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Ruthless Reuban

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Posts posted by Ruthless Reuban

  1. On 3/27/2024 at 8:04 PM, xdivisionplayer said:

    Hi loving the mod, just playing on NG level, just a quick question: 

    Should I allow a terror ship to land in phase 1? Is there any operator/specialist I can only get in a landed urban terror mission, rather than from the UFO raid? Will I be able to capture all the same stuff? 

    If I don't have to do the urban terror mission to get all specialists, I'd rather just shoot them all down and get all the terror ship resources I can, right? I'm guessing in later phases it'll be much harder to shoot down extreme ships and I'll be forced to do urban terror anyway? 

    Basically if you shoot down terror ship, some aliens will die. Which aliens is just random. So you won't get same stuff but probably enough still.

    Shooting down UFO gives you terror ship datacores. But doing land mission may give more specialists. That's a tradeoff.

    Extreme ships will be harder to shoot down but I shot down basically every Phase 2-4 terror ship (some of first ones slipped through since I didn't have enough airforce at that time) on my playthrough. No spoilers here.

  2. You can try starting Xenonauts_gc_editor.exe If that can load game, press V to win battle immediately.

    If that cannot load any game, then well, you may be screwed. For that reason I don't use Ironman.

  3. On 2/18/2024 at 5:22 PM, egorrishe said:

     

    I have a question. Here is someone said, that on 1st terror mission he has met "facehugger".
    I didn't saw any "facehugger" in first 3 months at all. (The highest difficulty).
    Is it ok?

    Enemies you encounter are somewhat randomized so it's very possible you don't meet Facehuggers for long time on terror missions. IIRC terror mission enemies are determined by enemies that terror UFO has. It's also possible that Facehugger died if you shot UFO before it landed.

    • Thanks 1
  4. 11 hours ago, vibroknife said:

    Currently having a great time with the mod, now in Phase 4 but something has me stumped.

    Anyone have any input on the balancing philosophy of Gauss firearms? I believe I unlocked both Gauss and Rail tech in the start of phase 4 up to mk3 around roughly the same couple months, but Rail firearms seem to be vastly superior than Gauss in mitigation, damage, and accuracy by about 20%ish. I remember the pedia saying Gauss is basically 2.0 of Division tech and Rail is a less spray-and-pray alternative to Mag, however in my experience Rail is superior to all kinetics. 

    The only real benefit I found is that Mk3 Rail weapons require about double the alenium compared to their Gauss mk3 counterparts, and Gauss weapons have a few digits less of weight encumbrance (although a few digits of weight haven't been an issue with high level soldiers at this point in phase4). 

    If I had to guess, Gauss mk3 is only ideal if you have a high turnover rate of dead soldiers and as a result have less average weight threshold and spend a lot of alenium on equipment replacement? 

    If that is the case, I feel like that should be highlighted as the main benefit to advanced Gauss in the pedia as the pedia seems to imply they have unique combat applications from each other in early iterations, but doesn't expand on it further. 

    I am also now thinking that I somehow slacked on Gauss research objectives earlier in the campaign and was supposed to start production in phase 2/3? But I remember the stats between mk3 mag and Gauss mk1-2 made the mag seem a bit more preferable towards mag tech if that was the case (but maybe that's just personal preference).  

     

    As expected, Rail is "newer" than Gauss and so Rail should be better overall. And is. Just like Pulse is better than Laser overall.

    I think problem is that Gauss weaponry is Phase 3 stuff and Rail is phase 4 stuff. And basically previous gen mk3 roughly matches next gen mk1. So Gauss mk3 should be roughly equal to Rail mk1, however mk1 weapons do not require so much special materials that again makes comparison somewhat difficult.

    For Mag vs Gauss, Gauss weaponry have surprisingly good reaction modifiers, even minigun has something usable. That makes huge difference for using reaction shots.

    For Gauss vs Rail, as expected. Gauss mk1 roughly matches Rail mk1 but Rail MK3 stuff is of course better overall. Nothing too special there.

