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


drages

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Funny situation happened. First time i met androids i guess the first tier (all green). All my X division team is firing at him with no damage . It fires back also no harm to me. All my team could not penetrate it's armour , it does same. So there were around 10 rounds till i start making damage and slightly reduce it's HP). Then i look at it's weapon stats- matergy rifle with armor piercing 5. But ... even the low tier jackal armor has Resistance kinetic=35 . That means that this weapons is total useless against player .

Second. I did the first tank sheridan.. sorry defender (well it looks like sheridan) i played around 10 missions using it as a main recon a pushing force. And during all this 10 missions not any allien could even got it minus 1 hp at least. 90 frontal armour . 600 HP. That looks invulnarable at stage one gameplay.

Cant even imagine what may kill this tank)

Edited by Slimak81
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Armour penetrating is not so important because every shot damages the armour too.

The reason here, you use kinetic weapons against them. Androns got heavy resistance against ballistics. You should capture a caesan weapon sergeant and get the laser weapon research..

Yeah that vehicles are a bit imbalanced.

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Just wanna say I really appreciate you breathing life into this game. The vanilla was too plain for me to finish but after a week of playing x-division, I must say I wish Gold Hawk released this game with this much content.

I just read the next v0.99 version is not save compatible so I don't now whether I should stick with my current game. Do you have a rough time table to the next release?

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This is a neat mod, but it really needs balance work. The changes to combat basically make most weapons worthless. Rifles and Pistols serve almost no point. Snipers are weak. MGs and shotguns are the only things that seem to do much damage. Some of the weapons are so specialist I will never use them.

In addition, the mod is more complicated than it needs to be to the point that it just isn't very fun. There is simply too many things to research and manufacture. A lot of the weapon classes are just as worthless. You should probably cut some of them. It is nice to have a ton of options, but there is a point where it is just watering things down.

It is the same with research. You have to capture so many aliens it can cause odd research plateaus. You have done all the research to get X tech which seems logical end, but if for some reason you missed a single alien type everything in an entire tree grinds to a halt. Perhaps I need a casearn weapon specialist. Don't get any missions containing that alien for a while. Instead its all robots. I end up stuck in the tree for months. I find myself save scumming just to ensure the single alien survives a fight not because I need to scum, but simply because it is just so annoying to have to track down one alien type to complete research trees.

Also this game needs to integrate fire in the hole mod. The main alien tactic is to camp at the door and open it and fire shots then close it. So they all just line up next to the door out of cover. My explosives seem to do nothing to break down doors so I have to resort to sending a sending in shield guy to open a door and let them all reaction into his shield and then pick them all off. It has happened nearly ever corvette and landship mission I have done. It hardly feels tactical.

Again, I like a lot of things about the mod, but in the end it just is more annoying than fun. The changes don't really make things much harder it just forces me to min/max items and use chessy tactics to get ahead.

I would recommend changing some of the research paths to try to make them more logical. Remove the different types of alien captures and condense them in universal X specialist, officer, commander etc etc. Make different alien types give a damage bonus. Re-evaluate weapon balance and try to give more use to different weapons trees and maybe drop some types. Remove the need to construct replacements of certain items.

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I'll try to make it as short as possible.

Sniper rifles are good. The vanilla one looks weak at first, but it have two properties that makes it shine: huge range and being not heavy. My squad was equipped with only sniper rifles and shotguns for ufo breaching until i got some better weapons tech.

Nextgen sniper rifle is even kinda owerpowered cause it is cheap, fast produced and do massive damage. Yep, it's heavy weapon, but nearly 100 incendiary damage worth it.

By the way, i couldn't say that all of the weapons are useful. Stats of some of em makes me curious.

About capturing aliens. Landed ufo = all specialists alive. That might be tricky to get higher tier specialists cause they are not always on board of mid-tier ufos (corvettes, landing ships), but at the time you need them you would probably be able to assault an alien base. Each base tier would surely have most of that tier specialists inside.

