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[v1.09/X:CE v0.31] X - DIVISION - Destiny Denied v0.98+


drages

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The mitigation works only for its resistance. If you got a ballistic weapon, its mitigation and damage would be only about enemies kinetic resistances..

Sebillian: 60 Kinetic 30 energy resistance.. your ballistic weapon with 80 dmg 20 mitigation will hit it for 40 dmg; energy weapon with 50 dmg 10 resistance will hit it for 30 damage..

Thank you, I'm happy to hear it works that way, since it makes most sense that way. :)

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The mitigation works only for its resistance. If you got a ballistic weapon, its mitigation and damage would be only about enemies kinetic resistances..

Sebillian: 60 Kinetic 30 energy resistance.. your ballistic weapon with 80 dmg 20 mitigation will hit it for 40 dmg; energy weapon with 50 dmg 10 resistance will hit it for 30 damage..

By the way, there is another thing I miss in-game. The alien resistance. Some of them have it wrote out, most not. It would be great if in the necropsy we are presented that alien resistances (in numeric form or something like "low for ballisct, medium to fire, very high to energy).

EDIT: Plus... do you can explain how exactly armors wears off? I mean, it seens that each hit cripple the armor a bit, so after some hits there is no armor at all and the target can take full damage. That's ok and good, but it seen that the armor wearing is based on hit, not damage. I mean, snipers can cause a lot of damage even in full armor, but dont seens to wear if off proportionaly. I also tried to wear tough enemy armor off with a couple of grenades, but after when I try to shot it with another type of damage, the armor still seens full. So each type of damage has it own armor to wear?

Edited by Victor_Tadeu
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drages, I need some help figuring out the alien resistances since not all of them are ingame (I think autopsy should give you that). Most of them are based on my observations but I'm not sure about most of them and I'm supposing all different kinds of aliens of the same species have the same resistance proportion.

Caesans:

Ballistic: very low

Energy: low / medium

Incendiary: very low (?)

Sebillians:

Ballistic: low/medium

Energy: very low

Incendiary: very low (?)

Xenomorphs:

Ballistic: High

Energy: low/medium

Incendiary: very low

Reaper:

Ballistic: high (?)

Energy: medium (?)

Incendiary: medium (?)

Androns:

Ballistic: very high (?)

Energy: very high (?)

Incendiary: very high (?)

(what should I use against them!? I see no difference no matter what I use)

Drones (small and big):

Ballistic: very high (?)

Energy: high (?)

Incendiary: very high (?)

(same with the androns here, but I suppose they are a little more vulnerable to laser?)

Harridans:

Ballistic: medium

Energy: High

Fire: dunno...

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You got them right. . Just sebs got low fire res and androns are vulnerable to energy. They will change slightly at 0.99

Ah, cool! Thanks! I think it would be great if we had this information in the autopsy report. Something like "This alien is highly resistant to ballistic damage, have moderate resistante to energy and is very vulnerable to fire".

Ah, by the way! I'm in love with the Spear AP Ballistic Cannon! Feels like good old XCom and it's awesome against heavy armored enemies! :D

I'm excited how the fun in this mod actually start to scale up after thefirst laser weapons! When I start to field the first laser weapons and already had tons of Jackal and Fox armor, I was completing three bases and have decent research and, above all, high production levels. So I was basically stomping the early aliens. Soon after it heavier aliens started to came to play and I started to be stomped, but them this mod throws so much new production things right at this point that it actually stimulates me to keep going for the new stuff, balance my economy and try to expanding my production (since new stuff takes longer to produce)! It really feels like a technological "run for it" by the human side! It's much more than regular alien bashing, feels like the X-Division is actually doing it best to survive!

Edited by Victor_Tadeu
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Nice to hear that. This is the purpose of the x division. I will make it much better at 0.99 with tons of brain storming with all of you. At o.98 late game is getting easier but at 0.99 you will feel the pressure and even your high tech won't feel you relaxed.. for now enjoy this version.. so next one would be a new experience :)

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Hello, i have simple question - what i need to do to open Advanced tier (lasers). In my game - march 1980 in alien base mission i don't have any chance to win.

It seems that you dont capture any specialists.. You need to capture weapon sergeant, officer or commander. Look to the 3. post of this topic for more info.

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Soo, wait, this mod has xenomorphs? As in Alien movie xenomorphs?

