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User2

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  1. User2

    UFO Extender

    No hold on Terror Site expiration timer due to inbound dropship. This feature forces to skip about 50% of terror missions in the early game when you have only one well-developed base, beacuse a skyranger is unable to reach the destination point in time. This makes genius & superhuman difficulties unplayable
  2. User2

    UFO Extender

    Execellent feature! In the original game a small air-defence is totally useless
  3. User2

    UFO Extender

    Base Defence crashing on start. By the way, the base is attacked by a medium sized ufo. Extender ver 1.32.4. Difficulty Genius (afaik). Link to save game
  4. User2

    UFO Extender

    Great news! Thank you
  5. User2

    UFO Extender

    Two sectoids I met were terminators. I did not try to find more aliens. Link: Save
  6. User2

    UFO Extender

    Why not to set constant penalty for ignored/failed anti-Terror mission. In 1.31.5 new terror penalty for killed civilian was the hardest thing on extender superhuman level. Now I think the hardest part of the extended game is the frequent loss of the 500k$ interceptors in the early game. Even small ufo have good chances of killing it. In real life there are no towns with the population of 15 people. So, terror mission takes place in the little part of the town, where alien forces have landed. Lets say it is little village with 100 citizens. Thus, we do not only saved 3 civilians of 15 at the end of the mission. We saved about 90 citizens of the village. So, the score should be higher Personally, I did not dissasseble the game. On the ufopaedia.org it is said that: "There may be other effects of difficulty: For example, the USG states that on lower levels, the chance of aliens abandoning a mission ("putting their plans on hold and reevalulate") is greater if you keep shooting down their scouts" ; "In addition the USG states the aliens' "remember" the location of X-COM units longer on higher [difficulty] levels" Is it vannilla game feature or extender one? If there is super armored alien then there must be a way to reasearch it to make better weapon against him & better armor. Every war is an arm race So, if it is not a bug, then there is no point of posting the save game I guess Upd: At least 2 aliens are super-puper in my game. Another alien got 3 rifle shots, 1 pistol shot, 1 small rocket direct hit, 2 direct HE round hits. Still alive
  7. User2

    UFO Extender

    I'd like to be able to set custom difficulty by enabling/disabling extender mods, like it was in extender 1.30, because Max Aliens is not the only difference between difficulty levels of the original game. In my opinion in terror missions it is rather impossible to score "good" rating since 1.31.5, where (1008/civil num) penalty was introduced. The reasons are: 1) Aliens are randomly placed all over the battle map, so they can quickly kill a lot of civilians, before my squad can really do something about it. 2) Civilians are stupid. They do not try to find a cover and hide. Instead, they seem to randomly walk on the map like zombies. I think the solution could be: Make large constant penalty for failed terror mission or give player an abilty to control civilians in sight. Found a bug "Sectoid-terminator" which was already mentioned there: can not kill a sectoid. He already was hit by about 10-15 rifle bullets & 4-5 HE rounds. The only visible result: alien paniced and droped the gun. "Know the enemy" mod is on (Great mod!), sectoid corpse was already researched. I have game save but do not know how to attach it here. Extender ver 1.32.3
  8. User2

    UFO Extender

    Just installed ufo extender 1.32.2. Started new superhuman difficulty game. Downed small ufo (However my interceptor was almost destroyed. I think ufos are overpowered a bit). Cleared it, got alien weapons, but i can not sell it! Sell price is zero... Only corpses could be sold. How can i fix it? The game acts like "Funding Council Income Only" mod is set, however "Funding Council Income Only=0" is present in the ini file. "Animations Speed=1" fix does not seem to work anymore. I find this fix better then "Battlescape Delay" parameter, which slows the cursor
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