![]() ![]() If they fail (or there are no soldiers at the base), the base is destroyed. ![]() Unless the UFO is shot down by interceptors or the bases defence batteries, this will force a combat mission where the soldiers stationed at the base must fight off the alien assault team. That way you wouldn't be spammed to death by bases randomly popping up even if you shoot everything down, but you'd be guaranteed to have at least one shot at gaining access to the research nodes. Xenonaut bases can be attacked by alien UFOs in the mid / late game. If they only damage it, a of enemies will be DOA. I would really appreciate it if there was at least an option you could enable at the start of a game where in case there was no successful construction mission to date after, say, month 6, there would be a constant chance for a base to spawn at the end of the month regardless of UFO activity, and once you assaulted it, any further bases could only be built by UFOs. 1) base defense battery installations will attempt to destroy the enemy assault ufo (carrier/landingship) attacking your base. The solution you're all suggesting is viable, but fairly heavy-handed, not very reliable and causes inevitable collateral damage (waiting for a ground attack or bombing run UFO to start killing people before you can rule it out, waiting for a terror UFO to launch a terror attack before you can rule it out, etc.) Temporarily editing the assets files to force the mission is reliable, but very unsatisfying. The problem is, research missions may also require UFOs to land, can also be carried out by the same ships construction can, and are much more frequent (the base chance is 25% higher, but more importantly, the "once per wave" modifier is set to false). Corvettes, Carriers and Landing ships can all carry out construction missions, with or without escorts, not that it matters since you can only identify the size of the UFO before building a QCC, not the type. ![]()
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