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Valerian

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  1. I quite agree with you, I made a similar review a few days ago as well: http://www.goldhawkinteractive.com/forums/showthread.php/12828-v1-09-X-CE-v0-31-X-DIVISION-Destiny-Denied-v0-98?p=155714&viewfull=1#post155714 Regarding the assault lander I think you should use autoresolve, it seems that UFOs were mostly tested and balanced for autoresolve rather than manual mode.
  2. 0.99 is not complete, only half of it is done, but 0.98 works fine, are you sure that you followed all the installation instructions? Are you using Community Edition? Did you properly launch the game with "assets\mods\xce\Xenonauts.exe" instead of the vanilla way? Did you do that:
  3. Thanks for the advice, however it seemed that a lot of things were missing (not done yet) in 0.99, so I figured it was there only for testing purposes and not for actually playing it. Actually I went back to XCOM:EW, which I didn't play since 3 years, to try to actually appreciate it for itself, without comparing and being bothered with the differences compared to original X-Com. I'm having a lot of fun with the latest Long War mod. I stopped complaining about the lack of realism of the 1 action + 1 move system and the simplified loadout, now I enjoy it more like some kind of grand strategy chess
  4. Thanks for your comments Regarding the weapons officer my issue was not to capture one, I was just a bit unlucky with the game RNG and it was the last specialist that I needed, and I'm perfectly fine with it. My actual issue was that I unlocked and started to build some tier 3 weapons, but those were invisible in the loadout screen so I could not equip them, because I didn't have the weapon officer. I consider this a bug because the game allows me to build them, without explaining why I can not equip them yet. (I had really no issues capturing both Caesan and Sebillian engineers, multiple times, RNG again ) Regarding eco balance I was just expressing my personal feelings on my current game, but by no means I consider that I have enough experience to judge it. Regarding xenomorphs, I'm starting to find them much more interesting in higher level UFOs, but they felt kind of useless in lower level ones. Fine for the base, I was just not sure that it was intended to have an end-game base suddenly appear at the early/mid game, instead of starting small and growing over time. This is the only base that appeared in my game, shortly after that I got full air coverage and superiority in the world. Regarding the tanks cannons, my issue is that the Xenopedia says that their role is to destroy covers, so the Xenopedia article should get fixed.
  5. Of course, go 100% your style, no feelings to hurt, I'm just expressing my opinions as an inexperienced player discovering this mod in a difficulty setting that was not intended . I always appreciate honesty and constructive criticism.
  6. I have spent many more hours now in my game and I would like to update my review with a few more remarks and bug reports. I think I should have played in Veteran instead of Normal, the balance would have been better, however I think it does not affect the balance issues I will be reporting. I looked into most of the XLS files while playing to better understand how the mod works and to get details on some inner mechanics, such as which vehicles can use which weapons, which UFO can spawn which specialists, and which specialists lead to which research projects. I might take some time to write a little bit of documentation about that to help other players. My game currently is in May 1980, and most of the UFOs are corvettes, with a few landing ships and scouts, the the balance remarks will be related to that game period. Bugs: - I already unlocked some tier 3 weapons, I can build them, but I can not equip them, such as the quad rocket launcher, the plasma flamethrower, and the alenium multi-barrel minigun. It seems that the T3 "High" category in the equip screen is hidden, and will only appear if I capture a Caesan Weapons Officer and research plasma weapons. Unfortunately, I have no luck with this specific Caesan . - After a research project is finished the game usually displays one or several Xenopedia pages describing the new discoveries, however sometimes (about 15% of the time) I see a black Xenopedia window with no text or image, and no title. Economy balance: - Alien alloys are too easy to get compared to alenium - Recovered equipment gives too much money for corvette, landing ships, and