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XCOMUFO & Xenocide

Sorrow

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  1. Awesome. The best thing that happened to X-Com since the original was released :salute: .
  2. Looks like I'm going to be playing Xcom again.
  3. I mean that they change the monthly cost. It's just that the sum of monthly costs is calculated from yet another entry.
  4. 1.4 Geoscape offset for: Interceptors: 0x2b5ca Soldiers 0x2b6f4 The problem is that summed costs ignore these values and pretend that there's still the standard value :/ .
  5. I guess I'll have to search for these values in Geoscape.exe, then.
  6. It would be cool if it would be possible to implement actual simulated missions with non-lethal weapons.
  7. I modified troop and aircraft costs and they monthly costs stayed the same.
  8. Too bad no one from the modding know-how guys seems to be active any more.
  9. I'm using it for decreasing the amount of aliens in base missions. I don't see the amount of civilians, though.
  10. Yeah. I'll simply decrease the amount of aliens in Base Defense. ! - think of the implications I wonder if it would be possible to do.
  11. So, it's still alive? The main problem would be that it's not a proper scale for fighting against tens or hundreds of enemies. Stuff like that is for tactical games like Close Combat or Armored Brigade. So, there's a problem - from one side it would be realistic to have 100 or even 200 aliens on a battleship from another side, it's bad to have 20+ units per side in a skirmish game. On the other hand it would be nice to be able to generate 50 or so civilians in terror missions.
  12. Well, technically speaking, a big ship like battleship or terror ship could have very large crew. Like 100 aliens.
  13. I wonder if superhuman is really worth it. I think it really goes over the top with the amount of aliens. It is nice to meet 5 aliens in one map sector and get shot to death but for example in base defence missions I experience the disappearing body bug.
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