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WTYD

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Everything posted by WTYD

  1. Nice to see Triscene is back! More creatures from TFTD coming?
  2. Yep, but i was bit faster It seems that is a bug. I cannot figure more ways to get andron body so we are missing Wolf armour and such.
  3. Killed androns with next generation rifle, got only parts.
  4. Yes, retested and shot three different types of androns with first generation machine gun, got only parts. Test with second generation coming...
  5. @Drages: Tested save I sent you, it seems that I didn't complete all disassemblings. Anyway, some bugs Also, when to manufacture Predator armour, game crashes.
  6. You can get better armour without Andron body. I completed research tree (at least I think) and can manufacture better armour. However I don't see wolf armour.
  7. Steam always have problems with game mods, that is why I never recommend it. Back to question, you have already installed Xenonauts Community Edition 0.31?
  8. Hard to understand why use Steam with this game because Steam always causes problems with mods. Anyway, you should find correct folder on C:\Program Files (x86)\Steam\SteamApps\common\Xenonauts\assets\mods (or where is your Steam folder) put files on there and it should work.
  9. So like RTFM: So that games folder/assets/mods/XDivision contain stuff, like aiprops.xml etc
  10. I'll try to retest this one and just concentrate on living creatures and skip evertyhing else. Terror missions sound good. That was problem with TFTD. Chance to miss important aliens. OK, that is not so easy then. Right, I didn't concentrate on that one. Yeah, they totally suck I modified ticker speed etc and other things so much that it's hard to say when I saw first terror and defence missions. I think that terror missions required Landing ship but cannot be sure. Now I'll try to again that capture aliens research tree. Cannot promise anything right now.
  11. I decided to make quick playthrough to check for bugs (almost completed game, cheats and modding etc used on Veteran difficulty). Too bad I didn't encounter any major bugs to report - General stability is excellent, not a single crash despite stressing game much. - Research tree seem to work, at least I didn't notice any bugs. All captured "special" aliens seemed to give something on research. I may have missed something and some bugs may happen on different playthroughs but as beta version research tree seem to work well. - I would give starting weapons little bit more range. They would still suck because of low damage, but basic rifle range for example feels like total joke. - Ticker speed is so low that player has lots of time to capture live aliens, this is good. However some people will surely complain about grinding. Suggestion: a bit less terror missions. - Base defence missions were rare. Tested 4 times: 5 bases on day 10, do not shoot down or capture any aliens. On 50 days fast forward period (modified starting ticker so that there are ships that can do base assaults) I got average 2 base assaults and 10 terror attacks. About 1 base defence per month is quite low amount, because I didn't do anything to perevent alien scouting or attack assault ships. Perhaps little less terror missions and little more base defences? Yes, little. Base defences too often will irritate players. - Personnel costs are OK, but soldier cost seems a bit high for me. This is hard mod and there will be casulties. I think that 7500 per soldier would be good balance. Prevents cannon fodder usage but is low enough that player can keep large roster on multiple bases. - I would give soldier starting stats a small uplift. Despite game has slow tempo, veteran soldier casulties will hurt because starting stats are quite low.
  12. @drages Right. @podbelski tries to make what he thinks is good and that's his choice. I fully understand what he is trying even I disagree with many points. He is mod maker so there is no discussion who decides and who don't. I'll switch my attention to X - Division. @podbelski Yes, it seems this mod tries to achieve different approach and it may not appeal to everyone, including me. It is however well polished and offers "non micro-management but still more" -approach to vanilla. I also tried little modding (increase UFO spawns, more loot money, little less durable UFO's, decrease ticker etc) to create "despair" -approach. Feels like overwhelming invasion, but there is still chance. It did seem to work, at least some way. But as it seems this mod is not for me, I do not waste any more time and attention. I hope this mod will get even better if the future. WTYD out.
