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Sectiplave

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Everything posted by Sectiplave

  1. Just started on Phase4, and I want to say Charon and Drages you guys are crazy! It's also my fault for letting the aliens setup 4-5 bases so I could farm Phase3 UFO's because now each wave is spawning 10+ ufo's it is actually quite fun this way just saying Balance; Like my previous comments about Red Xeno's it applies again to Crimson Xeno drones & warriors, they die too easily to energy weapons (hp buff) and melee attacks don't do much damage to Phase3 vehicles and armor. For Sebillians the reaper Omega is an actual nightmare, at the start of the mission if one is hiding just outside line of sight, chances are your reaction fire cannot get through all of it's HP and you'll lose someone. Also question for you guys, at what point does the game decide if a trooper who died is going to survive with 1hp at the end of the mission, I had this happen for a soldier who was zombified lol! This should guarantee the soldier is dead.
  2. I renamed it Optimus Prime, since he can transform from mech into APC Balance; Red Xeno's need to do higher melee damage, they aren't scary like Reaper Omega since they cannot one shot you. First few hits from red drone or warrior will be resisted by Spiritwolf mech. First hit from Omega always does damage.
  3. bug; Spiritwolf mech, it starts with the Spiritwolf Gauss as default weapon however you can research Spiritwolf Gauss weapon also. bug; Spiritwolf Mac (this is a typo for Mag I assume) bug; If you equip the spiritwolf mech with timberwolf Gauss it changes to a different model in the ground combat, changes to looking like an APC. bug; Gauss sniper Mk3. shows in ground combat as 6/8 ammo when it should be 6/6
  4. Phase3 terror mission vs. Androns, I got my ass kicked! They are very aggressive and will storm your position without mercy, it was also a really bad map (the train tracks one) that is too small for that many enemy units. I ended up losing all 4 of my Predator armor troopers. When they are accurate, aggressive with high TU's and high damage, it really promotes the use of smoke grenades to survive! Without those it would have been a wiped mission
  5. That main menu screen! It actually makes me feel sad, nice work! The Manufacture UI is also fantastic, once you learn the tabs you can find what you are looking for much faster. Not being able to close alien doors is a nice change too, no more door cheats
  6. Nice! Will install the new patch tonight Re: Sonda aircraft, yes Charon has good advice about this aircraft, they are excellent for UFO's that fire Drones at you. Without anti-missile equipment, you will not survive Phase3 airgame
  7. @zlodeische I would highly recommend moving to 0.99.31 (this needs campaign restart really), as 0.99.2 Phase4 is buggy. You can "finish" it but it's not the real ending the X-Division team have planned, they are still working on it. Two bugs I've found; Bug Report = Caesan appears as Caesan non combatant but it's actually a Caesan Warrior, after the alien turn finished he changed colour, you can see true version when dead on the ground. This save is after he transformed to red shirt, but it was Purple previously. Bug-Ghost Tank = As you can see it appears there is a Sebillian tank on the Carrier top floor but it's not really there. Random Bug = Caesan Phase3 Psionic body shows as Caesan Psion Psycho, different name compared to the Phase3 Caesan analysis X-Pedia. bug report.sav bug-ghost tank.sav
  8. Just checked I have already ovenwritten that save sorry since I'm on a new ground mission now
  9. I did some testing on the Cruiser control room, and even Predator armor got killed from a burst of the rapid fire Thunder weapon. The situation tested was first opening the door and the enemy is only a few tiles away and they immediately reaction fire, because of how close they are all shots hit and add up to 200+hp damage on Predator armor. I kept opening the same door from the same position in my tests as it doesn't help to reload and cheat by knowing where the enemy is standing The most reliable was AlphaWolf + Shield, but even this died half the time. This is the best defensive combo I've got at the very start of Phase3, from my previous play through Sentinel and upgraded Predator armors are a Phase 3 armor right? Like I said, it's good, I wouldn't recommend changing anything, starting a new Phase should feel like hell in both air game and ground game, and especially assaulting the control room should be the most dangerous part of the mission. Here are a few balance thoughts from my experience through Phase 1 and 2. Melee weapons; I would suggest possibility of getting melee materials even from corpses, maybe increased the amount required to make the melee weapon i.e 16Chitin for MK.1 Knife, and then you get 1 from corpse or 4-6 from live unit. The incentive isn't strong enough to capture live aliens to make melee weapons at the moment, usually the player will have higher priority targets to capture, like Officers, Engineers, Weapon officers etc. also shock grenades make capturing Xeno's much easier than capturing Reapers. Dense Fibre; Over all reduce the amount you receive from each DSB. I have almost 2,000 Dense Fibre in my storeroom at the start of Phase 3. This also might be mean Phase 2 vehicles have too much HP/Armor, I only lost a single Siege tank, so I didn't use up much dense fibre. Xenomorphs; In Phase 2 Xeno drone and warrior are too weak, they are like a free kill almost, the reapers get the Alpha and Rhino version which are difficult, but we don't see upgraded drones or warriors until Phase 3 when we get the red version.
