Author Topic: A thread for little questions  (Read 172639 times)

Offline legionof1

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Re: A thread for little questions
« Reply #2025 on: November 27, 2019, 03:40:56 am »
The mod needs a copy editor at this point just to keep up with the sheer volume of print in the mod as things change. It's thousands of screens of text at this point, all hand written.

Offline Ethereal_Medic

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Re: A thread for little questions
« Reply #2026 on: November 27, 2019, 03:58:20 pm »
True. Alot of Facilities don't mention that they grant working space (like the large vault).
Just tiny details nothing gamebreaking and easy to adapt yourself.

Offline Dioxine

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Re: A thread for little questions
« Reply #2027 on: November 28, 2019, 02:00:39 pm »
There has to be.  Having a mission every single day would be quite draining for both the gals and probably the player too.

Man of little faith, this is handled by proper weighing mission chances and culling outdated mission types. There is no hard limit on how many can spawn, though. Besides getting swamped forces you to make descisions, no? :)

Offline Ethereal_Medic

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Re: A thread for little questions
« Reply #2028 on: November 28, 2019, 06:24:37 pm »
Once upon a time there was "not enough early missions - game too hard and punishing ayaya" and now we complain because we drown in them from time to time?
How about we just praise dioxine for offering missions TO CHOOSE FROM instead?

Imagine this mod is balanced like the x-com remakes? Ace every mission or game over.

Offline RetroJL

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Re: A thread for little questions
« Reply #2029 on: November 28, 2019, 08:23:34 pm »
Once upon a time there was "not enough early missions - game too hard and punishing ayaya" and now we complain because we drown in them from time to time?
How about we just praise dioxine for offering missions TO CHOOSE FROM instead?

Imagine this mod is balanced like the x-com remakes? Ace every mission or game over.

One of the biggest mental shifts this mod requires is not chasing every single mission/tech/etc.  There are times that no matter how tempting the prize you are better off just leaving it alone.  And it's probably my favorite feature of the mod. 

Offline Ashghan

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Re: A thread for little questions
« Reply #2030 on: December 02, 2019, 09:05:54 pm »
After I switch off a weapon in a dogfight is there a way to switch it on outside of combat (to reload ammo) other then unequipping and re-equipping the weapon?

Offline Ethereal_Medic

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Re: A thread for little questions
« Reply #2031 on: December 02, 2019, 09:49:43 pm »
Ship ammo only reloads in the hideout.
There's no way to reload/swap weapons in midair.

Offline Rubber Cannonball

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Re: A thread for little questions
« Reply #2032 on: December 02, 2019, 10:18:03 pm »
After I switch off a weapon in a dogfight is there a way to switch it on outside of combat (to reload ammo) other then unequipping and re-equipping the weapon?

Do you mean once your craft is back at the base?  I've never experienced reloading problems due to switching weapons off in combat.  Are you sure your base has enough ammo to reload the weapon?  Also, reloading ammo occurs last after damage repair and refueling.  Even if I have to buy more ammo or manufacture more ammo, my crafts automatically finish loading when the ammo arrives or is manufactured.

Offline Ashghan

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Re: A thread for little questions
« Reply #2033 on: December 02, 2019, 11:35:13 pm »
Quote
There's no way to reload/swap weapons in midair.
No. I meant in the hideout. I have enough ammo (I can reload the weapon fully after unequip/equip cycle). In the craft menu it shows up as greyed out (same as in combat) and with an asterisk * symbol before the weapon name. I believed it was an intended feature (to save ammo on multi-shot-per-clip weapons).
It is most prominently visible on my flame cannon which I use sparingly - 1 shot to soften the target and cannon(s) to finish up. If I disable it in combat and do not switch it on before the fight end, it will not reload in the hideout. Same happens to missile launchers.

Offline Rubber Cannonball

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Re: A thread for little questions
« Reply #2034 on: December 03, 2019, 03:08:34 am »
Ah that is a feature I'm not familiar with added to the extended version on 5/19/19 per the changelog:  " - User option to remember disabled craft weapons after dogfight (+no rearm)"  I assume there is a toggle for that in the options menu.