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Mr. Mister

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Everything posted by Mr. Mister

  1. @Charon@PALUIf what you're concerned about is how a weapon's displayed stats in xenopedia are automatically pulled from the stats and that makes it display half the total angle covered in the fire cone, couldn't you edit whatever needs editing so instead of "Coverage angle" the stat's name is "Coverage semiangle"? I think that's the proper term in english.
  2. @PALU On Xenomorph's vivisection, Missing a period before "I doubt". Also I think you should add a hyphen so it is animal-like.
  3. To use it as the icon for the desktop shortcut, of course. I do indeed like it, which is why I wanted to use the logo (just the logo) from that image as a desktop icon for X-Division. But looking a bit more throughly at it, I realize now that it might have a bit too much detail for it to scale down correctly, hmmm.
  4. Not a priority, but do you guys think you could make an .ico file out of the X-division logo used for the mod in general and in particular for the start-up loading screen? Just the logo, without any background.
  5. More coming. Seriously, do tell me if you'd rather I write down a good bunch of them before posting them, as I can imagine that a newcomer reporting a load of very nitpicky non-issues can be annoying. In line with two posts ago, maybe Sebillian Non-Combatant Analysis should appear after the generic Sebillian Autopsy (since that's where the term sebillian is defined) but before Sebillian Guard autopsy, as the latter references the sebillian "civilians" (consider changing it to non-combatants for consistency) that you wouldn't know are non-combatants if you hadn't gotten the non-combatant analysis beforehand. EDIT: I've automatically completed Alien Biology before I even encountered any of the psionic ETs from the ovella which the wiki tells me are called Caesans, which is a bit odd since Alien Biology is meant to arise from comparing the bodies of Caesans and Sebillians. Maybe it shouldn't start being researched until both generic Sebillian Autopsy and Caesan Autopsy have been completed?
  6. While we're on the topic of xenopedia timing - the Crash Sites entry should be automatically revealed the first time a UFO crashes, as it is much more tutorialesque in nature than it is loresque, and I got it simultaneously with the Scout entry, after I had already raided two UFOs. Oh, and one that is very minor and maybe just a personal thing - it feels a bit wierd how Alien Invasion (the very first research you start with) also unlocks Avalanche Missiles but there is no mention of why it does. The missiles' entry doesn't need to explain their late appearance (not why they are suddenly there as much as why they weren't there before), but maybe in the big text of Alien Invasion's entry do mention, after the scientist suggests the two possible subsequent researchs, that they also secured the technology/supply of avalanche missiles that are to be installed in the to-be-incestigated heavier interceptors. EDIT: Also maybe the "Extraterrestrials" category's first entries are listed should be Iceland Incident -> The Start -> Alien Invasion, instead of Iceland Incident -> Alien Invasion -> The Start, seeing how The Start is avaliable since its namesake. EDIT2: The Manufacture and Disassembly System (DBS) should probably be revealed at the end of the first successful mission, as this way you guarantee it explains to a player what DBS is and its protocols before any other research (both automatic and manual) makes the otherwise-less-explained DBS projects avaliable in the workshop. Also, consider changing "animals" to "alien beasts" or "unarmored alien beasts", though maybe that's just personal preference too. Sorry if I'm flooding you with feedback; I'm just typing it as I encounter it.
  7. Sebilian Guard's autopsy says that its hide is green, when in both the sprite and the xenopedia art it is clearly pink. EDIT: Okay, the sprite of only SOME guards is pink, but the xenopedia entry is still pink. Maybe just change it to "mostly green, though sometimes pink"? EDIT2: Also, I've looked at Elarion's charts in the dev diary page, and though I don't know how it works internally, it would be neater if the global/generic autopsy of a species was done BEFORE any of its type-specific ones: It is clear that the xenopedia entry of Sebilian Guard Autopsy references stuff from the generic Sebilian Autopsy, and having a sebilian guard corpse lets both types of autoppsy be performed, but at least in my game the Guard-specific autopsy got completed about 24 hours before the generic one. EDIT3: Alien Grenade's icon doesn't appear on the grenade selection equipment tile, though it does appear in the inventory screen.
