Hmm, not sure either. Maybe Advanced Intel Center? Thay may not be enough, though. Perhaps some high-up cultist interrogation, or possibly even a separate mission to save some hapless Kiryu-Kai veteran who tells you where to start looking?
Edit: Thought about it some more. This is probably too convoluted, but when has that stopped me?
(...)[/quote]
Overall a solid idea, worty considering. Maybe not with chupas (I agree with Stone Lake it might be overused), but some other faction is possible. We have some underused groups, like the Apocalypse. Osiron clearly fits the bill, but I think some factions are more desperate for new missions.
I'll put it in the suggestions bucket. For now, I'll just add Advanced Intel Center to the prereqs.
Edit2: It looks like you missed the strings for 'Light Missile'? In both the Pedia and on the craft.
Not sure what you mean, missed in what sense? Where can you see the bug?
I'm happy to assist with that. I really enjoy balancing the air game. Here's what I've got so far in case you want to use some of it:
(...)
I balanced both the MiG-31 and the Arrow for Promotion II and to work with 1 normal cannon so far.
I made the MiG-17 into a overall crappy craft, but I increased the spawn count to 3. The MiG-29 is jack of all trades, master of none. The Mirage has a high reload time, but also high damage and is faster than the X-Com MiG and the Phantom is a cannon craft with low range, low damage but constant fire.
Umm... What really hits me is that planes have absurd ranges in your model. I can't gauge it very precisely without actually modding it in, but the MiG is probably intercontinental.
As for the speed changes, I'm afraid I'd be eaten alive with these speed changes, but I'll think about it.
The 'Lost Alien Ship Data Analysis' says we have no hope of developing a sufficient tech base for replicating this any time soon. Not X-Com, not the world governments, not the Illuminati Council, not MAGMA, not the Syndicate, nobody. So I imagine they tried and concluded that alien hand-me-downs and tech derived from those were better for their shadow ops than trying to work with Mrrshan propulsion systems (or Gnolam, or whoever these bat critters are ), speedrun a few centuries of tech base development and get who knows what kind of social side effects to go with it.
Yes, pretty much. It does not mean that Mrrshan ships (yes, it's the cat people) can't be retroengineered, only that Ethereal tech is more advanced and more readily available, so why bother.
AFAIK, the 'psychonaut' bit is entirely fan fiction. The Goldhawk game had no substance (ab)use that I can recall, not even non-health medikit charges.
It's just a joke. Well, maybe a bit of a jab.
For the Hacienda, the lack of a clear path for the AI to close does play havoc with enemy movements from time to time. I've played the map maybe 5 times and after the first, it became clear that the AI didn't really know how to send troops to the parapets, aside from the few that start there, and if I didn't punch a hole in the wall for them to escape, I could lob explosives over into the courtyard and start the morale failure cascade before I'd even breached the gate. After that, most of the enemies units in the main building would congregate in the hallway leading to the front door, making them once again subject to gas and grenades. Overall, I think it is a good mission, it only runs into some trouble once you've seen it enough to exploit the AI behavior on it.
Yeah, the AI doesn't always do well in situations other than what we have in vanilla (ships and terror sites), especially when such advanced concepts as "defense walls" are involved. I did what I could with the routes...