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Sectiplave

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Posts posted by Sectiplave

  1. 18 hours ago, Morhem said:

    Fair enough.. I remember terror missions from when I played before. Reapers are my cryptonite. And androns are my cryptonite. And Sebillan officers are also my cryptonite. And my complete inability to smoke out sebillan leaders in base assault. 

    Dam.. you suggest playing non-Iron Mode? Becouse It seems save-loading is the only real advantage I can have..

    My beef with AI is occasional suicide tactics - sometimes bastards just sprint at you, unload, and die - but there is a lot of them, and not a lot of me..

    I personally do not play Iron Mode, there are soo many weapons and researches and things I want to try out, I like to use new equipment on test ground combat / air combat, to see if I like it or not. If I do then I play like normal, if not I'll reload the mission and change gear.

  2. Hahahaha I always enjoy reading the exchanges between Bhef and Charon :D!

    @Morhem Yes this mod is much harder at the start now, you will very likely lose some troops until you research first stage armor and weapons, and even then you'll need to use a lot of smoke grenades, suppression and shield troopers. Biggest thing for me is correct use of smoke grenades will force the AI to reposition and if it cannot find a position with a high enough chance to hit it simply will not shoot at you, giving you valuable time to get good cover.

    I played back in 99.1 or 99.2 and the early game was not this hard before definitely, the AI is MUCH smarter now.

    • Thanks 1
  3. 15 hours ago, Svinedrengen said:

    The first map I made was actually an arctic one, as I agree with you that some arctic maps are a little empty/boring, it kinda goes with the setting but still. I have another kandidat for worst map categori, the arctic map with a big lake going through middle, almost cutting the map in half, and the rest of map are just some trees, rocks and huge open spaces. I do not see any reason for that map to be in game, not even for varierity reasons. It feels very undone. 

    Hahahaha! I play that map last night, and I agree that's the primary map I think of when, I think that Arctic maps are boring!

    • Like 1
  4. @Svinedrengen Okay, I'm glad to know it's not just me that really hates that map, I'd go as far as to say it's the worst map in the entire game! And I think that says something when some of those arctic maps are pretty boring.

     

    15 hours ago, BHef said:

    I am having some issues with a correct setup of the mod:

    1. sometimes i cant load my laser waepon (MKI) although the right ammo is loaded and enough time units are there. Noticed it happens randomly to rifles and carbines so far. known bug?

    2. i have some issues with ground combat freezing at alien movement from time to time, though rarely. I am using the recommended mod priority with one addition: Reinforcements mod to raise Xenonauts numbers to 16 but i dont think thats the issue.

    3. The new morale system doesnt seem to be correct for me. I started a Terror Mission and di well for 4 turns, not receiving an hits, downing a few aliens and not shooting civilians. Never the less on turn 5 the Xenonauts morale dropped massivly with 50% of my team panicking and running away while the rest held the line just to run away in turn 6... to make it even worse, someone panicked going on a killing spree, shooting a civilian... battle lost with everybody running around headless, beeing killed with no possibility to abort the mission with people onboard. I am not arguing the decision of the 300% morale hit upon shooting civilians (although i think its a wrong one, who cares a civilian in a town wide terror attack...no soldier will run away because of that and probably not the whole team.. come on, its an alien invasion and you can think of your sorrow later on!!) i am having issues with my soldiers running for no reason...

    4. i tried to disable psi completely by editing the psionicpowers in the x-division mod directory to have the psionic attacks use 500 Action points. Breaks ground combat because Alien movement freezes. any other way to disable psi?

    @BHef I've been playing X-Div since around 99.1 from memory, now is that this mod is larger than ever, I can say 100% that it is too complicated to modify, I tried to do a few small things myself and it absolutely destroyed game stability. I'm not sure if there is a disclaimer in the install (if there isn't there should be) but basically if you've changed anything from the install instructions you're not going to be able to get support for instability. I'm into January now, crash site in the 40's and haven't had crashes.

     

    16 hours ago, Xplodingducks said:

    Just came back to the mod after around a year hiatus, and it’s still as insanely difficult as ever! I do have a few tactical questions though.

     

    1. Flamethrowers are devastatingly effective especially early game, doing a shotgun’s job much much better. I know it destroys corpses, but should I phase out shotguns for flamethrowers?