  8. Yep, all issues I mentioned were solved. However, I just noticed that, while Ambient Sounds was indeed installed and activated (your version "COM" of it), Ambient Forest wasn't. There is a (deactivated) Ambient Forests mod in the load order, but judging by its position I venture it is from vanilla CE. Is Ambient Forests also merged into COM-Ambient Sounds during the installation, or is this another issue? EDIT: I'm stupid, there is a COM - Ambient Forests mod a bit below the X-Division ones, adn it is indeed activated. Still, as a veeeery low priority, you could make the installer reloaate it adjacent to COM - Ambient Sounds (assuming there is no overriding issues), to keep the load order tidy.
  9. See for yourself - choosing the install parameters at the left results in the wrong summary at the center (also note the "acticated" at the bottom), and then in the mod order at the right that disagrees with both of the other two images. It's not a problem for me to manually activate it; it's just that the casual-friendly features might be undertested due to their casual-friendliness.
  10. Seems like the 1.00.10 patch installer has some issues - if I check Easy Airgame, then in the summary immedieately prior to the actual installation it reports No Airgame as activated too. And after installating the patch having checked the Easy Airgame checkbox, neither Easy Airgame nor No Airgame were activated in the game's mod list. Also, Slower Invasion is reported in that summary as "acticated".
  11. Thanks! I will definitely be playing first with the slower invasion (seeing how I have no knowledge of the tech/research tree whatsoever) and the Nerf the AI (seeing how horribly my first mission went once I opened the door to the crashed non-light scout) parameters. If the latter only reduces enemy sightrange, damage and stats as the patch notes say, consider renaming it to "Nerf the Aliens" or "Nerf the Enemies", as otherwise its name wrongly suggests it also reduces the optimality of their decision-making during their turns. What does the "Easier Airgame" option do exactly? It doesn't appear in the patch notes; just enemy stat reduction, or does it also remove features? I think I've got some of the hang of it and I like it, so while it would probably do me good to enable it the first playthrough I wouldn't want to miss on enemy tiers/weaponry. Oh, and in a somewhat reverse case from above, and speaking from the perspective of someone playing the game for the first time, consider changing "Alien turn" to "AI turn", as all the (sometimes armed) civilians also move during it, leading me to shoot a policeman I thought mindcontroled in the face because I saw him move during "Alien Turn". EDIT: Oh, and if I wanna try it, is the unique teleport sound mentioned above compatible with X-division? EDIT 2: Oh, and small crash report from 1.00.01: Game crashed when enemy UFO fighter catched my AWAC just as it reached the base.
  12. Hey, first time poster here. I was running out of hard drive space, so I figured I could uninstall XCOM and finally give Xenonauts a try. As I know the value a content-rich rebalancing overhaul mod can add to a game (Long War, Pitch Black Dungeon, Captain's Edition, FOOK2, Gallian Crossfire/Imperial Onslaught, etc.), I figured I would play the game directly with whatever Xenonauts' one was, as I've been doing for as many games as I've found to have one, and this one now is X-division. Should I also download any post-1.00.01 files posted in this thread, like the xenopedia.xml from a few posts ago, and replace the one in my installation, or are they meant to go alongside gameplay changes only present in the internal in-developement version? Is there a way to split a squadron mid-flight tackle different objectives, or must I make them go back and land into a base and then launch the planes separatedly to do so? If not, are there plans to try adding such a feature, or is it hardcodedly unfeasible? Here is the mod that does so; I remember finding when looking into Xenonaut's mod scene. I'm actually surprised you guys haven't implemented it into X-division yet, what with it being a small and sensible QOL improvement. Anyway, thank you for making this, I know how much effort goes into these kind of projects.
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