Jump to content

BlueBalls

Members
  • Posts

    15
  • Joined

  • Last visited

Reputation

10 Good
  1. No you're right I can't guarantee my entries will be completely correct and I sometimes fail to spot an awkward sentence. I could write more text but I at least want you or someone else to control-read them and give feedback before I send them to drages.
  2. Well if you're up for it talk with drages about writing the xenopedia entries.
  3. Yes I wrote it quite late and I guess the quick reply tool isn't the best for writing longer pieces. Is this all correct? --------------------- -Next generation ballistic Weaponry- Commander after sending two of the captured alien ballistical weapons to the workshop three of your engineers approached me with a plan to implement some of the alien craftmanship in our own weapon design. I quickly realized I had to take the project under my own wings should we hope too see any progress soon. Indeed the alien design housed many hidden secrets: rather than a fundamentally different design the alien weapons are perfected and meticulously crafted to the nanomillimeter all to squeeze out as much stopping power as possible. I was able to copy some of the improvements as soon as I learned of them, like how to groove the barrel more effeciently or how to better direct the energy of the bullets thrust. Other changes proved more complex, such as how to replicate the intricate nano-pattern that seemed to direct the bullet momentum with much greater force. My natural resourcefulness eventually got the better of the alien design, as I managed to convert laser CD technology into replicating their patterns. Of course, much of the new weapons improved ability comes from the alenium compound used in constructing the various parts. I can't take all the credit -only most of it. To smoothen the transition I've designed them to use the standard ammunition for their respective weapon type. These new weapons should prove valuable in destroying alien armor plating after repeated hits, they will also increase the damage significantly. I would recommend that you make it a priority to equip your soldiers with these new armaments. I'm sure the soldiers will be fittingly impressed just make sure to explain the work that went into them. -End- To be fair, english is my second language so these errors might be prone to happen. If there is a native speaker that could do it instead of me then perhaps that would be better
  4. Yes I've played the latest version of X-division for several hours now. Couldn't put it down it's really fun. Anyway the update solved most of the issues I've had. the progression system works, everything feels rewarding and fresh, the battles are fun etc. There are some balancing issues I think: first of all normal difficulty is too easy and hard is too hard. I've got some suggestions that would make the mod more fun: on normal difficulty raise the damage of alien weapons/melee attacks. Too often do I watch my men just soak up damage, not only does it make little sense that the aliens would deal less damage than the humans but it also kills alot of the suspence and need for tactics. I can just carelessly move my guys up into firing positions without having to bother much because it doesn't matter if they take a few hits -they can always fire back the next turn. Eventually I got so careless with my sturdy soldiers that I just ran them up to the tile next to the aliens and fired away which made me lose men I wouldn't have if the game demanded that I played smart. Also to not make it unfair and balance it somewhat give the aliens less TU points. Now they can run several tiles from behind a wall where I couldn't see them, lob a grenade and then run back into the fog of war. The reapers I encountered had lots of armor and healing capabilities that made them tough but not impossible to kill. However they could run across a third of the map in one turn making it impossible to catch them if they wanted to get a away and also futile to counter their initial charge on an industrial map because they could run out of the ship where I couldn't spot them, make it all the way to my lines and still hit my snipers several times. it wasn't dangerous because their damage is pathetic and they rarely attack anyway -mostly just annoying. Too much movement also makes the battles feel random because you have little chance of predicting what's going to happen the next turn. that can be fun and exciting but not when I can't do anything to counter it. if an alien weilding a shotgun runs across the map from where I couldn't see it and blast my lmg captain in the face twice until he dies -that feelscheap and unrewarding. having aliens with higher damage, i.e more dangerous/scary, but less TU points, i.e less random/cheap/hard to find, would make the game more tense, strategic and challenging in a good way. -This is for the normal difficulty. Didn't play on hard that much but it seemed to have the same problem. Some kind of black cat-like alien ran huge distances hit my soldiers twice and then ran away into fog of war without me being able to do anything. Their damage wasn't anything worrying so again just mostly annoying. The xenonauts