  10. Just entered the start of Phase3, I was prepared for the air game and I am doing okay at generating some crash sites (at the price of getting my own planes shot down) but the ground combat is providing very challenging when it comes time to storm the command room, I'm not sure what gun it was but there is a thunder cannon or something that fires 10 shots doing 30-40 damage and 50+ stun per hit, making AlphaWolf armor feel like paper! The challenge is good, I'm not saying that it should be made easier at all Balance; At high stats and with AlphaWolf armor soldiers have 20+ tile throw range and 120%+ accuracy on grenades (if nothing is in the way) is it possible to cap throwing accuracy to 95% like shooting? Just so there is always a chance to go off target?
  11. bug; Clicking Alien Base DSB = game crash. x-div Ver.0.99.31.sav
  12. @drages YES! Those models look MUCH better in my opinion, I cannot wait to see them in motion on the battlefield. @Pandi Awesome, thanks for that info I'll use that as a work around now
  13. bug; Predator armor unable to equip Shock Cannon, this weapon says Heavy = Yes. bug; Laser Rifle, no reload sound effect. bug; Mag-Minigun Mk1, doesn't show up under Ultimate tab (doesn't show up at all) bug: Enchanted shield doesn't block damage due to 0/150 at start of ground combat bug, shield gets destroyed on first hit making it useless. Also one question Charon, what are the soldiers max stats now without any special armor on? The stat maximums seem higher now.
  14. Bug; Caesan soldier Vivisection doesn't have an X-pedia, opens to blank default page (f-17 in side menu) no text or picture.
  15. I played a huge swamp tileset last night taking on a Phase 2 lander, by the end of the 30ish turns half the forrest was on fire and me and Sebillians had exchanged LOTS of bullets. Soo much was burning at the end of the alien turn, the game would actually pause for 1-2 seconds while it calculated the fire spread and which assets got destroyed. However not a single crash, I wouldn't remove the Xenonauts Fix Pack and Swamp & Tundra Tileset until further testing has taken place, I played a few Tundra maps last night as well I know they were by @Policenaut as they have the ambient sounds built in and again, lots of bullet spam with Andron's and no crash.
  16. Well after some more testing, my results say Ultimate Ambient Sounds (UAS) mod is currently not recommended with X-Division. Disabling this mod I was able to continue my campaign and complete 3 ground missions without a single freeze/crash. Tested on a new campaign first two ground missions and no crash without UAS. With this mod enabled, I was getting crashes roughly once or twice per mission, with the worst freeze being on clicking okay after finishing ground mission and then freezing. Early Phase 2 Feedback; the Heavy Fighters are hard now that the Spear Cannon has been nerfed, Phase 2 airgame when it first starts is appropriately difficult. For ground combat, you cannot make the Phase 2 armors soon enough, they are needed to keep soldiers alive. I must say Enchanted shields being broken is very harsh in ground combat, the regular shields get shredded in a single burst. Balance suggestion; Give the Sonda the air evasion/dodge ability, it feels inferior to other fighters without this skill.
