Edit: In any case, if the chainsawbots remain as they are, at least a little explanation in the pedia wouldn't go amiss. Right now, I think they don't actually have a proper entry? The armour paperdoll has a, well, chainsaw that's pretty attached to the body. The chainsaw entry looks all in the world like a regular chainsaw, and you have to go to the nerdpedia to see that it's actually a retractable ninja chainsaw.
Agreed. Done!
From what Yankes said in the relevant OXCE thread, this likely is not enough. Asymmetric vision can also be caused by unit shapes, both player and enemy.
That's true, but it will be an issue no matter what a modder does, as it's part of the core mechanics.
In version 2.9, the swimwear had a pocket (technically the left leg). In version 3.0 (and the current one), it has disappeared.
I honestly can't remember this being a case. Maybe?
Currently it's the same as for nude humans. Do you think it's wrong?
All the AI tanks, including hovertanks, have night vision 10. This seems like an oversight and is misbalanced. Having night vision capability in such mechanical units would be trivial. Especially hovertanks, with all the other advanced technology they include, should have at least moderate night vision (like 15 or 18), and IMHO it would make sense to give hovertanks 20 NV.
Good point, it's an oversight. But I'll have to think about which values should be given, so not an immediate fix.
To get to the end-game phase (i.e. MIB moon mission, orbitals, alien moon missions, etc.) you have to get MIB commander and Ethereal commander. Either one can be tricky and dependent on RNG. But I think Ethereal commander is the most difficult one, because there is only one at Arbiter craft (and nowhere else on earth). And whether you can get one in the first place, and either manage to land it or shoot it down is very RNG-dependent. Further, while etherealRetaliation mission is clearly designed to provide a way to obtain the commander, if they spot your base and do retaliation run, they send a Dreadnought, not the Arbiter, so you won't get the commander in any case.
Correct. Commander's presence on the Dreadnought would make capturing him relatively trivial.
I think getting to the end-game is made excessively difficult and RNG-dependent and it would make sense to reconsider the requirements. For example, if ANY commander, rather than just ethereal commander, would unlock 'Alien-MIB communications', that would make it much more straightforward.
That would make a mockery of the aliens, and I think also of the player's experience... And would go against the arc logic as well.
Maybe the current setup is not the best, but I don't think this means that we should play vanilla instead.
Buildings that use these TFTD stairs tiles, that the cursor points at, makes their upper floor inaccessible unless there is some other stairs. You can only walk down on them, but not up. This includes the ones in the pic.
Works for me... Would you have a save, please?
I try not to report on too many bugs unless they are really obvious because I play this game with my own mods. Some of this could be my own doing.
No problem, and thanks. I honestly don't think this particular case is a bug, but you never know.
I don't have an easy answer for you, Pathfinding is complicated as heck, but I can say at least what data was checked when the algorithm first decided to say "no":
Check tile [30,21,0], look at its OBJECT part, look at the BIGWALL parameter, it is currently set to 1 (full block)... maybe it should be set to something else?
(Just a guess, nothing more, I can be completely wrong.)
Thank you very much for checking. Appreciated!
It looks like I've changed how these stairs work in the meantime, and now it appears to work fine.