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Showing content with the highest reputation on 02/28/2018 in all areas

  1. wow..thats amazing...you guys really did a great job with mod and tech tree... it is simple and easy to understand(the tech tree) the mod is hard...which i like and approve of very much...
    1 point
  2. You are getting this the wrong way, i do the questions here. I still dont have your logfile on my desk.
    1 point
  3. @varangos @ralph_09 There is a tech tree available, both for the current version and for the upcoming version 99.5.
    1 point
  4. Weapon sergeant??? yes i think so.... but i think it also requires the other certain sebilians especially for higher "marks"...general rule(for me): if you can capture anything special do it.. stun grenades unlock when you capture a caesan medic and researched.....you can shock baton him to do it but the easier way to capture caesans is pick up their lightning rifles during battle and shooting them in the back for stun and so that their shield will be useless
    1 point
  5. Thanks for fast reply. That is to bad, I have next to zero skills in modding/editing. I will just have to get used to it then, and I will, those were only minor things after all .
    1 point
  6. First I would like to say many thanks to those who worked on this mod, or game as I would call it, because thats what you guys actually created in my opinion. I downloaded this yesterday and I am still in the first month, date 23 sep, but I feel already that there is more content in what I have experienced whit X-Division so far, than I did in the base vanilla game. I can not wait to experience what X-Division has to offer later in the game, that is of course if I get that far on the first run, because the Aliens are serious this time, I have already gotten destroyed a few times, in both the aircombat and groundcombat, this I do not mind at all, I consider this a good thing, it feels just like X-Com , I have gotten destroyed so many times that I can not remember it in X-Com UFO Defence and X-Com Terror from the Deep on Superhuman, mostly Terror from the Deep, that game just knows how to make my life a living hell sometimes, in a good way of course. X-Division is giving me the exact same vibe and feeling as the Final Mod Pack did in OpenXcom . There is one minor thing I was wandering if you guys could bring back, is the feature that allows you to move soldiers on the list in the equipment screen, so I can place them in any order I want example: my shields together and heavys together and so on. It just annoys me when I first have to equip a shield soldier, then a heavy soldier, then sniper then shield then sniper, instead of having put the shields first then heavys or in any order you prefer. I think this feature came whit the community edition, but I am not sure. Is it possible for you guys to do this? Another thing which I do not know if it is possible, but when I want to intercept something I can not choose the airplanes that are airborne to intercept, I have to click on the airborne unit or squadron on the geoscape to do this. Is it possible to make this work from the same meny screen whit airplanes that are airborne and airplanes that are in hangars. It could very well be just me that has this issue, but playing X-com for years made me used to be able to do this. I still keep clicking on the UFO first instead of clicking on the airborne unit/squadron I want to intercept it whit. These to things have nothing do whit gameplay or are gamebreaking in any way of course, I was just wandering if it was possible for you guys to do this. Once again many thanks to everyone who helped create this total conversion, it is very much appriciated.
    1 point
  7. Another idea in the line of VIP Rescue missions is that of small-scale terror sites such as rescue a crash landed airliner, rescue a wrecked ferry on a desert and isolated coastline, rescue a besieged military facility or a lab... They would provide new map themes on top of the usual Xeno-1 "UFO Landed" maps. They would be quite the same as some of those Xeno-1 maps, where bases, labs or workshops are featured, except there wouldn't be any UFO to be retrieved, and the map theme would be more detailed (featuring a large ship, a large plane, a large facility with bunker). An added victory condition would be to abandon the mission with (say) 80% of non-Xeno surviving people in the evac zone (a larger zone than the transport itself). This means that you would have a way to lead survivors towards the (starting) evac zone, or a special UI button or an actionable device (a radio or a flare) to call for evacuation when everybody is herded in a relatively safe area in the middle of the map. Then the site would be air struck as per the current Xeno-1 option.
    1 point
  8. well shot chance to hit is basically comprised out of 2 factors, the weapons user and the weapon itself. weapon wise, lasers have no travel time over distance (lasers would be much faster then bullets, plasma bolts* or railgun slugs) , so provided the laser is actually powerful enough* you would require no lead nor would you have to account for drop or most other environmental factors(2). this would make then notably easier to aim beyond point blank range. *suspension of disbelief needed, as laser/plasma tech have rather difficult hurdles to take when it comes to effectively weaponizing them. notably that they dissipate quickly over distance and it often takes time for the heat to stack up sufficiently to cause damage. this on top of the ludicrous amounts of energy required for these weapons 2. lasers don't actually have a solid piercing projectile, meaning that smoke or fog would rapidly dissipate the beam, in effect a smoke grenade would completely neuter laser based weapons. certain hot and cold based optical effects might also distort the weapon. when it comes to the user, well unless the gun itself has an aim assist computer the gunman is not going to be any more accurate..and while the game is turn based enemy combatants are not actually standing still. it is certainly still possible to miss. this leads me to 3 conclusions -laser weapon accuracy should still depend on the gunner, but may have a bonus to-hit for targets at medium range and beyond -laser weapon range is effectively hard, beyond the listed range they simply won't have enough juice-per-shot to effect a target. unlike a ballistic weapons damage that starts tapering off. -laser weapon could interact much harsher with concealment effects like smoke and shrubbery
    1 point
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