  13. I didn't understand that. I always appreciate those who voluntarily make mods to games. I have done many mods on many games myself also. However, without any critics there cannot be any advancement. That is why I disagree with some aspects in this mod. I fully understand "second approach". However this type of games always loses much (or even completly) it's "magic" when there is nothing to advance. This "magic" usually means something great to achieve and in case of failure, knowledge that next time it can be achieved. This also causes "I play just ONE MORE battle" -thing. That kind of "magic" is quite absent in this mod. That is why it feels somewhat lame for me. Better yes. This also has good point, because suicide tactics works at least some way, because soldiers are not too valuable. Just like on original UFO. Of course dropship space limits this but still, not losing huge amount of money when couple of soldiers dies. Not just big numbers but also what you can get with those numbers. Even when taking cheaper costs into account, that is very little. Compared to vanilla. Estimating first two months: (Average)about 5 UFO spawns per month, about 10 total, about 5-6 UFO's per spawn, drop down 4 UFO's per spawn, ground combat 2 UFO's per spawn (and airstrike rest). Estimated money gain for selling loot: Airstrikes average 20000*20=400 000 Ground combat average: 50000*20=1 000 000 Total estimated gain from battles: 1,4 000 000 And that difference gets much bigger when game goes on. And it makes feel your actions really have some effect. However I think that with some modding I can change these things to something I like so it's better I waste my time on modding instead commenting here
  14. Great. I noticed funding bonus, that is just too small. Another problem, you get funding only once a month. So basically you cannot get more money between two funding periods. Also that funding change does not make enough difference. Soldier losses should have some effect, now veteran vs rookie difference is too small. This mod don't feel like original UFO OK, then that is something hard to change. That is better but still I prefer giving more rewards so that player actions REALLY make difference, just like on original. I just tried what difference makes (Veteran difficulty) playing on "cheat mode" (build two more bases and radar coverage, drop down every ufo that is realistically possible, win every ground battle with no losses, clear one enemy outpost with no losses, reload if ufo spawns suck) and "fast forward mode" (don't do anything so that aliens can do what they want). And difference is? Funding "fast forward mode" 2 089 000 (after first month) 1 755 000 (after second month) Funding "cheat mode" 2 122 500 (after first month) 2 180 500 (after second month) Alien loot makes estimated 200 000$ difference in two months. So funding difference between "very good/excellent" and "abysmal" playing is only about 350 000$ per month.
  15. While this mod seems to be well balanced, it has IMO major flaw. That is, lack of positive rewards. Two examples: On UFO Enemy Unknown: Shoot down UFO, get squad on landing site, those who survive get experience and get better, after mission get alien equipment and sell it. On this mod: Shoot down UFO, get squad on landing site, soldiers get minimal experience, you get about 15000 credits for selling stuff (that is: nothing). So why even bother to clear crash sites or landed ufo sites? Because soldiers do not develop, there is no difference using Xenonauts_gc_editor + V. Just getting some alenium from long ground combat is way too low reward. Another example, base defence: On UFO Enemy Unknown: Reward from succesfully defending base assault is not losing base, getting soldier experience AND reasonable amount of alien stuff. On this mod: Reward from succesfully defending base assault is not losing base, and that is about it. While soldier development can be fixed by lowering starting stats, economy is much harder to just simple mod. While I agree that it's good to make "challenging" geoscape, I totally disagree with this kind of "no rewards" system because there is very little you can actually do. Because player have no viable options to develop soldiers and cash balance, this mod seems to go forward on rails. In this mod there is minimal difference when playing perfectly compared to infernal playing. And that is something that should be fixed. How to fix this? Little more UFO's and even longer rearm times so player have no chance to shoot down every UFO. Give much more money from equipment and if that makes unbalance, then make scientist cost more and so like that to maintain balance. In other words, player actions should have much more effect.
  16. Confirmed. 1.09 works fine, 1.51 not. So far mod looks awesome, thanks!
  17. Using file from first post instructions https://drive.google.com/file/d/0Bxhu08AelGluQ1JmS0d3VnNpZDg/view?usp=sharing For some reasons Xenonauts mod launcher did not recognize that XNT 6.0 mod. After modding empty Modinfo.xml file like that <?xml version="1.0"?> <ModInfo> <Name>XNT</Name> <Version>6.0</Version> <Author>XXX</Author> <Description>XNT 6</Description> </ModInfo> Launcher recognized it. Also, game crashes when going Equipment-Other on soldier loadout screen. Game version 1.51 and everything looks correct on mod launcher. I'll retry tomorrow with another installation. Edit: XNT 6 seems to be problem. I'll try later with XNT 6 regular and patch it.
  18. Indeed yes. Using my secondary setup (Intel+ATI), Xenonauts 1.09 works but CE edition crashes. On primary setup (AMD+ATI) both work. So no Intel+CE then Unzip Xenonauts files to new folder, so nothing old remains. Problem seems to be on Intel based setup. I try different drivers next. Thanks for help to both.
  19. Does this CE:0.30HF1 require spesific version of Xenonauts? I did following steps: Install clean install Xenonauts_V1.09 Humble store version <---problem? Start Xenonauts, Select Modding tools, Install new mod, select xce.zip. mod succesfully installed. Exit launcher. Browse to assets/mods/xce folder, select and copy Xenonauts.exe, go to main Xenonauts folder, overwrite previous one. Start Xenonauts, Play Xenonauts. Result is instant crash. Tried with two fresh installation and even downloaded CE:0.30HF1 two times.
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