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


drages

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The race changing of base is not a bug. its the pure default game design and cant do anything as a modder.. but coders will handle it soon i think..

All era specialists are looking same.. all doctors wear white :).. its about ufos.. i think i put the info at 2.or 3. post of this topic.

Got it. Never meet it before so I assumed it was a bug. I hope there is not a trend occurring.

Ahh man. I was hoping that there would be some way to know which Caesans are Era 1 or 2. With the Sebillians it is quite easy to tell them apart so I don't have to stun every which one that looks different.

A question for all X-Division Players..

Why are you so rich?

(Note: Difficulty is Normal.)

a) The alien drops are so expensive, its enough to sell all the weapons just to be rich..

While one can sell the weapons for a hefty profit, new players like me never sold many because we did not know what was needed.

So far on this second playthrough of mine I ended up selling a lot more early on because I knew that a number of what I needed was far less leading to a far amount of extra cash.

b) Disassemble ufos gives me more then i need..

Until I figured out that I could sell those recovered pieces of equipment I was only getting by with about $50,000 to $100,000 at any given time with half of my engineering department devoted to making NextGen pistols for profit. Once I got those with the hugely abundant amount crash sites I secured the money(Was raiding for Alloy and Alenium alongside extra weapons to sell for cash.) situation became so much easier. When I figured out that I could sell the wrecks I had 18 lights scouts, 21 scout, 7 fighters, and 5 corvettes worth of equipment. That is a lot of cash. It is the other main source of income alongside the funding the world gives me.

c) The world feeds me so much at every month.

They do give a nice amount of cash, normally between $500,000 to $1,000,000 after paying bills every month. That extra does not last long but it is a extra bonus. This is of course with very happy countries. Haven't lost one.

d) Manufacturing and selling is the key for easy money..

This is a whee bit on the so-so side for me. I found Manufacturing for profit to be hard to maintain as a primary source of income. I have 40 engineers early on and it can be quite difficult to make items at a fast enough rate to build important equipment early on. Later on I can have my HQs 80 dudes working on making pistols since they most of the time got nothing to do.

I play on normal and have never lost a battle due to reloading. While I do really do that in the airgame as much(It is mostly to maximize shot down or intercept landing UFOs.) the ground fights quite often lead to that. As a result I am not spending much money replacing dudes. In terms of material lost due to enemy fire is about (1st game) 4 guys(Morbid I know), 2 jackal armor, 1 wolf, and 1 buzzard and the second game is 3 dudes, 1 jackal armor, 2 buzzard.

Another reason as to why I have so much money is that I have often avoid buying a lot of stuff. There is a lot of weapons and items but I end up not buying due to me trying to conserve Alloys or Alenium(Andron parts etc.) or there not really being a lot of point. I have not even touched the EMP/Shock guns since my Shock grenades and stun batons do the job just fine. I do try a weapon here and there but I mostly stick in terms of weapons like this: Basic balistic, NextGen Ballistic,(I never replace that 1 NextGen Sniper until Lance Precision. That 1 NextGen Sniper is so good that he is crucial.), SPEAR AP Mixed with Laser then Lance Laser.

For a long time I even avoiding buying Enhanced Flash and Smoke grenades until I found that there were nice upgrades and I had loads of cash.

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thx for report lazy.. nextgen sniper uses fire damage which is deadly for most situvation.. i forgot it to change to normal at one of the patches and now i dont touch it for draku's sake :)

I started ver 0.99... with many new ideas and balancing attemts..

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It is not only the fire damage that makes the NextGen Sniper great, it's the great armor mitigation! It makes it do damage to anything regardless of resistance in the early game. That makes it a godsend against hardy foes.

The fire damage is quite funny though. Having entire wooded areas get brought down due to one guy with a rifle is pretty funny.

So many aliens would run behind a tree waiting for me to get closer when surprise! The tree crumble and a whole line of bullets(Or stun batons) start smacking them. Makes me so gleeeful and a bit sad with my Lance Precision laser which can't do that. Thankfully it can make it up in many other ways.

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Well, the wait worked. That and somehow I copied your scripts file and some other files into my CE .32 Base Mod folder???? Must have slipped the mouse when I moved the files into XDivision folder.

I have eye problems so it's hard sometime to see what I'm doing (5 eye operations so far). I've had to buy a large monitor (32inch) so I can continue using a computer. I also use large print and reduce it back to normal before I post messages.

Now how do you people make money making things???? I noticed that it cost more to make things than to sell them. You guys using some mod that increases the sell price of items you make???

<edit> Have not installed HF4 yet. But I noticed in the description that you made picking armor easier . . . sure hope that's true as it can get difficult to know which armor I have available with every armor possible listed and the mouse being the only way to move the armor list which also moves which soldier your putting the armor onto.</edit>

Edited by Larry Burstyn
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Well, the wait worked. That and somehow I copied your scripts file and some other files into my CE .32 Base Mod folder???? Must have slipped the mouse when I moved the files into XDivision folder.