fighters. At the current state of my game those are making me really rich. Enemy balance: - Xenomorphs are too weak, they never killed any of my soldiers. They should be much stronger and almost as fearful as reapers. - On my game there was only 1 alien base created, at the time when corvettes started appearing, but this base is very high level, it has a leader, large drones, and the highest ranks of harridans and androns: is this normal? I obviously couldn't clear it yet, it has been there for many months. - enemies tend to very often camp in small buildings in the corner next to the door, it's way too obvious and easy to find them. I find that they usually stay hidden way too much, often without ever firing a single bullet, instead of trying to flank and surprise my troops. - damage resistance/weakness of different alien species does not seem to matter much, I do not feel the need to have specialized weapons to deal with them, maybe I will after T2? Anyway, specialized weapon damage type should be useful, I don't feel compelled to use chemical, ballistic, flame (except for breaching hull), and ballistic weapons at all, especially since they all have lower damage than standard T2 laser (except for the alloy sniper). Item balance: - The shields have increasing weight with new upgrades, but this is too heavy for new soldiers with low strength: you should leave access to lower technology of shields that are lighter. - The sniper armour (Direwolf) is not very useful compared to the Buzzard scout armor, except maybe for alien base assaults. - The light tanks cannons are really bad at destroying covers because of the ballistic damage type, maybe it should be incendiary? - Most of the AP weapons are useless, because their mitigation+damage are much lower than the mitigation+damage of the normal weapons, and they usually have a shorter range and/or require more TUs. - The alloy sniper rifle is quite OP compared to the other sniper rifles in T2: it allows me to fire 2 times in a round with 200 accuracy, and with a very high damage+mitigation. - The shock stun/emp cannon and gun are not very good compared to the pistol and rifle. Actually, the rifle is even a bit OP because of the powerful burst. - The alloy heavy machinegun is very weak Aircraft balance: - The B-17 is too strong and is good at everything, the other aircrafts are not really interesting compared to it: maybe you should use more specialized planes like in vanilla game? That's strange, because in your mod you made the soldiers and weapons very specialized, but for aircrafts you did the opposite! I have 2 B-17 with alenium and laser at each base and I can auto resolve every encounter with them and only lose 25% ammo, it's way too easy! Other suggestions: - It would be nice to see details on vehicles, vehicle weapons, aircrafts, and aircraft weapons in the manufacture screen. By details I mean damage, rate of fire, range, type of damage, HP, armor, speed, etc ... - There are many unused/junk/temporary files in the mod folder, such as the "hotfix" folder or "weapons-.xml" (maybe you should use GIT to organize your work better? )
  7. Like you said, this is a big mod and really hard to do alone, I agree. You made a lot of changes in 0.99, but you can't finish it completely because of the limitations of what can be modded, and the lot of time it takes. Meanwhile, the current "stable" version is 0.98, and it will probably be for a long time until 0.99 gets finished. So that's why I think it would be worth the effort to still fix a few things in 0.98. I don't want to be a dedicated helper, but is it ok if I try to do some updates for 0.98, and send them to you in PM? Also I have another comments: From what I see in the XML files the breaching charges for "Fire in the Hole" are not implemented, and you made the breachable walls with about 50% more HP: it seems that there is no way to breach them early/mid game unless you use tons of rockets and explosive charges. What is intended there exactly? I found a nice bomber plane that you might use, google "XB-0"
  8. I understand, however my point of view is different since I'm not a veteran, I wanted to give the impressions of someone who is currently discovering the mod. Now that I have put a few more hours in it since my last post, I really find that my early annoyances do not affect me much anymore, I kind of got used to do with them and focus on what there is to enjoy. However this does not make them less relevant for new players, and that's the point: I want to give feedback to make this mod easier to get into, and more polished.
