Redhowl
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Posts posted by Redhowl
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Congrats to your wife and you! This is awesome news.
As regards occupying your free time, as a player of your mod I shall certainly not complain quite the opposite
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This sounds all good Drages. Maybe you need a few days break from modding, if only to have your mind dwell on other things?
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I don't know if it will apply after game started or not but it's at game config. XML look for your difficulty.
Many thanks, will delve into that.
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Thanks for the new update Drages. So far it looks great, however much faster indeed at least from when comparing the first 1.5 month of game to-date. Is there a way for me to alter the ticker to its previous 0.4 value? I have no clue where to look for (document and line of command)
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Speaking for myself,*I am awaiting (patiently and quietly mind!) the new release. No rush, whenever you feel to upload it. Thanks for all the hours you sunk into this mod.
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Thanks Drages will proceed with the CE update then.
I can't wait to see the next X-Division release though:)
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Fall19:
I just made a corvette caesan fast run with ultra gear and i captured a pilot and engineer with your save game u send to me.. so i acn confirm there the specialists you need are on board.. so you need to capture them.. and there was weapons which can penetrate even ripper and warder armour.. i am happy that everything is working fine..
So you are doing something wrong or your install got a problem.
Sentelin..
I hope kabill can do it soon. I will use that new ufo spawn system for sure. I figured out the default system at my question topic but i think there is no need to waste time on default format.. I realy want to use dreadnoughts for terror missions at beginning of the game. One of the aspects missed from original X-Com..
The game is very very slow.. so this slows down the spawn of the terror and base defense missions.. i thought you will need more time between researches.. anyway i will handle all..
Kabills joining to CE team changed my patch schedule. Normally i would finish all i can what a modder can do.. but kabill will add so many things and this means a whole version like 2.0... i will still continue with my plan..
Personally I enjoy the game being slow
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Understood, thanks guys.
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A few questions stemming from my current play-through:
- The Hunter seems weak (HP170) vs. say 2 soldiers outfitted as shields. Would it be worth giving it a boost either in HP or in resistance?
- Still on the Hunter or other land vehicles - could we add a boot with a size similar to the backpack of one soldier - one could park there additional ammo / weapons or loot from battlefield (such as Aliens' corpses).
The second question stems from some past attempts where upon realising that incurred losses would prevent winning over the crash site I decided to have my soldiers drop weapons, etc. and instead take on their backs corpses of Aliens, weapons and ammo. It is certainly sub-optimal but this helps still with technological breakthroughs.
One side question on vehicles: I have now the tech to manufacture cannon vehicles and have one in the base's storeroom. For some reason it does not appear in the choice of weapons for the Hunter. Is it intended?
Many thanks for a great mod again. I can't wait to see vehicles being able to progress!
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Very nice stuff. I am ploughing through the game, getting my team half-mauled and trying to snatch bodies of aliens
I like it a lot but my progress is slow!
And to be honest, I am splitting my time between your mod and CKII Warhammer which just came out...
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So... Fired up the mod and am trying to do my first crash site. And I thought I'd give some feedback, just on that first mission.
All the aliens are immune to weapons fire. Got a small ship of Sebillians and everything I throw at them is either resisted or almost immediately healed, even multiple grenade hits in the same turn. They're even shrugging off machinegun bursts. A few turns of that and I was like, "Nope."
It seems to have fallen into the XCOM trap of putting the difficulty at the front of the game. I mean whatever happens from this point, the missions can't physically/mathematically get any harder than this, because it doesn't get more difficult than impossible. A good difficulty curve starts at its lowest point and goes up.
I can see the temptation from a design point of view to set out the mod's hardcore credentials early in the game, but this is a temptation that ought to be resisted, I think, because it means that the first mission inevitably fails, thus has to be savescummed or the game restarted, and that's not a good start to playing a mod. Part of the fun of an X-Com type game is learning as you go and being able to overcome things as you go. I might be able to drop those Sebillians on my next time I do the mission, but only because I know what to expect and will plan ahead. It won't be as good as a result.
A good fix might be to remove Sebillians from the first wave. The first mission in an X-Com game should be special. It should be nerve wracking, it should be painful, but it shouldn't be too hard. You should be able to do it with the stock group of soldiers and equipment on your first go.
I agree it is tough (started really playing this week), but I found that using a combination of rocketeer and sniper with two shields to blunt the harm from the aliens helps (it was a mission with only Sebilians - and yes, it took me the best part of an hour to get there). I found it was well worth the sweat.
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You can stop steam auto update and download 0.31 from ce topics. But I am not sure it will work or not..
Xenopedia.xml is getting upgrades from Alienkiller. When he finished it anybody of you can work on that file about proper English checks..
It works, I did a manual install of CE0.31 and am using Steam offline (not having many games anyway helps )
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Awesome stuff in store Drages
I am currently playing through my first real game and just conquered my first UFO crash site. My what a battle!
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I mostly corrected them but i didnt merge them with code, so game is still using default ones. The one error which stops me before was this too.. So i will change the old default entries with merge cod help i got from kabill..
Just i gave a pause for mod.. maybe 2-3 days.. realy my brain needs a rest .. i am just brainstorming new projects HERE.
But if you have time and want to help, when you see something to change, please go to xenopedia.xml and change the entry.. you can send me entry by entry together..
Have a good break man
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Thanks Drages!
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Thanks for the update Drages.
Quick comments having fired up a new game (0.98.1+CE0.32):
- No more AWACS in the starting base
- F17 replaced by MIG-32 (x2)
- 1 empty hangar space
- New buildings are built immediately
Did I probably mess something in the install or does this stem from changes in balance? Could it be because of CE0.32.
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Playing Steam today's release 0.32: the green text in the main bottom event monitor does not anymore display when aircrafts are back to complete fuel and ammo.
By the way, thanks guys for the tremendous work.
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Thanks Drages, will do!
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Thanks for such a great mod. I bought the game yesterday to play it
Steam has just updated to CE 0.32 and it seems that the info of refueling and re-arming of interceptors / AWACS is now gone. It was not the case when having CE0.31. Not that it breaks the fun in any way though.
Colonial Conquest
in Off-Topic
Posted
Not sure if people here did play or remember the grand oldie by SSI (I do ) but these guys are giving a shot at bringing it back in a "modernised" version:
https://www.kickstarter.com/projects/argonautsinteractive/colonial-conquest/posts/1201809