I'm not entirely sure how the Phosphorus torpedo's fire works, but I believe it coats an area, so the fire decay after a turn shouldn't remove 90% of the fire and leave the center empty, right?
Yes, I saw the Polyph move. I had a person within it's shooting range, and fully expected to lose said person, but rather it got up and moved instead of shooting. I didn't see a panic message, so it wasn't panicked.
Could the polyph moving be an issue of a destroyed tile having 0 TU movement cost? That would match being able to move with only 1 max energy.Nord, if you don't want polyphs to move at all you could set the "allowsMoving: false" tag on their armor.
... race: STR_ABOMINATIONS # should be STR_ABOMINATION (without S at the end) nextStage: STR_TLETH_P2 finalDestination: true ...
There are at least 3 more big issues with the mod that I see.1. Ion weapons are not manufacturable unless that was the intention.2. The hyper dense alien materials are kind of useless. They cant be used to make better armors or new ammo types for more weapons, and no use in craft torpedo weapons.3. Getting the cyclop mechanized armor is not possible and I've genuinely tried to get my hands on it. Has it been removed from the mod or am I missing something?
@Nord: there is a small typo in alienDeployments.rul
Oops Will update soon.
AREA51_D1_TFTD: 108, 109, 110, 111, 134, 135AREA51_D4_TFTD: 108, 109, 110, 111, 134, 135CAMBALA: 0CRYPTABANDONED: 0UINT_R2: 0WHALE: 0