Guys, sorry for disappearing for 20 days. I was, well, busy. I hope you'll forgive me, it's summer after all.
To my defence, I modded quite a bit. 1.0 is coming... Slowly.
Let me respond to the posts below. It will be brief, so feel free to ask for clarifications.
What's the name of the modified doom song with the sounds of battle being part of the music itself?
I think you mean "At Doom's Gate", by Robert Prince. It's from "DOOM" OST.
I couldn't find this particular version on YouTube, though. I have the mp3s from somewhere, long ago.
Beach / Swimsuit mission: no escape (Superhuman/ironman)
What is the purpose of this mission? Four of my agents are allowed in swimsuits. There were at least 8 gang members with automatic weapons and they moved down my squad. I had dart rifles and managed to tranquilize two of them.
The purpose is to have a fun mission with good loot. If it's too hard for you, decrease your difficulty or ignore it. Osiron missions are pretty much extras anyway.
As usual, Krautbernd's advice is pretty good.
Having said that, it's not like the game is impossible or even not recommended on superhuman... But it's meant to be pretty masochistic.
SMOKES!!!
Is there any hope for the fixing of smoke grenades? Typical situation: my agents sitting in the smoked area, and MY guys can't see anything while enemies can see them and shoot with no penalty accuracy! WTF??? Look at this http://prntscr.com/opoflg
He can see me and I can't! How could that be???
P.S. Sorry for my bad english.
This generally applies to aliens and a few other forces. Against ordinary humans smoke works fine, but aliens have advanced vision modes which allow them to partially negate the smoke.
Making more smoke should help (no kill like overkill), unless the enemy in question has psi vision, in which case nothing can be done.
Ridаn is right.
Night missions
I'm always wait till daytime to begin mission... Today I've decided to go into the NIGH. And what is the result? Have a look http://prntscr.com/opvznx
Here is my soldier. He had shooted at frontal enemy and catched reaction shoot from the right corner. What does it mean? The night does not give you any tactical advantage, so the nightvision of drones and biosuits is useless. AI soldiers are cheaters
No, Red Dawn simply coordinates its actions, like the player does.
This is the whole point of the sniper/spotter mechanics. If a units with a "spotter" flag sees an enemy, it communicates their location to to all units with the "sniper" tag. This allows enemy snipers to shoot at targets they normally wouldn't see, though with a hefty penalty of -50% accuracy.
Out of the 4 initial cults, Red Dawn is arguably the best at this, with many units having these tags.
I love this mayhem! A huge zombie army.
(Superhuman/ironman)
Good. I realize many people think it's a chore to kill so many zombies, but I personally enjoy a large battle once in a while.
Looks unpromising... In vanilla UFO and Final Mod Pack smoke was the first thing you should do at the landing place to hide yor first moves. Now its useless even against humans. Very strange...
Nah, it's fine against most humans, as long as there are no snipers.
Comrades, tell me, please:
1. If I sit down, will it be harder to hit me?
It depends, but if it helps, then only marginally. However, if kneeling hides you completely from enemy sight, then you're safe.
2. If you hide behind a tree or other object, does it somehow affect the probability of getting into me?
Yes, but don't count on it too much.
Yeah but, then again the mod isn't balanced for higher difficulties. Spike boars are already kind of OP on normal difficulties. What were you expecting? At least on normal it kind of makes sense that military might stand a chance because of their numbers. On higher difficulties it just get's utterly ridiculous.
With all due respect, I don't think spikeboars are very hard. At last not in forests, where they're usually found. Just stay under the canopies and they won't be able to target you.
Now, if it's open terrain... Ouch.
It varies. Among those dossiers and jokes there may be several important items. Cultists usually give weapons and some information about their cult. Alien medics and Syndicate scientists give information about alien species and monsters. Alien engineers and Cyberweb unlock technologies. If you are not afraid of spoilers, middle-click the researchable item to find out. (You may need to allow research tree spoilers in options.)
By the way, several dossiers unlock unique missions with expensive prizes.
All true, but also note that all research grants points.
Looks like Iceland can spawn with a funding level of 0, which I think would preclude you from ever getting any funding from that country since funding increases are based on a percentage increase. I know they're a poor nation, but it is a little sad to have a game where they can't ever contribute anything to the global defense effort.
Thanks. I'll fix this. Hopefully 20 will high enough for the minimum (now is 15).
For now, I suggest editing your save file and give Iceland something more than 0.
@Solarius Scorch: I noticed, when I put even one black grenade onto a German shepherd dog, its weight goes immediately from 1 to 3 in red ==> the dogs TUs are down to 30% of the original 100%. This was a highly unfortunate decision to put it politely.
This tells me that strong dog breed cannot even handle to carry one grenade without slowing down??? Those dogs are super strong and can carry even a gallon of water!
It's abstracted, of course. It's not like the dog can't carry a grenade, but it has no hands and running around with a load slows it down considerably.
Training your dog will alleviate the issue.
However, I'm a game developer and as I'm not smoking any weed or taking any pills / drugs as masses of peeps do in the US habitually as easily as they are breathing air, I need frequent emotional UPs or highs to energize my willingness to do hard work
Darn, I should stop making mods for drug addicts and assorted riffraff.
THIS IS A GOOD CHRISTIAN MOD!
The mudranger original range is a joke: its completely unplayable
No, you just can't use it properly.
Mentioned slowdown:
My CPU 10 year old. That might be, why it is lagging on not super-optimized code.
Of course its the main engine that has some room left for optimization: the mod only defines rules.
My CPU is just as old. No special issues.
Solarius, would you mind rising the mission despawn time for terror missions, or across the whole board? In a first for me, I recently had a terror mission despawn which my skymarshall couldn't reach despite deploying derictly after the site popped up. I don't mind taking on every terro mission even it means injured or killed agents, but at least give us the chance to reach it.
Maybe a little, but there's a limit on how much I can increase the times and stay somewhat believable.
The time is randomized, so I increased the minima - should help.
I've been looking for how to find Alien Electronics, it seems I can find them on Alien_Rank2 and Orison nests. Which mission is Orison nest and I presume alien rank 2 are engineers? If so that means there is a 20% chance to find alien electronics on engineers?
You can also tear down alien robots to get Alien Electronics.
It's meant to be rare. In fact, it's easier to obtain now than any time before.
Also, as an extra, some proof that I haven't been just bumming around.