Is that a typo? Or is it meant to be?
Yes, it's a typo, thank you.
Some 'bad taste': I see that the small alien subs are still following the 'tiny USO has a bigger, three-room map while the smaller small USO is a one-roomer'. Is this intentional homage? I think there were fan fixes for this a long time ago, perhaps in XcomUtil even.
I don't know, I just took the maps from TFTD and converted the palette to UFO.
A potential bug, too. Is the Zrbite container in the Survey Ship supposed to lay on the floor next to the IBA instead of under it?
A bug, yeah. Fixed.
Now that I think about it, isn't it kinda strange that the USO Cruiser's Zrbite supply is in the front, under one of those ball thingies instead of an IBA?
Yes, I found and fixed some inconsistencies. Thanks!
Edit: I think Sectopods are missing 'prisonType: 4'.
Yeah, it was missing, fixed.
(Although, it wouldn't be completely wrong to call them semi-living.)
Is the hybrid embassy supposed to yield multiple millions in loot? I haven't checked which tiles get recoverd as alien navigation, but I ended up with ~40 of those and hundreds of alien gardens. Not that I'm complaining, but this seems slightly unbalanced.
These bases are almost identical, so the any differences should be RNG related... Did I miss anything?
EDIT: Yes, I did! Alien bases don't grant so much Alien Navigation because
As to Blood Boosting, well, since nothing has happened since it was last mentioned, I guess it's roughly where it's supposed to be.
It's basically a sidestep meant for agents who aren't useful for other transformations.
The navigation culprit seems to be this, which gives four units of UFO Navigation apiece. Maybe make only one of the pieces give out navigation? Or add an extra table that does, put in front of the big room and leave the others as just decoration? I mean, the purple alien versions in alien bases don't seem to give any.
Edit2: Actually, alien bases don't seem to give out any navigation at all, despite it being present in UFOs or those purple tables. Not sure how, why, or why it's different from embassies.
Edit3: Okay, now I know. Vanilla behaviour, the tables (and apparently also any UFOs that have landed in the base) are the mission objective for destroying the base and get eaten before debriefing. Hybrid embassies don't have the same mission type, although MiB bases and Towers of Desolation do.
Well this was a knige to the back for sure... WHY would these two things be tied together?
I'm making my bases have 'allowObjectiveRecovery: true' and dividing the yield by at least 2. 10 for embassies.
Wait, didn't you mean setting 'allowObjectiveRecovery: true' for alien bases, not hybrid bases? So UFO Navigation gets recovered in both cases (well, divided by a certain factor)?
This would also make the change more forgiving (less loot from hybrids, but more from aliens).
Sometimes an imbalance adds a certain interest. Making all aspects of the game predictably balanced makes the game bland. (...)
I agree with your point, but in this case it doesn't make much sense. These are the same machines...
Finally got my hands on this mod. Stuck for month already. This is awesome.
Thanks!
2) Black lotus HQ. Dojo/training rooms(pink walls) dose not have door and spawn enemies inside.
I can't find this... There's only one such room I couold find, and it has doors.
3) Avatar host remains and Avatar remains UFOpedia record have to be swapped and bit rewritten. As Avatar actually evaporates and leaves no body for examination and have no clothes.
The descriptions appear fine, the graphics may be too abstracted.
5) Syndicate walker wrecks yield no UFOpedia record
OMG, you're right. How could this have gone unnoticed for so long? Fixed, thank you!
Also "Filed equpment" UFOpedia category seems to be overcludded. Ever thinked to split it? Or at leaste maybe align headers text to left so it is easier to "scan" it? Don't know if it even possible.
I can add more categories, but what exactly should be separated?
Gateway leading to wall? I dunno... also took some time to fugure out what's wrong.
Unfortunately, the alternative is to make an even grid of identical rooms with paths all around, which are as interesting and aesthetic as a concentration camp.
I wonder why exactly....
I don't understand... Why call a dog a dog and not a cat? These fish guys obviously are deep ones, as portrayed in every other media except TFTD. I guess the TFTD writers had a stroke or something, I don't really care; I just fixed this ridiculous decision.
These are fictional creatures, but we could just as well call satyrs nymphs and vice versa. Why would we do that?
Same as Gertrude Ellison, for example. But for Ellison you will have interrogation report and combat analysis. Dr. Alpha have interrogation report. It feels very frustrating to make research and get nothing as he costs 1M. BTW, that's reminds me that Natasha Morozova also don't have any page if I remember correctly.
Darn! It was pain to catch 2 alive initially.
I intentionally left Meridian vague, since he is a bit of an easter egg (and of course a tribute to Meridian himself, who has always been very helfpul with the mod's development)... Maybe it's not the best decision, but then again, it's not unique.
There is a swimming pool at the Hacienda of Osiron mission. People move around this pool as if they are skating on ice. It's like if you made a run-up and rolled on the ice in a stationary position. In the game, it looks weird. Especially when you consider that walking in the pool is generally possible only if you are Jesus Christ.
Thanks, fixed.
Why doesn't the Zrbite Drive require IBA research? I mean, the tech guy says we've "completely retro-engineered" them while the eggheads haven't even started looking at the things.
Good point, fixed - probably a bug.
Now in Tech Tree Viewer
Avionics Mod Prerequisite depends on:
Ultimate Radar Craft AND
Heavy Troop Transporter AND
New Fighter Craft AND
Ultimate Hunter AND
Sentinel Interceptor AND
Thunderstorm Interceptor
Мaybe the creator meant OR, not AND?
The TTV can be confusing. I don't actually use it myself, so can't comment.
Not sure if it's already been reported (If I missed it, my apologies) but Magnum reload sound FX isn't working correctly in newest version (2.8 ).
I hear something but it is very faint or possible only my imagination (there is nothing at all).
I can hear it, but it is indeed rather quiet. I made it a little louder.