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CherryCoke

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  1. Haha I'll agree he was fun to see...it just scared the $!@# out of me to see him right away. That being said, I am excited to see what it'd be like to try and tackle/deal with him through the course of an "actual" game. Actually, forget that. I'm not excited about how many of my men that thing will kill :[ But somebody's got to save humanity, so dead soldiers there will be!
  2. "Sure, I'll help," I said. "What could go wrong?" I thought. Started up a new campaign to test some of the changes I made to the strings.xml...things went pretty smooth. I set out on my first mission, killed about five Aliens, and then I met this guy...and he looks pissed. Let me reiterate: the FIRST mission. What did I ever do to you, Drages?
  3. I know I'm a bit late to the party, but my life has been insane due to finals week. That being said, it's now summer break and aside from a couple classes I'm teaching, I have nothing to do for the next few months. That being the case, I just wanted to drop by and say that I'm still supporting and playing x-divison (about 300 hours worth of the mod), and am very hyped/excited for the next version. As I said before (nearly a year ago now...wow), I'm still more than willing to help out on the lore/xenopedia where I can, if you'd like any help Drages/XcomJunkie.
  4. Never thought I'd play another mod besides X-Division, but I'm extremely glad I gave yours a shot. As brutal and fun as X-Div is, it is equally fun to just "sit back and relax" with tons of new choices and content to play without having to put in a ton of thought into each and every mission. Overall I'm a fan, and will give a much better/more detailed review once I get a bit further in, but so far I'm really enjoying what I'm seeing and I'm excited to see how/if this mod develops further. Thanks a ton!
  5. Drages is right, I have lots of cores/Computers and I just restarted my campaign. For this reason I'm inclined to believe you didnt install X Division correctly, or you may have another mod in your load order X Division doesn't like. Do you have any mods installed that affect enemy UFOs?
  6. Can't say no to more maps--even if I have some terrible memories of missions gone wrong on like half of Stinky's maps. Jokes aside, I appreciate the update llunak.
  7. Can't hurt to try. Thanks for the help mate
  8. Heyo quick question (hopefully) I'm assuming that once this update does go through/appears on Steam that it will break my current X-Division play through. That being the case, is there a way to prevent this version from downloading? Or is it possible to backtrack after it has been downloaded? Thanks for any/all help.
  9. Just wanted to say that I've been playing with your mod on top of X-Division, and after having nearly completed a run in both X-Division and restarted X-Division with your addon, I can safely assert that your tweaks are a much needed step in the right direction. In my opinion, the only way X-Division's early game doesn't turn into a complete headache is to field a squad of shields, snipers, heavies, and rockets and/or flamethrowers. The biggest quality of life change, in my opinion, is the slight range buffs. Early on in the game your soldiers are not high enough rank to adequately engage Aliens in close quarters combat, and you're often left in very vulnerable positions--especially considering the ease in which your soldiers are killed early on and the enhanced intelligence and aggressiveness of the AI (and its fetish with throwing grenades). Anyway, just offering my two cents as well as saying tanks for dedicating the time to make this sub mod; tediously editing numbers may not be the most glorious or sexy of work, but it has helped me maintain my sanity.
  10. Fair enough. When you would like like some help/when the project restarts I'm still more than willing to contribute
  11. While I'm unsure I can help you with this specifically (unless you just need the English cleaned up), I've been meaning to post offering to help with X-Divisions lore in general. I tried the link in your signature, but for one reason or another it didn't seem to load. Either way, thanks for your work, I've really been enjoying your mod. Believe me when I say that if I could, I would support the heck out of you on Patreon.
  12. This. Still, thank you for the heads up... I didn't catch I had to scroll around. EDIT: It becomes much easier on the eyes and brain if you use control+mousewheel to zoom out a bit.
  13. Strange, I'm using those versions. That being said, maybe something didn't uninstall properly from an earlier version. Either way, neither were a big deal. What I am curious about, however, is how exactly to view the couple of technology trees hosted here. Do you have to have some kind of plugin to see svg files? Whenever I click on either of them I get a blank window...am I just an idiot and missing something extremely obvious?
  14. Yes, thank you for the further clarification...I was able to figure this out after a bit of head scratching, but I didn't post HOW I actually managed to do it, so I'm sure others will appreciate this explanation. Other than that, I've been enjoying the mod so far, and I've come across a couple of bugs. The first, and this may be a vanilla Xenonauts bug for all I know (never played vanilla all that much) is that soldiers like to get "stuck inside/on top of" steps every now and then. The second, when using the Chemical Injector, if you're soldier panics and or goes berserk, the turn gets "stuck," or "won't end." Unfortunately I've not been able to replicate this on different occasions, but it did happen twice on the same mission. The more ya know!
  15. I don't mean to go off on a rant here, but let me just clear up my thinking. When you say "It isn't hard," I actually agree--after the fact. Initially, however, when I was looking, this is how psi and/or berserk abilities are presented in the game: 1.) You hear the ding/see the circle around your soldier 2.) Your soldier THEN does one of the following: Panics (does nothing), Breaks (flees), Goes Berserk (Shoots), and there's a couple other. When the game presents it this way, and because I'm not familiar with how to mod Xenonauts, I don't think "Oh, Berserk is an alien ability," but rather I think "the alien's psi abilities cause my soldiers to panic which IN TURN may cause him to go Berserk. Now I do appreciate your hint, and I realize afterward that I should have put 2 and 2 together to figure out "make the cost high and chance low," to figure out that Berserk was a psi attack, but again, I'm not as experience or familiar with the modding or the game itself as you are. Again, after the fact/becoming more familiar with the aiprops.xml, I understand how simple what I was asking was. That being said, when giving advice, you can't assume that everybody has complete knowledge/experience editing xenonaut files. (Two posts in and this guy is already going off on rants...what a $@#$)
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