The probe text definitely means what it says, but I'd argue that it isn't as explicit about it as it could be. I present as evidence the fact that Talhydras, Icefox, I, and another friend of ours all got locked into an alternate explanation until coming here and getting it clarified. The idea being that the probe is surveying sights where the stargods might decide to do something, and then they'd show up in some semi-magical fashion rather than riding a conventional spaceship there.
There is no magic in X-Com universe, and I want it to stay that way
Seriously though, I agree that the probe mechanics is confusing. On the other hand, it is the best way of making Deep Ones/Dark Ones missions possible. I don't want them to fly their own ships (it can happen on a Crackdown, especially with Dark Ones, but that's it), and creating activity sites would be a major pain in the a**, if even possible at all. Moreover, activity sites would give you an instant indication which makes little sense, the only intelligence you can rely on is Mutant Alliance. With a probe, there is a patient hunt element. Having said all that, I'm not even a native English speaker; if you think you can write a better Imperial Probe description, please do so and I will include it in the mod.
Taking about her.. is there any use for mutant porn?
Of course not, don't be ridiculous
Not from a tactical point of view anyway
Dioxine, did you consider adding the smoke explosion I made for Extra Explosions to Piratez? I noticed you added the stun one already.
I did consider and discard. Reason: smoke is released by pyrotechnics, so fire explosion is the proper one for smoke weapons. Thanks again for making the stun explosion! It really looks good. I will probably add some more custom explosions for things like the BFG.
Also, which damage rule do you recommend? TftD is nice for reliable damage (and face tanking) but UFO might be more as intended, with highly variable damage making it more adventurous and helping a bit against armored ennemies.
In this mod, where armored units are the norm, TFTD damage rules would very often result in an unit (either pirate or enemy) being untouchable by certain weapons. They will make heavy armor undefeatable (as it often was designed to be damaged only by 150%-200% damage roll) and light armor pointless. Notice how TFTD authours had to sort of double-back on their own design decision by making armor with atrocious side defence, just to make it defeatable by light Sonic weapons, while in Piratez, side defence is usually in the middle between frontal and back, which is in line with UFO.
And a random question to finish: how do range 1 "shooting" weapons like the hammer and chainsaw work? With flat or ranged accuracy?
Ranged acc, but it makes no difference since you cannot ever miss from 1 tile with a ranged attack.
Final word: some armors are indeed undefeatable by some weapons. That's why you need research said weapons and armor, to see their stats and vulnerabilities. Use some common sense too: do not engage powered armor with small arms, chainsaws and buckshot. Also there is no known enemy in this mod who cannot be killed by a repeated application of HE-pack