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Charon

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Everything posted by Charon

  1. @PALUThere is a moral code called Safety in Numbers. It is explained in one of the patchnotes. Would you mind explaining that to the player in a Xpedia entry ? And the limitless moral too ?
  2. I just found out that you can suppress eggs ><
  3. The last unit teleports out if it has a shield, and the shield is removed. What happens in that code is that during the animation of unit into another for a brief moment there is no alive alien anymore, and so the game declares the mission successfull.
  4. You like it ? Wait for the 1.0 version, i would be amazed if you would even be able to do 1%. Nope, just teh vanilla one. Save games could be compatible, only the research gets jammed. So you can consider to upgrade when you think you got all the research done. Well, in the 1.0 version the quantum radar is directly tied to your first successful base assault, so you should get one as soon as possible. Other than that i think the base equipment sells for a lot 800k, but i dont think any tech specific is hiding there. Hm, wait, you are missing out on all the alien base operators, which means less data hacks for you. So you would need 2 outposts ( sebillian, caesan), 2 bases and 2 fortresses to get everything. Wait 3 fortresses, because the androns have something special hiding there too. Its a lot of content. We revised how cosntruction missions spawn in 1.0 a bit, although you can still easily take them down when they are landed. I always say no, but then some crazy bastards pop up and prove me wrong. So i rather say yes, and see players die trying. It is definitely final, eg. everything which should be in the game is in the game as it should be in the game. Apart from that a lot of passionate people still tinker on X-Division because they like it so much. When development on a game is finished there is always 20% unused assets left, like the improved UI. With 8gb that makes 1.6 gb on unused content which didnt pass the quality standart. For me i just like to play the game how i want to play the game if i find time to improve my experience.
  5. What are you talking about ? You can come up with your own explanation, but i would suggest you look at how the projectiles fly first, as the weapons dont shoot sonic beams, because that would be kinetic damage.
  6. Indeed. A pyramid starts at the bottom, not at the top. dunno.
  7. You can think of the weapon technologies as evolutionary steps along a ladder. Some technologies are simply done because the researched data makes for good weapons, other technologies are driven to a concrete goal in mind. Phase 1 "What are we doing ?" Division The Division weapon technology is mostly based on human firearms and functions mostly in the same way. You can consider the Division weapons as a fast, hasty approach to make better weapons immediatelly. Nobody knew at that point how long the War would rage on, or if they would lose tomorrow. Nobody knew what weapons would be effective, or what was needed. The results are a broad approach on a lot of different weapons to maximise the chance of having something effective gainst the aliens. In that arsenal you find everything from rifles over miniguns to cannons. Some are more effective than others. Features: standart improved weaponry to provide a maximum of different tools for problems. Laser Laser tech again is a very human tech and not entirely new either. The research is continued simply because humans already have a lot of data on how lasers work. The advancements came in form of a new battery: alenium particles. With the battery problem solved Laser weapons became almost available immediatelly, but the alien threat meant that further adjustment were necessary before you send in your soldiers with the laser equivalent of a water pistol. The features of this tech rather stem from how lasers and light works coherently, and wasnt designed with a special purpose in mind. Features: higher reload times, higher precision, lower damage, less mitigation than actual bullets Phase 2 "Make everything more powerful" Plasma As you might know in the later phase of phase 1 you might encounter androns, which the weapons at that time were not really effective enough. Now in Phase 2 you have the same problem, just more grave than ever. Plasma Tech was designed to be the solution for this very problem. Since Division and Laser Tech was covering ranged situations well enough you need a solution to overcome the high resistance of those robodogs and andron units. And when those things get close you need all the bang for your bucket that you can muster. The inherent way humans are capable of making plasma work doesnt allow for much mitigation as throwing a plasma ball in your face is the equivalent of the flat side of a hammer ... just in your face. Incidently, in the same breath that MAG weapons drop the cannon technology, the Plasma one picks it right up as an high damage AOE vomiter on the battlefield with an full burst mode if your really want to fuck everything in that particular direction. Features: high damage. lower range, mitigation almost non existent ( but mitigation really isnt that important after all, since higher damage means faster armour degradation ) It should be noted here that energy weapons dont have recoil, unless for miniguns if present. MAG Now that the X-Division team has seen how different the battlefield situations can be, and how versatile the aliens deploy their troops, they needed to come up with a more versatile and hopefully more powerfull idea. Their solution is more bullets for everybody. Every weapons gets a burst mode, to be more effective in medium and short range combat. The results