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Marandor1

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Posts posted by Marandor1

  1. 13 hours ago, Svinedrengen said:

    I do not agree with this. The airgame is not turnbased (obviesly), but it is as turnbased as it can get without actually being it, and the improved airgame adds lots of tactical aspects to it, battle and resource wise. The only reaction and quickness you need is for the spacebar for pausing/unpausing.

    I don't think so. You have to evade at the right moment. You have to time your attacks. You have to make turns at the right moment.

    Sure, you can (and you have to) hit space, do the needed action (hit the right key) and hit space again. But really .. hitting space a few times every second to time all needed actions right and to do this for a few minutes - sorry, as said, I don't like it at all.

    You are totally correctly, "is as turnbased as it can get without actually being it", but for me this doesn't fit.

    Just an example: 2 weeks ago I tried a fight against a phase 3 terror UFO. After ~30 seconds the escort was down. 2 minutes later I had the UFO down to 15%. Each torpedo hit for ~4% damage. So I "only" needed about 25 successful hits. I knew exactly what I had to do but then I hit the turn key to late, probably only for a fraction of a second  ... busted.

    The simple problem: it is not enough to know, what you have to do. You also have to manage to perform the needed actions. This is a problem, which never happens in turn based ground combat.

     

    But well, we probably got offtopic here.

    • Like 1
  2. 14 hours ago, Svinedrengen said:

    Marandor1, easy airgame?? Nein nein nein nein nein das geht es nicht:mad:... just kidding of course, aber warum? I personally enjoy the new and improved airgame that was much needed, hard yes impossibly definately NO. Thanks you Charon for making the airgame meaningful and enjoyable.

    Everyone has his game style he likes.

    My favorite games offer turn based combat. I want to use my brain and my creativity for winning. I want to develop a strategy and like to think about alternatives. In my opinion XD ground combat is gigantic in that part.

    Airgame is mainly about reaction and quickness - things I liked in games around 30 years ago :) 

     

    No offense for people who really like the airgame - it's just not my thing :) 

  3. On ‎01‎.‎03‎.‎2018 at 2:53 PM, Svinedrengen said:

    Hej Charon, one question :

    What is the damageformula for X-Division? Is it the same as the original game at 50% - 150%? I can not find the formula in the files or the game, but I seem to remember dealing 100 something damage whit the sniper rifle whit basedamage of 60, which would indikate it to be more than 150%, I could remember it wrong and it was a rocket, but I am quite possitiv it was whit the sniper, and after you changed the configfile to my likings, I do not dare to change it back to test and find out myself in case of screwing something up in the proces.

    If I do remember it wrong, is it possible to change it to 200%? Or would it be gamebreaking? All weapons should have the possibility to deal at least doble the basedamage if it is a vital/critical hit if you ask me. Now as for dealing less than 50% I am not sure, 25% could work but not sure, 0% is to low and it can lead to some crazy random battles. What is your oppinion about this?

    As Charon already answered, the damage range is normally set to 50%-150%.

    But there are other modifiers too, like bonus damage for each kind of captured alien. You get 1-2% per type. This can sum up in later game.

     

  4. You should not forget, that you get bonus accuracy from armor and weapon (aiming/firemode).

    The starting values may look low, but practically they are working totally fine. In my playthrough I started using 100% rookies even in phase 3. Accuracy has never been a problem with the right equipment, accuracy even rises very fast.

    The main problematic attribute for rookies is strength - to carry and use good armor, weapons, grenades, etc. And this was improved in one of last patches.

    • Like 1
  5. 31 minutes ago, mohosillo said:

     

    Hello, I do not know if you know it, but in addition to multiplying objects, first aid kits, 1 hand weapons, etc. I have found the way to multiply the bodies of dead and sleeping aliens, so you get more resources :)

    You really should not do such things.

    The developers work very hard to make a balanced and challenging game/mod. Play better or use a lower difficulty level - both are much better ideas than abusing such bugs.

    • Like 1
  6. On ‎16‎.‎01‎.‎2018 at 10:17 AM, Ingeras Kurai said:

    I had a few questions i was looking for answers to.

    1. I'm starting to get plasma weapons and i believe i'm in phase 2. Is this ok or about what ships/weapons should i have?
    2. I've encountered the xenomorph that explodes with very little damage...i've tried using stun battons and alien lightning weapons but no luck capturing it before it explodes, is it supposed to be able to be captured?
    3. Are there any youtube series of this that anyone might recommend for me to watch for tips?
    4. As i said previously i believe i'm in stage 2. I have 3 bases for interception and a fourth in the works, is this ok?
    5. Should i have multiple landing parties? Currently i only have one base that with a chinook(still haven't found an upgrade) that i send a team out from, should i run multiple teams?  Should i have better then the chinook?
    6. I've researched all the lightning weapons i've found but still stuck with batons, do i ever get lightning weapons of my own?

