Tested the mod yesterday more thoroughly and found some glitches and things that seemed odd.:
-Many Ufopedia entries are visible from start that shouldn't be (mostly the alien-alloy related equipment)
That's new. Can you please tell me which ones? It certainly doesn't show for me.
-The Machete does 0 damage according to the Ufopedia.? (maybe you are using a strength-applied approach on it, haven't checked that)
Yeah, exactly. I am planning an overhaul of Ufopaedia articles on melee weapons.
-The Hazmat Armor... well, it seems rather useless, sure it is nice to have full protection from flames, but the armor strength is terrible, making it something to avoid. A small boost would be fine imo.
I pondered this a lot. I think adding some armour wouldn't exactly
break the game, but it wouldn't help much, either. The Hazmat was meant only for flamer operators, with a nice added bonus of being quite resistant to acid (which is rather unique), so I guess I'll leave it as it is.
-The Stormtrooper armour inventory screens... They are somewhat .... odd. They look out of place or unproportionakl or something , I can't put my finger on it.
I've stolen it recently from the excellent mod by XOps. Dioxine said something about making a better version, so I'll wait until it happens.
The mod contains a good and very complete selection of addons, well done, the small glitches however make it feel a bit unfinished, especially the Ufopedia entries were a bit immersion-breaking for me. Apart form that: This is a keeper!
Well, it
is unfinished, hence the 0.x number.
Still, this problem with the Ufopaedia is odd and has never been reported before. Info, please?
As previously suggested I turned the option "research uses equipment" on and I am stucked now.
To be honest, I am not sure what the problem is. Slates are useful, but most of your research should come from caught aliens - especially Engineers and the highest ranks.
Having said that, I admit you do get stuck in the game sometimes. It gets better after you research lasers.