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narical

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  1. narical

    UFO Extender

    I don't think that's a must. Your way of modding is much better and not intrusive, so I prefer your mod more then others. You already added possibility for changing items stats easily. Not sure if it's possible to do the same with tech tree (simply adding prerequisites for research or manufacturing costs with .ini-file) - but even if itsn't possible I will prefer your mod in case of incompatibility with others)) I don't know if it's a bug, but sometimes there was sectoids/floaters who stayed alive after 7-8 heavy laser shots AND 15+ laser rifle shots. I was playing superhuman difficulty, so I personally think it was because of interfering "ablative armor"-mod with difficulty. Can send savegame if needed next time I face that.
  2. narical

    UFO Extender

    Another xcomutil issue ((( When it's active (RunXcom.bat is used) - no new Heavy Laser firing modes! Xcomutil was set up with "improved heavy laser" disabled. I really need xcomutil because of alternate laser tech manufacturing, with Alien Alloys and Elerium needed for Heavy Laser construction. It makes game much more interesting for me (
  3. narical

    UFO Extender

    Just checked, Apply=0 was set. My fault. This! Thank you! )) Perfect!))) That's actually what I need. I just wanted to know if UFOpaedia numbers are taken from actual "working" data, or from some different sources. So yes, I understand that now)
  4. narical

    UFO Extender

    Tycho, thank you for a great work, please don't stop! )) I have a couple of questions about "new" heavy lasers. I play with extender and xcomutil at same time. As the heavy laser was the least thought-out weapon, almost every modder tries to improve it. There're 2 visions - xcomutil's author means it as very-accurate-powerful-one-shot sniper weapon, and your opinion (according to your modification) that it's a 1.5-times-more-powerful-than-laser rifle-with-more-firerate-but-significally-less-accurate-assault weapon. I've tried to edit heavy laser properties by adding Heavy Laser Damage=XXX to .ini-file but it isn't working. Can you add such an option to ini file instead of hardcoding it? Much better if you add ALL heavy laser properties including new there, for xample *HL Fullauto Accuracy= *HL Fullauto Time Units= *HL Burst Accuracy= *HL Burst Time Units= *HL Snap Accuracy= *HL Snap Time Units= Second question - is UFOpaedia article shows correct numbers in case of xcomutil&extender game? I've selected "Improved laser" option in xcomutil. UFOpaedia shows 110% accuracy and 120 damage - is it correct with you HL mod enabled?
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