     

    2. Any tips for breaching UFOs? This is the part of the mission I always take casualties. Either I’ll be entering the ufos and take reaction fire from guys hiding in the corners (smoke sometimes works, sometimes not), or guys will rush out when I’m preparing a breach team on the flank. 

     

    Great work guys! The aliens feel intelligent and dynamic, always requiring you to think. Props to who ever made the AI, I am extremely impressed. Keep it up!

    @Xplodingducks #1 I would say no personally, for Caesans you need to collect all alien stun grenades possible! For Androns disassemble their corpses is worth many fibres, all these things become very useful from phase2 onwards for weapons, armor and ground vehicle development. So you don't want to destroy them with the flamer too much. Once your troop has high enough strength they can hold a flamethrower in their backpack if you are getting swarmed by melee units, personally I lean toward the miniguns, massive damage from close range and high suppression from range.

    #2 Two tactics that I use to assault alien UFO's, first thing to know is that firing machineguns etc. at the UFO doors will suppress any aliens standing behind the door! This makes them unable to have enough TU's to really shoot at your troops. Secondly when coming towards the UFO doors themselves, use smoke grenades between your troops and the doors, if the chance to hit is too low the AI will not take shots at your troopers, the one thing to be REALLY careful of, is smoke doesn't really stop aliens throwing grenades at your troops, so smoke AND suppression together is the only real way to avoid taking damage. I'm also assuming you have at least two soldiers with shields, they will always be the closest to the door so if anyone does shoot the shield should take most of the damage.

    Second tactic involves smoke grenades again, and throwing explosive packs at the doors or firing rocket launchers at the doors, but this destroys valuable resources, and in early game your troops probably don't have enough strength to carry all this gear.

    • Like 1
  5. This new map looks very nice, there is lots of cover options not just for your troops but for civs too, good buildings to take advantage of (I really like that super tall office block) as well as mid-buildings with access to 2nd and 3rd floors! I agree that the landing spot does look a bit open if those shield walls were not present, first turn reaction fire from the aliens could be very harsh.

    Interesting that you should mention terror maps, as I played a Vanilla Terror map against Androns and it reminds me that it's a very bad map! I'm sure others will know this map, it has gas station to the north-west, north is supermarket with glass fronts, east is cafe / mini mart more glass fronts. South is mini mart with garage. They are separated by wide roads with some plant boxes on the curbs for light cover. The map is very open and every time I come across this map in X-division I curse my luck!

    It requires a huge number of smoke grenades to avoid long range enemies suppressing / sniping you, and as for the civilians... they just don't stand a chance! There is too much open space and line of sight. Did this map last night and every single civilian and local forces died (those robodogs don't hesitate!). This is a very typical outcome for this map, on other terror maps I can save around 40-50% of civs + local forces.

    Terror maps aside, I just learned you have the option to re-claim a base after failed defense, that's a very cool addition!

    • Like 2
  6. Just want to add 5 cents here, I almost did the same thing as Edren! :D

    On topic, got some more time to play, hit my first terror mission, thinking it would be okay because I've done them many times before, I think this is my 4th X-Division Veteran playthrough... boy I was wrong! My early game start was kinda rusty, wasn't able to research phase 1 weapons fast enough, I quickly found out I did not have the firepower required to hold back the Xeno hordes!

    This is the screenshot just before I aborted the mission, have a couple of Xeno's taking a ride back to my base as well as one outside on the hull. I don't think Bishop would be very happy with me..... :D

    Really liking the new challenge of the new and improved melee units, I need to learn some new tactics and get working on research ASAP, after this hit to my global relations it's looking 50/50 that I may fail this playthrough.

    20180403221758_1.jpg

    • Like 1
  7. Making my way through Phase1; Veteran, not iron man, I don't remember the early game ground combat being this difficult! It comes down to the alien AI being far smarter now from what I've observed, especially with how they defend the UFO entrance so you need to be very careful with your advance, I now run with every soldier holding 3 smoke grenades! And also melee unit AI is smarter too. Last time I played I think was 99.2 so feels like a new game to me!

    • Like 1
  8. It's always amazing to see the amount of work that goes into this mod each time I come to check on it. Will be starting a new play through today to see how things have changed :)

    EDIT; I really like the installer! I remember from earlier how many people did not set the mod order list correctly, this is very nice! And it must save you 80%+ of questions around failed install. There will always be that 20%.... :D

    • Like 1
  9. Sadly MEGA has really become an absolutely horrible site to use in the past year or so, those links won't even let you download without signing up, and even then on a free account you are restricted to 5GB / 6 hours so you cannot get it all.

