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


drages

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look i just found it to be too slow to use for anything other than escorting my charlie.

also i cant seem to mount the light or normal vehicle turrets on either the hunter or seeker. is this intended or a bug?

and yes i hate the Harridian Sniper

You liaaaar, everyone prepare to burn the heretic in the pike, your blasphemy will not go unpunished >:C!.

Just kidding :P..actually i found awacs usefull for a very specific niche and after second or third month i already have a second base so i sell it to get an extra interceptor slot :).

What do you mean with light or normal turrets?.

And yes harridans are the terror of every player post landing ship xD.

Edited by blackwolf
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[ATTACH]6279[/ATTACH] (CE0.32HF2 with 98.2)

If anyone need "before freeze" save - it is here.

Just load and push end turn. See how alien trying see through solid wall and then shoot through. Maybe they all crazy :) on our wild planet. ( ceasian shooting when standing on ladder ) ( if you kill this alien with rocket - no freeze. Look what this strange shoot through wall is freezing. )

Dont know about reaper bug. But even famous "egg zero range freeze in TNT" is engine bug of course but happen when engine eat mods data what untested for engine.

Quic.sav

Quic.sav

Edited by Dimitry
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Hi Guys.

Yes we all know the freeze Situation. I have it sometimes to, but it´s specific no Mod Problem. It´s a Problem of the Main Programm Code which wont work with some Innovations / Improvements correctly. Why we all dont know. But I think the Programmers / CE:Programmers look for it.

The freeze you can solve only with explosives or Manpower with enough TU´s to kill that Alien how make that freeze. I had this situation in some Modifikations with Improvements / Innovations I played (like XNT, Map Mods, etc.).

Now to the AWACS. Like some said, I love it too, because you can fly so long to scan about 3/4 of the world in 1 flight. The AWACS can fight and bring down small scouts in Regions where no Condor can fly in. This is not to be sneezed.

The AWACS as well as can damage normal Scouts to 75 % with the first AA-Guns. It can bring down normal Scouts with better Weapons (like Lasers). Lasers are the first new Improvement for my AWACS after research.

The next plane I read about is the Foxtrot. I build the Foxtrot every time after resarch and enough needed Materials. Up to 4 Foxtrots (eventually more if the Situation needs it). Why?

a) the Foxtrot has 2 Rocketslots with 6 Sidewinders (more Attackrange and higher survival then the

Condor)

b) the Foxtrot is more Durable (100 HP) and faster then the Condor

c) the Foxtrot has a longer operating Distance then the Condor

d) it can escort the upgraded Condor for heavy Weapons

The 2 Disadvantiges of the Foxtrott are the missing Cannon as well as the spezial Maneuver of the Condor / upgraded Condor. But that dosen´t matter, because you need it up to the Time you can build new fighters / Bombers.

Thats to the Discusion I read about. To the new Version (0.98.2) I can´t say much, because I downloaded it yesterday evening and only looked over the first Xenopediaentries. The other Thing why I didn´t played was about the bad news yesterday.

Edited by Alienkiller
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Can we control research...I have no research to do after NextGen ballistic guns...and original vehicle and rocket and cannon (which is useless since it does not fit on first and ONLY vehicle I'm managed to research...got no plane research so stuck with original 2 planes for now. Got lots of stuff but don't know what to do with them. When Do I get to research something ELSE...right now the scientist have NOTHING to do...since no research possibilities are showing up....

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Larry you have to capture aliens (Sebillians and Ceasans) alive. There are Specialists, which you have to interrogate. Then you will get more and more research. The first Alien Specialists you should stun with their own Stun Weapons, because you haven´t one at the beginning.

Only after the normal research tree (Orignal) to get the first Stun Weapon you have the normal chance to get them allive. The other way is to use the Stun Weapons of the Ceasans (if you lucky: Sebillians) against them to get the first better Researches.

Edited by Alienkiller
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Larry you have to capture aliens (Sebillians and Ceasans) alive. There are Specialists, which you have to interrogate. Then you will get more and more research. The first Alien Specialists you should stun with their own Stun Weapons, because you haven´t one at the beginning.

Only after the normal research tree (Orignal) to get the first Stun Weapon you have the normal chance to get them allive. The other way is to use the Stun Weapons of the Ceasans (if you lucky: Sebillians) against them to get the first better Researches.

