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Apollo

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Posts posted by Apollo

  1. 13 hours ago, Dagar said:

    You must have a modified game. The normal Foxtrot also only has one Heavy Hardpoint. But from what I have seen in LPs, Lancers are a hard sell over Foxtrots anyway.

    The Cannons definitely are not in that order in the tech tree.

    Sonda is a replacement for the Asierus and should have two Cannon mounts.

    The thing with the first rocket being free is a vanilla game bug that is known for years and seems to be unfixable. The good thing about the shock weaponry is that they do not need consumables to be produced. They have their uses the same way batons have theirs. You still need to be close to the enemy at the start of your turn or suppress and shock it enough that it cannot resist to use them safely.

    You are right about shields, it is a viable way to play.

    All in all, it seems you have a scrambled research tree and altered planes.

    Uhhh did you read my post? I said the only things installed are lore + (from the mod menu at the launcher) and barley troops, I have not touched any game files or done any modifications other then installing X division. I have installed via the instructions. I am on the Latest CE build and am playing on 1.00.11c of X division. I am on a fresh install of windows and am on the steam version, i have no anti-virus software turned on, not even the stuff that comes with windows. the install went fine and I installed with admin permission and the game is both running and showing 1.00.11c of X division. It is working fine other then a few crashes when loading in ground combat every once in a while.

    Also where are you getting this foxtrot only has 1 heavy from? its always had 2 missiles man even in vanilla. the Xenopedia entry description talks about its 2 heavy missile bays. 
    Here it is right here showing 2 missiles in the picture. The description talking about its 2 missiles and the stats below it showing 2 heavy missile mounts. it would be pretty worthless with 1 missile bay it would not even be able to equip a anti missile slot to shoot down incoming missiles to defend itself if that was the case and would probably just die every fight without even expending its payload.
    https://xenonauts.fandom.com/wiki/Mig-32_Foxtrot_Interceptor

    When was the last time you played? cuse its had 2 missles for like 5 years or more.

    the Sonda has 2 normal missile mounts and talks about them in its X division Xenopedia entry in game. you are thinking of the Corsair that is the Asierus replacement. Do you work on X division? what version of X division are you playing on?

  2. Hello I have been playing this mod for the past 2 months?. Long time Xcom 1 player, Terror and Apoc.

    I have a complaint about the lancer aircraft. It only has 1 missile mount and from my testing is absolutely worthless in the tech tree. Not only does it have high maintenance cost, not much more speed, but its crippled by a single heavy weapon mount compared to the foxtrot that has 2x allowing it to carry both a heavy missle and a anti missile launcher, and it costs significant resources to build. Its a lemon. 

    In fact that is something I have noticed about a good portion of the tech in game there are many lemons, stuff that should be good but is missing 1 or 2 thing to make it actually viable for its tier and you end up being better off just building more of the thing that came before it. some of these things is even missing things that the previous generation had thus making what should be a upgrade a downgrade in tech.

    And other stuff that comes after stuff it should have come before, like the basic HE cannon and AP cannon coming after the Alumiem Cannon and AP alumiem cannon. I think there may be errors in the tech tree? I can understand the corsair Having 2x gun mounts and no missile mounts but then it has almost no way to sweep any sort of escort away in a dogfight other then massive amounts of micro management to avoid the missles coming from the main craft, at least its somewhat balanced by being a good dogfighter and having less maintenance costs then the corsair that have a extremely high monthly upkeep cost.

    Another good example of this is the Sonor? aircraft, It has 2 light missile mounts no clear role and I dont know why you would want to build them. If im the guy asking my researchers to build me a new heavy torpedo craft why would I ask for something that cant even do the role of its previous iteration? of course the firebird is the best by far but seeing as how you can just build 2x as many foxtrot aircraft and have 2x as many bases the lancer and sonor just seem like a worthless investment of manufacturing time for reverse gain.

    I have noticed issues in the tech tree like the Cannon research order. It seems like the engineer and the Tech aliens got some of the research they are supposed to grant mixed up, and thus are granting research in reverse order it seems, thats the only sense i can make of some of it.

    Other then that I am having a lot of fun playing it just sucks that some equipment/aircraft is so underwhelming that it never sees the light of day.

    is there much chance of getting a change to the lancer? if not how would I modify my game files to add another missile mount to it? I mean the model/Art looks so cool, I wanna go fast and fire some missiles.

    Also I have noticed that equipment like the "SHOCK" Gun cost so many TU's that they are not really all that viable, especially when you combine it with the fact that your first Shock Rocket put in the launcher at loadout is free, so your far better off just entering a mission with most of your dudes with a rocket launcher and a free shock missile, firing it and then dropping the launcher and grabbing their main weapon from the backpack, does a number for game balance. I could understand the rocket thing being a engine issue that cant be solved in the mod, but then why make the equipment your probably supposed to use be just so bad. I have also noticed this with regards to shields and weapons, and how insanely viable it is to carry a shield with a weapon in the backpack, drop the shield fire the weapon and at the end of the turn pick up the shield again, really makes allot of single handed weapons worthless when the AP costs for moving items from the backpack to hands is so cheap and dropping the shield costs nothing and picking it up costs only like 4 TU.

