An update of the Russian version is ready. It contains some very small fixes and the translation of newly added strings. Since I can't already see any grave errors, I think I can consider it as 1.0. As always any corrections are much appreciated.
Thanks! Pulling it in.
Not sure what you think the problem is with the lights, maybe you did not understand me correctly: I only changed the landingears in mcdedit so that they are light emitters. I did NOT add any objects. No problems should appear.
Oh, OK. I indeed misunderstood.
Nevertheless, I'm not sure if the players will want it. I'm not saying it's not a good idea, I just find it hard to guess - it makes things a bit easier after all. Some opinions would be nice.
Oh and here another update and improvement:
(..)
-Added a backdoor
-Now you can walk/stand on the last tiles of the Skymarshal
-Added light emitters to the landing gear
-The soldiers at the small doors now start with their face towards the doors
-More accurate Base craft icon
Great! I'll take a look at it soon. It looks very promising.
BTW if I were you, I'd totally release it as a separate mod for the vanilla game too!
I personally would remove all the doors on the craft. Doors are for pussies and they are in the way of your blaster troopers staying behind in the craft
But that is my personal opinion.
Well, in 1% of combat situations it'll indeed be a liability, because you need to nuke something up close (and have Blaster Launchers already). Which is already kind of an exploit if you ask me, X-Com craft being indestructible and all.
In 99% of combat situations the doors allow you to escape the flying coffin that is the Skyranger/Skymarshall and actually survive an early alien grenade lobbed inside, finish the mission faster by having more arcs of fire and generally NOT be a pussy turtle.
No, seriously, having more exits is ALWAYS better, and I've never heard otherwise from any player (and it works in real life military vehicles, too). But I may disregard something, so please don't take it as a rant, I'm just summarizing things that always seemed obvious to me.
Is it just me or are heavy lasers really atrocious weapons?
Based off Meridian's little LP they come off as having absolutely terrible accuracy combined with a huge TU cost on each shot.
Or is this done intentionally so that having strong laser weapons is a huge pain in the butt specifically to indirectly buff sectopods?
I dunno, ask Julian.
I haven't really change Heavy Laser stats. In X-Com, lasers in general have poor accuracy, and I didn't do anything with this concept.
Actually, I'm more worried about the usefulness of Laser Sniper Rifle.