are varying, some weapons perform better with this tech than others. The rifle, already with a burst mode in mind, profits more than other weapons from this tech. It is not possible to make a siper rifle with a long range with that tech, because the weapon can not withstand the force needed to propell more than one bullet at once, but a precision rifle with less range but more power is totally possible. Overall the combat performance is better than the earlier ballistic tech and long range combat is left to Laser tech, as photon technology may have the upper hand in ranged situations anyway. Features: burst for everything, no sniper tech, no cannon, precision weapon Phase 3 "Give them more range". Pulse The overall assessment for this phase can be: Give everything more range. The combat performance from Phase 2 slowly dropped in and the results were that weapons designed were really quite powerfull, but sometimes being in a safe position further away is more valuable than that. Pulse tech is the answer for that. It tries to give you maximum range on a new twist on photon technology. Persoanlly i would describe them as laser tech, with a bit of plasma ( and a graviton ) mixed in to be able to shoot a projectile over the greatest of distances. Features: very long range weaponry, high mitigation, lower damage, no sniper but a precision weapon, no cannon Gauss Ever since Lasers took away the crown of ranged weapons from the ballistic snipers, the Gauss technology finally takes it back. With the highest ranged sniper in their arsenal they finally take in to the skies again with, mostly, human ballistic tech. It is not like Pulse weaponry cannot produce a longer ranged sniper, but the Plasma mixed into the projectiles simply become too hard to maintain over longer distance, and the end result is just a hot cloud, not very pleasing but hardly lethal. There is nothing that stops a gaussian propelled projectile from going through your armour, your body, the next soldier, the tree behind it ... over the greatest of distances. Since MAG weaponry does quite well on the burst front and the combat performance data suggesting more range would be better the Gauss technology goes back to maximise single bullet range, damage and mitigation. Features: Higher accuracy ( less than Pulse ), higher mitigation ( less than Pulse ), more single projectile damage ( which means more penetration ), Phase 4 "How do we beat this ?" Rail Rail technology tries to push everything the Gauss technology did good to the absolute extrem. More Damage, more range, more mitigiation and unfortunately also more weight. The aliens are stepping up their game and this is an attempt to keep it even, even though ballistic weapons are not the most efficient weapons against that threat. Features: Improves upon everything that Gauss does, more damage, mitigation, more and range but also heavier weapons Sonic Since Rail and Pulse weaponry are the undisputed champions over long range combat the Sonic technology tries to come up with a solution to an old problem: androns. Andron resistance seems to get higher and higher, and there is just not end in sight of this. Sonic technology is the desperate attempt to keep weapons effective, even against the most resistant units. Since plasma technology is nearing its limit and humans cant seem to reproduce plasma effects with the same quality as the alien ones scientists have come up with a new and desperate idea. If you cant hold the plasma together long enough, than just keep pushing everything else out the way. A sonic projectile attempts to create a temporary vacuum around the projectile, pushing aside air particles to keep the plasma inside of it for as long as possible. When a weapon is fired first a sonic boom is ejected miliseconds before the actual bullets, trying to push away most of the air friction for the actual plasma bullet. This technology is very experimental, some may even say desperate, and so the first weapons can be very underwhelming. This kind of technology obviously doesnt work over long distances, the best it can do is a few meters. The defining features of this tech is to maximise damage on the expense of basically everything else. Features: Maximum damage on the expense of everything else Antimatter Antimatter weapons are highly classified weapons so they work is mostly only known to a few people. What can be said about this tech is that it basically negates any kind of armour, but due to its design does low damage. Every weapon is basically just an antimatter throw machine, as velocity or penetration are of little concern with this tech. The different weapons deploy different "capsules" of antimatter where the capsules goal is to utilise the available antimatter as efficient as possible upon impact. Everything else is just there to support that, the weapon, the mechanisms inside and the capsules. Like mentioned before this technology mitigates any kind of armour, but rumours say that there is a special antimatter resistant unit out there ... . Just a rumour though, nothing can withstand antimatter ofcourse. All of the tech is inside the magazines and the bullets. Features: Mitigates armour completely, low damage, better overall performance due to lack of weapons actually having to do anything else, lower weapon weight, high magazine weight and high reload costs ( careful handling necessary ) @PALU
  8. @PALU @Svinedrengen New UI got finished: Into Charons Changes, Psi, Sounds\scripts: sequipview.lua Into Xenonauts\assets\mods\X-Division: weapons.xml strings.xml How it looks is going to be a surprise . Due to their high classification Antimatter weapons will run under the "Division" weapons category. Dont forget to delete your scripts in your AppData\Roaming\Goldhawk Interactive\Xenonauts\internal folder.
