Jump to content

Raywalker

Members
  • Posts

    102
  • Joined

  • Last visited

Reputation

10 Good

Converted

  • Biography
    A self-confessed game addict who enjoys the challenge of getting his behind kicked by games before much flagellation to achieve triumph .
  • Location
    South Afica
  • Interests
    Video Games

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I understand and was using openxcom as an example for things, but am not expecting the same as I am aware that there are plenty of barriers that prevent that level of additions and a tremendous amount of work for the other aspects that are clearer because of the way the game was made. I was mentioning the resistance in the context of there being one or two specialised opponents and these specialised opponents were optional to tackle and not part of the grand scheme as much- almost like a scale for personal challenge- likewise the hybrid people example was for the other side providing something different and a diversion from the grind. Again, this is not something that I can imagine easy to do and am just saying it as something as an idea to break up the perceived "grind". If I had apply that logic to X-division, I would think of perhaps a corvette or landing ship having special forcesn, which you have developed, on board during a landing- now the player can fight these spec. Ops. Guys but if one choses not to fight one doesn't lose too much as corvette or landing ship isn't as bad a loss(if it is possible to warn the player on landing) compared to anything above it. On the flip side, having the same concept with non-combatants and specialists on board for an easier battle perhaps interrupting alien base construction on alien outposts as the aliens are not expecting a x-division landing, I don't know. The new nerfs seem to make the game a lot easier, I still need to fight a gc with massive ships though so I can't speak too soon though.
  2. I think the grinding can work if the resources received are reasonable and the missions are fun, engaging or have purpose. I think once there is nothing new or something going on the fatigue of "grinding" sets in. I remember with my superman ironman game with final mod in openxcom( which lasted in game years to build the confidence, experience and equipment for the final mission) that there is "grinding" but it is not that bad because research needs to be done to be able to fight the other types of aliens and that requires one to take the odd difficult mission to get the tech one wants, for example with the implementation of the MiB faction(a human group that fights with the aliens) mod in final mod I know I can't take their bases unless I have laser tech as their tanks just have too much armour to attempt risking a squad-wipe on. Another example is fighting gazers(another alien forces mod integrated) which have very good resistances to everything except plasma and lasers which again one just leaves unless one doesn't know or wants to take the risk. For fun, I recall there being bases built like a fort outside where human-hybrids would be and would be armed with the stuff civilians would have( aks, rpgs, human grenades, pistols and hand cannons) and there would be a lot of them but when one has armour it feels like the reversal of power and a mission which acts like a "break" between all the hard missions. Anyway, seeing from what drages said about the UFOs each having a series of specialized tasks on the geoscape that can add some life into the game when three phase ufo changed as it would add an element of unpredictability, thus increase replayability. Ultimately I believe that the inclusion of new aliens and mission types is probably the easiest way to add time but it is the most difficult to implement or even do. An idea, if there isn't something implemented or thought of already( and give credit to those that have thought of it) is making the final mission a research tree in itself and I have no idea how that can be tied to manfucatured goods but to build the device that then allows the final mission to take place - this then can tie into setting the equipment to a special mission type (for example taking an alien fortress for materials or something). The details for balance in this case can be discussed as I doubt this would be an idea agreed by everyone.
  3. The reason I find the money is so easy to come by is the combination of monthly funding, selling manufactured goods and disassembled UFOs. I establish "manufacturing plants" which "invests" my money in goods to sell later and make good use of arming the world with shotguns. Once that begins to pay off - I believe the shotguns are 1.3 million investment for 99 which pays off to 1.7 million, have two bases churning out so every second month I make roughly 800 000 profit. Next is the disassembly which I can claim to have made a few million from selling a back log of recovered UFOs- especially fighters, selling them off at 20 most of the time. Then global funding, with the incomes coming in I can start covering the world and have gotten over 6 million in funding ( might be more) So in essence I get comfy with the monthly funding which ends up making me lots of profit from manufacturing as the disassembly and selling of recovered goods which negate the costs of manufacturing. This can spiral to the point where airstriking can be enough to sustain one only striking UFOs for components while building up and researching. Personally I never sell anything besides recovered ufos as I am the type to be frustrated by having something I need but end up selling it without knowing (besides next-gen stuff which is a clean small profit)