Fire in the hole is already integrated, isn't it? Or you just missing those extremely damaging breaching charges? If so, you could use some of weapons for breaching ufo hull. Everything with incendiary damage cause of x5 bonus against obstacles. Nextgen sniper rifle i mentioned before, flamethrower, vehicle flame canon, that crazy hand canon with 8 grenades burst.

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Thank you for that ideas and critics...

That nextgen sniper damage was a bug or mistake, but ppl loved it and so i did not change it :)..

About the capturing aliens.. as you know the game has damage types and in this mod caesans and sebs got different type of weapons. So a caesan specialist will let you make energy weapons and sebs one ballistics.. This is the only specialists which make you research different things. All other sebs/caesan specialists gave the same thing. I put many specialists in that ufos so its hard to miss them if you are not so unlucky. Sometimes it happens..

Yes this mod got fire in the hall already just not that explosives. You should use the high explosives at the ufo gates/parts.

All the attempts are to make you use all the game items..

If i had finish that 0.99... i got a daughter and fallout 4 and add daily work to them.. bahhh :)

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I'll try to make it as short as possible.

Sniper rifles are good. The vanilla one looks weak at first, but it have two properties that makes it shine: huge range and being not heavy. My squad was equipped with only sniper rifles and shotguns for ufo breaching until i got some better weapons tech.

Nextgen sniper rifle is even kinda owerpowered cause it is cheap, fast produced and do massive damage. Yep, it's heavy weapon, but nearly 100 incendiary damage worth it.

By the way, i couldn't say that all of the weapons are useful. Stats of some of em makes me curious.

About capturing aliens. Landed ufo = all specialists alive. That might be tricky to get higher tier specialists cause they are not always on board of mid-tier ufos (corvettes, landing ships), but at the time you need them you would probably be able to assault an alien base. Each base tier would surely have most of that tier specialists inside.

Fire in the hole is already integrated, isn't it? Or you just missing those extremely damaging breaching charges? If so, you could use some of weapons for breaching ufo hull. Everything with incendiary damage cause of x5 bonus against obstacles. Nextgen sniper rifle i mentioned before, flamethrower, vehicle flame canon, that crazy hand canon with 8 grenades burst.

I can't seem to break any thing. The UFOs in my game are immune to damage it seems. I used a few types of explosives before I just gave up. Perhaps I was just doing it wrong. There didn't seem to be any side areas like in regular FITH

The problem with snipers is that they only get one shot. So what if it does a lot of damage. It still takes several shots to kill most tougher aliens and a good chance it will miss. With a MG or shotgun I can get a couple rounds of a usually kill an alien before he has a chance to shoot back.

I know how to capture aliens and I have done it against landed ships before. I am asking "is it fun?" Is it fun in a single game and is it fun over multiple games? To me it very much feels like work. Because everything is randomly generated after X amount of missions sometimes they lose their appeal. Since you literally go no where without certain key specialists it can force your geospace level game play to grind to a halt. You have to wait for a specific alien mission to appear. In the game I played it lasted two months before I saw any UFOs that could help me. The game basically became a grind.

Also I am not trying to say that too complex is bad. It is not good because there is no purpose to it. The different damage type thing sounds good on paper, but really am I going to bring multiple different guns to each mission? I am always going to look for the most powerful all arounder for 80% of my dudes. This is because: 1) I don't have enough time to build so many things. 2) There is always more than one alien type per mission 3) For most of the game I won't know what I am going ot be fighting until I land 4) I can't afford to make more than one guy a specialist who will essentially do zero for most of the mission. With the way weapons are and damage, I would basically just blob up and gang up on individual aliens shooting them with a few burst shots then shotgun to the face rinse and repeat. Way better strat than trying ot hope I just happen to get lucky and make a weapon to target match.

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This is about taste. X-Division uses all the aspects of the game including the hidden/unused ones. Some ppl like it faster, some ppl like it much more complex and micromanaging. Again X-Division is the only mod which edited the alien side heavily. Because they are aliens and they should be more powerfull and advance then you. The idea is to get something from your every action. It's easy to capture specialists because they are weak. Any stun grenade or stun weapon fire will handle them easily.

