Well I wouldn't want total immunity but say only 10-20% of normal incendiary damage would correct this "loophole".
Well depends, they are also very suspectible to Melee damage, so yes they do have their weaknesses.
But this nothing which can not be adjusted
Finished stage two earlier today and thoroughly have enjoyed this mod but can you advise me on the following:
Putting the Brain not in the T-shaped Room as you mentioned, would require desgining a new 20x20 Maptile, the T-shaped Room is the vanilla Brain Map. But that is nothing which can not be done in the future, i do have in mind to make few more base modules for the Alien Base, showing of "landed" and "docked" Medium Scouts, Large Scouts, Fighters and Sentries. I know it doable and i they only would have the default interior design (everything would end up in a maze of doing maps).
I also saw that in FMP there do exist some other Alien Base Modules, probably self designed ones from Solarius or from Civilians Base Add On Mod, i wanted to take a look at those for a long time, so probably those will also find its in (kinda depends on how they are made).
Well we did get some additional ruleset variables, from Warboy so you can set the objectiveType and amount of the objects (and other stuff) for custom mission design, i always found it unlogical, that i only had to destroy only 1 portion of the Brain to end the game, so i changed this and you actuall have to destroy the Brain completly, but thi i do not think this really matters and shouldn't be a big problem.
Unfortunatly Melee Type weapons cannot attack objects directly, it would actually make sense to have this kind of option ingame, but i guess it is rather hard to implement or simply something which has never considered to by neccesary.
Why not create a official Feature request to the developer Team? So this can actually find its way into upcoming 2.0 release (maybe)?
On the other hand, did you enjoy fighting the Muton Brain Guard? I designed them to be pretty much resilient against a lot of stuff. I may need to optimize the Mapscript and overwork the Maps a little bit to control the flow of aliens more towards the players starting point, so you will face them in their full force. Actually i think Psi Panic might be something which could be quite usefull against them, if you have a very potent Psi (95+/100). In version 0.94, those Muton Brain Guard, are renamed to Muton Elite Guards and can also be encountered on Earth and oh boy, i tested Terrormissions against them in New Battle, no joy there (got a few times Squadwiped
, because of their ability to sneak up on me and Melee my Walkertank
).
I ended up being in late August of the second year in game time and having played it in real life from 27th of July 2015, so it did take a good while but was worth it. Wanted to clear all alien bases on earth but it was unneccessary and all six left were all Ethereal so thankfully I didn't have to.
Well i will change the Missionscript regarding the generation of Ethereal Bases, so they stop the extra mission once you have interrogated the Ethereal Commander. Instead i could then set in Motion a mass infiltration Mission which technically already is in, but only occurs after you researched Cydonia or Bust and the Ultimate Craft. (Missions only get triggered in the following Month).
Might start a run through through of FMP or Redux now as I want to experience the "phaser" aliens, not so subtle hint if you would like to include them in v0.94. Keep up the good work and I may come back to v0.94 at a future date.
I am not sure if i should add any more alien Races, it is kinda problematic to show them all ingame, but maybe the "Phaser" aliens could be shown in a special Mission (maybe the one which would give you the Psi Amp Item).
I am currently in the process of rewriting the Race mixes for 0.94 Version and i also need to rework the structure of the additional Missions, i probably also will put in some Patches for the Terrain Pack (for MCD files and such).
My progress at the moment is really slow due to my upcoming exams so i will not have much time until middle of December this year, to actually Mod further. On the other hand it gives me the possibility to test out the new Economy settings and so far i actually like what i experienced, no clue how this will change when i start to produce Lasercanons, but probably i could adjust their productiontime to make them less profitable, but still profitable enough that it makes sense to produce them for money.
Anyway as always thanks for the feedback. I hope you enjoyed the Mod