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Suave

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Everything posted by Suave

  1. Thank you @Charon! I do not have a save atm with that, but I mean hedges on most maps - even when they are destroyed and do not obscure the LOS/LOF they are still impossible to cross.I will send you a save or a screenshot when I come across them again. Thanks!
  2. Charon - thank you for you prompt reply. Is there a file or site with the tech tree (the one that you pasted in in the previous post)? Also, I believe it might have been already mentioned but the vehicles do not like crates with robodogs, etc and they are moving one tile per click...slightly annoying. About hedges - you can destroy them and shoot through them, but cannot pass them - is that hardcoded? Thanks again!
  3. Hey Charon! Congrats on new release! You got me hooked up yet again... Coming back to the game after a break I noticed you have added new tips on splash screens - one says that kinetic and energy damage lowers resistances/armour for both types of damage. Is that so? I usually notice that if I fire a lot of kinetic (or energy) at a target and then swap to the other type (lets say - from kinetic to energy) I have to start burning through the resistance/armour again with the new type of damage...What did I get wrong? Also, a silly question - I just started the other day and got to the next phase, however I do not seem to be able to research wolf armour (and that phase is a b...ch if you only use Jackal...). Can you please remind me what are the requirements for wolf research? Thanks again and keep up the fantastic work!
  4. Hello there, It has been a while...I was playing some arcade games recently (XCOM2 + Longwar) but got slightly bored of it and decided to return to the real fight. Aliens in Xcom are either pu...ies or they just cheat (pumped up stats). Anyway, back to a new campaign in X-Division. @Charon Sorry to keep bringing up the same issues, but I just do not like few features and tend to adjust them manually myself for my games: - I am guessing that Zombify is still one shot-one zombie feature? No defense against it? Time to double (triple?) their TUs requirement for an attack - Planes are still expandable? Can you please remind me how to make them not recoverable? It takes away the fun of air-fight if I do not care if they get shot down...even prolonging recovery times is not that fun. Keep up the great work, I am really happy to see some more updates coming out!
  5. Hello there, As @Charon said, it is difficult to tell without some more details - mod loader, screenshots,etc. But, my wild guess is that this is due to Ambient Sounds mod - try to disable all sound mods and try again.
  6. Thanks Charon, Drages retired? So you da boss now? What I meant was that upon moving to phase 2 at some point (new research completed perhaps?) Hunter disappeared from the Workshop - been and gone now... might have to restart again lol.
  7. Hey Guys, I have been away for a while (holiday), but I will be back soon - I would not mind kicking some aliens' butts now... @Charon Just a quick one - I have never paid attention to it before, but I have recently re-started and I am in Phase 2 now and I just noticed that mu beloved Hunter car has disappeared from my workshop...I used to spam them like crazy and going kamikaze in each mission, I cannot really do that with Defenders...is that somehow intended or just a weird bug? Hunter + allenium missile is about 12k (so nothing) and light fibers are in short supply. Thanks! By the way - where is Drages? RL issues?
  8. Hey Redsky, So you say you have come across a facehugger lol? Yep, these are annoying, though very fragile. Same as with Reapers (the other guys that can zombify your soldiers) you just need to keep your distance and use vehicles for spotting - when you spot them, you can withdraw the tank and use the snipers/rocket launchers. Also, I use a lot of incendiary grenades as an area denial means - many aliens will die walking through flames, but many will try to walk around it and gives you valuable time. Honestly, in some longer missions, I just bunker up - drop smoke grenades in possible routes and try to lure the enemies out. And yes, you need to take it slowly, create a parameter and methodically push it forward - this way you will always have your enemy in front of you, so no nasty surprises will hit you from behind. There is no best method, it will have to come with experience I am afraid. Also, make sure you have a diversified arsenal, all laser/all ballistic/etc usually means that you may come across an enemy that will be veeery difficult to kill.
  9. Hi ralph, personally I have never come across this issue myself...are you sure you have all the pre-requisites? I believe you need to recover alien fighter datacore (shoot it down, just not over the water) and research alien alloys.