Isn't that bit redundant since reapers and by extension all Chrysalid clones are xenomorphs expies? ._. Thats like also including zergs alongside reapers.. Granted, its cool, but still xD

Anyway, sorry if I'm being rude, I'm bit confused. So is this different from Into the darkness mod or is this updated version of that? The feature list sounds bit different like I don't hear mentions of xenomorph on into the darkness mod. Maybe my confusion comes from that I don't know what XNT means <_<;

Also, noticed from screenshot this has caesan rebel? How are you going to handle all plot changes that result from that? I mean, in base game alien soldiers lack individuality and have been thralls for thousands of years. And even if one would be rebel, why they don't just tell what is purpose of alien invasion instead of praetor interrogation since they are willingful to tell information and why they don't share tech info? Sorry if I'm asking questions already answered in the mod

And most important question: Whats that dragon thing with canons in your avatar, it looks cool xD

Edited by XenoMask
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Yes this mod got aliens as biological weapons created by caesans. I understand what you mean, but it's good to have more enemy races to fight and more research lore aspects.

This mod is not XNT. . It's totally different. Just using the aliens too..

This mod got much more about capturing enemies alive. So interrogations are very important. So the core games lore is changing too by our lore writers team..

My avatar was a test to my new creature adding to the game with 3d renders. The test was about I can add something new to fit into the game as graphic. I made it but adding a new creature with all the animations is hell of a jop and I am not sure I can give so much time for this..

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Really enjoying the mod so far. I think I have it installed correctly, however I can't seem to use the vehicle cannons I built. Are they not available to mount on the Hunter Scout and Seeker Armored?

The weapons also don't appear in the X-pedia.

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Really enjoying the mod so far. I think I have it installed correctly, however I can't seem to use the vehicle cannons I built. Are they not available to mount on the Hunter Scout and Seeker Armored?

The weapons also don't appear in the X-pedia.

Hi yes you can't use cannons at light vehicles. They should be at x Pedia. I will check it. Thx

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Just spent nearly 4 hours finishing a Base mission with the default equipment (and jackal armor), taking no casualties on Veteran mode.

Probably would not have happened if an Andron didn't drop a Neutron rifle ;)

This mod has made me an even bigger save scum. Ty drages

Edited by canshow
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Just spent nearly 4 hours finishing a Base mission with the default equipment (and jackal armor), taking no casualties on Veteran mode.

Probably would not have happened if an Andron didn't drop a Neutron rifle ;)

This mod has made me an even bigger save scum. Ty drages

Sounds about right when it comes to Early-game Andron Bases.

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Hey Drages, just taking a quick bit of time to let you know that I'm messing around with the latest .98 version of the mod, and frankly, I'm having fun but the balance is still horribly tipped in favor of the aliens in a way that makes progression exceptionally difficult/painful. Specifically, Neutron weapons (those oh so nice weapons your mod gives to Androns and their little sniper buddies) are brutally overpowered. How overpowered? I had to give up my first Andron mission before I even saw the Androns because the neutron weapons were just tearing apart my troops, which included a defender tank. I've exhausted all research avenues and I know I'll have to deal with the Androns, but the problem is that I don't WANT to deal with them because the neutron weapons are ridiculously overpowered, as in kill-defender-tank-with-ease-even-though-corvettes-only-just-showed-up overpowered. I can't get my troops close enough to shoot them because their LOS is extreme even with the nerfs that are stated to be in the patches and hotfixes (which I do have installed according to the game's mod manager). Combine that LOS with the one-shot-regardless-of-anything neutron weapons and I'm pretty much stuck. In fact, it's made the game more frustrating only because it's basically gating the tech in such a way that the only way to GET new research is a meat grinder approach, which doesn't work in Xenonauts for a variety of reasons (veteran troopers are to valuable, limited number of recruits, etc). This has made fighting even Caesans annoying (and I say that having raided a Caesan outpost before corvettes appeared, so my ballistics using troopers got an introduction to warrior rank Caesans and yet prior to the corvettes the raid wasn't a chore, just challenging) because it seems that anything above a guard can burst fire 3 times in a turn, or rather, the number of bursts their heavy plasmas allow combined with the damage is annoying because I have no way of getting the tech needed to protect my troops from those weapons. You've made Androns CRITICAL to new armor and weapons research, which makes sense to me, but for the love of Gollop and Solomon PLEASE nerf the neutron weapons. They make it impossible to get the tech needed to advance in the game. They really do, and I'm literally just sitting her shaking my head saying "Yeah, that's balanced. A rifle should do 200+ points of damage to a tank when the alien drone equivalent barely scratches it." In fact, looking at the XML for the weapons stats, I can say that in my old pre-patch .98 run, the Neutron weapons were more dangerous than the Ion weapons or Pulse weapons because my armor could at least protect against a few shots from those and the aliens that used them were at least more likely to miss (as opposed to harridans who almost NEVER miss). I apologize if this comes off as...well, I can't quite find the word but I suppose "frustrated" will have to do, as it is frustrating to be doing well and then suddenly come upon against something isn't so much a new challenge to be overcome as a "*Bleep* you, your fancy new tank is now worthless, as is everything else you've done up to this point." event. A challenge I'm fine with and I think others who use the mod would agree with me. What I'm not fine with is failure being the only option once Androns and their buddies show up because there is literally no way to get close enough to the harridans to hurt them. I beg that you take this into consideration, if not for a hotfix for this version (I'll look at modifying the values myself if need be), but for version 0.99, as an early game encounter shouldn't be so impossible and it's jarring to go from "outwitting Caesans and Sebis with smarts" to "Nothing works cause Harridans can practically see through walls."

