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Khaad

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Posts posted by Khaad

  1. Hello,

    I´ve noticed something else. Don´t know if it´s known, if yes, sorry.
    If my dropship is on the mission, which I successfully finish, I can head head straight for another mission. Which is logical. But all default equipment of my troops is again back in the start of new mission. With grenades, ammo etc. which was used in previous mission :) But the dropship wasn´t in the base to resupply them.
    I don´t know how the engine deals with this, but seems logical to not have that equipment, until return to base?

    And of course, all of the found technology simply teleports immediately to the base (UFO parts, ET´s wpns and so on). I think, after comleted mission, there might be some time delay. I can imagine crane on the dropship, which takes smaller UFO´s (like Sikorsky helicopter), but larger one´s? Maybe the bigger the UFO, the more time to disassembly it and transport to the base. And the result is smaller UFO´s are taken immediately with dropship (so no delay in the beginning of the game), and larger ones (e.g. from Corvette class) will take some time to recover, which makes game a little bit harder.

    I think this can make this amazing mod much more realistic (apart from considering we are fighting UFO´s :D) and gives it more tactical dependant decisions.

    And one more thing. I was chasing Corvette accompanied by two scouts, and it landed. I sent a dropship, deal with it. But the scouts simply disappear. Is the only one solution, to have all the UFO´s to shot the scouts first and then the Corvette? Isn´t possible to generate bigger map with all the UFO´s? But on the other side this may cause it unplayable in the late of the game. Or simply force the people to shoot down the escort first.
     

  2. 2 minutes ago, PALU said:

    If the escorted ship doesn't have missiles, yes, fighters are better, and I've used fighters to take down almost all the alien fighter wings, but when missiles are aimed at you, it's nice not to have to try to dog fight at the same time as you try to evade missiles. For earlier crafts you may be able to stay out of the craft missile range, but that gets hard later.

    Good luck! I just waited until I did get the ability to take down the aliens without losing my craft (but I don't care too much if the get shot up badly, as they'll be repaired to the next wave, but they'll obviously won't be good for a second sortie, should the enemy still be around when you've reloaded [well, I DID have one case where a bomber was able to go up again and finish off a terror ship, despite being heavily damaged, and taking more damage in that fight]).

    P.S. I did actually get a ship before I was able to shoot it down due to an exploit/bug (which I wasn't aware of at the time: I just happened to stumble upon it for legitimate reasons).

    Hmm ... figters are better? Why? Asierus = 2 cannon slots = 2 mausers. But maybe ... My first squadron is simply supposed to take down the escort of the terror ship, then return to base, no damage to my craft either ET´s, if it´s neccesary(´cause smaller UFO´s appear more often in this time and there´s no time to repair neither reload in ET waves). But I am talking about terror ships with escort, not about the rest. That is the point of "no missiles aiming at you, when you dogfight".
    Am I understanding this right, what is the point of this misunderstanding?

    Then I use just foxtrots for ships without escorts. Seems to me less expensive due to time to reload. One wpn slot takes less time than 2 wpn slots to relaod, but mostly depends of your game style. It´s individual. But maybe I´m wong.

    As I said. It´s just my theory it should be possible to bring down that terror ship. Anyway, I´ll post the video from my try. Maybe I´m wrong. And then an excuse from me, will take an certain place ...







     

  3. 44 minutes ago, PALU said:

    Note that countermeasures don't engage threats to crafts other than the ones they're mounted on, so flying a craft with countermeasures in between the enemy craft and a bomber is ineffective when it comes to protecting the bomber, but you might lure the enemy to target the closer craft to some extent. I didn't have much luck in my single attempt, though.

    I also handle craft with escorts in two passes: First I send a wing of recovered alien crafts to take out the escorts, and then I send in the bombers (I send bombers alone, but if they don't have any countermeasures but would need it, I assume it's better to send a complete wing of bombers to have them act as decoys for each other to a marginal extent.

    Take a information from this experience ... to be honest from me, this exp. was also taken from another person´s exp.. Early game ET´s interceptors, or escorts, can be downed by couple of Asierus´es with both mounts uses with mausers. Best is squad of 3 of them. Nice rate of fire. Really nice rate of fire and again, rate of fire. That´s it. No reason to send alien figters (better are two mausers from Asierus, than mauser and "something-developed-in-that-stage-of-game" from alien fighter). This with some experience gives you an advance. You know what I am speaking about ´cause you video stream. Now the terror ship.