  4. Feedback version 0.98 hotfix 2 and a ranting Sorry for the ranting *start rant* Just quit out of a landed battleship and seriously dislike the whole long-ranged combat... I am not exactly sure but there were more than 10 + harridans (at least 8 elites), 3 or 4 medium drones and 2 large drones (which have like 800 hp), plus the androns that shoot like snipers.. I cannot move forward, use smoke, but still get killed because harridans get better accuracy on higher ground through the smoke (still was sniped behind 3 layers of plasma fire smoke and residual smoke screen ) including the harridan camping on the battleship on small arctic map with two houses in the centre. It is just frustrating- try focus on killing harridans then long range androns and drones come which add even more frustration as the drones explode and leave a xenonaut exposed, cannot do anything without being hailed with long range projectiles which hit most of the time. There needs be nerfs on the long range stuff to actually make playing without an army of snipers viable. Essentially late game feels like it comes down to the exploitative work of scout and snipe and develop a redshirt squad for snipers, and then the ufo combat begins once all the enemy "snipers" are dealt with - it doesn't feel like combat, it feels like slaughter. Personal opinion on crew layouts they don't feel very unique in the style the race combats, all the fighting feels the same where the difference is one has more snipers than the others. In my head cannon sebillians should be for medium to close range with close range specialists, androns be medium with harridan long range support(emphasis on support ), and ceasans are medium-long range with the rage inducing psionics, close range specialists and trolling wraiths. The combat ends up developing into long range warfare where the winner is the one can outshoot the other at range. This balance is blurred as ceasans compared to the other races require a greater balancing act - the general load out counters consist of ballistic for ceasan, energy for wraiths and incendiary for xenomorphs where the best early-mid game armour to fight ceasans and wraiths is also one of the worse for a rampaging xenomorph one doesn't see. Sebillians require energy and incendiary for xenomorphs and androns require energy with the added benefit of emp and ballistic or high damage energy for harridans. *end rant* And sorry for any offense or my lack of player skill to adapt Also 2nd generation specialists are hard to come by on a regular basis, so what happened in my case I received plasma flamethrower before alenium flamethrower and I all but ignored alloy weapon tech (besides the shotgun) as the lance and shock weapons are generally superior for its role. I also haven't found much use for SPEAR weapons as they are not that great when compared to the next-gen sniper rifle and laser weapons and anything else that isn't an andron can be stun gassed or shocked until something better comes around. Also I found that the alenium shotgun is not under the "high" tab Another thing that I found that would be appreciated would be more computers and internal systems as the worldwide upgrade of all planes can be a tedious task when these components are shared between armour, weapons and planes. I think someone mentioned it but cannot manufacture chemical guns derived from xenomorphs as they are not sent to storage. The scimitar seems stronger than it's upgrade.. and the plasma bolt is weak for the amount of shots it is given - 8. The amount of items in storage is a bit much as I have to wait for a couple of seconds for transactions to process and to access the tab itself. I don't think the engine handles all the equipment very efficiently and causes bloat if too much stuff is in it which leads to slowdowns. A suggestion if it is not already in the works is to perhaps have older equipment be replaced by the newer in certain areas with research and a manufacturing project, for example flash grenades become advanced and require a "contract" manufacture for supply. I guess the suggestion would be for the streamlining of equipment that is outright a benefit to it's counter part should be replaced and be upgraded like shields. That's all that I can think of for now. Thank you for a great mod, keep up the good work