  10. Hey, it is a game that you play for fun, if you like saving/loading, this is entirely up to you, do not ever let anyone tell you how to have fun lol. And yes, there will be a pop-up at the beginning of the mission informing you of the presence of an alien officer. November is not that late, so no worries. It also depends on what difficulty you are playing (the lower, the slower game progression due to "invasion ticker" multiplayer,which gives you more time to develop). @ralph_09 Initially it is difficult to stun Sebillians without gas, you may try stun batons, but personally I think it is too dangerous to try and not worth the effort (they are quite weak). Wait for gas grenades or you may try another trick - when you enter the UFO and you see enemies inside standing by the power sources, try to shoot/grenade at the power source instead of the enemy - they explode both with incendiary (which kills) damage and stun damage - incendiary goes first and the stun follows, which quite often incapacitates the enemy (mostly Sebillians, Ceasans are a bit more fragile and can die, but it is still possible to use that against them). And just to clarify - I am not an expert on this game, but ask away if you need any help.
  11. Hey Redsky, Yep, they are long and difficult. Having said that after 20 turns the whole map should be revealed showing you the location of all enemies (unless you use Charons Changes mod). As I said - playing on Ironman gives me a lot of "stress" and excitement and force creative thinking instead of save-scumming. In terms of ammo/medkits - when going for long missions (like terror) I usually OVERLOAD my soldiers - I stuck their backpacks full of ammo and medkits. Granted, on the first turn they will be barely able to move, but I just drop everything on the floor of Chinook and that makes it an "ammo depot". When I need to reload/use medkit, I have got a stash onboard. Also, local forces (civilians with guns, police,etc) drop their weapons on death, so this might be useful at times. And just to show off a bit - I was testing new ideas recently and I have started yet another new Veteran Ironman game - so far mission number 36 and no losses (lost probably about 10 Hunter Cars though lol). So yeah, it is possible to survive it (well, about 3-4 times one of my soldiers had to be revived at the end with 1hp, but hey, at least they got their Purple Hearts).
  12. Thank you. That is what I thought/experienced but I was not too sure how it looked from the code perspective. I did go through the files/numbers long ago, probably around 99.31.
  13. Yes, Most aliens will be affected, so quite often my modus operandi would be to a)suppress alien with machinegun, b) throw a smoke grenade at them, c) approach with a shield guy (just in case) with another guy hiding behind the shield guy so they could charge the alien next turn and shoot him in the face. When suppressed they may still shoot at you once or burst so the shield might be useful should they score a hit. @Charon I did not go through the files recently - are Sebillians still "infrared" as the loading screens tips suggest (seeing in smoke/night, worse at day,etc)? They do not seem to. They were meant to be affected by fire at some point. Also what about Androns? Being machines they should use infrared but they seem to be affected by smoke. Thanks!
  14. Hey Redsky, Glad I could help. I used to play on Normal, but when I got more proficient, I moved to Veteran (recommended difficulty, but it IS tough). I play "soft" Ironman - I backup my save game every few hours or so, so if I run into a bug/crush, I am not loosing the whole campaign, maybe just few missions. Yeah, the damaged walls can be a bit treacherous, had that many times as well - perks of the job lol. Each game I play I play on Ironman (if available), save scumming is really tempting, so I limit it via IM. It gives me much more satisfaction and I tend to play better - I know that a mistake can cost me a good soldier, so I always think twice before charging into the unknown ( if I knew that an alien is behind the door, I could just reload and blow the wall with a missile launcher, right?). It really is just a matter of preference, I like it like that and I know that my Majors/Commanders are really my top guys if they survived for so long. And again - SMOKE GRENADES!
  15. Yep, that is the one I meant. Oh well, I suppose we can live without it. Thanks!
  16. The "bullet" animation - when you introduced the new projectile animations ( I forgot the name of the guy who created it, sorry, it is probably in this thread from few months ago) I believe that someone mentioned that the flamer will also be implemented. I remember that in one of the videos there was a flamer with a beautiful spraying effect rather then the vanilla one (which is not that nice). Sorry for being a bit vague regarding the details, but I am at work and I cannot check it properly now.