    My plan is to send three Asierus crafts each equipped with two mausers. No discussion about this, it´s pretty straightforward (For the escort of alien fighters ... it works all the time - PHASE 1). They can deal with the early terror ships co-fighters pretty easy. With no damage to my crafts. With luck :)
    Then several squadrons with one or two foxtrots accompanied by ET´s fighters (spear cannon, anti-missile). Probably two fighters ´cause the ability of ET´s terror ships to attack two predators at once, with their missiles. This have to give foxtrots time to engage, and empty theirs magazines.

    But this is just a theory. But I am looking forward to apply it. I am still making the preparations, so ... I am hoping I was right :) I need to make some calculation depended of terror ships HP but, we will see :)

  4. 3 hours ago, Dagar said:

    @Khaad: If you are interested in how to down the first Terror carrier by Brute Force, I can selfishly refer you to my LP campaign (on easy, so 75% health for UFOs):

    Clown Car Crash (part 1)

    (if that's not the one (I can't check right now) check the video before that.)

    As of software: most people use Open Broadcaster Software, I think, which works okay.

    Okay. I am also playing on easy to be honest. This game is quite punishing until you know what are you doing. Maybe especially just for me, ´cause I´m no genius level tactician. I am no hardcore player, but I like challenges.
    But I´m thinking about taking down that terror carrier with squadrons of two ET´s figters accompanied by one foxtrot. Instead of yours F-17, at this stage of game (when I am planning to down that terror carriers, I am one and a half month forward (I understand, you can be much forward than me), so I will use two ET´s figters = one spear cannon, one anti-missile and one foxtrot with alenium torpedo) so simply two lures, and one full damage of alenium missile at cost of my bomber. Maybe. And maybe some extra damage from fighters. Which can be, in comparison how many missions and artifacts to complete another foxtrot I got, is acceptable. Which means, my "small personal research" revealed, that squadron of three foxtrots, can damage this thing up to 50 percent of health (47 percent to be precise as I remember, and they didn´t took all their shots ´cause this thing is quite capable at defending itself against incoming squadron), so my prediction is ... two full squadron of foxtrots with alenium torpedos (47 percent + 47 percent is  94 percent damage, but of course, they didn´t take all shots, cause their inability to avoid missiles, and shot from ET´s aircraft, so they are doomed, but 94 percent damaged terror ship) with heavy losses OR  several squadrons of combined aircrafts damaging this early-from-hell-taken-thing enough to bring it down. I really don´t know if it´s possible, but right now I am founding out, if that is.  I believe it, ´casue it´s possible to damage it without being hit. But all of this is a theory, so that answers my question, why I am asking for a program to record it. I believe it´s hard. But I have a feeling it´s possible.

    Anyway there are two options for solution of this situation ...
    1. power solution (not really sure, if I translate it correctly) , which is mathematically nearly 100 percent until you develop something ... unusual :) , and
    2. THIS solution. which means this game become unplayable for the 97-percent of the population, that plays it 

    And I nearly don´t know which solution I am supposed to turn on. Because the X-Division team is making a great work, that confuses me, which side I am supposed to take on. Which is absolutely amazing :) 

  5. 23 minutes ago, PALU said:

    As I said, countermeasures are NOT manufactured: they're made available for mounting on aircraft as soon as they've been researched. However, they're mounted on missile and torpedo slots, but NOT on cannon slots. This means they're effectively useless until you have a craft with at least one mount beside a missile or torpedo one. Sure, you can mount countermeasures on Foxtrots, but then you can't mount any weapons... Pure fighters can't mount countermeasures as they've got cannon mounts only.

    Thus, you need to wait with actually using countermeasures until you've got some capable craft to mount them on (but you can check your Foxtrots to see that you could actually mount them on those). Until then, you'll just have to gnash your teeth and take the rare opportunities to raid untouchable craft when they land (and terror ships land only as part of base assaults and terror missions, and you don't get any craft cores from those). I believe some people have taken down terror ships by sacrificing a significant number of aircraft on suicide missions (and the aircraft are recovered, but they won't be available for the next wave).

