@Solarius: Have you thought about something like what got buried in the hangar discussion?
I don't think there currently exist very good tools to make something like that happen in OXCE, at least not without seriously restructuring the mission scripts. And the mod has moved away from a mono-focus on just one enemy ever since the beginning.
But I just can't but remember how much more fun the geoscape part with this kind of dynamic was in Xeno1/UFO:ET. Neither the original X-Com nor any mod I've played (except Piratez to a degree) has quite scrathed that itch.
At this point I'm trying to move
away from just fighting aliens in an interplanetary war, that's what basic X-Com is for (and its expansions, like the FMP). If more involved combat situations come in the future, they will be focused either on Earth enemies or very special alien missions.
But indeed, I don't know what else is possible to do apart from convoys (where enemy fighters protect an enemy ship).
Also, I wanted to say my piece about the EMP discussion going on in the bug thread. I think the simplest solution would be to let the jarhead mission have a separate clue that guarantees 100% mission spawn that comes from one of the more obscure but readily available investigations. Perhaps the 'secret files' item? Or the 'really secret files'? Probably not the 'really, really secret files'... Although maybe some promotions could come with an "X-Com files" item that tells us about our predecessors?
Nah, I think it's okay as is... I'd rather add some new mission with Jarheads (probably triggered from advanced Dagon sites). Todolisted.
No. You just get the dog (or some other random soldier). X-Com doesn't really seem to have a proper base defence protocol, everyone just grabs a gun whereever they happen to be when the aliens land.
At least (unlike in Piratez), your men can't be caught literally with their pants down, or having to defend the base wearing sexy lingerie (and nothing else) despite having a powered exoskeleton assigned.
I see, thank you, I guess I will just leave the mission for now as I'm not at that point yet. It would be nice if this mission description could be changed to be more clear though as to me it highly suggests you are supposed to grab the item and flee.
Hmm, instead I decided to do this:
research:
- name: STR_SYNDICATE_FLOPPY
getOneFree:
- STR_SYNDICATE_PISSED
I think it should merge both paths without issues.
I did try shooting the computer but I didn't have any weapons that could damage it.
You need a stronger hacking tool! (sorry, couldn't resist)