@Solarius Scorch
Using saves from 2.1 for version 2.2 I noticed something interesting. Research titled do not share tech tritanium/alien gardens/elerium battery can be researched after I already shared that tech with corporation. If I research those technologies/reports/decisions after already sharing them, will it have any negative consequences on me ?
Hmm, probably nothing bad will happen. you may experience some weird logic though (like someone denouncing you for doing something you haven't done).
I seem to be having a problem when activating the XFiles Names mod.
Sorry, no idea what that mod is. Best ask the author.
Holy crap. It is indeed a big update, adding things to a lot of different aspects of the game. Many thanks Scorch, and all the others contributed to it!
Working good so far. At first it gave me an error launching the game about a ruleset but it worked on second try for some reason. I was also in a Black Lotus safehouse in my latest save and it kept crashing when I ended the turn, I had to abort it but all the new missions I did are working right.
Never,
ever update in battlescape.
all right thanks! @Solarious: might the gigant spider corpses made a some more flat on the ground? Hell i was shooting on a corpse!!
A totally normal thing for a beginner monster hunter.
I guess I could make it flatter, but I kind like it this way...
Got a problem. My ex-Knockout Grenades, while vanished, still take place in inventory. Not a big problem as I will just dump the invisible bombs on the ground in a mission though.
That's weird... In the worst case you can empty your inventory with the "remove all" button.
thank you for such great mod and breathtaking update 2.2.
You're very much welcome.
At the moment I have doubts regarding external turrets mechanics on Terror Ship, Troop Ship, Battleship and Cruiser. The enemy gets 100% map control right from the beginning of the mission, because UFO turrets fire can reach any map corner. And its even worse if mission map has flat terrain. In that case single place to cover is behind the X-Com ship.
As example. I'm in the late game now and own Avenger ship, which has a single exit ramp. The mission was landed Battleship site. Unfortunately, Avenger exit ramp was positioned in Battleships direction. And my agents were butchered by Battleship turrets. Each turret can fire 20 times per turn After 30 minutes of save/load conveyor I was forced to abandon the mission.
Even for late game stage, turrets are difficult to counter. And in case of middle game stage a player can forget about Battleship, Cruiser, Terror Ship missions.
I would suggest to add Avenger more exit points or to change UFO turrets mechanic.
I am not changing the turret mechanics, because there isn't much I can do - either the turrets are there or not.
Late game Alien Terrors were kinda trivial, so I added these turrets to make them a little bit more challenging. Sure, in flat terrain the turrets are pretty powerful, but there are many ways to deal with them, starting with shrapnel rockets and ending with mind controlling some soldier...
What I will probably do is add a "light" version of Alien Terror, with a smaller alien crew and a different UFO, and make the regular terror more rare/later. We'll see.
Did not encounter that turrets myself I must nevertheless say: "Good! Aliens show real firepower now!"
And some missions have to be abandoned.
Yeah, goes without saying.
PS. Aliens ingame are well equipped but do not show teamwork, therefore they do not show real firepower. X-COM shows, even with basic weaponry: when whole squad concentrates fire on one target, even an armored Gazer can be downed (with about 8 Incendiary grenades). That is what I mean with "real firepower".
Actually, I gave the aliens as much "teamwork" as possible (which means sniper/spotter). Most human enemies don't even have that!
PPS. Have wandered around the wiki recently. Can someone explain what AH-6 LITTLE BIRD helicopter can do with its 4 guns and 2 pilots? What are those guns? They have some "Type: 8", but I do not know, what does it mean (machineguns have type = 1, if I understand the wiki correctly, but type = 8 is a mistery). Where those types can be looked at, please?
Type 8 is for very small craft weapons which are the same as some infantry heavy weapons - for example the M-60, the RPG, etc. You liteally attach a handgun to your craft (the Little Bird or the Humvee) and use it in air combat (not ground combat, sorry lol).
And what to shoot with them? Enemy cars, convoys, helicopters...
Ok, so I had to make an account just to say this, but being able to research cheaper flashlight procurement made me laugh hard. Great addition, love the mod and am loving the new version!
Thanks, and cool nick there, Mr. Zakharov.
You've probably given this a lot of thought alreaedy, but just in case - does the engine support remote-controlled doors? As in, if the tile (actually the tile edge° an adjacent agent has to face to open a door needs to be where the door is or not.
Because if you can make remote-controlled doors, AND doors block light, you could simply place 'light switches' inside a vehicle that operate invisible yet light-blocking doors place right on the vehicle's light sources.
Nope, sorry. If it was possible, I'd probably use it...