  5. 8 hours ago, Hermes said:

    Does anyone know how I can encounter the xeno empress?? I sacrificed a private to a facehugger, and he eventually turned into a crimson queen, but didn't evolve further into an empress. Did I perhaps not wait long enough? Or does the queen never evolve into an empress? And in that case how does one encounter an empress? Thanks!!

    IIRC Empresses are quite rare. You should encounter one with enough luck. Usually on larger UFOs or big alien bases.

    • Thanks 1
  6. 15 hours ago, vibroknife said:

    Thanks, I'll check it out.

    Also I seem to be getting a lot of crashes during air combat in phase 2/3, any common causes or notes on that? I've had a couple ground combat crashes but they're rare 

    One of the times this came up. 

    runtime.JPG

    If you read Xenopedia description, putting two anti missile on same aircraft is NOT recommended at all. That could be reason.

    Edit: Two anti missile on same aircraft immediately crashed for me.

  7. 8 hours ago, vibroknife said:

     

    Where's the strings for UFO dismantling located? The alenium and alloy gains from dismantling are pretty bad in an unjustifiable way the more I look at it now (2 alenium for an entire bomber cruiser)

    \Xenonauts\assets\mods\X-Division\tiles\UFO\bombercruiser\

    bombercruiserdatacore_damaged_spectre
    bombercruiserdatacore_spectre

     

     

  8. 6 hours ago, Creditor said:

    i don't really understand what's the point of using f-17. it has anti-missile but it barely does any damage. and drones keep alternating between f-17 and foxtrots anyway. i managed to shoot it down only by sending 2 suicide squads, one is f-17 and double foxtrot and the other one is 3 foxtrots. but f-17 was useless anyway

    F-17 cannot be shot down with drones because of anti missile. Foxtrot can be shot down but since drones are more busy with F-17, you'll lose less Foxtrots if using F-17s with them.

    Of course you can use kamikaze tactics but F-17 has some use.

  9. 17 hours ago, vibroknife said:

     

     

    Is there a way I can remove the xenomorph enemies myself from the mod? I don't find being punished for successful overwatch to be fun, in addition to all the facehugger stuff. It's very disappointing as I enjoyed them at first but this is overboard. Unless there's massive tech defenses against them soon I'm pretty much save scumming every encounter with them because of stuff like this being mostly out of my control. 

    Still keeping on lookout for facehuggers to adopt 

    Also I wouldn't mind hearing some tips. Most of my time has been spent exploring what the mod offers than hard stratting. I've managed to optimize my bases a lot better the past day (vanilla never really forced me to do that before so that was nice) and I made a big mistake by not investing in armor sooner. I have PTSD from my first save in xeno vanilla where I put in too many resources into the 1st or 2nd armor set and it really got me into trouble.

    I'm not sure why I haven't tried shields, I guess I assumed the mod was going to make them crumble to any direct overwatch fire. I'll try those

     

    Well, you shouldn't keep your soldier so stacked together. That's exactly what could happen when there is something explosive.

    For bases, defenses are pretty much useless until later. Better to invest on airplanes. But first, using shields is good starting point for ground combat.

    10 hours ago, vibroknife said:

    Non-researchable, as I already mentioned before. I only just got andron p1 research completed/unlocked (need more captures), I held off on jackal initially as I thought wolf would come soon as it does in vanilla but it didn't, so I've substituted armor for bodies to farm alloys. Where are you getting "fox" armor? Surely you mean jackal? 

    He meant Fox armour. You need to capture more live aliens.

  10. 4 minutes ago, vibroknife said:

    It's not killing the facehuggers that's an issue its seeing them since there's no targeting for them and the alien turn spectator skips their movement half the time. I don't agree at all that they're slow, they move many tiles at a time and my overwatch has reacted once to them, missing them. I'm getting constantly infected by them with no way of knowing. They don't seem to attack they just move then disappear, then suddenly I turn into a xenomorph tank. There's no warning signs/indication of a potential infection? How is it feasible that this happens and your men aren't aware of it? There's no way to prevent this from happening during a turn? I tried meticulously to keep my men in a formation covering all angles so this wouldn't happen and it still happens regardless of what I do. 

