And it is me or the research times really expanded? It took 15 days for a Sectoid autopsy for 20 scientists (well, 10 and halfway arrived 10 more still it took long). And I like the additional reports following the autopsies. Just one question: If explosive munitions is a research topic why not unlock it HE ammo for other weapons to? Like snipers and rifles? These weapons have explisve munition in RL mostly. It would awesome to have HE sniper rounds.
And did you changed AI behaviour? Floaters and Sectoids seemingly love to use grenades even if they enter a 3x3 room and kill themselves to with those grenades. And is this mod really incompatible with everything else? I mean with TFTD weapon damage mod for example. Well, I think I will try this...
Yes research times are expanded by 1.5 times vanilla values. I recommend to stock up scientists, after you raid your nearby Floater Base, which you need for Alien Containment Research, you should get 100 Scientists to be able to research Lasers some better Interceptors and so on. i recommend to get between 200 and 250 Scientists before you reach November, since Plasma Weapons take a long time to research and are needed against some specific enemies which laugh about Laser weapons.
But remember that you are financially restricted, wages for Scientists, Engineers and Soldiers are 1.5 times the vanilla value. The funding from the Counsil Nations is not enough to finance this intentionally. Earlie in the game you need to raid as many UFO's as you can, to get enough money. After Researching Lasers you also set up a production Base and fire out Laser Canons for income.
I am not planning to add explosive Ammo towards normal Rifles and or Sniper Rifles, it maybe possible for Shotguns in the future.
Research is real long in this mod. I am tempted to load up my stun pistol and tough armor for this mod just to get a first pass through it. Did you say cybers and chrysieess!!
You can have a combination of Chryssalids and Cyberdiscs in some Sectoid Terrormissions earlie. Alloy Ammo is the only way to fight even those effectivly earlie on, explosives will also do, but do you really wanna destroy the loot?
There are enough methods avaible to capture alive Aliens in the game, Flashbang Grenades, Taser Pistol and Stun Rod. Later of Course Small Launcher with Stun Bombs or Stun Grenades.
But alive Interrogations only become aviable after you researched the Alien Containment, one dependency of it can only be found in Alien Bases, one exists near your starting Base. Its only a Floater Base. *evilgrin*
Oh good!! I dont need to keep some just in case it is needed to make some weapon or armor! Great to know. Spawning works well with me.
This is only true for the current avaible Version, once i release v0.99 with a lot of Terrain upgrades and some smaller fixes and 2 new Missions, you should collect Blaster Launcher and Blaster bombs, especially Blaster Bombs, since i removed the ability of the Player to produce them, so only captured ones can be used.
If any of you have trouble with the research, take a look on the Research Tree Graphic, which is located in the Mod folder, of course you can also ask questions here.
Starting alive Interrogations, especially of Engineers and Navigators will increase Alien Activity in form of additional Vanilla Missions, so you better get a second combat Team ready to handle those. *grin*