    Took a few hours from GoldHawk forums, the transfer speed is okay.

    Just played the first mission on Veteran with Charon's changes, damn this is good! I actually lost due to sloppy tactics and advancing too quickly, I like the new bullet animations and the xeno's are great!

    Will take a while to shake off the rust, but should be another good playthrough ahead :)

  10. On 1/01/2017 at 7:34 PM, Charon said:

    Talk about good game design:

    If anyone is complaining how hard things are, here is the explanation, or part of it.

    Yes! Dark Souls / Bloodborne has been one of my all time favorite series of games, this explains a lot of why. This is also why X-Division is soo damn good!

    I'm still lurking in the shadows, I'll be aiming to start a new campaign in the not too distant future, still really busy times for me at the moment :)

    • Like 1
  11. 36 minutes ago, Charon said:

     

    Muligans video gave me the idea about adding AP damage to the flshbang tree, as it currently is underrepresented in comparasion to smoke/damging/incediary grenades.

    AP damage, on top of that flashbangs first job is to suppress the target, drains the TU for the next turn, so the unit will have less TU left to use in his/her next turn.

    This sounds like an awesome idea, I didn't know it was possible to even do this! Currently it's optimal to suppress with LMG / shotgun and then deploy smoke and reposition for next round. I've had no need for flashbangs when you have guns that do suppression very well and also do damage.

    @drages I feel like that Cyber-rex is going to put the fear into all of my X-Division vehicles.

  12. On 2/12/2016 at 7:30 AM, Charon said:

    This is what we are currently thinking about in the development

     

    Showcase current Development

     

    How has no-one else commented on this? Did any of you people watch it! This shit looks insane! I fear Charon and Drages have gone mad and they want to kill every single X-Division soldier! We need to start a petition to stop them! :D:D:D

    Hahaha being serious, this looks really good! That 360 shield tech is awesome.

  13. I just have to pop in and say that this page of comments has been really amusing for me to read. I haven't seen this type of game vs realism argument since back in Counter-Strike 1.3b :cool: I'm not going to be involved other than to say I'm impressed with how diplomatic both Drages and Charon are when it comes to the feedback the players give in regards to your mod.

    I've been really distracted on clearing out a bunch of games I never managed to finish, and now I'm stuck on Final Fantasy XV :D

    I can tell you though, without saving and loading during combat, I would have lost my almost my whole Alpha squad in Phase 4, especially against Andron's. My only comment is that the Spiritwolf Mech feels very strong for Phase 3, in Phase 4 they can get killed pretty easily by heavy drones etc.

    Keen to see when the next patch rolls around :)

    • Like 1
  14. 15 hours ago, drages said:

    I can give them low attack tu.  As you know there were more rocket launchers at 0.98. I plan to put them again so you won't use a lame bazooka at age of pulse rifles. 

    They are making huge structure damage already even default rocket because they are explosive. 

    I can plan to make energy rockets with not destroying the corpse or items. 

    I will put this to list.  Thank you. 

    Yeah that might be a better idea, like Charon said Rockets are not optimal choice currently, but I'd like something like them for attacking vehicles. I guess the issue is instead of a rocket launcher, you can equip and throw an advance explosive pack which will probably do more damage than a rocket anyway, and when your soldier has 150Strength they can throw really really far and with high accuracy too. So Rocket launchers need something a bit unique about them.

    @Sir_Dr_D Hmmm I tried this in soldier equip menu but Phase3 rockets would not equip into the default rocket launcher, also having to re-do this every mission is just too clunky, especially if you send your soldiers on two or even three missions before returning to base.

  15. 20 hours ago, NuclearStudent said:

    Hello! I used to be here a while ago. To be honest, I never played X-Division because I had an illegal copy of Xenonauts, but I was involved in X-Division a bit.

    What's going on?

    What's going on? The best mod for Xenonauts is what's going on!

    Go get $10 or whatever this costs on steam / GoG and then install this mod (I also don't want to hear anything about; poor uni student / homeless / out of work stories etc. Just make it happen!), then you'll see how far it has come since what it looked like years ago.

    @drages I'm still going to get you that save file, I've just been really busy on Path of Exile at the moment, before the current league ends :) will post it up in the next few days.

    @Z01 Those splash effects look awesome! Nice work man :)

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