LiQuiD911 Posted August 29, 2015 Share Posted August 29, 2015 I made a very simple hack to leave red fog penalties when unit is healed, they apply only when armor HP is pierced, but aliens do not have armor HP and get the penalties as soon as they get hit. Has anyone look into alien armor hp before? Or it's hardcoded? Link to comment Share on other sites More sharing options...
LiQuiD911 Posted August 31, 2015 Author Share Posted August 31, 2015 I've managed to add some bonus armor HP by setting iHPBonus on the alien weapons, it doesn't scale with alien research but it's something. Here's how distributed the base and armor HP Sectoid...........3+0 -> 3+0Floater...........5+0 -> 3+2Thinman...........5+0 -> 3+2Muton.............8+0 -> 5+3Cyberdisc........18+0 -> 12+6SectoidCommander.15+0 -> 15+0FloaterHeavy.....15+0 -> 9+6MutonElite.......20+0 -> 8+12Ethereal.........20+0 -> 15+5EtherealUber.....60+0 -> 55+5Cryssalid.........8+0 -> 5+3Zombie...........12+0 -> 12+0Berserker........20+0 -> 10+10Sectopod.........35+0 -> 15+20Drone.............3+0 -> 1+2Outsider.........10+0 -> 10+0Mechtoid.........25+0 -> 10+15Seeker............4+0 -> 2+2 Link to comment Share on other sites More sharing options...
tracktwo Posted September 1, 2015 Share Posted September 1, 2015 Cool. Does it colour code the alien HP/armor in LW or does it show up just as all the same? Link to comment Share on other sites More sharing options...
LiQuiD911 Posted September 1, 2015 Author Share Posted September 1, 2015 (edited) It color codes it only if the player controls the unit, for aliens the hp bar is al the same color.By the way, I just realized that Cryssalids won't regenerate their full hp, only the base. http://static-2.nexusmods.com/15/mods/151/images/629-0-1441041334.jpg Edited September 1, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
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