Melee is a different beast from the usual play. Here is a copy and paste of a post I made on the official forum. A lot of folks get it wrong because some intuitive things you'd do with ranged you do not do with melee. You might not be very good at playing melee though. I'm sure it helps a lot.Īs for the strength of Pustules. I do have the doctrine of increased chance to spawn/grow if a hero is present. I have been fighting to keep my energy positive because of the upkeep of all the free units, lol. This has been an especially prolific game, I have even lost some pustules: Here is a game I am playing that is on turn 26. Getting a spawn and an upgrade is actually really good for a single battle but 8 units would be about right for pulling that off. The spawn is an escalating chance for every kill that resets when you get it (one roll per battle). I don't see how you could be having trouble tho. But the biochemical will help against the Quartzite monsters.Įnsuring you are spreading the plague is the key. You will still rely on firearms, melee and explosives. Lastly, Xenoplague gives Dvar a third damage channel. Even if the pustules don't spawn, the ability to stagger just about every land-bound unit early on should be used and abused. The parasite gives HP and immunity to negative morale and mind control, while the muscles give massive impact to melee units and parasitic infection which increases the likelihood of post-battle pustules. If you're not making use of them extensively then it's no wonder you're complaining. The Xenoplague mods are good, especially the early ones. Since they were free to begin with, use them like the expendable units they are and keep production of Dvar faction units up to keep the expansion pace on track. Pustules are weak and don't spawn often, but they take damage which your Dvar units should be taking. Dvar and Xenoplague is an unorthodox combination, so you'll have to work with what you have.
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