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OXCE Support / [Answered] door opening ability toggle per unit? (e.g. dogs)
« on: August 08, 2018, 05:19:55 pm »
Is it possible to block a unit's ability to open doors (ie make it so dogs can't)?
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Can you explain to me how it works? I see this:Code: [Select]- type: STR_ALIEN_RETALIATION_L
But I can't figure out what a missionWeight of 20 means??
missionWeights:
0: 20
I don't really like the items limit, where taking 20 rocket launchers is the same as 20 clips.
If there was a weight based system, I'd probably use it, because I agree there's a bit of a problem.
Alien bases aren't that hard, though. At least not objectively. I think we need something stronger.
I have ideas on how to improve this situation... Sadly, vanilla OXC (as opposed to OXCE+) doesn't support them.
(What I would like to do is to add an advanced laboratory which would be required for high end weapons... But alas, building functions are not supported by OXC. So sad.)
I completely agree. The tech comes way to fast once you get the engineer. I started making laser weapons with clips to find out "Nuclear" laser weapons do not need clips in the same month. Gauss, I am not even using because rail opened up at the same time and is superior. I think there are to many "weapon" types imo. Gauss or Laser but not both. Not unless the game is balanced more to give each a part in the progression.
I finally captured an Engineer and it just opened up a huge tree of new weapons. Based on this if I had known I would have gone after the early missions more fiercely to get early Engineers as the 1st month or two was much easier than month 6.