Yep. Figured that out.
I found the reason for the non-working Nepotism, btw: The recovery time for the transformation is ZERO and that does not seem to work. Once I changed it to 1 it worked.
Fwiw, I have to stop playing X-Piratez. It simply soaks up so much time, that everything else in my life comes to a halt.
I have to admit I thought I invest several hours into it every day and make good progress, but once I realized that after weeks of playing it 5 to 6 hours a day, sometimes more, I still hadn't progessed even remotely to what I would consider a milestone, i stopped.
That and I wanted to mod again.
The mod is good: No two ways about that.
Balance is mostly fine. However some things did not work for
me (and yes that's probably a "
me" only thing, so feel free to have a different opinion and don't go ballistic because you have another opinion).
So here's how I experienced and played the tactical game and my thoughts:
-Imho the mod needs some tweaking in terms of TU usage (vanilla behaviour grenades and especially Sniper rifles are too punishing, not much (lower their TU usage by ~4 TUs and they are perfect) but to be honest I gave up on anything that needed priming and also switched to rifles for my shooting gals, simply because they are much more useful.
Also picking something up from the ground into the backpack basically uses most TUs, which I found a bit too restrictive. Same for manacles, you turn around and oops, have to wait another turn. Which defeats the purpose, they are meant to allow your troops to move on and not guard a stunned victim. Still, it was easier to simply let a girl guard the victim than going through the hassle of using manacles. And usually the fight was over before the manacles were used. And sometimes they even woke up and I preferred to simply stun them again instead of using the manacles which are prone to the close-combat-shot-avoiding-thing. You get the picture
-Sniper rifles... Either you kneel/stand up and then have to use snap (which OF COURSE misses because its lousy accuracy) or you can't move, which is impossible on all 60x60 maps, which basically most maps are. So rifles it is. Forget their slightly lower accuracy, if you are mobile then you will be close enough to hit.
-Shotguns and SMGs... well I used them at the beginning because I had nothing else, but once I had rifles I simply skipped them as well. Their range wasv too short for my style of playing.
-I tried chem ammo and it works but in the long run normal ammo with more damage simply is the better solution. No need for a second weapon/gal, also eases the logistics.
-Melee boiled down to CattleProd/Ninja stick/Handles for everyone and maybe ONE or Techswords on the entire team. Nothing else was needed.
-Bows... I never used them much. I tried for a while, but once I had boom-fruits and stick-grenades, they became obsolete. That and the rogue armor made the girls too vulnerable.
-Pistols. Apart from the Kustom Handgun for special missions they were dead weight for my kind of playing. If close, I used melee, for anything else: Boom fruits/stick-gerenades and rifles.
So what my game boiled down to was this loadout: Rifles for everyone, stun melee for everyone, stickgrenades/boom-fruits for everyone. All the specialization did not really work for me.
Psi and things like the Cobra-Staff were also not worth the hassle (remember I hadn't progeressed too far), maybe this changes later...
TLDR: The mod is fine, but slightly too restrictive in certain areas. Maybe lower some requirements SLIGHTLY.