Jump to content

Sectiplave

Members
  • Posts

    105
  • Joined

  • Last visited

  • Days Won

    8

Everything posted by Sectiplave

  1. @Charon; "So ... its cool now ?" Yes the shotgun definitely has a place in my squad composition now, it is very useful against any enemy that can be suppressed. If you pair them up with a shield trooper so they can safely get close to the enemy it does a lot of damage for the TU cost per shot, I'm currently only using Mk2 Division shotgun but I'll be pushing for Mk3 as soon as I unlock it, just to see a huge row of damage numbers appear above enemies heads. Got my first Terror site on October the 19th, was feeling prepared to destroy them all when I find that the main race was Androns! I was using almost completely Ballistic weaponry, and while this is my fault it was a very tough fight having to reduce the enemies resistance before I could kill them. Thankfully Ballistics absolutely destroyed the medium and large drones. Was able to complete the mission with 1 dead soldier and everyone else wounded to some degree, would have gone better if the map was larger, I walked out of the Chinook and had hostiles immediately in three different directions so couldn't take cover from all the gunfire. I did get a follow up terror mission 10 days later, so I'll be trying to start a new game then load my save and see if the 30 day cooldown works correctly from here.
  2. That is interesting to know, I didn't realize someone had already made Xenomorph assets for the game, I presume they are no longer active around here? Well at least that confirms I wasn't the only person who saw how well the Xenonauts platform could be modded to create a Xenomorph setting About the Xenomorph Hive missions, yes I am aware it would be a large workload to add these, I've never made maps before but when I can pull myself away from X-Division I will see if I can build something like a hive using the alien base tiles available. BUG: I've encountered this issue twice now, after ending my turn in ground combat the game will freeze on the alien turn. You can see animated tiles are still working, but the game is stuck in this state and requires you to force close it, I've had this bug once on 0.99 and once on 0.99.11 both times when I reloaded the mission I was not able to replicate the issue. I saw this bug was mentioned by another player, but this looks like a hard one to replicate and find. Balance: I made comments about shotguns range being too short prior to 0.99.11 patch, playing with them last night I like the utility they provide for UFO breaching / aggressive play style. Last night I was able to suppress 3 Caesans with a single shot Idea: One thought I had was the idea of Mk3 weapons requiring a Mk2 weapon to build as a component if this is possible? I'm usually an overly conservative player, so I find myself really resistant to spending cores on Mk2 weapons when I know Mk3 weapons are going to be a struggle to build without the cores available. I'm actually looking forward to my first terror mission in this new playthrough, I've focused my research and manufacture on the squad composition that I've been running since the start of this playthrough and I feel like I'll be prepared this time.
  3. I haven't had anywhere near as much time to commit to X-Division as I would like to, however I'm nearing the end of Phase 1 (I've restarted once) and I am really liking the changes that this overhaul brings to the table, calling this a mod doesn't do it justice, it's a complete overhaul. The first thing I need to ask Charon & Drages, are you both fans of the Aliens franchise? I have the Aliens vs. Predator board game / wargame at home; the one made by Prodos Games, and I feel like I am getting to play this game via X-Division on some of my ground missions! I'm personally a massive fan of the Aliens series, I saw them when I was young and had many nightmares about Xenomorphs :D. I was surprised and excited to be encountering Xenomorphs in my ground combat missions. When I first played Xenonauts I dreamed up a mod that over hauled the game into the Aliens setting. I don't want to get carried away with it, as the game is still Xenonauts, but have you had any ideas about adding a Xenomorph Hive clearing mission like alien outpost missions? Some of the alien base tiles look like a Xeno hive, just the wrong colours. In terms of feedback just adding my opinion to a few things I have seen mentioned in this thread and my thoughts playing the mod; I am against increasing troop size, starting with 8 is plenty of troops, if the starting number of troops is higher it just slows down the ground game like Charon mentioned, I did like the idea of smaller capacity and faster drop ship options. The Air game currently is extremely brutal! It frustrates me sometimes, however I like that the player now needs to maintain a large fleet of aircraft, I feel that this is also important as it keeps financial pressure on the player in terms of maintenance costs, and how much they can commit to upgrading the fleet vs. troops. It's been mentioned many times, but Terror missions are also very tough in the early game, with the changes made by Charon so that a lost Terror mission doesn't result in the loss of the continent this helps balance Terror Missions, I agree that like Long War, you should not win all ground combat, there should be missions at the start of each Phase that you may have to consider withdrawing from and taking some artifacts with you. It would be great to see the feature like Long War, where you could assault a tough alien base to recover the continent. This would add great depth to the Geo game. I saw mention of Drages working on new buildings for bases, my one request would be alien containment, specifically Xenomorph containment, I'm sure you guys have seen Alien Resurrection, Even thought the movie is pretty bad LOL! You see what happens when unprepared scientists attempt to hold Xenomorphs in captivity, they are smarter than they look! Legacy items should be removed from the game or re-worked to fit somewhere in X-Division, someone mentioned that there was an aircraft that was still in the game with the old build cost of $300,000, as X-Pedia is still a work in progress nothing indicates to the players that this craft is not suitable for X-Division. Vehicles and Aircraft build costs are currently too low in my opinion, you can throw phase 1 vehicles at the enemy without much care of preserving them, maybe this is false security since you start with enough money to setup 4 bases and have a few million spare, this doesn't account for losing bases in the later phases if things become very difficult like you guys have mentioned. I guess I'll only really find out when I hit Phase 3 and feel the real terror. I'm actually excited to reach the later Phases and see how things change, hopefully in the coming 2 weeks I can spend a lot more time and get a feel for the X-Division theme, I get the impression that Phase 3 will destroy all my bases and show me the game over screen :). I also saw it mentioned that the idea of the alien races being clones or being more of a collective of races working willingly under their rulers is still in debate. I think the aliens having some free will and mind of their own would not only give them some more flavor, it would also make more sense that they are willing to provide information during interrogation. After I've spent more time I'll come back with more things to write about I'm sure, the bugs I've encountered are already covered here. I am still happy to help out with X-Pedia even if it's just doing spell checking work, to write entries I think I need to play the mod more and get a more solid idea of the alien factions status first to make the entries have a cohesive narrative.
  4. I am really liking the theme of this mod! It gives me the Long War vibe, great work! I ran into a bug with the Geoscape not allowing me to click on anything. Reading over this thread, I'm going to perform a fresh install and then triple check the mod loading order and start a fresh game, as it looks likely that this will resolve my issue. I'm also in the belief that the shotguns maximum range is too short, I understand it from a design point making weapons more specific in their use gives more options to the player and requires greater planning. The shotgun range however feels like it is suitable for a sawn-off shotgun, a full length shotgun should have even just 4-5 more tiles on it's maximum range, in the early game my assault soldiers would often die simply trying to get to an effective range, even with LMG's providing suppression assistance. Maybe things change with higher tier weapons and armor, but I'm struggling to justify equipping a shotgun in phase1. One other area where I am happy to offer my assistance is in regards to the X-pedia entries and little descriptions about the researches being missing at the moment or place holders are a big immersion breaker for me. If someone could PM me what would be required to provide assistance on this area I can see what I can do to help. I wouldn't consider myself an in depth lore writer but simple explanations about what the research team hope to achieve etc. should be easy enough, as well as I spend a lot of time spell checking peoples work and re-writing it if required.
×
×
  • Create New...