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zlodeische

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Posts posted by zlodeische

  1. 7 minutes ago, drages said:

    There can be crazy critics from armour penetration weapons because a glitch at the game calculations. But it's fun, so we don't have any problems.

    yep. this is fun) 

     

    11 minutes ago, drages said:

    Mod is still at beta and the number changes in time. We don't have the men power to edit all that stat info everytime. We need people to get that stats from game files and write to the xpedia pages.

    for sure i understand. mod great without it

    also not clear why sentinel1 in some points better then sentinel 2 (kinetic, props, chemical, coneangle)?

    <Armour MODMERGEATTRIBUTE="name" MODMERGE="update" name="armour.sentinel">
        <Resistance kinetic="100" energy="110" chemical="70" incendiary="55" />
        <VisualParams range="22" coneAngle="135" nightRangeBonus="2" />
    	<PsionicDefence defence="80" points="20" degradation="3" />
        <Special jumpPack="1" jumpPackSound="SentinelJetpackSound" />
        <Props moveSpeed="350" stairsMoveSpeed="180" vaultMoveSpeed="24" />
      </Armour>
    
       <Armour MODMERGEATTRIBUTE="name" MODMERGE="insert" name="armour.sentinel_2">
        <Resistance kinetic="95" energy="110" chemical="60" incendiary="60" />
        <VisualParams range="23" coneAngle="130" nightRangeBonus="3" />
    	<PsionicDefence defence="80" points="30" degradation="3" />
    	<Special jumpPack="1" jumpPackSound="SentinelJetpackSound" />
        <Props moveSpeed="300" stairsMoveSpeed="180" vaultMoveSpeed="24" />
      </Armour>
      
       <Armour MODMERGEATTRIBUTE="name" MODMERGE="insert" name="armour.sentinel_3">
        <Resistance kinetic="125" energy="150" chemical="80" incendiary="70" />
        <VisualParams range="24" coneAngle="140" nightRangeBonus="4" />
    	<PsionicDefence defence="100" points="30" degradation="3" />
    	<Special jumpPack="1" jumpPackSound="SentinelJetpackSound" />
        <Props moveSpeed="300" stairsMoveSpeed="180" vaultMoveSpeed="24" />
      </Armour>

     

  2. dear team. some points below.

    xenopedia.

    -i sure need some descriptions, and since this need a lot of time, probably stats for armors and VW should be in first prioryty. now - no clear picture fo armors (what bonus give alfa or predator? what penalty? )

    -if it possible i sure will be good to remove some pages from pedia 

    xenos

    alien shock weapon series looks UP, since it non letal and since hi resist in most armor tipes. in same time alien blood (etc) weapons - one shot.

    p.s. anty mater pistol time to time crit for 200-300 dmg (eaven in phase 3 and 4). today i crit  andron near 1500 (yep 1500) is it ok?

     

  3. 14 hours ago, Charon said:

    1. That could be about right

    2. Your problems could be explained that you have too much money. If GC is too easy move up in the difficulty.

    Im go in normal and , was hard in p1 ok in p2 and all is easy on p3. 

    Now i just allow alien only construction runs. and havnt no terror and mybase runs in this game.

    Also one point about chem granades as i seen they rly op in both sides. as exemple aliens can kill 3-4 men in one shoot using blood weapons or granades, other weapons for aliens much less usefull.

  4. one more piont now at ph3 - i have more than 1000 light fibre, and no any way to use it. in ph1 light fibre is hard to recive, and produce. probably not bad - rise lf from ph1/2 aliens, and reduce (especialy from androns) for ph3

    also predator series armor - maybe ad some melee weapons? now any guy may give up weapon from alien body, when ammo go end, exept unluck dudes in predator armor

  5. Hi team!

    Now start phase 3. So some new (or not) points below.

    -Bug – cannot use sonic minigan (VW)

    -Since I keep one alien base from game start it grow up to fortes, and in the middle of phase 2, I capture it. As result I take sonic weapon, preator (live), and some other things from phase (4)?

    -as for me prod mechanic is rly disbalansed. Minigans and canons not uber weapons for all categories. Yep probably not bad… But to produce them – price in core is to high. And it similar with all other team higest weapons. 

    -as I say before AM 1/2 pistol is OP! super long range, 16%AP, high demage, penetration…

    I try all oter postols and smg, but no any reasons to use them. (in same moment AM sniper crap, during high ammo weight, rifle ok, minigan so-so)

    Armors.

    -Why do not allow use RL in predator armor?

    -sentinel armor – as for me not better then alfawolf. Since alfa give ap bonus.

    Shock grenades. - is great weapon, especially in new craft system (when taking warriors is also needed time to time). And as for me they make shock weapons, and buttons unusable

  6. yep blow radius is high a lot, and many situations when ufo tank or plate stuck - you will lose other loot. sad when loot is stunned specialist, which you neaded.
     

    2drages
    about mag minigan mk1 bug - i find some fun thing - it out from soldersgear menu (i mean i open it as tech, may prod it, but it out from weapons list)
     

     

    aslo androns ai bagged in landing ship control room. in 99% times near 4-5 androns stay in. but 2 staked in corners and waiting other 3 death. 
    3 in the middele do not atack - only counter time to time. 

  7. 8 minutes ago, drages said:

    Not using any ambient sounds at all seems to work flawless. I could load saves any number of times without any issues.

    Try this.. disable all ambient sound mods and get a clean save then load it and continue.

    nope. crach in 5 seconds after. (crash on world map)


    UPD
    find a reason - just cancel production at bases... and all going ok.

  8. 22 hours ago, Kirill Selivanov said:

    ok, i'll try and answer about what and how.

    Thank you

    sorry but will answer in RU
    ставишь начисто - посмтри там были инструкции по сносу папок включая скрипты
    далее скачиваешь xce и и xce мод паки (в загрузках тут же на сайте)
    открываешь лаунчер - делаешь "добавить мод" и выбираешь rar с xce.
    распаковываешь моды с мод пака стандартно в assets\mods
    распаковываешь xdivision туда же
    качаешь последние обновы на первой странице, и распаковываешь в корень игры.
    запускаешь лаунчер теперь из папки assets\mods\xce 
    выбираешь только моды как на первой странице (активируешь)
    готово

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