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LW Rebalance Bugs and Problems


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#21
MilkyJoeForever

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I enjoy the new pod mechanics, though a number of times now I encountered pod behaviour that, given your pod mechanics description on the front site, is anomalous: During the alien turn, a pod in the fog of war activates and the activation is not due to a) it running out of the fog of war (it's stationary) or b) another active pod that triggered it (there were no pods active).

Another observation: A couple of my rookies only received 80 XP for completing a mission.

Edited by MilkyJoeForever, 08 July 2018 - 02:37 PM.


#22
zazuza7

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In the weapon info section of Stingray Missiles there are 2 different damage numbers shown - 960 and 1200.

Edit: I also noticed that Sgt Carlock from an escort mission starts with 3 current health, and 4 max hp, while in the main page of the mod it says that civilians should have 4hp.
Screenshot: https://imgur.com/a/5ApuGNX

Edited by zazuza7, 08 July 2018 - 03:06 PM.


#23
zazuza7

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In response to post #61652507.


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Correct me if I'm wrong, but I think that your soldiers get 100xp only from missions with no casualties and If at least 1 of your soldiers died you should get 80xp for the mission.

Edited by zazuza7, 08 July 2018 - 06:31 PM.


#24
Lafiir

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In response to post #61655622.


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EMP is also wrong (switched damage and fire rate); both are DGC.ini errors.
As for Carlock: he and other scripted civilians have this bug; it's not fixable.

#25
Ucross

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In response to post #61655622. #61660087 is also a reply to the same post.


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Both fixed in the next version. Thanks for the find.

As for Carlock: yea, VIPs you rescue start with 3 health. Can't really fix it.

Edited by Ucross, 08 July 2018 - 06:35 PM.


#26
Ucross

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In response to post #61652507. #61657947 is also a reply to the same post.


Spoiler

zazuza is correct on the XP.

However the fog of war thing is interesting. I think it might have something to do with the line of sight mod from tracktwo. I'll ask szmind to take a look at it.

Do you have a save game for when this happens? Would make it a lot easier.

#27
MilkyJoeForever

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In response to post #61652507. #61657947, #61662947 are all replies on the same post.


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Ah, I wasn't aware of that. Cheers!

#28
MilkyJoeForever

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In response to post #61652507. #61657947, #61662947, #61662967 are all replies on the same post.


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Unfortunately not. But I will be on the lookout for when it happens again.

#29
Ucross

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In response to post #61651817.


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Both fixed. Thanks. :)

#30
Ucross

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In response to post #61652507. #61657947, #61662947, #61662967, #61663007 are all replies on the same post.


Spoiler

Do you know if the pod activated at the beginning of the enemy turn or at the end of their turn? Or during your turn?




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