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Suave

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Suave last won the day on September 18 2017

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  1. Thank you @Charon! I do not have a save atm with that, but I mean hedges on most maps - even when they are destroyed and do not obscure the LOS/LOF they are still impossible to cross.I will send you a save or a screenshot when I come across them again. Thanks!
  2. Charon - thank you for you prompt reply. Is there a file or site with the tech tree (the one that you pasted in in the previous post)? Also, I believe it might have been already mentioned but the vehicles do not like crates with robodogs, etc and they are moving one tile per click...slightly annoying. About hedges - you can destroy them and shoot through them, but cannot pass them - is that hardcoded? Thanks again!
  3. Hey Charon! Congrats on new release! You got me hooked up yet again... Coming back to the game after a break I noticed you have added new tips on splash screens - one says that kinetic and energy damage lowers resistances/armour for both types of damage. Is that so? I usually notice that if I fire a lot of kinetic (or energy) at a target and then swap to the other type (lets say - from kinetic to energy) I have to start burning through the resistance/armour again with the new type of damage...What did I get wrong? Also, a silly question - I just started the other day and got to the next phase, however I do not seem to be able to research wolf armour (and that phase is a b...ch if you only use Jackal...). Can you please remind me what are the requirements for wolf research? Thanks again and keep up the fantastic work!
  4. Hello there, It has been a while...I was playing some arcade games recently (XCOM2 + Longwar) but got slightly bored of it and decided to return to the real fight. Aliens in Xcom are either pu...ies or they just cheat (pumped up stats). Anyway, back to a new campaign in X-Division. @Charon Sorry to keep bringing up the same issues, but I just do not like few features and tend to adjust them manually myself for my games: - I am guessing that Zombify is still one shot-one zombie feature? No defense against it? Time to double (triple?) their TUs requirement for an attack - Planes are still expandable? Can you please remind me how to make them not recoverable? It takes away the fun of air-fight if I do not care if they get shot down...even prolonging recovery times is not that fun. Keep up the great work, I am really happy to see some more updates coming out!
  5. Hello there, As @Charon said, it is difficult to tell without some more details - mod loader, screenshots,etc. But, my wild guess is that this is due to Ambient Sounds mod - try to disable all sound mods and try again.
  6. Thanks Charon, Drages retired? So you da boss now? What I meant was that upon moving to phase 2 at some point (new research completed perhaps?) Hunter disappeared from the Workshop - been and gone now... might have to restart again lol.
  7. Hey Guys, I have been away for a while (holiday), but I will be back soon - I would not mind kicking some aliens' butts now... @Charon Just a quick one - I have never paid attention to it before, but I have recently re-started and I am in Phase 2 now and I just noticed that mu beloved Hunter car has disappeared from my workshop...I used to spam them like crazy and going kamikaze in each mission, I cannot really do that with Defenders...is that somehow intended or just a weird bug? Hunter + allenium missile is about 12k (so nothing) and light fibers are in short supply. Thanks! By the way - where is Drages? RL issues?
  8. Hey Redsky, So you say you have come across a facehugger lol? Yep, these are annoying, though very fragile. Same as with Reapers (the other guys that can zombify your soldiers) you just need to keep your distance and use vehicles for spotting - when you spot them, you can withdraw the tank and use the snipers/rocket launchers. Also, I use a lot of incendiary grenades as an area denial means - many aliens will die walking through flames, but many will try to walk around it and gives you valuable time. Honestly, in some longer missions, I just bunker up - drop smoke grenades in possible routes and try to lure the enemies out. And yes, you need to take it slowly, create a parameter and methodically push it forward - this way you will always have your enemy in front of you, so no nasty surprises will hit you from behind. There is no best method, it will have to come with experience I am afraid. Also, make sure you have a diversified arsenal, all laser/all ballistic/etc usually means that you may come across an enemy that will be veeery difficult to kill.
  9. Hi ralph, personally I have never come across this issue myself...are you sure you have all the pre-requisites? I believe you need to recover alien fighter datacore (shoot it down, just not over the water) and research alien alloys.
  10. Hey, it is a game that you play for fun, if you like saving/loading, this is entirely up to you, do not ever let anyone tell you how to have fun lol. And yes, there will be a pop-up at the beginning of the mission informing you of the presence of an alien officer. November is not that late, so no worries. It also depends on what difficulty you are playing (the lower, the slower game progression due to "invasion ticker" multiplayer,which gives you more time to develop). @ralph_09 Initially it is difficult to stun Sebillians without gas, you may try stun batons, but personally I think it is too dangerous to try and not worth the effort (they are quite weak). Wait for gas grenades or you may try another trick - when you enter the UFO and you see enemies inside standing by the power sources, try to shoot/grenade at the power source instead of the enemy - they explode both with incendiary (which kills) damage and stun damage - incendiary goes first and the stun follows, which quite often incapacitates the enemy (mostly Sebillians, Ceasans are a bit more fragile and can die, but it is still possible to use that against them). And just to clarify - I am not an expert on this game, but ask away if you need any help.
  11. Hey Redsky, Yep, they are long and difficult. Having said that after 20 turns the whole map should be revealed showing you the location of all enemies (unless you use Charons Changes mod). As I said - playing on Ironman gives me a lot of "stress" and excitement and force creative thinking instead of save-scumming. In terms of ammo/medkits - when going for long missions (like terror) I usually OVERLOAD my soldiers - I stuck their backpacks full of ammo and medkits. Granted, on the first turn they will be barely able to move, but I just drop everything on the floor of Chinook and that makes it an "ammo depot". When I need to reload/use medkit, I have got a stash onboard. Also, local forces (civilians with guns, police,etc) drop their weapons on death, so this might be useful at times. And just to show off a bit - I was testing new ideas recently and I have started yet another new Veteran Ironman game - so far mission number 36 and no losses (lost probably about 10 Hunter Cars though lol). So yeah, it is possible to survive it (well, about 3-4 times one of my soldiers had to be revived at the end with 1hp, but hey, at least they got their Purple Hearts).
  12. Thank you. That is what I thought/experienced but I was not too sure how it looked from the code perspective. I did go through the files/numbers long ago, probably around 99.31.
  13. Yes, Most aliens will be affected, so quite often my modus operandi would be to a)suppress alien with machinegun, b) throw a smoke grenade at them, c) approach with a shield guy (just in case) with another guy hiding behind the shield guy so they could charge the alien next turn and shoot him in the face. When suppressed they may still shoot at you once or burst so the shield might be useful should they score a hit. @Charon I did not go through the files recently - are Sebillians still "infrared" as the loading screens tips suggest (seeing in smoke/night, worse at day,etc)? They do not seem to. They were meant to be affected by fire at some point. Also what about Androns? Being machines they should use infrared but they seem to be affected by smoke. Thanks!
  14. Hey Redsky, Glad I could help. I used to play on Normal, but when I got more proficient, I moved to Veteran (recommended difficulty, but it IS tough). I play "soft" Ironman - I backup my save game every few hours or so, so if I run into a bug/crush, I am not loosing the whole campaign, maybe just few missions. Yeah, the damaged walls can be a bit treacherous, had that many times as well - perks of the job lol. Each game I play I play on Ironman (if available), save scumming is really tempting, so I limit it via IM. It gives me much more satisfaction and I tend to play better - I know that a mistake can cost me a good soldier, so I always think twice before charging into the unknown ( if I knew that an alien is behind the door, I could just reload and blow the wall with a missile launcher, right?). It really is just a matter of preference, I like it like that and I know that my Majors/Commanders are really my top guys if they survived for so long. And again - SMOKE GRENADES!
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