Jump to content
XCOMUFO & Xenocide

Aquatoid Navigator Doesn't Use Energy?


Recommended Posts

Huh. I launched another mission to T'Leth, and it looks like -none- of the Aquatoids in the first section are losing energy.

 

I could've sworn that when I originally noticed this last night, that I checked my other pet Aquatoids and they were losing energy like normal.

 

Huh. I went back to my saved game, took over two Aquatoids, and they were both losing energy.

 

Dang. Launched another new mission to T'Leth, and the Aquatoids -are- losing energy.

 

Maybe it's a "make T'Leth harder" feature that doesn't always work.

Link to comment
Share on other sites

Were you looking at the energy bar or the actual energy value? It's the value that counts.

 

Aliens have a huge energy recharge level that surpass your X-Com aquanauts. Your aquanauts can only ever go between 16 - 20 energy per turn, depending on what TUs they started with. Your tanks have a recharge of 50.

 

Generally, if your energy recharge is greather than the amount of energy than you can spend by walking continuously until you run out of TUs in any given turn, then your unit will never run out of energy. Deep Ones for example seem to have a ridiculously high recharge rate. There's one on the second level of T'Leth, so give it a test when you get there.

 

Aquatoid navigators are a fairly medium rank. I wouldn't be surprised if they have a generous energy recharge rate. How much walking were they doing each turn?

 

- NKF

Link to comment
Share on other sites

Were you looking at the energy bar or the actual energy value? It's the value that counts.

 

 

Their energy value was at something like 104, and they would walk around and it would not drop at all. It wasn't merely that they were always starting refreshed.

 

Ok, just launched a new mission and checked. 104 is the starting energy of an Aquatoid Soldier and it's not losing any energy as it walks around. Have it walk around, turn, go up and down lifts, and nothing takes away any energy. (Yeah, I know lifts don't use energy anyway.)

 

And the Navigator is starting with 116 and again not losing any energy.

 

Oh, this is getting weirder. The Commander is starting at 116, and IS losing energy as I move him around.

 

Another Soldier isn't losing energy. A Hallucinoid is. Two additional Navigators aren't.

 

Maybe only certain ranks are getting their energy cost set to zero, but it changes with each run?

 

Okay, launched yet another mission. First alien is a Hallucinoid, and it isn't losing any energy as I move it around, but a Soldier is.

 

Ah, got another Soldier who isn't losing energy. So it's not determined by rank. I've got them right next to each other. One has launched a disruptor while the other hasn't, but that wouldn't explain why sometimes the Hallucinoid has this "feature."

 

I've attached a save game of that scenario, with two Aquatoid Soldiers next to each other, one of them who uses energy, the other who doesn't.

energy.zip

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
×
×
  • Create New...