I was not asking to write a treatise. I was asking if the mod is supposed to have some logic behind melee weapon 0-200% or 50-150% damage rolls (yes/no). If the answer is yes, it would have been nice a hear a one-sentence summary of what it is supposed to be, because I couldn't find anything obvious. But even if the logic could not be summarized, I was asking if the melee weapon damage ranges could be fixed to conform to that logic (whatever it is). To me, the best logic would be to have either 0-200 or 50-150 but not both.
A short answer? Okay:
As I said, the are numerous similar melee weapons that have the same properties against armor, but nothing is said in their descriptions (or seem even weaker). If you wanted to approach this logically, there would be essentially three choices: 1) remove the text which is misleading (it has no special properties to warrant the description), 2) add some anti-armor properties to the blade to make the description to be correct (for example, anti-armor 0.8 would make it consistent with tritanium knives), or 3) go through other melee weapons which have default anti-armor settings and make them less efficient against armor.
Very well, I will remove the second sentence.
My intention has been to point out inconsistencies in addition to obvious bugs, because I thought the purpose of the mod and this thread is to make gradual improvements. I'd hope that inconsistencies would be fixed somehow. I don't need a precise description of the logic behind the mod, if there is supposed to be one. But if there isn't supposed to be a logic and/or you have no interest in trying to apply a logic in any case, then I can certainly stop pointing them out.
As you see, I can be persuaded where a relevant point is made. And thanks for pointing out the issues, I definitely find it useful.
Fair point. 500 is a pretty big hit. Other missions similar such as madman I don't believe are even half that, well maybe -300.
Is it big? XCF doesn't care about your score, as long as you keep your head above water (as opposed to, say, Piratez, which give you more money for a better score). Frankly I find this penalty rather inconsequential on most occasions, unless you are having a really bad month.
Speaking of Solarius...'Realism'? To avoid 'fake difficulty'? I mean, it's a rather underhanded way of providing a surprise. I wouldn't mind if one out of all the chainsawbots on the map carried e.g. a minigun and suprised the player, that'd be both fair and would remain a surprise even after you've seen it once ("Which one is it? Is this one safe? What about this one? Aaahhh, the suspense is killing me!" ). Mind bullets chainsaws on all of them, not so much.
That's kind of a silly argument. Sorry, but falling to your own assumptions is your own fault, when these assumptions were made too hastily.
First, I want to decide what is right and what is wrong. In the first screenshot, 2 agents look at the marked cell (to the west, as far as I understand) and see it. In the 2nd and 3rd screenshots they are seen from the eyes, where you can see that they can see the center of the cell (if there is an enemy there, they will also see each other). In screenshot 4, they look at the corresponding cell inside the building and DO NOT see it (screenshots 5 and 6).
If we look to the north (left and down), we can again see through the corner, but not in the opposite direction.
I tried it on both types of walls on the 1st floor and did not notice any difference between them. I also didn’t notice the difference between the doorways and just a broken piece of wall.
Hmm, this is vanilla terrain (not the map, but terrain tiles), so it goes beyond the mod.
@Juku, thanks for the prompt action here.
It probably should be just this (and the focused cannon clip, too):
requires:
- STR_HUMAN_SONIC_SHOTGUN_FOCUSED_CLIP
OK, clear!
I didn't realise it was about disassembly, so I didn't check.
The only alternate solution I see is for Solarius to test the voxels of all enemies and walls, case by case, thousands of combinations by hand, fix discrepancies by changing LOFTEMPs adding a few more voxels when someone is visible from the left but not from the right, from inside and not the outside... and go stark raving mad a few weeks into that. If not earlier.
Or I could make consistent rules about how standard tiles (like walls) work...
But I hope I already do.
Is it intentional that when you go with Viper to the Reptoid Fringe mission, the craft blocks your way out of the cave?
There is no way to get around it and apparently the only way to go on would be digging and/or hi-ex.
EDIT: hi-ex appears very unreliable at best, because you also blow holes to the floor and cannot go forward. Unless your armors allow flying, the only choice forward appears to be some kind of digging.
Hmm, never happened to me, but I think it's fine - digging is pretty much standard operation for underground missions.