    Hacking researches is very risky, as far as I understand, and can lead to permanently blocking you from getting techs.

    Oh man I am such an idiot. I don´t need to manufacture anti-missile it simply appear in possibilities to mount on normal slot ... shame on me. I was so focused on that, everything new has to be manufactured that I don´t get the idea to simply check this ... I don´t know what to say. I´m sorry to bothering you guys ...

    And about that terror ships, I simply want to try it. But not with foxtrots or F-17s. I´ve researched ET´s basic fighters which have 1 normal and 1 cannon slot. This may work with spear cannon and anti missile. But I am pretty sure several squadrons of two alien fighters and one foxtrot. With some carefull approach it may be possible to put down those damn thing. Probably with heavy losses, but I´m expecting that it´ll boost my technologies a little bit further forward, ´cause right now I have nothing left for research and my sciencists are getting lazy, just drinking in bar and this is so something about a week. They´ve relaxed enough and now it´s time to get back to work :)

    And sorry if I have problems to explain something or understand something. I am not an english-speaking-country-borned-human.

    And one more question if I may. Can you give me advice how can I make a video from a gameplay? I mean which program is suitable for this in your opinion. Thx a lot for everything.

  6. 21 hours ago, Khaad said:



    2. I´ve researched Anti-Missile, but cannot manufacture this. Also have a save, if needed.

    I have a question about this. Is possible to somehow modify the saved game, to make this thing "unresearched", I mean it will appear in the research list again? I really don´t know what happened, I´ve played the game several times from beginning and this happens fot the first time. Not really have a clue, what happened. But the problem is, I have it researched and cannot manufacture it. I took a peek into manufactures.xml, but there was no typing problems and I am just a little bit struck, what goes wrong. I started to manufacturing fighters and wanted to put on them some spear cannons with anti-missiles to lure away from foxtrot to try to put down that terror ships down but ... can someone give me a tip?

    I am just on phase 1, 30th of November so still the beginning of the game, but I just don´t really want to start the game over again.
    Many thanks for some advices.

    I´ve attached the save, if someone is interested.

    I was just searching a little bit. I am storing all saved games through my play, so I found out a saved game called MISIA VII. Its from 18th of September of game time. I still hadn´t researched anti-missile. If I put it in research queue and then it´s researched, the game displays you after the first message about research notification: New thing for manufacture: None. So it simply didn´t appear in manufacture list. I hope this helps somehow.

    normal.sav

    MISIA VII.sav

  7. 13 minutes ago, PALU said:

    You don't need to recover human technology, because you already have it ;)

    You research alien technologies first to figure out how their stuff work. Thereafter you use what you've learned to research/invent your own take on it, and after you've got the general technology in place you research/invent/develop your own specific equipment.

    People who'd never seen motor vehicles wouldn't say "Hm, the enemy moves around in moving houses that make a lot of noise. I'm going to make a moving house of my own!", but if they had some kind of scientific mind (rather than the more common superstition) they'd try to understand the concept of a motor, wheels, and whatnot, and only then try to figure out how to make their own houses (or repair the enemy ones, when recovered, and figure out why the houses stopped working after a while anyway).

    I just simply mean to collect everything left on the battlefield, that´s useful :) My or their. Just not to take care about picking up gun again, but nevermind :)
    I understand why I recover alien technology. The question was if I have time to recover alien technology, I have no time to get back to pick up that gun after fight?
    Nevermind. Forget it ...

  8. 1 minute ago, Dagar said:

    @Khaad I don't know about pistols specifically, but my intuition is it should happen to them as well. It definitely happens to grenades and big weaponry.

    And one question if I may ... after completing ground mission aliens technology is recovered. Why not ours? :) I just dont want to sound bothering, but take this as a tip for improvement maybe?

    Btw, you guys, made a amazing mod. It´s really a challenge. I´ve played the UFO "anthology" from the very beginning starting with UFO: Enemy unknown and this make me chills again :) I will probably never forget my first andron terror mission and it was horror since I realize what to do. Really nice work :) And sometimes painful experience for players :D

  9. 2 minutes ago, Dagar said:

    1. Is a known bug that works for any equipment, so be sure to pick up the valuable stuff again before the mission ends.

    1.1 is interesting, but it sounds like a normal bug.