    7.  Are stages dependent on time or by research you perform?

    8.  Per wave of enemy ships, about how many are we expected to shoot down/raid?

     

    Loving the game so far though :D

    Trying to answer some of your questions.

    1. I personally would skip plasma. In my playthrough I only used (in phase 2): 

    shield guy - MAG SMG

    rifles: MAG rifles

    sniper: laser sniper (I preferred the large range over the better damage of MAG/pulse).

    carbines: MAG carbines

    heavys: Laser minigun (MAG does way more damage, but has only 4 rounds per magazine - laser minigun magazines let you shoot 10 times, which was more important for me than damage)

    There are other good weapons too - but for me this was the best combination.

    2. It is possible to capture all Xenomorphs. For example (capturing a xenomorph warrior, using stun baton and laser carbines): https://youtu.be/GPzqktY5-us?t=2157

    3. I would recommend my playthrough :) see signature. It is done in German language.

     

    4. Sounds well.

    5. For me only one landing party was ok, at least until the end of phase 3 (which is my current playthrough state).

    6. No.

    7. It is just time. Basically. Your research doesn't matter. But time can be shortened by letting aliens performing well - like let them build and supply bases.

    8. I played my playthough without airgame most of the time (used mod easy/no airgame). You can down most enemy ships (= all with the exception of some terror ships). I raided not more than 2 per wave (you need some time for flying to crashsites and back and for healing between the waves).

    • Like 2
  7. On ‎05‎.‎01‎.‎2018 at 5:32 PM, Sir_Dr_D said:

    I am not sure it works that way. If half of HP dmg is dealt as stun, then that means the shotgun should be doing more stun damage then physical with every shot and the alien should be stunned often from just using the shotgun. I haven't seen that happen yet. And my experimentation does seem to indicate that bringing down an aliens health helps with stunning a little bit, but only a little bit. Like it only seems to help save one whack with a stun baton .

    It works that way. For a long time of my playthrough I am using carbines for stunning aliens. It is not a 100% safety but most of the time it works very well.

    • Like 1
  8. The last patch reverted some of the sight changes, most caesan/sebill only got around 20-25 range now. Just some special races (xeno, robodog, etc.) still have upto 40.

     

    But anyway - its harder with those bigger alien sight, no question. You need to adapt your strategy - smoke is much more important now.

    Don't forget: it is a beta, things are still in testing. 60 range was to much. 40 was already doable, I made a lot a missions with it and won all without any losses (but some wounds for sure :)). Just see my LP.

     

    With the actual patch version I find the sight ranges totally ok. You can't stand in the open field anymore (which I did myself in the past too). It is not that bad as it may look. The aliens don't shoot from anywhere - they not only need sight, but also a certain hit probability. Which they don't have got from very far away.

    Overall the missions are much more interesting compared to the times of "blind aliens" - at least for me :)

  9. I don't play an earlier version. It is always the most actual version at the time of recording :)

    I started with version .40. Smaller and bigger patches came live during playing. Now I am at .42 as well, but some small additional changes are already contained.

    I always get the patches before they go live because my playthrough is used by Charon for some kind of testing. So the last missions use at the same patch version than your version. The game/patch version of all my youtube videos is shown below it. And I mention (in the video) if an important pre patch was installed.

     

    Btw. yes, the drones were changed, maybe my missions were one reason. The "easy" way I downed the terror UFO is not possible anymore. But I don't like/do the air fight anyway. Here is a link to a mission https://www.youtube.com/watch?v=9d3piT0zxhg&t=240s , Charon used one of my playthrough saves for it to show, how you can down the terror UFO AFTER these changes.

    And two good sniper shots down a sebillian any time. If you use the right sniper of cause. There are some weapons, which are not really good in my opinion. Best sniper weapons are Laser Mk3 (Phase1+2), Gauss Mk3 (Phase 3) and Rail Mk3 (Phase 4). Don't use other weapons for sniping (or you will indeed need more than 2 shots) :) 

     

  10. @grossbier

    Maybe you should try different squad mixes. Not everything can be done at any time. With weak weaponary or rookies you can't do big UFOs. Just do small ones, get XP for your Xenonauts and stuff for your scientists and engineers. By time you will get stronger and then you can do all aliens ships (although Androns will stay hard opponents at any time, but this is intended).

