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Showing content with the highest reputation on 03/21/2018 in all areas

  1. And one more bug. It is a global bug, and to make it simple, let's say you have a soldier with a rifle with an ammo capacity of 10. If you shoot 5 bullets out of your 10 bullets, your magazine will be half empty. When you open your inventory, and you press right click on your rifle, your soldier will unload the rifle, and put the magazine into the backpack. The little numbers will appear on the magazine that it is on 50% . Let's say that this is the only magazine in the backpack, witch is half empty. ( 50% ) But when you close your inventoy, and press the magazine icon under the granades icon, your soldier will reload the rifle, but your magazine will be full. Infinite ammo bug. You can do this forever. x division is still awesome
    1 point
  2. " Description where ? " Where you equip the weapons to your soldiers, and when you move your mouse over the division cannon MK2 image, and the image has an on mouse event, and writes that it can shoot 40 ACC X 1 SHOT 55 ACC X 1 SHOT But out in the battle field, the division cannon MK2 can burst fire bullets
    1 point
  3. Fixed. If you want, i can fix it for you or you can continue with the research when you are in Phase 3.
    1 point
  4. Hi! Anybody else noticed yet, that the division cannon MK2 can fire multiple shoots but the description writes that it can fire only a single shot? And I think I found a bug. When I enter phase 2 and I did not capture any xenomorph warrior for research in phase 1 , I can not research the axe, even if I capture xenomorph marble warrior in phase 2. X division is awesome
    1 point
  5. @Solver Uuuuuuh. Shots fired. Why didnt you change the variable in the X-Div gameconfig ? Your method shouldnt even work since X-Div has higher priority.
    1 point
  6. Re. the cover visualization - I don't feel that I've explained myself properly, so let me try again. I haven't been able to get a good picture to illustrate my example, so I've had to make do with the below Let's assume in the above picture that each piece of blocking terrain through the line of fire is an independent free-standing piece of blocking terrain. It is not part of a multi-tile terrain piece, so each piece can be evaluated separately when calculating a shot. Looking at this, I'm informed that I have 3 pieces of terrain, each of which has have a 40% chance of blocking the shot. If the game follows X1's rules, then I don't need to be informed of the block chance for each piece of terrain, because only one piece chosen at random will ever possibly block the shot, so I'm being given too much information.It would be better if the possible blocking piece were highlighted, but I was informed that overall, there is a 40% chance that the shot will be blocked if my soldier rolls to-hit. If, on the other hand, each piece of blocking terrain is evaluated independently, then it would be helpful to have the cumulative probability that the shot will blocked so I know whether or not to bother even if I pass to the to-hit roll.
    1 point
  7. All I'm getting out of this thread as that a lot of people really don't understand how real lasers work. Considering this thread is titled with 'realism' in it, I find that extremely baffling. Correct, we do not currently have legitimate weaponized lasers (though some people have made some really powerful ones on Youtube) and so there is a certain amount of suspension of disbelief required to use them in a game. But the technology is real and theoretically possible to make real weapons with them based on that tech. Did you know that a common laser pointer has an effective blinding range of almost 50 feet, and can be SEEN up to 2.2 miles? That's just a rinky-dink little keychain laser pointer. A 500mw (half a watt) laser can do serious damage at over 500 feet, and can be seen up to 22 miles away. That's HALF a watt. Imagine one powerful enough to be used as a weapon. Something say around 5 watts. That would probably be strong enough at 50 feet to punch a hole in solid steel with little effort. Games seriously downplay the power of a laser weapon, mostly for balance purposes, but sometimes because they didn't bother doing any research on the subject. My point is, a laser weapon strong enough to deal actual damage to something just be being hit with it is not going to lose any effectiveness on a map the size of the ones ingame. If you want something that loses effective damage over range, look no further than plasma weapons. Deadly up close, useless at range.