  5. Played an older version of final mod,aaah, the memories, fighting sectopods and flying disks in base defences with guerilla tactics and suicide bombers because I didn't have weapons strong enough to pierce the armour. And it I recall it has solid balance, long tech tree and interesting weapons and armour (plasma torches for breaching, flying suit varieties and xcom sectopod walkers)
  6. I am pretty sure one gets resources(alloys and alenium- from scout size up for alenium) from the deconstruction as I have been in the position of wanting a few materials for a bomber (alloys being them) and after a couple of backlogged deconstructions of the larger UFOs and I had enough materials. Personally what I do is ignore the store room in the bases that attack crashed and landed UFO's and centralize and transfer parts and equipment when required and have a manufacturing base make no alloy goods for profit( which takes a while to make a pure profit but it feels like an investment that runs in the background). When I run into trouble from poor management I sell my manufacturing base goods and deconstruction recovered goods. I do agree that a search or sort function would be beneficial though. Also, haven't been that far yet, but I also noticed that there is an enrichment process for alloys so it seems that there might be something along the lines of what you are saying in this mod. Although it seems that the alien alloys are used as a base for a stronger compound. I am sure drages or any other knowledgeable person should be able to guide you to a link or provide information to add something to manufacture line:)
  7. Alright so it is about 44 (6 alloys for seeker), and unless the soldiers are gibbed or retreat that is a fairly straight-forward investment that pays off in about +- 7 (generally see around 7 alloys a crash) crashed scouts without taking into account for deconstructing, which looking at the files provides an additional 4. And looking at landing ships provide deconstruction of 8 alloys. I think once the cruisers(after landing ship) the alloys should improve from having air superiority as fighters should at least be heavy (4 alloys per crash over land), then bombers provide a relatively easy 12 alloys and strike cruisers provide 16 alloys. I think the numbers are there to supply, but it requires more active crash sites which I can admit can lead to grinding but I upgrade gradually and mix and match which doesn't leave me draining my alloys as quickly, so results will of course vary. I remember in the XNT mod and Pod's Into the Sun mod have alloy manufacturing (which was pretty manhour-intensive), perhaps looking at that code could help provide you with what you seek.
  8. @Larry Burstyn: The alien alloys can be tight in the beginning but I recall that alien outposts give 40 alien alloys and is more the more established an alien base is, deconstructing UFOs I believe also gives a little alloys. Once the the fighters and bombers arrive that is also a nice supplementary source of alloys. I do believe that not being able to manufacture the stuff increases the burden but I think the manufacturing was balanced with deconstruction of UFOs to prevent a player turtling and airstriking all UFOs later in the game.
  9. I have a xenonaut running out of bounds and ignoring all commands when instructed to go down stairs of building, near Charlie, and crashes game when out of bounds Attached Save: [ATTACH]6289[/ATTACH] All that is active with X-Division is Lore+, NewCars 0.5, Skitso Updated Megamix Maps and Base Maps, the hidden AI turn by Skitso and XCE 0.31 HF 1 with balance and settings and Phens Rank + Medallion Overhaul 1.06. The other one seemed to happened when I sent xenonaut 1 to stun a caesan and another (for example: xenonaut 2) to stun around while xenonaut 1 was going to stun caesan. Somehow I synchronized the attack in such a way that when xenonaut 1 attacked, xenonaut 2 did not move and "ninja" stunned caesan from range like a psionic attack XenonautRunOffScreenAndCrashesGame.sav XenonautRunOffScreenAndCrashesGame.sav
  10. I have had a CTD with Sebellian Warriors on search with at least Vindicator Minigun and/or Vindicator Rifle as I received them as "loot" from ground combat in victory screen(ignored corpses) but recognize weapon sound from Androns using it and I can remember with previous version picking up androns weapons (haven't been that desperate against them yet).
  11. Thanks Drages for the hotfix, much appreciated and I will keep an eye out for xeno-weapons that crash on search, at ground combat results and look at weapons gc where I can
  12. Thanks for the response and look forward to the update soon and happy to see my feedback is being considered however small
