the information.
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* UFOPedia / Battlescape graphics for "Plastic Coelecanths" - These use conventional Coelecanth components, but incorporate Aqua-plastics into their frames and exterior plating. I'm kinda thinking maybe just a pallet-swap?
The problem with the non-random RNG is that there are openings (I'm experiencing this now) where your first few soldiers get gunned down without being able to fire a shot. Sorry, that is just a bs scenario -- who would put down a troop transport in such a position?
Almost always, when developers decide players *shouldn't* be able to do something, they are just imposing their preferences on everyone else. :-(
How can i update the picture with the correct one?
Why the hay is green?
Thank you, The Martian! I really liked the image you shared, thank you very much for making it. I'll see how to implement it in the mod, if you don't have a problem with it.
In addition, we include our new Space Shuttle!
Here the files, found some time.
If they are to be made into an actual Invader Race, they need a terror unit.
What would you suggest, guys?
Add beholder? More eyes more dangerous
The entire point of multiple data sets is to ensure it doesn't happen...
alienItemLevels:
- [0, 1, 1, 1, 2, 2, 2, 2, 2, 2]
(builtInWeaponSets) A set of lists of weapons this unit can come pre-equipped with. Game will pick one set "at random" (randomness comes from the current alien tech level definition). These weapons WILL appear in inventory slots (references items).
The MiB base is already a custom building built with a custom tileset:
If I'll ever do maps again for the MiB mod, it would be variants to the terror village. But I'm already working on something else so I don't think it'll happen.