    1 point
  8. This has been interesting to read, but I have a question to ask. How many people here have played ALTAR Interactive's AfterX series of X-Com-like games? ALTAR Interactive tried doing many of the things that people have suggested here. In Aftershock, there was a large array of competing weapon types - projectile, laser, plasma, psi, sonic and warp, with each type being introduced later in the game. Each weapon tier was different in terms of damage, range and accuracy. They also introduced ammo types and modifications for each weapon type, and every enemy type had different resistance types to the different weapon tiers. But the takeaway from AfterX was people used projectile weapons throughout most of the game. Accuracy didn't matter. Want an accurate weapon? Make a scope and a gyrostabiliser and stick it on a rifle. Raw damage didn't matter. Put AP or explosive or Acid rounds in a projectile weapon and go for headshots (the only kind of shot) with your snipers. ALTAR did to Aftershock what usually only modders do after a game has been released but it was easy to boil down from the massive list of STUFF which weapons were the most accurate, fired the most shots and did the most damage with the appropriate mods (it was projectile weapons - the first tier that you get - all the way). In Afterlight, they dialed back the weapon types, but projectiles STILL lead the way. The ALTAR experiment over 3 games shows that trying to vary things based on key statistics doesn't work. What happens is that the weapons with the best stats bubble up from the pool and everything else is ignored. You end up with perhaps the sniper rifle from lasers, the assault rifle from projectiles, the shotgun-esque weapon from plasma etc. etc. If weapons from different tiers were intended to be the same but different, then those differences have to be radically different but not keyed to stats, as keying them to stats didn't work in the AfterX series. Furthermore, the differences in later stage tiers have to be sufficiently enticing for people for put work and time into them. Let's take.. plasma weapons, for example. A nice late-tier weapon. If a plasma weapon did as much damage as an earlier stage laser, what would set it apart? Perhaps the plasma weapon sets things on fire. cover, for example. Or people. Perhaps instead it instantly destroys terrain, so you can destroy cover quickly with a plasma weapon Perhaps all plasma bullets have a 1-tile detonation radius. Perhaps it does everything. Take lasers. Why would I put research into lasers when I have guns? Perhaps lasers are a beam rather than a bullet style of weapon, which affect every tile they cross into. Perhaps laser have infinite ammo, and overheat harming the operator. Perhaps lasers can blind enemies. Perhaps all of the above. Who knows! But for different tiers to be the same but different, extra effort would have to be put into having those tiers behave differently on the battlefield.
    1 point
  9. Agreed. Terror missions may not need to be 2 parts(this could be unique to other types of missions like a colony for eg where the first mission is finding the entrance and the 2nd is the main assault)but they could house a certain type of alien mixed into the group only found on terror sites, they could be strictly Urban based or some sort of human infrastructure hub unique to terror missions(with added Unity colour grading, weather or fog effects to change the mood up from UFO missions) and even to add the aliens have rigged 3 large bombs scattered around the map to destroy the city (in the top level of buildings) that you have to deactivate which gives you a reason to search every building, and they could be heavily guarded where the aliens are more so found in buildings sniping from a window at the top floor and you have to infiltrate like you would with a UFO. There could be multiple angles of attack like crawling up a drain pipe and coming through a window and when these 3 bombs are deactivated you must kill all remaining forces. However there wouldn't be a timer involved on the bombs, just the fact that they explode on mission failure and blow up the location in question for a big funding loss or even country withdrawal. Speaking of multi levels, will there be more hilly terrain and upper and lower decks of colony's in X-2? One thing I've notice in X1 colony's is they are completely flat with no boardwalks or stairs to move to higher or lower locations. Early games were renowned for this as aliens would hide in the upper locations and ambush you or you would have to try and reach them. Edit: If finding the aliens is a concern as they are hidden in multi story buildings (and dont come out), perhaps some sort of visual cue could be made like you hear faint distant noises, or a quick sound reveal of clunking pots or pans under the black shroud in the alien movement phase which gives you a direction to move in and explore. In X1 I would only find Androns hiding in corners on ground levels and Harridans on the roof with the same basic principal and alien mix throughout each terror mission. All upper levels of buildings were disregarded.
    1 point
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