Karnonos Posted December 15, 2012 Share Posted December 15, 2012 BlackAlpha, what is your thinking behind giving the Sectoids 10 health? They just seem WAY overpowered now with that health, combined with their already insane movement allowance. On every terror mission my team just gets rushed and slaughtered in a few turns by these things. And if not by them, by the insane 1 hit kill zombies. Seems a bit out of balance with the rest of the difficulty. Link to comment Share on other sites More sharing options...
BlackAlpha Posted December 15, 2012 Author Share Posted December 15, 2012 (edited) BlackAlpha, what is your thinking behind giving the Sectoids 10 health? They just seem WAY overpowered now with that health, combined with their already insane movement allowance. On every terror mission my team just gets rushed and slaughtered in a few turns by these things. And if not by them, by the insane 1 hit kill zombies. Seems a bit out of balance with the rest of the difficulty. I did not increase their health or movement range in the way you describe. I suggest you follow the steps from number 1 of the FAQ to solve it: http://forums.nexusmods.com/index.php?/topic/834174-warspace-technical-support-v150/ If it doesn't solve your issue, then please post your problem inside that topic. Edited December 15, 2012 by BlackAlpha Link to comment Share on other sites More sharing options...
Thiryn Posted December 15, 2012 Share Posted December 15, 2012 (edited) Hi Lasers seem to be a bit weak and not worth the research time when compared to Plasma; will you be making any changes to them in future versions? And if not, how would I go about changing the min damage - what file do I need to edit? Also, in what files are the nation probabilities for new recruits stored? Or will the ToolBoks mod work fine with Warspace? Thanks. Edited December 15, 2012 by Thiryn Link to comment Share on other sites More sharing options...
BlackAlpha Posted December 15, 2012 Author Share Posted December 15, 2012 (edited) Hi Lasers seem to be a bit weak and not worth the research time when compared to Plasma; will you be making any changes to them in future versions? And if not, how would I go about changing the min damage - what file do I need to edit? Also, in what files are the nation probabilities for new recruits stored? Or will the ToolBoks mod work fine with Warspace? Thanks. All weapons are pretty balanced at the moment. Which ones you find the most useful depends on your playstyle. Toolboks works with Warspace. Edited December 15, 2012 by BlackAlpha Link to comment Share on other sites More sharing options...
Karnonos Posted December 15, 2012 Share Posted December 15, 2012 BlackAlpha, what is your thinking behind giving the Sectoids 10 health? They just seem WAY overpowered now with that health, combined with their already insane movement allowance. On every terror mission my team just gets rushed and slaughtered in a few turns by these things. And if not by them, by the insane 1 hit kill zombies. Seems a bit out of balance with the rest of the difficulty. I did not increase their health or movement range in the way you describe. I suggest you follow the steps from number 1 of the FAQ to solve it: http://forums.nexusmods.com/index.php?/topic/834174-warspace-technical-support-v150/ If it doesn't solve your issue, then please post your problem inside that topic. I meant Arachnoids, the spider like aliens, not Sectoids. Link to comment Share on other sites More sharing options...
Ghostcutter Posted December 15, 2012 Share Posted December 15, 2012 Hi there. Your Readme says"- Abductions will now happen in countries that have a satellite. A UFO will sometimes try to land there prior to the mission." Does UFO mean a battleship or can it be something smaller? :biggrin: Link to comment Share on other sites More sharing options...
BlackAlpha Posted December 15, 2012 Author Share Posted December 15, 2012 (edited) I meant Arachnoids, the spider like aliens, not Sectoids. Chryssalids? They really aren't that though. Two hits from conventional weapons and they go down. Just remember that they can move pretty far. So you want to stay as far as possible from them. Or go in closer using overwatch when you can't see them. Hi there. Your Readme says"- Abductions will now happen in countries that have a satellite. A UFO will sometimes try to land there prior to the mission." Does UFO mean a battleship or can it be something smaller? :biggrin: A large scout will arrive prior to the abductor. if you shoot down the large scout, the abductor won't arrive. If the abductor manages to land, an abduction mission will be available where it lands. I'm currently tweaking the strategic map a lot to make it more challenging, because as I'm sure you've noticed, it's too easy when all you need to do is shoot down a scout. So the next version will have the strategic map somewhat overhauled to better make use of new features such as the abductors trying to land inside countries with a satellite. Edited December 15, 2012 by BlackAlpha Link to comment Share on other sites More sharing options...
WilliAugurin Posted December 15, 2012 Share Posted December 15, 2012 I meant Arachnoids, the spider like aliens, not Sectoids. Chryssalids? They really aren't that though. Two hits from conventional weapons and they go down. Just remember that they can move pretty far. So you want to stay as far as possible from them. Or go in closer using overwatch when you can't see them. Hi there. Your Readme says"- Abductions will now happen in countries that have a satellite. A UFO will sometimes try to land there prior to the mission." Does UFO mean a battleship or can it be something smaller? :biggrin: A large scout will arrive prior to the abductor. if you shoot down the large scout, the abductor won't arrive. If the abductor manages to land, an abduction mission will be available where it lands. I'm currently tweaking the strategic map a lot to make it more challenging, because as I'm sure you've noticed, it's too easy when all you need to do is shoot down a scout. So the next version will have the strategic map somewhat overhauled to better make use of new features such as the abductors trying to land inside countries with a satellite. On the Chrysalid issue, I have to agree that the synergy of them being fast, having more HP and off-screen spawning zombies makes them _way_ too tough for my tastes. If you run into them when you still have a squad of four, you can kill, at most, 2 during a turn. Given the speed they move, that means that one or more is likely to make it to your crew. At the same time, a horde of zombies is shambling your way, then turning into Chrysalids, which means you get swarmed in short order. I was loving your mod until I bumped into this, but my first abduction mission was simply unwinnable. I would be happy if I could either turn off zombie spawning or turn the Chrysalid HP back down. Link to comment Share on other sites More sharing options...
Drakous79 Posted December 15, 2012 Share Posted December 15, 2012 Are you using explosives on chryssalids? They like to come in pack, one rocket or grenade can weaken them, another can kill them. No weapon fragments loss as they don't carry standard alien weaponry. Link to comment Share on other sites More sharing options...
Karnonos Posted December 16, 2012 Share Posted December 16, 2012 @BlackAlpha: Played some more and I can see where you are going with Laser Rifle power. To me though they still feel a point underpowered compared to conventional rifles, or the standard rifles are too powerful now relative to laser. As for Chrysalids, I may just need to adjust my play style and focus hard on getting past conventional armor before the first terror missions, so I'm not one hit killed by them and zombies. Next play through I'll go hard on science and make for Carapace Armor first. Link to comment Share on other sites More sharing options...
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