  9. Ok, after playing it for a few hours I'm starting to see the flaws and balance issues, I might have been a bit too enthusiastic at first I will list a few constructive criticism and remarks regarding that experience. This is only my first playthrough (normal on ironman) and I have only just reached laser and B-17, so my opinion is obviously not based on a comprehensive experience. Please excuse me in advance if my comments seem harsh, I like to say what I think without taking detours. However remember that I respect all the work that went into this mod, and I really like the ideas behind it as well as the direction it's taking, but there are still many things to do regarding the execution. I'm a modder myself for other games (mostly for KSP) and I know how hard it is to get all of that hard work to be appreciated, and to get enough feedback. Like I said earlier, I'm willing to help. Sorry if I repeat things that were already said or are already planned/done in 0.99, here are my remarks, in no particular order: The number of things to research is growing really fast and can get overwhelming, but this could be improved by one or several of those suggestions: Provide a full tech tree (however some players might not want to see it in order to not get spoiled). Provide some hints about which research subjects really matters, and/or give more hints about what they could lead to. Have some kind of automatic suggestions of what to research next (kind of like in 4x games such as Civilization). [*] It is extremely hard to track which aliens had already been captured alive, I often end up damaging/killing a few of my crew just for capturing an alien that I already had. [*] It's hard to know which really important technologies are missing because of aliens that were not captured yet, and which of those aliens I still have to capture. [*] I really appreciate the lack of deadly reapers during early game (from my experience, yet), and the bull reaper and xenomorph are nice additions. [*] I really like that the AI is trying to throw grenades against shields, the anti-explosion armour really makes sense for them. [*] There are always 2-3 aliens stacked behind the door of their ship, instead of properly getting behind covers or doing smarter moves. [*] Some alien weapons fire sounds are way too loud (it made me jump on my seat a few times lol), I think there are some tools that can help automatically normalize the volume between all of them. [*] The nexgen sniper firing sound (and possibly vanilla too, not sure) does a weird rearm sound at the end, which sounds a bit like a dying gargling alien (I picture a Xenomorph). Maybe it's just too loud compared to the shot sound itself. [*] The hunter scout feels too armored compared to vanilla, I can just freely move around while usually resisting 90% of the damage. And then I get access to the tank really early. [*] Things are really not clear about how to equip vehicle weapons and which can equip what: I unlocked the tank but I can't equip the cannon. Why are those vehicle weapons unlocked so early, while the vehicles that can use them are only unlocked later? [*] Bug: (maybe this is already the case in vanilla/CE, or related to fire in the hole) I noticed that the hunter scout machinegun could suppress through the alien ship walls. [*] The B17-X is really too much of a silly and hard to believe idea: this is a bomber, as in dropping bombs over a ground target, not a fighter plane. Anyway how could such an old design be any relevant? It's not at all shaped to go fast, and on the xpedia picture it clearly displays its original radial engines: you should at least photoshop them and put turbofan or turbojet engines instead. [*] I think there is a bit too much variety in the aircrafts, but I would need to play more to get a better opinion. [*] The AWACS radar plane is a great idea, however it's weird that it cannot be bought, is there a research to unlock it later? [*] Many of the xpedia articles or other game texts are not well redacted and break the immersion, either because those are written in a bad english with many typos which makes them look childish (the amount of "then" typos is REALLY cringeworthy), and/or because the tone is not serious/believable enough. (I'm willing to help fixing them!) [*] The "rebel alien knocked at our door" event is really hard to believe.
  10. I would like to contribute to the project by fixing some typos, rewriting a few sentences that didn't feel right, and also maybe trying to write a few xenopedia pages. How can I do that efficiently? Is there a git repository somewhere on which I could send pull-requests?
  11. I'm just starting a game for the first time with X-Division, only did 2 missions yet, but I already love it! This is exactly the game I wanted! The very first missions are much more interesting with more soldiers and weaker weapons, plus the improved alien AI, it adds a lot of tactical depth, and I really like the variety of weapons and technologies to research. When this mod will be completely finished and balanced, it would really deserve to get some kind of official status (like CE, and available ins Steam), this is really the remake of X-Com I wished for since a very long time. So far, the current version makes a really good first impression. However it would be nice to focus a bit on finishing to write the early game Xenopedia entries Thanks to all of the people contributing to this mod, this is a great project that really deserves to reach completion. PS: Drages you should really fix all of those then/than typos (sorry for being the grammar nazi)
  12. This was initially discussed in this thread: http://www.goldhawkinteractive.com/forums/showthread.php/13635-Hunter-Scout-destroyed-by-a-tree-!?p=155534 The only mods I had enabled were all the ones provided along with X:CE, except for the French translations. I did not try to reproduce that, but according to Kabill it seems to be caused by both the palm tree being collapsible, and having its trunk passable by a vehicle. If this is actually the issue, an easy fix would therefore be to make the palm tree non-passable, and it would make sense.
  13. Sorry for shamelessly bumping this thread, but I think this feature idea deserves much more love!
  14. Apparently it seems that only the French translation mod is included, but not the actual mod itself, that's rather confusing. They should either remove the French translation, or add the mod.
  15. So this is a confirmed issue, should it be reported? Do you know if it's both in CE and main branch?
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