    I am playing on 11c. I dont have any other mods installed other then barley troops and lore + so unless lore + is messing with things it should be set up correctly.

    Also I have been getting frequent Freezes during mission ground combat load in and mission ground combat end, is this common?

    Other then that its a great mod and im really enjoying it. Thanks for your hard work on this.

  3. Hey and_great, Mod has been fun to play so far, a few crashes, usually when dropping shields or picking them up. My main issue I am having is in the manufacturing/gear loadout screen, most of the weapons show no stats as to what their ranges dmg and ammo amounts are so its hard to tell what weapon is better then another as well as what is the right tool for the job. im gonna see if there is a way I can pull the stats from the game files in the meantime so I dont have to manufacture blind.

  4. Any chance of hash for the exe files so we can compare the torrent one to original? Not saying there is anything wrong with it but just to be safe.

    the torrent is the original, if you go thru the russian website you get the exact same torrent, the only difference is your using a magnet url to grab the torrent. if you dont want to use the magnet then reg on the website as detailed in and_greats post. you can then check the torrent url and see they are the same. I have no idea what the hash for the exe is and im not gonna do anymore leg work then I already have :P

  5. Thank you,

    The wait will soon be an English translations of my version mods XENOPHOBIA

    Well its good to here your allowed to use it. Thank you tacticaldragon! It really sucks to come in here and read all this and realize that the English modding community has basically imploded on itself to the satisfaction of absolutely no one :( I wish I had not gotten so interested in this game and its mods to find out they had torn each other to shreds :(

    Let me know if I can assist with the translation. pm me your skype or something if you want someone to comb through and spell check that way all you have to do is rough translate and I can pretty it up :D

  6. All good day.

    I am a translator into Russian language mods XENOPHOBIA v 1.1.6. The situation is therefore that I took version 1.1.6 and corrected it in almost all of the errors. Added many new mods and balanced weapons, armor and newcomers to balance the UFO, added new images and new technologies. This version is available so far for only Russian-speaking users.

    If in the course of a month does not appear Slayerjerman, I'll do an English translation version stable version 1.1.6. but that's another mod, more than 5000+ changes for 2.5 months of my work.

    Fix version 1.5.0a I don't see the point because it contains many errors and I have to start working on bug fixes virtually from scratch.

    The situation with Slayerjerman sad, as I understand it reproaches a team XNT, and he was tired to fight them and dropped work on modded

    I'm very sorry and would like to continue work Slayerjerman.

    Here are his recent messages

    http://www.goldhawkinteractive.com/forums/showthread.php/11737-X1-09-X-CE-0-26HF-XENOPHOBIA-Ultimate-Compilation-Mod?p=136904&viewfull=1#post136904

    I am now officially taking an extended break away from Xenonauts and Xenonauts modding. Consider 1.5.0 the final version of this mod until further notice. That being said, feel free to post bugs/fixes here to support the community, but do not expect updates/support from me anytime soon.

    Thanks and have fun!

    Last Activity Slayerjerman 09-12-2014

    Please make English version! let me know if i can help spell check or lend a hand with something!

  7. Oh, right. Hmm. There's an easy way, of course. Set the weapon type of the plasma cannon to incendiary and it'll be a terror to inanimate objects. Or the raw power of the weapon could be upgraded.... but that would then mean that the alien behind the cover is likely to be turned into a grease stain, which would net you no money.

    How does the alien plasma blaster do it? It destroys terrain without exploding equipment? Can we change the round to that type and increase the spread size?

  8. Lack of dakka? Are we talking shootiness or actual dakka? Because I'm trying out different versions of a co-axial laser machinegun to fit the Scimitar atm, which would give you all the dakka you need. The laser cannon is perhaps too shooty. Anything less than a solider leaves a profitless grease stain on the floor.

    Its more the spread of the Plasma bolt that is lacking in dakka, the tank can destroy cover better by running it over then trying to blow it up! if the tank could squish aliens like it does terrain I would never fire its gun other then for the effect. It needs more obstacle destruction dakka. The laser cannon should be more shooty while the plasma bolt should have more dakka.

    The plasma cannon needs to me moar explodie

  9. The scimitar tank needs a buff, as a heavy weapon platform it leaves a lot to be desired. The plasma bolt in piticular is not only pretty weak when it comes to explosive power but also accuracy. its radius and accuracy should be doubled and prob should get more ammo. The laser weapon could use a buff as well.