After a alien base capture you will get the tech to see the crew of the alien ufos. So with this you can know which aliens you will see.

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I like this mod but I do feel it's veering a little too much on the clutter. Base inventory (not soldier inventory) is a mess. Soooo many items and 90% of them are either only good for selling or are in such high quantity (like stun grenades, flight equipment, etc) that you'll never worry about when manufacturing plans. The vanilla's auto-sell and low manufacturing requirement might seem simple but it's really just streamlining needless busy work.

Finally, I'm barely half way through the campaign but the xenonaut weapon research tree is definitely getting out of hand -wayyy too many weapon families and not enough different situations to warrant their uses. However, I think I read you are rolling all the penetration weapons into existing branches instead of making a separate weapon family right? That might thin out a lot of existing clutter.

Can't wait for the v1.0 + rebalance.

Edited by SQW
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Hi, I installed this game a couple nights ago and have liked it quite a bit. I can't seem to research the Foxtrot, though. When my researchers complete the Alien Invasion research I only get the hunter-scout car available for research. I downloaded off of the NexusMods link on a clean X:CE from steam. Am I missing some tech I need to find or something like that?

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X-division research is tied heavily into capturing aliens. Basically entire branches of research is cut off to you if you are unlucky enough not to see an alien weapon specialist or engineer or technician or medic etc. And every era will require you to recapture a new group of specialists to push your research further. I find stun baton is more effective taking down a lizard than a pistol anyway.

I can't remember what triggers Foxtrot research tho but it is definitely there.

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Scout car can only mount the starting gun and rockets. Weapon mount is not explained properly yet and sometimes you can make vehicle weapons before you can even research the actual vehicle.

If you really want to be sure, go to the assets/mod/x-division/ and check the vehicle xml file.

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X-division research is tied heavily into capturing aliens. Basically entire branches of research is cut off to you if you are unlucky enough not to see an alien weapon specialist or engineer or technician or medic etc. And every era will require you to recapture a new group of specialists to push your research further. I find stun baton is more effective taking down a lizard than a pistol anyway.

I can't remember what triggers Foxtrot research tho but it is definitely there.

Something like pokemon?

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Also can we take a moment to talk about the epic struggle between player and RNGesus that is a base raid. i have raided a base and waited in the deployment zone with no enemies attacking or anything long enough for the random nerve/hallucination effect to drive everyone in my group to kill each other without out ever taking a step. I dont know whats doing it but please tell me how to turn it off, because it turns an otherwise tense mission into a Trouble in terroist town game quick.

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I dont know whats doing it but please tell me how to turn it off, because it turns an otherwise tense mission into a Trouble in terroist town game quick.

Go to asset/mod/xce/ open the file psionicpowers_gc. You can change the modifier to decrease the psi effect chance of succeeding or change the TU cost if you want less or no occurrences. Works with saved file (not sure if you are loading into an actual ground mission tho).

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well now ive unlocked a flame cannon thing that i can mount to the scout car which turns it into an apc with no weapon. and also i unlocked a pulse cannon witch specifically stated it could be mounted to the scout car and doesnt.

haha, like I said, in-game documentation and research tree for vehicles are pretty messed up. I was so tempted to copy and past the vanilla vehicles because auto weapon upgrades and stuff just worked better than what X-Division has atm.

I stopped my game because 0.98 feels like Drages has just thrown all the ideas into the pile to see if everything's working. 0.99 is where he suppose to clean everything up and arrange the bits and pieces into a working game.

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hello everyone, i seem to have a problem that i can't dissasemble landing crafts, i don't even get the research popup like i got for the other ships when i first captured one, i have now captured a couple with no success and it really puts a dent in my budget.

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  • 2 weeks later...

dude im lost here, i need to PLAY the mod by the regular game launcher (activating the mod + the community mod .34) or by the community launcher .34, (activating this mod and the .34) ? i was playing trought the .34 launcher, now i tried with regular, it work and there are symbols of the soldier role on the quickbars now (there is not on the .34 luancher), plz tell me how to play this :/

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