soldiers also have alot of TU points but since some of the maps are quite large and complex adn teh alien seem to spawn randomly wherever they feel like it this could be necessary (but I still would lwoer it slightly) however the TU points required to fire should be raised to make the battles more tactical. Now I can just run around and use my heavy weapons soldiers as shotguns because they can run far and then still fire twice. I also don't understand whythere are only two aim modes (snap and normal) the snipers at least should be able to aim especially since they only have enough TU points for one shot. Finally the lore is still poor and the tutorials/explanations could be better. I would be happy to help already wrote a short xenopedia article on the "next generation ballistic weapons". You can tell me if you like it and if you'd like me to write some of the xenopedia articles. -Next generation ballistic Weaponry- Commander after sending two of the captured alien ballistical weapons to the workshop three of your engineers approached me with a plan to implement some of the alien craftmanship in our own weapon design. I can't say I wasn't surprised these ... manual labourers was showing such initiative in pushing the boundaries of applied science, however I quickly realized I had to take the project under my own wings should we hope too see any progress soon. Indeed the alien design housed many hidden secrets: rather than a fundamentally different design the alien weapons are perfected and meticulously crafted to the nanomillimeter all to squeeze out as much stopping power as possible. Some of the improvements I were able to copy as soon as I learned of them like how to groove the barrel more effeciently or how to better direct the energy of the bullets thrust. Other changes proved more complex such as how to replicate the intricate nano-pattern that seemed to direct the bullet momentum with much greater force. Eventually my resourcefullness got the better of the alien design when i I managed to convert a laser designed to make the new CD format into replicating the pattern. Of course much of the new weapons improved ability comes from the alenium compound used in constructing the various parts. I can't take all the credit -only most of it. To smoothen the transition I've designed them to use the standard ammunition for their respective weapon type. These new weapons should prove valuable in destroying alien armor plating after repeated hits, they will also increase the damage significantly. I would recommend that you make it a priority to equip your soldiers with these new armaments. I'm sure the soldiers will be fittingly impressed just make sure to explain the work that went into them. -End- Also think you should make research that unlock new weapons take longer because it would feel more rewarding and make more sense as it's a large project.
  5. I got an early version? Well could you link me the current one (I'm pretty sure I got the right file but maybe I did a mistake). It says I got version 0,95 so maybe you're right in that case I retract what I said until I've tried out the new version.
  6. Good Drages just tell me what xenopedia entry(ies) you want me to write and what information you want it to relay and I'll do it. You can then copy my text to the mod. As for my suggestions: -design the early game to have fewer options and provide adequate information/tutorials about the new feautures. This was my main concern with the mod as soon as I started it up. there weer several new feautures and poor explanation as to what they did. Why do i have 3 different armor types from the beginning of the game especially when two of them are obviously superier to the basic armor. These shouldn't be available at the start nor should they come in an unlimited quality. It makes the jackal and wolf armor pointless from what I could tell -I had no reason to construct them because I already had an unlimited supply of similar armor for no apparent reason. these armors should be unlockable later in the game and with an extensive xenopedia page each, I could write it if you want. The new large, slow radar plane I start out with doesn't seem to fill any function. It's too slow to catch UFO's and its radar range is far less than my base radar. Is it supposed to patrol and look for alien? If so how do i do that because right now the only thing I can do is to send it after alien crafts and hope it'll chase them beyond my radar coverage to get a few seconds of, very, small extra radar range -it is pointless as of now I quickly sold it. My aircraft have a variety of very advanced weapons to choose from at the start. not only is this overwhelming as I have no information about what the pros/cons of each one is but it also leaves me wondering where the X-division got a hold of such advanced technology. I would like for them to be unlockable but if they truly need to be available from the start then please provide info on all of them and prefferably some lore to tell how the xenonauts got a hold of them. Similarly I have no idea which enemies the flame thrower and the "cannon" grenade launcher are effective against nor do I get any information when I