  17. Hey I replicated this issue with manual saves not just quick-saves, additional mods = X-Division and Ultimate Ambient Sounds (by pedr0), everything else is XCE defaults. So this isn't quick save specific. Attempting to load manual save from inside ground combat, it makes the click sound and then freezes on the list of games to load from randomly. Also crashes when attempting to load manual save from main menu randomly. What did X:CE change about the ambient sound system? I was playing X-division for a good 13+ hours without issues, adding Xenonauts fix pack and Ultimate Ambient Sounds is when the issues started, I'm doing testing now minus UAS mod and will see if things improve. Is Pedr0 on here? Might be worth looking into for him if testing points at that mod.
  18. Just a side note about the crash when finishing ground combat, someone has mentioned this in the Ultimate Ambient Sounds steam workshop, wonder if maybe this mod isn't 100% stable yet. I started a new playthrough, I had one crash when loading a save file from inside Ground Combat (not a quicksave file) and one crash when shooting at a regular Sebillian, this was on a swamp tileset, I feel like it was more stable when I didn't have Xenonauts fix pack and Ultimate Ambient Sounds installed. Gonna try testing minus Ulti Ambient and see if anything changes.
  19. @Charon Yeah I cannot remember all the changes I made from the start of this campaign, so I think it's easier just for me to start a fresh one. Just before I do that, here is a picture of my intended mod-launcher order, any suggested changes before I start my next campaign?
  20. Interesting, just ran into the same issue with this save file, if I abort the mission half the time it won't return to the Geoscape. Also had the mission crash twice when the shots hit an enemy. Didn't have this issue prior to activating Ultimate Ambient sounds / Xenonauts fix pack, so I really get the feeling this is to do with changing mods / mod loading order after starting the campaign. I've triple checked my mod loading order and it matches what Charon is using at the moment, so I'm thinking I'll start a new campaign and not touch the mods / mod loading order at all and see if I can replicate these issues in a fresh playthrough. bug report.sav
  21. @Sir_Dr_D I have also had the same error "the Community Edition mods are either not active, or they do not have recommended mod priorty. Do you want to fix this automatically?" my recommendation is NEVER click yes. I'm sure Charon will agree with me, when it comes to X-Division, the mod launcher does not know the best order, we do! I have also found that the launcher error was caused by the X-Division workshop support mod, once I disabled this mod the pop up stopped appearing. You don't need it enabled, just being subscribed on steam shows the X-Div team our support. I would simply copy the mod loading order as per Charon's picture on this page and if the error still pops up with X-div Steam support disable just ignore it and click on no each time. Also each time you change mod-loading order make sure you go and clear your scripts folder as per step #5 of the install instructions in the original post of this thread just to be safe. Keep doing what you are doing uploading saves though, that helps the X-div team the most if they can test and try replicate the issue
  22. @Sir_Dr_D I'm gonna jump in here and ask if you've recently added or changed your mod loading order at all? I've experienced the same issue with end of ground combat mission failing to transition to Geoscape ONLY after I enabled the Swamp Tileset and Ultimate ambient sounds. Also make sure you have cleared your scripts folder if you've changed mods around. And lastly even with cosmetic mods, do not make changes and attempt to continue from a ground combat, only continue from Geoscape as this seems more reliable. Also it's a known issue with X:CE that loading an Autosave is not working 100% of the time as far as I know, it's recommended to manually save.
  23. Bug; Enchanted shield showing as 0/150 on battlefield, also the shield is destroyed after taking a hit of any kind (it blocks that hit at least), save attached with both shield troopers having this issue. I haven't mentioned it before, but I like the light/dense fibre system, it gives you an incentive to try capture aliens alive for the bonus materials. bug report.sav
  24. Thanks Charon, that is good to know, I might give it a shot then just for fun, as well as the Ultimate ambient sounds, I'll clear scripts as per usual just to be safe.
  25. Hmmm strange, was 0.34.2 deployed to steam all in one go? The reason I noticed is Steam said it had updated Xenonauts again after 0.34.2 on the same day. But the download data said 0/0bytes downloaded so I wasn't sure what had happened. I will see if I can do the download manually for that mod as I found out from previous experience that "verify local files" for some stupid reason digs through and replaces a whole heap of the X-Division game files completely destroying the mod. If Charon is reading this, no I won't enable this mod half way through my current campaign as I know it will impact my play testing of X-Division
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