NOTE: To anyone downloading this...it does require the latest in nightly builds.
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Didn't even load? I tried it on 1.0 on my computer and it did load. Crashed when I started browsing through the UFOpedia though. I had hoped it would work 1.0 as most of the YAML was written when it was still 1.0.
Bloom laser... While it is an interesting concept this mod have no way to use them. They could be good only on alien bases where open places are hard to find... Otherwise nearly impossible to hit something farther than 5-6 squares. And X-com soldiers like to shot down each others and the civilians with these things than aliens. I think it must be paired with a mod what provides more terrains, places to test these laser-shotguns really...
I hadn't had much luck with it either, but since I always play on Superhuman I just assume every weapon sucks
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. Still I may boost the accuracy of it. Actually I am tempted to boost the accuracy of all the laser weapons. I always thought it odd that laser weapons all had awful accuracy given that we use lasers on our guns for accuracy in real life.
Plasma conversion. Genius idea! Make a bit boring to research tons of corresponding things then manufacture them but it feels much more real than grab-and-use alien things so easily. Maybe the same could be apply upon small- and blaster-launchers as well in the future releases.
Glad you like it. I may fiddle with this system in the future to make it more versatile. I also had an Idea that a lot of the alien gear could be broken down into useful components as well.
And your UFOpedia rules. Just rules. It looks so good. Rules, man, rules. Although I found a bit funny that X-com works like some kind of corporation: "We may sell them for good price for Xenovision, Burger TV, Rigour Mortis Pharmacy and Cemetery ltd..." It is a matter of taste I know but it was strange for me. But if we think about that, well, it is rather logical...
Just trying to answer the age old XCom question of "Who buys all this alien stuff anyway?"
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A bit of feedback...the AntiMaterial rifle clip weights 6....I dare say it's a bit too much IMO, and I'd take another look at the weight of the kevlar vests....even thou 6 is not exceptional....it might benefit a reduction (1 or 2 points for playability).
I was leaning that way too really. I'll knock down the weight a bit for the AM Clip and the Vests. Always felt wrong punishing the player with so much weight for armor that doesn't really do much except change the look of your troops.
I am in this situation....how is it fixed? I looked into the rulesets but to me it all seems okay.... ![Huh ???](https://openxcom.org/forum/Smileys/default/huh.gif)
The requires String of the UFOpedia article was set to the facility name and not the research that unlocks it. The facility was still unlocked, but the UFOpedia article was not. It will be fixed when I update the zip file sometime probably on the weekend.
Now this is silly, I get a crash on my very first terror mission....OXC throws an asser somewhere about size of a vector....I'll try to reproduce.
99% sure this is the Terrain Pack. Hobbes was having trouble with nodes on that thread recently. Still I'll keep an eye out for it.
I like your armor ideas! I'm exploring options for new armor types for my expansion. Mind if I use yours for insight?
Thanks. You are more than welcome to copy my code or ideas. I only ask for a mention in the credits if you borrow artwork.