hover over them like I do with all other weapons. I would be happy to write the info just tell me what they're stats are and what other information I should add to the description. It's important to add info on all these new feauters otherwise the player quickly gets overwhelmed and it makes the mod feel less polished without them. Why are battles so easy all of the sudden? I used to be on edge even in my earliest missions because I only had so many soldiers and I wanted to level them all. Now it feels like I have an army, even though the mod only adds two extra soldiers to the charlie helicopter, and they're all ten times as powerful as the soldiers from vanilla xenonauts. I almost always hit even if the hit percentage is below 50%, I have a very large number of turn points so I can burst my lmgs three times (!) each turn, the assault rifles now take much less TU's to burst and the burst is much more effective at killing aliens than before, my soldiers take almost no damage even from grenades this might be because they started out with the option to equip a powerful armor without any cost or significant penalties (all soldiers can carry much more). Perhaps the difficulty is supposed to ramp up as I play but I would still like there to be fewer options early game to streamline the experience. I get tons of reasearch quickly and I had researched the jackal armor after only a few days (I had no reason to use but still), I got notifications I didn't understand like that there are different damage types which seems like a fun idea but I got no info on what they each did and when they should be used. i also got little info on how the new UFO core-deconstruct worked. I sometimes got a core and sometimes I didn't -when i completed the core-deconstruction project nothing happened and it left me confused. I love that there are many new weapons, aircraft, vehicles, and equipment but they should be introduced slowly so i get a chance to use all of them and get a sense of progression and also gradually so that I don't get overwhelmed with unexplained options. i awnt to stress that I really like the mod and I think it has the most potential of them all. I love most of it but I think it needs to be much more polished so that it feels like a proper expansion to the game. you've done great work and it only gets better from here -I would love to help in any way I can. I don'¨t know anything about modding but I would be happy to write xenopedia entries, descriptions and tutorials for you. Thanks and keep up the good work
  7. Alright I've gotten this mod and i enjoy it a lot. Appreciate the immense work it must have taken. -I have some constructive critisism. If the mod developer would like to hear it just ask and i'll share what I think could improve the mod. -I would also be happy to help with writing new xenopedia entries, weapon descriptions and tutorials in english -again just ask if you'd like my help.
  8. Well it actually solved itself somehow. All in all you've been kind to help out thanks this seems like a great community.
  9. Alright I solved it -the extracted files where in one map too many I just moved the core files one step "up". My own fault and a basic stupid error like I suspected thanks for trying to help everyone. Got another slight problem: whenever i quit and restart the game about half of my mods are turned off by default and I have to manually activate them one by one. Can I set all my mods to be activated by default?
  10. Thanks for the help. Is there a step-by-step guide to manually install a mod? I feel like I'm missing something basic. The launcher claims that the zip file isn't a "mod file" and when I try to install it "manually" it doesn't register in the launchers "modding tools".
  11. Using community version 0.31 mate. Went to Steam>properties>beta versions>picked community version. Got some mods included but they didn't appear in zip format. Please help if you can I really like the look of this overhaul mod.
  12. No I didn't because I don't know what a directory is. Also noticed that that the mod is said to require a manual install: What I've tried so far is extracting the files into the folder "mods" in the folder "assets" and I've tried to select teh zip file with the "add new mod" button from modding tools in the launcher. I tried installing another mod "building overhaul" and it worked flawlessly by just selecting it with the "add mod" button.
  13. It didn't unzip it (although I beat the program to it by extracting the files to the mods folder) and it won't recognize the winzip file as a "mod file" Should I just redownload it and try again?
  14. I must be doing something wrong. Tried to download the xdivision mod by unzipping it to the assets/mods folder but I can't add it to the game. When I select "modding tools" I get the option to "add new mod" but I can't select the xdivision map -I can only open it nor can i open the unextracted zip-file I downloaded because it "is not a mod file". What am I missing? I'm sure it's something obvious.
  15. Hi I like the mod and I love the art but I wanted to know if it's compatible with x-division, building and salaries overhaul and skitso's map pack?
×
×
  • Create New...