  9. Thats just another scrollbutton in a different style ><. I feel with you
  10. @PALU @Svinedrengen Looks like we got another 4 weapon tabs, and 3 equipment tabs to work with. ALL PRAISE HIS HOLINESS @Draku Before After Due to his work epic and divine blessings upon X-Division we have to discuss if we want to rename the valkyie dropship into the Drakuship to mirror his light into the game. @PALU ? Everything has been talked over with @Solver already so we have his blessings too, but @PALU has the last word.
  11. How do you want to rename them, considering the letter limit ? Ill write some more stuff later.
  12. In my oppinion weapon technologies from one phase to another are simply not comparable. So comparing Division weapons with MAG weapons is a bit par for the course because the defining feature of MAG weapons are burst modes for everything, and Division are more single shot oriented. The MAG precisions have shorter range, and the MAG technology has no cannon weapons. The same goes for Laser ( high precision, long range ) - Plasma ( low range, high damage ). Weapon technologies from one Phase to another are rather complementing, although newer technologies will still generally be better. I think you can easier compare them when you skip a Phase, so Division with Gauss, Laser with Pulse, MAG with Rail and Plasma with Sonic. My point is that i would rather want to see the features of each technology pointed out instead of a "Plasma weapons are all shorter range, and range is important, so these weapons are garbage/worse" comparasion style. I would love to see if you really extrapolate what each weapon is good at, or could be good at. never ever use an arrow to mark progression in a military document.
  13. Yes, i know. Im sorry i mislead you. The archives require a password only for you. Special technology. Could you format your text after you copy and pasted it please ?
  14. You could make a story out of it. Or give the research a codename and refer to it as such. The heart of this research is the classified being known as "Paul" AKA the alien rebel. Actually i noticed that i dummied out the advanced neutron technology, which blocks the basic antimatter technology from getting researched. Here is a fixed version ( which nobody without a new campaign can use ): researches.xml Others will have to delete the (AND)Researches.Dummy from the file. Fingers crossed that it works, but no guarantee. @Svinedrengen @PALU I checked the other anti matter technologies and they should work.
  15. Researches.AlienMatergyAssault 9 ExtraterrestrialTech weapon.AlienMatergyAssault Yes. or not ... There is no entry for that in the aiprops, and there are no sprites for this. The weapon is basically a slightly worse version than the matergy rifle. There are also no researches blocked through this. I will dummy it out than. I like how you constantly mention the antimatter tech so casually although it should be a super secret research which is only known to less people than you have fingers on one hand ><.
  16. Yes, you click on the medikit, and then on the soldier. There is no password. There is no cake ... Thats correct. You can write that the better finetuning of this weapon enabled the scientists to produce a blueprint for a version which can better control its burst function, since the earlier version were propably going to overkill anything anyway. Together with the higher ammo capacity it makes for a stronger, mroe versatile weapon than one which uses up all ammo in one big go. It also doesnt do less damage since you can shoot 2 bursts for 90% tu in comparasion to 1 burst + reload. Thats 140 * 6 = 840 in comparasion to 120 * 4 = 480 . Know your math.
  17. I have no clue what you are talking about, but there is no map in my instructions.
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