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I am checking the neutron damages and rifle is 60, sniper is 90.. all the alien rifles burst time is %36.. so they cant fire 3 time bursts with normal rifles..

Please check your neutron weapon damage at weapon_GC file.. there should be something wrong..

"Yeah, that's balanced. A rifle should do 200+ points of damage to a tank when the alien drone equivalent barely scratches it." it should not be so.. as i said that weapons cant do so much damage at all..

For 0.99 you wont see much harridans at corvettes.. i worked very carefully on UFO crews this times.. Now i am working on GC weapons again for both aliens and our side.. Damage numbers will be much more less for both..

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Okay, sorry for my tone in the last post. It was just frustrating cause the alien weapon stats were through the roof. And are you sure? Let me check the file. *Checks the file.* Okay, according to the file you specified, the neutron rifles does 60 points of damage, which would be consistent with what I saw. The problem is that "200+ points" was cumulative based on one burst by a harridan and that was against a tank. Xenonauts themselves don't survive the super accurate bursts of the neutron rifles. Sorry about my last post, as it was partly brought on by frustration as I spent a least a half hour trying to even harm a harridan, only to have my tank ripped apart and my soldiers killed in one hit because jackal armor does nothing.

As for the crews of UFOs in the next version, that's good to hear as Androns + Harridans seem to be unbeatable early game at this juncture, short of swarm tactics. As for the bursts, okay, yeah that makes sense, but the bursts of the neutron rifles are so accurate that it probably just FELT like that because the damage was so high. Oh, also, you have the Neutron cannon damage type labeled as "chemical" instead of energy. ;)

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Heh.. dont worry..

Hmm.. if every shot hits, yes at beginning it would be not nice.. At least before proper armours.

But.. harridans are the most damage output aliens. Their kinetic resistance is nearly non.. but at beginning is different story of course. The accuracy is important. You can edit the accuracy of the harridans to play more safe..

I checked 0.98 ufo crew files.. i made big mistakes there.. it was an experience ofcourse.. There is soldier ranks at corvette.. at 0.99 there will only guards at corvettes and harridans dont have guards.. so at least the beginning phase of the game will be safe :)..

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Heh. Again, sorry but thanks for understanding. I wasn't exaggerating when I said every shot hit. It seemed that every shot out five, at least, missed, and those were from a cannon using harridan. The ones with the rifles had pinpoint accurate 3 round bursts that tore my tank apart. And yeah, I brought kinetic weapons with me with the intent to steal their neutron weapons to use on the androns. Problem was, I could hardly hit them because they were all airborne, which really throws off the accuracy of early game weapons even when your lieutenant rank sniper is on the field.

And which accuracy values would I edit? Would it be the ones for the neutron weapons or are there values for each harridan rank? Looking at the Weapons_GC file, the accuracy for neutron rifles is 60, when compared to say...a laser rifle's 50. That doesn't strike me as that big of a difference, but I don't know how the chance-to-hit is calculated so I could be wrong.

Ah. Well, I'm glad you caught the ufo crew issues. Yeah. Harridans in the early game are pretty much unkillable because of their hoverpacks and just general ability to hit any target perfectly (even Caesans and Wraiths miss with their Ion and Pulse weapons, but Neutron weapons never seem to miss, especially when in harridan hands).

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You can just nerf the acc. at neutron weapons.. As i said harridans are all about damage and acc..

To be honest, as you know, this is a huge mod.. the numbers of weapons/enemies/items/researches/manufactures.. And i continue add things like crazy. I cant stop myself. I try to find the mod i want to play! So sometimes i cant see what i done wrong.. for this reason, you are here..

BUT i am working slowly but carefully this time and everything planned. With 0.33 CE features it will me much more better!

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