I have eye problems so it's hard sometime to see what I'm doing (5 eye operations so far). I've had to buy a large monitor (32inch) so I can continue using a computer. I also use large print and reduce it back to normal before I post messages.

Now how do you people make money making things???? I noticed that it cost more to make things than to sell them. You guys using some mod that increases the sell price of items you make???

<edit> Have not installed HF4 yet. But I noticed in the description that you made picking armor easier . . . sure hope that's true as it can get difficult to know which armor I have available with every armor possible listed and the mouse being the only way to move the armor list which also moves which soldier your putting the armor onto.</edit>

You can get money to sell alien weapons and corpses (but not all of them at once, some can be useful) after ground missions.

For that armour glitch i made HF4.. just install it.. HF's are important and this HF will be the last for 0.98..

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Take a Roman god.

Let's say.... Caelus.

Add "ium" at an appropriate point. Caelium

Not floating your boat? Ok then. How about add "ium" to a discredited substance. Aetherium? Aetherite?

You could butcher modern-day words. Fire - Fir - Firium.

Caelium hmm.. very cool.. even it has a lore in its name :).. thx max.. its nice to see you at x-division topics :)

I am making a special force from all aliens to put them in terror and base defence missions.. with unique items/specs..

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Installed HF4...what did you change about the armor pick...don't see any difference...maybe it will show up when I actually have more than 2 armor choices. Hay, now I got 3--Basic, Wolf and Fox.

ALSO...noticed that some things you make cost more to make than they sell for and some sell for more than they cost to make. Although the logic is beyond me right now (insomnia sucks). Can make a hefty profit making next gen shotguns for 12K and selling them for 17.5K...especially while you wait to find something to research or wait for stuff to show up so you can make items.

Got to keep the mechanics BUSY...now if there was something to keep the scientist busy when no research is available. After going thru 30 scouts a corvette FINALLY showed up...but it never went over land...bummer. Two more showed up before one went over land. Now I got some research to do...

Shooting down UFO's over water gets you nothing to research or recover, but it beats the penalty for not shooting one down.

<edit>I like this mod it gives more variety than the basic game.</edit>

Edited by Larry Burstyn
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Hey Drages, I think I've found a bug.

I used an Alien Stun Granade during my very first mission and I got one of them alive. The problem is that now I cannot research Stun Weapons. Am I doing something wrong? Or is it a bug?

Hi ping!

You need to bring at least one stun grenade with you to base (you need to loot it in ground combat by your soldiers) and you need to stun a medic (check HERE)..

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2015-04-07_00002_zpsirbspt2c.jpg

Yep, this is not photoshop :).. its one of the my new "alien"s.. mostly for base and terror missions.. this was a test for me.. i am 3D animator too but at amateur (for about 6 years lol) state with lame programs.. After i lost my hope to get a 3D artist i wanted to give a try to myself. The biggest problem will be to fit rendered aliens into the games atmosphere. So i think its not bad at all..

Still, belive or not, the real pain is that spreadsheets and their xml coding.. i still dont have much idea to work with animation sheets..

So what do u think?

Nice to see Triscene is back! More creatures from TFTD coming?

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so why do you have it so you have to pick up all the alien ammo and stuff it makes it vary annoying and micromanage to do that. also why not have it so at a certain tech older weapons become free so when you reach the end of a weapons tech the weapons from two techs ago become free and unlimited same with grenades. just some thoughts. also the xenomorph thing keeps going invisible.

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I'm not an X-Division coder or anything, but I think I can see why. A number of technologies in X-Division are designed to be sold as well as used. If a weapons tech becomes free then you have to consider the effect that has on the finances of a typical player at the point where the tech becomes free. If a certain weapons tech is still profitable long after it becomes useless as a weapon then it's worthwhile keeping as a manufacturable piece of equipment.

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I am working on a new Upgrade system for new versions. If I can, I will get rid of the all tons of old weapons with this upgrading.

But I need some tests about replacing items. I don't have any idea how to replace manufacture. Even I replace a gun with new one I don't know how to handle manufacture. The old weapon manufacture will be stay there..

max did u made any tests on this? Can i replace an item which you manufacture? Is there a trick I can use?

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If you use Replaceitem for an item which is manufacturable, it will correctly replace any item which is being held by a solider. If you have any stock of a manufactured item, that stock is reduced to zero after Replaceitem is triggered.

The problem is for example i got a Rifle A and its manufacture item. I made a research and i replaced it with Rifle B.. The items at soldiers will be replaced and the stocked once will be gone.

BUT, about the manufacture.. so the manufacture for Rifle A will start to manufacture Rifle B, right? Or should i make a new manufacture for Rifle B? My problem is that, i cant replace the manufacture because i need to make new requirements for Rifle B... If i write another manufacture for Rifle B special, the old Rifle A manufacture will stay there and there will be a new Rifle B manufacture.. After this, manufacture rifle A and manufacture rifle B will manufacture both Rifle B..

As short, i wont be able to "replace" old manufacture with new one or erase the old manufacture.

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