    Overall I find the game very well balanced, at least until the point, which my Youtube-LP (in German) actually reached ( https://www.youtube.com/playlist?list=PLeCeI44U8FluG907nkx12YrLDtNZTl6kk ). I am mid of phase 3.

    Maybe you can find some ideas for your phase 2 problem there. Normally the only problematic times are the changes between two phases. When aliens and UFO are higher than your usable equipment.

    Btw. rifles are fine. I am using them on 4 of my 10 xenonauts as main weapon. And missile batteries also do their job, they have shot down several terror assault UFO for me. You just need to have enough of them (and no bad luck, sure).

     

  11. 12 minutes ago, Charon said:

    Yes, I need your logfile in your C:\Users\Username\AppData\Roaming\Goldhawk Interactive\Xenonauts.

    Does something pop up when you try to start the game, and what do you press when it pops up ?

    Might just be a XCE forest civilian which never got fixed.

    Firstaid, you can get more than 1 wound. If you have 3 wounds than 1 firstaid will heal 1 wound, you will still have 2 remaining, therefore the bleeding image stays.

    Logfile was added in the meantime to my last post.

    I get a popup, about the order of mods (see attacked screenshot). I usally hit JA/YES.

    xeno-start.jpg

     

    Ok, I got the firstaid thing :) first I have to heal all wounds and only after it I am able to heal hitpoints. This does indeed work. Thanks for clarification!

  12. 3 Screenshots for firstaid test (maybe I understood something wrong).

    Last mods picture added.

    Logfile added.

    --------------------------------------------

    Andre Before Heal:

    andre before Heal.jpg

    Lauren about to heal Andre.

    about to heal andre.jpg

    Andrea after Heal.

    andre after heal.jpg

    -----------------------------------------------------------------

    And one last thing - in the added savegame there is a moving shadow at the map, actually in front of rasmus (it was even attacked and killed by an alien later). Am I missing a file or is this intended?

    shadow.jpg

    xeno-mods3.jpg

    c.sav

    logfile.txt

  13. 59 minutes ago, Charon said:

    @Marandor1 Can i take a look at your modloader ?

    Sure, how can I help you?

    I have shown and listed my used mods in the first video. I deactivated "COM - Ambient sounds" after the 2nd video. "Charons Changes" and "Tropical and Swamp tileset" will be activated soon.

    Anything else you need to know?

    And really - my firstaid doesn't do anything. Not a single HP healed, no wound healed (it was working at version 99.34).

    xeno-mods2.jpg

  14. 33 minutes ago, Charon said:

    As far as the numerous playtesting from a lot of people has made its result, the defender tank makes the early game way too easy, especially since you have lightscouts and scouts in the mix which units range from 3 - 9 squads each. A defender can defeat that almost alone.
    The unit count increases with bigger ships which potentially gives you more corpses along the way making it easier and easier to build a defender as time goes on as long as you dont blow shit up too much.
    The design here is to make your best vehicle always something you will regret losing if it happens, while making less powerful vehicles easier to replace, but potentially also harder to control. The hunter scout car only costs 10 000 which is basically free, doesnt require anything to build and you can just mass them out for every base. They come with powerful rockets and a burst shot option if you really are in a pinch. But using rockets will also destroy the corpses you so desperately need. See how it goes ^^ ?

    During my last try I had 17 light fiber when Defender was researched and I didn't researched directly into the needed direction. The play through was probably close to optimal. 3-9 units per scout/light scout doesn't tell the whole story, because you only get fiber from guards at that time.

    The linked play through is from 99.34 patch - at that version a Defender was easy to build because it just needed cash. With 99.4 it is extremely hard to get the needed 30 light fiber until the first terror mission (at beginning of October). But it is probably doable. But in no way the car is buildable at the time of research except if you delay this research a lot (30 fiber = 30 guards = about 10 missions; research can easily finished at 15th-20th September).

    But well, if this was your intention, I will trust you because you have got a much better overview.

  15. Last version (0.99.4) changed some of the material needed for vehicles. Are you really sure with it?

    I just started a new campaign with this new version (seen at Youtube

    ).

    The Defender (the 2nd tank) now needs 30 light fibre - this would probably need about one month for only one vehicle. And the possible loss would destroy the work of about 10 or more missions. Totally not balanced in my books, this effeciently takes the Defender out of the (early) game. Or does I understand something wrong (I am quite new to the X-Division mod, so far I only knew X:CE and the basic game)?

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