  17. Yes, you should - although again, it depends on your playstyle. I personally (in each of my games, played it many times) initially build three bases with a Chinook and a full contingent of troops in each. There are usually 8-9 hangars in each base and 2 workshops (apart of the first one which has a lab, but this will get demolished few months later to make room for the second workshop). After few months I build extra bases with no soldiers, only one with 3 labs for a quick research and the other two packed full of radars/hangars. The 4th base and all the following ones will have to have about 8 missile defenses (later on laser/plasma/etc - they will automatically upgrade once you discover the relevant technologies). When your base is under attack, each will fire and if they score a hit, then a percentage of invading aliens will die. If they manage to destroy the UFO, of course you will not need the soldiers to defend the base. Hence, I keep soldiers in my first 3 bases (no missile defense) and no soldiers in the later bases. This way my bases are quite specialized and I have three squads to do the missions (there are many ufos in each wave, sometimes I do not return to base after a mission, but instead I fly to the next crash site). This way I get lots of money, alien alloys/loot and my squads are getting more experienced (well, sort of, I play on Ironman mode...). It takes a bit of micromanagement, but hey - that is the beauty of the game. In terms of bleeding - personally, I like it (in previous versions enemies had "stronger" weapons, so your soldiers would usually die instantly rather then start bleeding). I know that medpacks are quite heavy but the bandages (the small ones) are ok to stop the bleeding (one for each wound, so a soldier with three wounds will need three). Once your troops get more experienced, they will become stronger and carrying medpacks will be less of a problem. Regarding Xenomorphs (the alien beasts) - once you kill one you will get a reaserch open for incendiary weapons - I recommend to get this done asap and then research incendiary grenades - this will make a short work of Xenos ( and you will also get the flame thrower - personally, I do not use it, as it tends to destroy all the loot, but it is quite strong - @Charon what happened to the flames animation? Is that going to be changed to anything nicer?). Again, if you have some spare time, you can watch some videos on youtube, there are some good players there. Ask away if you need anything.
  18. This. The first time I was trying to install this mod I could not - simply because I have not read the instructions properly and I "thought" I knew what I was doing. Then I made a clean install of the vanilla and followed the install instructions of x-div to the letter. Worked like a charm. @Charon is doing a GRAND job with this mod, I am sure that the full installer will come sooner or later. Meanwhile it is really worth to spend a bit of time to make sure that the installation guide is followed and the game is installed properly - I used to play UFO series from my Amiga 600 onward, as well as all the other "similar" games (and Xenonauts mods), but it is only with X-Division that I am finally happy. It is of course not perfect yet, but it will be. Try again and please let us know if you run into any issues.
  19. Hello there, You can start with easy first, it is not that easy after all..it is x-division easy. From your description I can tell that you have encountered Ceasans on your first mission - they carry shields, so you have to either hit them from behind or just wear the shields down (about 200hp, but I might be wrong, someone will probably correct me here). Also the alien-like beasts are very vulnerable to fire/laser, but resistant to ballistic - initially they might be hard, but later on they are a piece of cake. You would probably need to unload two heavy machinegun burst at them or throw some grenades. There are many tactics you can use, you will learn quite quickly, although AI is really good and can be unpredictable. You can watch some videos on Youtube, Phoenix does a thorough play-through and he is very good at it. Since you have asked, I can share my initial tactics here - I do not bother with any other weapons initially other then shield/pistol and machineguns. Why? Machineguns can suppress the enemy and the shield can take some punishment - just suppress the enemy (you do not even have to hit it) and advance with shields while throwing smoke grenades. Once in range, charge the enemy and unleash machinegun bursts - at front, a Ceasean will loose the shield at first point-blank burst and the second will kill him easily. Do not overuse missile launchers, as you will destroy the loot from the enemies. After you get the Hunter car, things get much easier, but remember - smoke grenades are your friends! And secondly - this is not X-COM - even with Long War, this mod is much harder. Obviously, this is just my tactics - my younger bro uses all kinds of weapons and uses a lot of crouching/sniping/etc - it just depends on your playstyle ( I basically charge the enemy...). Good luck!
  20. Soory, got "Programme stopped working" message, same as axemangeorge. I do not seem to be able to copy from Snipping Tools in here...
  21. Of course, It stops working, I have tried running it as administrator, turn off Avast, still the same.
  22. Hey Charon, Actually, it did not - I have had the same issue as axemangeorge...So I just unzipped and copied over. It seems to work.... Oh, and thank you both for your valuable advice towards air-combat!!!!
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