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Merciless - An Enhanced Strategic Experience


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#51
Cyberbird85

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In response to post #7561581. #7563483, #7564773 are all replies on the same post.

Yeah didn't mention that, it was normal difficulty (previously classic) i should probably try impossible. However the idea of your next version sounds interesting as well.

#52
Farseraphim

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In response to post #7561581. #7563483, #7564773, #7568575 are all replies on the same post.

Some AI tweak -if it can be manageble as some modders did- also would help greatly imho (hopefully not alone in that) I mean. if all the npc units on the map, could be less static (you know what i mean; they'll passively wait until we approach their certain "awakening radius" or we shoot them somehow) and more "awakened from the start" state; they'll more coordinated and more brutal for the entire encounter. (and this would be more precise to "old school x-com spirit" don't you think?) Please consider this. Twelve aliens on the map, and they're attacking with groups of 3-4 most of the time. THIS is making the game so much easy.

#53
fredamora

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In response to post #7561581. #7563483, #7564773, #7568575, #7571121 are all replies on the same post.

I think this uses warspace ai, I could be wrong but I think it does. At times, you can see them moving within the fog of war. There were even times that I had to fight 10+ all at once. Tell you I didn't spot them first. But they'd still trigger the animation sequence when they get close enough. Your cue I guess that they move around is that you can see them moving at times even without the animation sequence having to play yet. I dont know about the gap of actual difficulty of this mod..try hard instead and see if it suits you.

#54
Yzaxtol

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In response to post #7561581. #7563483, #7564773, #7568575, #7571121, #7571469 are all replies on the same post.

What you mention is controlled by a single slider that applies to ALL difficulties.

Currently set to:

Abductions: 50% mobile
Small UFOs: 100% mobile
Large UFOs: 50% mobile

however I think that Easy(old Normal) difficulty doesn't allow them to move around. The main reason some parts of this mod are too easy is that my only tester only just started playing XCOM (and had to make an Easy difficulty)

I've just changed them for v0.7 to be more difficult, hopefully abductions should be more intense now.

#55
Yzaxtol

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After some extensive test and experiments I've discovered how the alien weapons are compiled. With most of the stats bonuses coming from the human variants. But they wield their own properties. (Which is why most aliens can also supress). I've removed the Assault property from the alien pistol but it is still on the human pistol due to it being too powerful when used with a laser weapon as main.(due to the fact pistols don't have any impact on accuracy)

Edited by Yzaxtol, 14 March 2013 - 01:18 PM.


#56
Yzaxtol

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People can upload screenshots of the mod, if they want and any that's appropriate I'll display in images :D I'm going to test 0.7 for atleast the first few months(of the game) to see that everything's working properly then later tonight will probably release it, all going well.

Edited by Yzaxtol, 14 March 2013 - 01:22 PM.


#57
Yzaxtol

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Would you guys prefer:

A) Arc-thrower as a pistol slot, balanced because pistols are actually quite useful for sometimes just NOT having the Sniper/Assault range modifiers. Too close/Too far.

B) Arc-thrower as an Item slot, with a negative Will as the Operative knows he's going to be sent dangerously close to the aliens. Something to think about while assigning the Arc-thrower, will they panic at a critical moment?

note: pistols don't apply ANY aim or will bonus/negative for being carried or whilst being used.

#58
Taggart

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In response to post #7576067.

For my 2 cents worth, my vote is for pistol slot. Since that option was first added to a mod, I've found it exceptionally handy to be able to have an arc-thrower and not lose any armor slots. As an item slot, I find I have a lot feer operatives carrying them around.

Taggart

#59
Farseraphim

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In response to post #7576067. #7576115 is also a reply to the same post.

Intriguing option with B. However, it is more convenient as a pistol. I always feel that if our precious item slot has been wasted with vanilla. Besides, absence of a proper pistol mostly gives me a headache when I choose to wield Arc :)

#60
Yzaxtol

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0.7 is out.

I'm looking forward to hearing people's opinions, main things to look for are the points I've brought up in Change Logs. This update has mainly been a tactical re-balancer as I have mainly been focusing on the strategic portion of the game previously.




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