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Discussion / Re: Itemconsumption on missions.
« on: September 28, 2013, 05:24:16 pm »If a storage-system for dropships is planned anyways such "exploits" wouldn't be necessary.
That is even better.
New board
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AFAIR the above applies also when you reload during the mission, if the replaced magazine had any remaining shots they are stored, and the game tries to form complete clips back at the base.Also interesting. How many times have I not reloaded before attempting a charge because I just didn't want to waste those ~500creds half a magazine would cost. I know it's greedy, but Phalanx can't afford generosity.
Finally, the game updates the whole base inventory at the beginning of a mission, that's the reason the soldiers are restocked if you do several missions in a row (as long as there's still enough ammo at the base), that is a known bugI don't think this should be a bug at all. It makes perfect common sense.
I can only answer the last one. Soldiers gain xp at the end of a mission. You can see any rank gains in the geoscape log. Therefore, multiple missions in a ssingle trip will all count.Ah yeah. You're right ... the rankups show immediately in the geoscape-log. Thanks.
... only shoot one bullet, you might find that you then have 19 other times you will still have 20. ...Exactly the type of randomness I am talking about.
It's really uncanny how often the new guy on the team gets blasted when the aliens have a choice of targets.
To disable these maps in your campaign, first create a backup copy of /base/ufos/maps.ufo and store it somewhere you will remember. Then open the file in its original location. Locate the mapdef involved (search for text that says mansion or urban periphery). mansion_huge mapdef looks like this:
mapdef mansion_huge
{
map "+mansion"
param "huge"
description "_Mansion"
maxaliens 19
multiplayer true
teams 4
Under multiplayer true, add a parameter: campaign false.
mapdef mansion_huge
{
map "+mansion"
param "huge"
description "_Mansion"
maxaliens 19
multiplayer true
campaign false
teams 4
Note that one map may have several mapdefs, so you'll need to look for more than one for each problem map. They should be listed one after the other though, to make them easy to find.
I appreciate the bolter much more when aliens start to wear heavier armor. The damage and armor penetration of the 3-shot is excellent and TU cost is fairly low. But this is definitely not high priority in the early game.
Laser technology is fast to research and gives the best boost at the start, in particular since your soldiers cannot shoot to save their lives, so the accuracy really helps. The laser rifle and heavy laser are the main tools in the early game, the heavy laser effectively replacing the sniper rifle. Then the priority is armor, but it takes time to research & disassemble ships for materials.
All my countries are "exuberant", but the salary costs still are draining my cash (I've got about 30 soldiers, 50 scientists and 40 workers). I'm starting to run out of stuff to research, so I could probably fire some scientists and save some money.