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I realize it's a work in progress but right now this mod is in "unplayable" state for a new player.
There's no download for OXCE+ 3.9a that I can find anywhere.
Using OXCE+ 3.9c breaks half the strings in the game. Any sane person will stop playing here.
Using standard OXCE 3.9a or 3.10 seems to break functionality, like I realized my 4.5 mil invested defense corridors were empty and useless. When this happens a person's playthrough ends right there.
...
Gameplay wise I wish there was more ufo variety. Most players playing mods are probably already burnt out from default ufo layouts. I didn't try luke's extra ufo mod with this but if it's compatible there should be a mention.
Some of the prices are weird, frag nades costing 20k (almost as much as a fresh guardsman) while sniper/autocannon HE rounds cost 500. Smoke nades cost 150 even though they're absurdly powerful.
If you advocate playing this mod with ironman on superhuman difficulty, I wish the ufopedia.orgrmation was more detailed. Like crafts showing seating order (even as an additional entry) and explosive radius for weapons and ammo. I didn't even understand what the chapter banner does really so didn't feel like burning 1 mil to try it out. Obviously the typos should be fixed, recruit someone to do it for you.
I also found the mod to be somewhat too easy, but that's mainly due to how broken smoke nades are. Or maybe not using OXCE+ somehow made things too easy? For example, it would be cool to have a gargantuan sized supply ship (like 35-40% of the time) that covers nearly the entire map to force the player to go inside for some deadly CQC instead of sitting outside in a corner sniping everything to death with reaction fire as the aliens bumrush out.
And finally, is that tarantula rocket sentry HWP supposed to have 0 energy? That's exactly the kind of information that's missing from ufopedia = IMMOBILE.
There's no download for OXCE+ 3.9a that I can find anywhere.
Using OXCE+ 3.9c breaks half the strings in the game. Any sane person will stop playing here.
Using standard OXCE 3.9a or 3.10 seems to break functionality, like I realized my 4.5 mil invested defense corridors were empty and useless. When this happens a person's playthrough ends right there.
...
Gameplay wise I wish there was more ufo variety. Most players playing mods are probably already burnt out from default ufo layouts. I didn't try luke's extra ufo mod with this but if it's compatible there should be a mention.
Some of the prices are weird, frag nades costing 20k (almost as much as a fresh guardsman) while sniper/autocannon HE rounds cost 500. Smoke nades cost 150 even though they're absurdly powerful.
If you advocate playing this mod with ironman on superhuman difficulty, I wish the ufopedia.orgrmation was more detailed. Like crafts showing seating order (even as an additional entry) and explosive radius for weapons and ammo. I didn't even understand what the chapter banner does really so didn't feel like burning 1 mil to try it out. Obviously the typos should be fixed, recruit someone to do it for you.
I also found the mod to be somewhat too easy, but that's mainly due to how broken smoke nades are. Or maybe not using OXCE+ somehow made things too easy? For example, it would be cool to have a gargantuan sized supply ship (like 35-40% of the time) that covers nearly the entire map to force the player to go inside for some deadly CQC instead of sitting outside in a corner sniping everything to death with reaction fire as the aliens bumrush out.
And finally, is that tarantula rocket sentry HWP supposed to have 0 energy? That's exactly the kind of information that's missing from ufopedia = IMMOBILE.