You cannot equip your troops with the enemy weapons except during battle...as soon as you return to base the alien weapons are added to the base's inventory and taken away from your men...and you cannot equip them before you send them out on the next battle.

Finally got the stun baton after doing alien autopsy on several of them and alien biology research tech.

Hopefully we can get stun range weapons (not grenades/rockets) but I got no research to do that yet...maybe after capturing some I'll get them.

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Best capture method for early play is using alien stun grenades..

I am working air combat overhaul this days.. Vanilla game air combat was fairly simple.. X-Division added some little more to it but it didnt touch to ufos and its weapons..

Now i want to create more logical air battles.. with missiles and torpedoes and their counter weapons both to aliens and humans.. Aliens will have some fancy stuff like 1 shot ion cannons...

Cannons will be very short range for dog fight.. missiles will be for dog fighters and little ufos.. torpeoes will be deadly for our bombers and bigger alien ufos.. But anti-missile/torpedo weapons will be very important.. to overwhelm them u need to have a good fire power..

Bigger ufos will be slower rather then faster at the game.. i always find very fast giant ufos ridiculous.. The problem is shooting down them, not catching them.. so when they lose their speed card, they will have long range dangerous cannons and missile/torpedo packs.. You need to counter them and need to fire to ufo same time.. Counter weapons will have very limited ammo, like your torpedoes..

There are different possibilities... alien fighters vs human fighters.. human fighters vs small/large ufos.. human bombers against them.. human bombers will be fast but realy bad turning..

i am trying many situvations but its hard to balance.. its very easy to lose the control of situation.. so there is long time to finish it.. my long time can be 1 week or 2 months as you know :)

Just enjoy the 0.98.2... Many things can change with the CE coders kabills and sentelins additions.. after their attempts i will know what i can do or not for future.. If the mod is stable as it's now, i can consider this as 1.0 then can start a 2.0 version with more crazy ideas with CE coders additions.. So i can upload this mod to the mod websites to reach every xcom-xenonauts fans..

But why did my lore writers disappear together again.. :(

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Hey I'm new here, love the mod it's great, just had a quick question. For some reason it seems like I was never able to research alenium or anything related to that, so I'm stuck with the basic airplanes several months in. Was wondering if there was an install issue or something? I doubt its a conflicting mod since I'm just using the CE.

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Best capture method for early play is using alien stun grenades..

I am working air combat overhaul this days.. Vanilla game air combat was fairly simple.. X-Division added some little more to it but it didnt touch to ufos and its weapons..

Now i want to create more logical air battles.. with missiles and torpedoes and their counter weapons both to aliens and humans.. Aliens will have some fancy stuff like 1 shot ion cannons...

Cannons will be very short range for dog fight.. missiles will be for dog fighters and little ufos.. torpeoes will be deadly for our bombers and bigger alien ufos.. But anti-missile/torpedo weapons will be very important.. to overwhelm them u need to have a good fire power..

Bigger ufos will be slower rather then faster at the game.. i always find very fast giant ufos ridiculous.. The problem is shooting down them, not catching them.. so when they lose their speed card, they will have long range dangerous cannons and missile/torpedo packs.. You need to counter them and need to fire to ufo same time.. Counter weapons will have very limited ammo, like your torpedoes..

There are different possibilities... alien fighters vs human fighters.. human fighters vs small/large ufos.. human bombers against them.. human bombers will be fast but realy bad turning..

i am trying many situvations but its hard to balance.. its very easy to lose the control of situation.. so there is long time to finish it.. my long time can be 1 week or 2 months as you know :)

Just enjoy the 0.98.2... Many things can change with the CE coders kabills and sentelins additions.. after their attempts i will know what i can do or not for future.. If the mod is stable as it's now, i can consider this as 1.0 then can start a 2.0 version with more crazy ideas with CE coders additions.. So i can upload this mod to the mod websites to reach every xcom-xenonauts fans..

But why did my lore writers disappear together again.. :(

I've been busy with life ;-; (and actually playing the game). I should have free time to get back into writing soon though.

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Med Kits not appearing in my game, after installing 098.2 Beta and after i delete the two files from scripts. I see only grenades, shields and explosives in equip mod.

I hear this for first time.. u need to reinstall everything. You erased or extracted something to wrong place I think.

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