    Any chance of having tanks operators gain XP and skill as xenonaughts do? maybe just relating to accuracy or something? How about the ability to back up without having to turn around its entire body? or a coax? Or for xenonaught troops to be ably to carry extra ammo packs for the tank? something anyway as right now tanks suck

  10. We have this situation right now. Carbine is almost as assault rifle but worse in every way. Less damage, less mitigation, less range, less suppresion, less max accuracy, same accurate auto fire. Carbine has only one thing better than assault rifle, 5 points TU less per accuracy option which is unnoticable on leveled soldier. My vision is - carbine completely reworked to make it different from assault rifle. Make them automatic shotgun version instead of bad copy of assault rifle.

    +1 If you look at a lot of CQC carbines nowadays they like to use bigger rounds for stopping power. Its natural evolution that you would have a weapon that was poor at range but high stopping power and easy to shoot and accurate at close range. IE the FN SCAR-H / Mk.17 rifle prototype in CQC (Close Quarter Combat,short barrel) configuration,7.62x51 mm NATO version. stopping power is a huge deal at close range so your enemy cant return fire.

    You want something that drops a enemy ASAP when you walk around a corner, not pepper pot him with rounds so he can return fire, and something that can penetrate cover at close range.

    Personally for the evo of the shotgun in xeno i would up the penetration, up the damage up the close range accuracy IE it has sights that are built for close range, open irons for shotgun then eotech holographic for laser then some sort of advanced digital hud and laser sight for the plasma.

    Anyway balance wise it should be able to have great dmg short range, and great accuracy in CQC and few TU's to use it. I would drop the TU's for its singe shot down to 15-17 or something and get it more dmg at close range so like 6-9 tiles and have it drop off rapidly after that very fast. inside of 5-9 tiles you should get accuracy bonuses for close range and outside of that it should be terrible to use.

    The presision rifle is UP as well. It should get less of a penalty when shooting enemy in cover, as it has precision sights so would be better at it then the STD rifle and should be. thus the penalty should be less for shooting a enemy in cover and less of a penalty for shooting through cover, right now all weapons get 50% penalty for shooting through cover, the PR should get a 25% penalty instead at long range and the shotgun should get a penalty 25% instead inside of 5 tiles.

    These changes will make the game far more tactically involved and far more reason to mix your weapon loadouts.

    Making the carbines bastard rifles is the wrong direction, make it unique and useful and make sense for the role! Stopping power is key at close range,

    And as this nerdy talk about OHH their carbines! tech you can change the name to whatever you want unless you plan on telling me you know what a laser shotgun/CQC weapon looks like. Fun and gameplay is far more important then all the nerdy misunderstanding of what a carbines job is.

    And it makes sense you would use larger less focused lens on your CQC laser weapon where it does not matter if its unfocused for distance same goes for the plasma larger less stable round at distance but good for close range with high stopping power and accuracy dude to it being a larger round.

  11. Where we playing 2 different versions of insane? because I was playing it ironman and you and me are doing far far different strategies, Shotgun and smoke? No thanks, I use rifles and stun gas and flashbangs, smoke is just for flank cover and blocking fire, shotguns open you up to way way to much reactive fire, you have one guy establish LOS then you have everyone else shoot from outside the aliens LOS, if hes using cover get rid of it with machine gun fire and the rocket launcher, or use ample amounts of stun gas to force them out of it. by the time aliens are showing up with heavy plasma you should have decent laser weapons or skilled enough troops to do team fire from distance on them. CQC is a death sentence without proper use of cover and flashbangs. How many guys are you losing with this shotgun and smoke strat? I can go many many missions without losing a single dude on insane, depending on how much i am paying attention, V5 I had 5 of my original squad and the other guys where 1st replacements when i got in power armor and had plasma weapons after that it was easy street. shotguns don't even have enough range and cant decently punch through cover. TU's on them are still not worthwhile, your better off with a pistol and a shield if you wanted to go that route, not that a shield or pistol is really all that great. IMO distance team fire from rifle &machinegun is best with 1 guy to scout for targets. Precision rifle leaves something to be desired as well not very great for a weapon that is supposed to trump the rifle at range, esp when you consider its 60 tu's for a aimed shot and you have move and shoot penalties it should provide much higher returns or receive less of a penalty when you shoot at enemy's in cover.

  12. shotguns still suck hard, same with the other CQC weapons. Why not make it a automatic shotgun instead of a pump action 2 rounds or 3? hell a double barreled sod off would be a far better choice considering how they end up being used.

    While we are at it can we please

    recover armor off dead soldiers,

    have electroshock grenades do damage to robitic types

    Get something more for shooting down fighters and bombers, IE recover alien alloys from the crash or something.

    have a upgraded version of the rocket launcher that is like the alien plasma ball launcher or change the plasma rocket rounds so they do plasma damage like the plasma ball IE dont destroy equipment!

    ability to sell manufactured items at the very least at cost to manufacture, your telling me no one would give you money for a god dam plasma tank?!

    introduced some sort of nightvision to higher teir suits? or how about a alienum improved flare? I mean for god sakes you can make power armor but cant give me a decent flare or super flashlight?

    improve performance of night ops.

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