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Ruthless Reuban

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Everything posted by Ruthless Reuban

  1. You can find those at \assets\mods\X-Division\manufactures.xml
  2. You mean X-Division mod? And what you want to change? Like requirements for building new equipment and such?
  3. Timeframe for phases depends on ticker and ticker depends on difficulty level AND your actions. Immediately when new phase begins, you will notice it as new UFOs appear. Essentially aliens upgrade basically every UFO for "better" (or at least different) versions. Exceptions are terror missions that follow slightly different ticker. If you already had two terror missions, you probably are quite late or very on first phase. Better start preparing. Start of second phase is, well, you'll see
  4. You have captured chieftains and sergeants but not officers? Still on first phase? IIRC officers appear on second phase. Until you get on second phase, you probably cannot capture officers. Just play until game progresses to second phase.
  5. 1.00.11c is "work in progress" and may contain some oddities. I would still download it despite being WIP.
  6. Depends on what you mean with "more shots". There are huge differences with action AP spending and shots fired, depending on weapon and such. Played XNT and this is quite similar on that area IIRC.
  7. Solution: shoot down terror UFOs before they land into city. Even if you cannot shoot UFO down, some aliens will die and so there are less aliens to shoot civilians... Shooting down terror UFOs Will mean casualties though, some of your airplanes Will go down. Prepare and beware. Income from funding and ticker will increase IIRC (ticker determines invasion speed). You'll also miss "important" aliens.
  8. This page pretty much summarizes it You should adjust your attitude. Against much more powerful enemy losses are inevitable. You can get "best" aircrafts dropping down "best" UFOs. There Will be casualties though.
  9. You're fighting against much powerful enemy and are afraid about losing an aircraft? Get used to it. Just build enough aircrafts and losing some is not major problem. Just send aircrafts until all UFOs are down. It just depends. You could load with heavy torpedoes, launch some of them and then retreat. Probably your craft(s) can survive. At least some of them. Or not. You should have crafts like Lotus or Firebird that can carry heavy torpedo and some other weapon with anti missile too since you're already on phase 3. Then there shouldn't be too much problems. Depending on difficulty, prepare to have tons of aircraft. Just looked my older post, at end of phase 2 I had 83 hangars and 47 aircrafts. Needless to say, at end of phase 3 I had even more hangars and aircrafts. End of phase 2 I had following: Corsair*12, Heavy fighter*8, Asierus*7, Foxtrot*10, Sonda*3, Firebird*3, Lotus*4. That probably gives some idea what you might need if you want to shoot "all" UFOs down. Losses were inevitable but I just repaired all. Difficulty was slightly modified on ground combat but geoscape and air combat were same as -.
  10. Yes, that's how it works. Certain UFOs have special "cannon" that has basically unlimited range and it looks just like that. Damage is pretty small though. So everything seems to be OK.
  11. Pulse and antimatter weapons should work well. Armor is very strong as with Androns on general and damage is not displayed until armor has worn off. 4 rounds of shooting with whole squad should be enough though. Sounds strange. Perhaps there was some kind of bug.
  12. As you can read from Hunter description, it can be equipped with machineguns and rockets mainly. In other words, develop better vehicles for pulse laser...
  13. They are not indestructible. Just have tons of armor/health. As you know, there is no damage if armor mitigates it all. No idea what you are shooting them with but guess what damage is best looking at previous robodogs. It also matters what weapons you're using. You see, certain weapons are good against armored targets and "higher phase" weapons are not necessarily better against all targets than "lower phase " weapons... IIRC I didn't need more than two turns to kill one on slightly modified - difficulty. You can also see if game is bugging starting Xenonauts_gc_editor.exe Press U, put your soldier(s) 999 AP and shoot. Add another 999 AP if that's not enough etc. That's cheating of course but it will tell if game is bugging.
  14. I guess either your file system is FAT32 or more probably there is not enough space on temp directory (c-drive). Also what extractor you are using?
  15. Not sure what you actually are asking. But if you just want phases to last longer, decrease Alientickerspeed on Gamegonfig.xml
  16. Aliens already have quite long viewing range but .../xenonauts/assets/mods/X-Division/aiprops.xml and sightrange
  17. Snipers suffer accuracy penalty if moved during turn.
  18. Everything comes to those who wait. And we mean everything. (game console ad somewhere 90's)
  19. Like Dragar said, you'll need t capture Xenomorphs alive. Additionally you can use shotguns or shock weapons (Phase 2 stuff) too. Corpses etc sold at end of mission are not added to inventory. Result screen will tell you if anything has been sent to research division. Just remember you cannot capture robotic Xenomorph (bit of yellow on head).
  20. I haven't managed that yet. Live Facehugger gives research topic but dead one is just useless corpse. Pretty sure about that one.
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