    As for the rest, it sounds ominous and should not happen. Maybe you did not follow the installation instructions closely?

    Understand, but pistols left on the ground (also I shoot from them several times) are collected and knife no? Strange. Makes no sense.

    And I think, I made the installation correctly. I found a installation guide somewhere on the start of the forum. Right now, I´m just solving this by relaunching the mission, which generates another map. But to he honest, there may be something, that I´ve missed.

  10. Hello everyone. I´m not pretty sure, if bug reporting belongs to this section, so sorry, if not.

    But len me introduce some ... probably bugs, I´ve noticed.
    1. Knife MK-2 (maybe also with another meelee weapons - i will test this if needed)  disappear after completing a mission if you left them on the ground. I´ve made several swings with it and throw it to the ground. After my soldiers returned to base it has been lost. I´ve checked it three times, if i just didn´t destroy it by the grenade or so, but not. I have the save from that mission. Just mentioning this, cause I´m used to throw pistols by my shield-carriers, take their stun batons and pistols are in their inventory after returning to base.

    1.1 Also, Axe MK-2 is two handed and there is no problem to use it one-hand with a shield.

    2. I´ve researched Anti-Missile, but cannot manufacture this. Also have a save, if needed.

    3. I had a mission with sebillans and UFO was shot down (scout). There was a fire inside an UFO and if a sebillan has died by this fire, game crashes. I am just deducating this situation, cause that sound of dying sebillan, then a game grashes. Then a load and simply rush fast inside and kill him by myself and it was OK ( but nearly cost me life of my best shield-carrier :)) Maybe i store a save for this also, but I´m not sure.

    4. From tome to time, game crashed when loading a mission. Simply stops at cca 90 percent and thats it.

    Version:
    XCE 0.35 03/06/18
    X-Division 1.00 BETA

    no anti missile.sav

    mission - losing knife.sav

  11. Thanks for the reply. From yesterday I am running around that part of forum about translations, it helped a lot :)
    It seems not impossible but quite a huge project to accomplish just by myself, because of that tons of text and lack of free time. But I think now I will not make a new thread at that translation forums, because I really dont have a clue, how much time does it take. And people are too unpatient :) Maybe after first steps, when I can focus on rough translations after solving first problems with editors and fonts.

    Basically, as I have found on that forum, I need to rewrite the strings in files: 

    Data location

    Most of the translatable text data located in the assets/strings.xml. Menu entries, interface elements, etc can be found here. As for now, some of the text is hardcoded, so you can't translate it yet, but it will change soon.

    Xenopedia entries, respectively, are in the assets/xenopedia.xml.

    You'll also want to check soldiernames.xml and soldiernamesfemale.xml.

    And regarding this, this was my next step:

    Ive downloaded X Division 0.99.40 from your first post. But I have some problems with installing X:CE 0.34.3. I am GOG user. Ive downloaded this X:CE patch, but I didnt find which mods should be on, and which not (e.g. picture of list of mods, which should be on or off). Ive put instead of this X:CE 0.34.1 (which works fine with older version of X Division), but the game crashes accidentally (just black screen with no error message - I had to make hard restart of PC via button :D )

    I need to solve this at first, because I didnt found another way to get into these files I need, from X Division mod.

    One more question. I shouldnt use OpenOffice (cause some problems with xml), but I would like to use PSPad, which make this xml files more transparent to me because it marks the tags. Have you noticed a problem using this?

  12. I am not sure, if I understand you properly ... what I mean, I want to translate all the texts from yours mod to Slovak language, for Sk/Cz players. On the other side if this is a word game you started, I dont like to play... I hope I understand it wrong and can focus on the translations which are, honestly to you, more then enough. I like this game according its really similar to good old X-com games, which I have played a lot. So my question is again ... can I make a translation for this ? And if yes, how can I start with it? 

    This is really amazig amount of work youve done here, and I just want do make it available for more players.

    Or like this if define is really needed:

    #include <stdio.h>
    
    #define SKCZ "Slovak translation"
    #define VALUE "available"
    
    int main()
    {
       printf("Languages to choose: \n");
       printf("%s - %s\n", SKCZ, VALUE);
       return 0;
    }

     

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