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Chema_C

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  • Location
    Barcelona - Spain
  • Occupation
    Doctor
  1. Hmm the file downloaded is called XDivision097-1, as an older one. Is that actually hotfix 7?
  2. Trying to relocate a chinook after being replaced by a Shrike gives a CTD. It happened with hotfix 4 and crashes again to desktop after hotfix 5
  3. Hotfix 4 playing smooth to date, including a base assault and a landed landing ship. Nextgen ballistics damage reapers. Kudos dudes. Would it be possible to add an "inoculation" effect of xenonauts in combat, followed by a sudden appearance of a reaper/xenomorphs force inside a base?...You know, the 8th passenger...
  4. After extracting hotfix 2, nextgen ballistic weapons appear to have unlimited supply. Don't know if I did anything wrong or is a minor bug
  5. A note: the new hotfix comes inside a folder called "hotfix". I can figure that the content of this "hotfix" folder has to be extracted upon /mods/Xdivision... ?
  6. Btw, with 0.97.1 the handcannon seems to have been removed? Now that I was getting fond of it ... Will it come later after some research done?
  7. Ahh well...that makes things more reasonable. My first encounter was with two "reaper bulls". Sprayed over them all the firepower I could bring in two turns, but actually they didn't "zombify" none, what I though as a strike of luck...I feared a future of zombies everywhere without having actually seen them The problem I see with reapers is their apparent great movement allowance: given the new management of AI moves display (from game program), you see the monster appear/vanish before your eyes. I think this will be corrected with the next X:CE update I've met the "doggy" xenomorphs, they are pretty cool and can be killed given enough hits. But...the game crashed when I tried to open the inventory window to see the name of the corpse...
  8. About xenomorph invasion in 0.971... Only one encounter with them to date...I fear, imho, that they risk to ruin the balance and flow of an otherwise excellent campaign: They move too far, and being impervious to almost anything but fire, it's like a lottery: any (or several) of your xenonauts got zombified in a pair of turns. Apart from being nearly invulnerable to any type of attack (but fire) and run like hell, they seem to have a lot of HP...and they heal themselves? haha, c'mon... Furthermore, the flamethrower acts a little buggy...Sometimes it brings an area on flames, but if not (if the shot misses? dunno), the program gets frozen for a while. A single flamethrower in the squad doesn't seem enough protection. Having to carry always one or two flamethrowers in the squad (since you don't know the nature of the crew of crashed UFO's until late in the campaign) seems to turn the campaign (which was very interesting) into a game of "cross your fingers and pray for not finding reapers" Maybe you have planned surprises developing new techs that counteract the reaper menace, but at this moment I've seen the campaing turned into a game of "OMG xenomorphs again!"... Would like to hear other's opinion...
  9. The mod got even better . I have found the AWACS fairly useful; it brings extra radar coverage, especially while radar arrays are being built on new bases. The autocannon is a nice addition, although maybe a little overpowered? . I wonder if it would be possible to make an M-79 grenade launcher, instead...it's a very "seventies" weapon ...And the autocannon could be made a later hi-tech addition. And as it has been said, I find too all classes of sniper weapons near useless: too expensive in action points, too little precision and not any great damage... Something alike happens with the heavy auto-weapons: I've found myself keeping the good 'ole M60, instead of their hi-tech cousins; heavy laser/plasma autocannon (and now the next-gen one) are all good-looking (nice work), but too innacurate and too cumbersome to use. Apart from these minor comments, this current version of the mod seems to play great . Keep up the good work
  10. And again: 4 + 3 soldiers wiped at once with single "red gas" grenade hits from sebillians, assaulting a puny corvette at easy level. No way to counteract a popping sebillian from behind a door and throwing a grenade to 15 square distance. If 120 damage points is "much more lower" i wonder what was the damage prior to reduction
  11. After writing my post, I was attacking a downed scout. A sebillian officer wiped 3 to four soldiers doing 114-124 damage each with a single grenade from a 15 square distance (all of them with jackel armour, the only I have at the moment). Playing at easy level of difficulty I have researched the B-17 and it appears in the workshop list. Problem are the 4 torpedo weapons
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