C. jejuni
-
Posts
33 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Downloads
Posts posted by C. jejuni
-
-
@CharonWell that's a serious bummer! The pros far outweigh the cons though. Running through a jungle at night with an all-PVT outfit retaught me the meaning of dread. Thanks!
- 1
-
I saw in a thread for an older version that Fire In the Hole! would be included in X-Division by use of high explosives, but I can't seem to effect anything when trying to blow up a UFO's hull. Was the feature removed again, or am I doing something wrong?
-
That's what I thought, which is why I was surprised.
-
Never heard about that the Messer was supposed to be used against the armor of its time, since that would indicate it's meant to be a wartime weapon, which it really wasn't.
The HEMA societies where I sniffed around certainly never ever mentioned anything like that, nor anything else I looked up regarding the Messer, and I hope they should know their Renaissance fighting.
Thinner parts of the armor? I suppose you mean the gambeson/maille-only weakspots?
-
Nope, see my thread in the experimental subforum.
-
The forums I've been before just had a sticky where they explained how to best report bugs, like how to format the title and post, what to write, what sort of files to include (usually just dxdiag).
Chances are many bug reporters will adopt that because after all they're here to be helpful to begin with.
-
Whenever I approach a UFO, the interior is revealed as though the door and parts of the hull would not block sight.
Pciture here, once Steam works again.
When I tried to activate roofs once, nothing happened for the current round -probably related to the other issue I posted-, and in the next round this happened.
-
Well, nothing much to really explain here. I wound up with a desert mission when I attacked a crash site that was deep inside the African jungle, hundreds of km away from the nearest desert in real life. That is weird and disappointing.
How does the game decide which tileset to use?
-
Flares when thrown outside of the basic view range of the soldiers will not reveal the illuminated fields. Only those that were already visible will be illuminated. If you send your solider far enough that the flare itself is in their view range, everything is properly illuminated.
-
and we are fighting aliens with very advanced armor.
Well that makes sense. Though in that case you'd probably want a thrusting weapon.
Forget the Messer, pack in a Pollaxe instead.
-
Why is it two-handed?
-
Oh god, yes.
I look forward to the happy day when I can purchase one of those myself.
-
Oh yeah, semitransparent is different.
It doesn't help with desperately searching the alien that popped in sight as dark as the night itself during night missions, but you could argue it's part of the challenge I suppose.
-
removing wall will visualize better.
Removing walls will rather confuse I think.
I think I'd rather wait a week more for a full release if it means getting outlines. They're good stuff.
-
C. jejuni, erm, Foxtrots could never roll. As in, they have never been able to roll since they were first introoduced.
Hmmmm. I must have misremembered.
-
Being confused by it the first and only time I fired it up. I went to elementary school. I did not know English.
-
The Witcher 2
The Walking Dead
Mass Effect
Mass Effect 2
Batman: Arkham Asylum
Batman: Arkham City
Dark Messiah of Might and Magic
City of Heroes (RIP)
Amnesia
Star Wars KoTOR
Natural Selection 2
Hotline Miami
Dwarf Fortress (not that I played it a lot, thanks to the hostile UI)
Hitman 2-4
Aliens versus Predator 2
Total War: Medieval 2 (mods)
Total War: Rome (mods)
Dark Souls
Red Orchestra 2
War of the Roses
Gothic 3
The Dark Mod
The Showdown Effect (though frustrating to get back in after a pause)
Diablo: The Hell
Banjo-Kazooie
Conker's Bad Fur Day
Team Fortress 2
Klonoa
Spyro 1-3
Psychonauts
Guild Wars 2
Europa Universalis 3
-
Why are the stun baton TU costs so high? It costs more TU to swing it than my soldiers even have, and interestingly they're different for both. Or are the costs for running up to them represented in the number too?
Weapons are definitely too inaccurate. When I enter a light scout with my shotty guy and aim at the Sebillian in the back only 5 tiles away, I get 2x-3x% chance with both snap and normal shots, rifles are effective at no more than perhaps 25 meters, the sniper rifle is kind of a joke article.
I like that the UFOs are now generally occupied by aliens. Makes sense.
-
The air combat changes in a number of the builds. In this one my Foxtrot had to run away from a light scout.
The new Foxtrots are a downgrade from the Condor really. I mean their HP is worse than the Condor (I hope this was a bloody typo), maneuverability is that of a grandma on narcotics (why can't it even roll anymore?), the raw firepower numbers are negated by the fact that there's just two projectiles it can fire.
-
A toxin (from Ancient Greek: τοξικόν toxikon) is a poisonous substance produced within living cells or organisms;[1][2] man-made substances created by artificial processes are thus excluded. The term was first used by organic chemist Ludwig Brieger (1849–1919). - This is an interesting definition because some of these toxins can surely be made in a lab with no living material. Hmmm....
You should be able to synthesise anything in the lab with enough work because the chemistry is the same whether it's in the lab or not. They are still biosynthesised. And they are not "man-made", i.e. created in their current form by man.
The definition makes sense for practical reasons, because dangerous substances constantly created naturally in the world around you -as opposed to only in a small lab over in Kentucky- have to be combated differently and are much more widespread.
Biological weapon is any weapon that causes mass damage/death by infecting/damaging the chemistry of the human being, as opposed to damaging the physics of it...Well, it is all technical, I guess. All biological weapons work by intoxicating the living being, weather it is the bacteria themselves or the bacteria-produced toxins.That is not technically correct.
Biological weapons are simply weapons using biological means to cause harm, i.e. living organisms or their products. According to your definition nuclear weapons would be biological weapons too because they mess up your DNA -> damaging the chemistry.
Also there are intoxications, toxico-infections, and infections. Intoxication is when you just get a toxin; toxico-infection is when you get a microbe that then produces toxins; infection is when you just get a microbe, but there's no toxin.
They can harm you without toxins too, for example by directly damaging your cells.
Penicillin is a fungus alrightYour initial post was correct on that actually. The fungus is called penicillium, penicillin refers to the antibiotic.
Well this went sorta off-topic fast!
-
-
I LOVE that loading screen so damn much.
-
Wow that thread got confusing quickly!
What confuses you about it?
Someone correct me if I'm wrong, but I do believe there are already anti-alien nerve gas grenades in the game. I've never gotten far enough without a crash to get them though.I didn't know that, but still it's just the tip of the iceberg. That iceberg would be better modded in though, seems like a lot of additional work to me.
Hopefully someone with the necessary skill will be as intrigued by this idea as I am.
Toxin weapons worked well with apocalypse. Apparently, they did know a way to kill an alien instantly with that. Poison gas grenades? Sure, if we get gas masks and have the aliens have some, as well, why not.That would be splendid! Though in the end I'm more intrigued by the strategical aspect, i.e. soldiers who skills deteriorate temporarily until a cure is found, infecting each other, maybe even death or uncomfortable after-effects like auto-immune diseases due to molecular mimicry etc.
Additionally you could add a sense of urgency and genuine catastrophe by having geoscape events that tell the tale of epidemics spreading around the world and scientists waging a constant battle against eradication of humanity, it could even affect funding!
There's so much havoc that could be wreaked with this.
-
I had one get cornered by a Sibbi on the second mission, it stood one tile behind him. Apparently that guy went through a house that I did not have under surveillance, and when I turned him around to retreat from another one's line of fire... two tiles away.
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
in Completed Game Mods
Posted · Edited by C. jejuni
Just a quick question: are there benefits to catching the same unit type of alien twice, or can I resume to killing them on sight after catching a live specimen for vivisection?
Edit: Ok, already realised I get more ressources from "disassembling" live specimen.