  13. Hi, I am enjoying the mod but still have niggles that annoy me. I am not sure on the damage ratio, but one of my snipers did over 17000 damage to a unit with reaction fire? The vidicator minigun (I believe, game crashes every time I try to search the guilty alien) is too accurate and looked into the files and I saw it had 120 accuracy. It is annoying when a round goes by and 20, I assume in two bursts, bullets perfectly hit its target at 10+ squares, especially when shooter is a sebellian where one cannot use anything to prevent the pin-point bullet hail. Also looking at the stats and saw the alien weapons are generally very good and just swapping out and using them would generally function better than human weaponry even with the accuracy penalty (alien sniper rifle having a shot mode with 180 accuracy at 40 range) I suppose it is my RNG but I swear that caesans with sniper rifles are more accurate than harridans. I don't know how bigger UFO's would be but the psionics are even more annoying (xenonauts having max 45 bravery to start with) as there is a hallucination or some bad thing happening near constantly (made worse if there is two caesan officers who have area mind control effects), makes me especially weary of these battles as I have to game the system to not kill my own units before reaching the UFO (traveling with weapon in backpack and dropping weapons) this is made even more threatening with the emerald-coloured xenomorphs (makes me wish that there was a personal line of sight to the psionics.) - it encourages me to shoot down the UFOs for the lucky chance of the crash killing them. Something that I personally would like to do and please ask to where the files are as I can do it myself is to make the plasma cannon (alien rocket laucher) no-reaction fire as a ceasan will always reaction fire the thing. I biggest one having this caesan with two specialists in a landing ship 2nd floor control room and having it reaction fire killing a specialist I have been trying to capture for over a game year . Understandably I shoot all the UFOs down I can and quite a few choose a watery death to my detriment but it is annoying to be stuck without alenium explosives and have the opportunity snatched by a twitchy caesan with a big gun. I generally get as far as the Lance lasers, Direwolf armour, shock weapons and in one case got basic plasma weapons or first 2nd generation tank (aka scimitar), but I struggle to get Alenium explosives (which I assume are from second generation specialists). That said playing Ironman veteran (and I see myself as an average player) makes things stand out more, but I will say that I generally get through the missions up to landing ship with mostly success (had a few squadwipes) and I struggled and pulled out from the cruiser I attempted as I was sniper pinned with a wraith and caesan at LZ and was rushed with xenomorphs and decided to pulled out when the dust settled when I had only three xenonauts left (having killed 14 of 21 aliens or something) I hope my feedback is not completely bad and I am just providing information that I personally not enjoying. Also asking for any help to ease some of my issues as well Addition to other forum members post: I also do not see the andron hub units either, which according to the Xenopedia are purple. Harridans are hard to capture outside as they are always on the high ground and one needs to bait them off its position to get them on the ground (can result in death of decoy xenonaut: highly likely), likewise if one is lucky one can find them in a ufo and not on top of one The aliens exploding like a high explosive hits them when stunned with a stun-stick them seems to be an original game bug as I have had that happened to me with another mod before and the response was that it is something the original game does which I believe is more apparent with the stronger stun rods. I believe one still gets their "live" subject after combat though.
  14. Hi, I just downloaded the mod last night and on my first corvette mission, I am living dangerously and playing veteran ironman. I want to say that the game feels very much like the old xcom in regards to range, where they were useless until one gets within certain range - and it was still a coin toss. The shotgun feels a bit meh, but I can deal as I have spear shotguns now. I have a mixed group with a little bit of everything to respond to threats and I am one who likes trying new guns . And the sniper rifle feels like a sniper rifle( got a lucky hit of 594 with a shot going through 3 windows against a ceasan- next-gen type sniper) To be honest the game I am enjoying it as it is fun to play and relax to, the start isn't not very taxing and enjoy the current level- if not a little easy- which I am fine with as I am guessing I am falling back on xcom experience of cautious advance with suicidal stun charges which has worked well as I have few casualties. And I can say that compared to other xnt- derivative mods, this is far more slow paced and methodical. Already exploit blood weapon weakness to extreme to get my shock jockeys into position for capture. And enjoy the fox-shield grenade bait to draw aliens into aggressive action. I have noticed that the aliens are quite defensive though. Felt nice to be "concentrated" fire on but I generally have more angles of fire so the results aren't so bad.
  15. Thanks for the reply. If it isn't practical and is time-consuming with the potential to cause headaches and issues then it can be shelved in the "next game bin" for suggestions
×
×
  • Create New...