    IIRC alien icons on right apply also for Facehuggers. That way you can target them. If you move when next to Facehugger, you get infected. Remember you can turn without moving using right click.

    You can also upload savegame, I see if there is something wrong.

  11. 7 hours ago, vibroknife said:

    How am I expected to deal with xenomorph facehuggers? They're making terrorist missions impossible. I can't tell when I'm getting infected and suddenly turn into a xenomorph tank? I tried destroying the eggs with flamer but I would just get instakilled by cas overwatch. I'm not understanding what's expected of me here. 

    Looking at your save game, there is quite a lot you could do better. But perhaps most obvious one is that your strike teams don't have a single shield carrier. While Xenonauts ground combat is not impossible without shields (especially on NG difficulty), shields make ground combat Much easier. You seem to have multiple casualties on each mission. On Phase 1 (around first three months), I didn't have single one when playing "NG+2,5" difficulty (many settings modified, overall difficulty somewhere between NG+2 and -). Naturally I had 2-4 shield carriers per mission.

  12. Capture one Facehugger alive and kill rest. Since Facehugger movement trigger reaction fire, they are very slow and Facehuggers have very few hit points, I never had any problem with them.

    In short, just kill them when you have one alive. Probably easiest opponents of whole game. First terror mission might be very hard on ground combat if alien craft is intact. There are lots of aliens and your equipment is not top notch.

  13. 9 hours ago, vibroknife said:

    I see, that's what I thought as the xenopedia mentions alien armor resistance to ballistics but it wasn't clear without 'resisted' text or any audible/visual impact to hits when it happens. It definitely wasn't the same kind of resistance I get with androns in vanilla.

    I played a bit more and it seemed an alien capture was a prereq for unlocking infantry tech (or maybe just a coincidence when it happened). So I managed to upgrade to lasers and found that more effective for penetrating armor which is good to know now. 

    I guess that leads me to another question is what (if any) are the combat roll variables added with this mod and/or damage changes? I've had some really unusual luck than normal hitting all three shots on automatic fire with 10% hitchance and other times getting equally unlucky, but maybe my experience is just being unique. 

    I've included a save file just in case there are any oddities 

    (EDIT: Look at the laser gatling if you can. It says it only holds three shots and is doing 5 dmg to caesan at 40% hc one tile from the enemy, somethings def up there)

    Resisted means shot did not penetrate armor. You won't see that if shield stopped shot, no matter who carried shield. And Caesans always have shield. You can use them too btw.

    Alien captures are important for getting better weapons. Sorry for major spoiler :D Live Caesan Guard unlocked laser weapons FYI.

    Damage is 50-150% of "normal" damage. For accuracy, 3*10% is 1/1000, not that rare tbh. More about accuracy https://xenonauts.fandom.com/wiki/Accuracy_System Not certain about this but accuracy percentage may present chance for direct hit, since scots scatter, even "miss" may hit if scatter is low enough.

    Save file looks OK.

    Gatling laser is failed lab experiment. Not every development produces useful weapons. In other words, it's what it is supposed to be. Failed experiment, crap weapon, don't use it. If you read description, that pretty much say it sucks. And it definitely does.

  14. 1 hour ago, vibroknife said:

    I had to restart the whole process and it seemed to go through. I've been playing a couple hours, however I seem to be seeing the same thing as this guy below. 

     

    Most aliens I can only damage at point blank range or else it lands on the enemy with no hit animation and no stat message (but other times I do get the resistance message). Overwatch reflexes never seem to have this problem, however. I thought it was just a ballistics weapons deal but I'm not seeming to get the ability to manufacture any improved infantry weaponry with my research. Unless I'm horribly misunderstanding the progression of the mod maybe something is broken here as well but I don't know how to share saves or where they're located

    Save games are located on Xenonauts folder under Documents folder %userprofile%\Documents or directly %userprofile%\Documents\xenonauts

    Just upload save file somewhere.

    Aliens have armor and/or shield that makes no damage indicator until either of those is depleted. Shotguns have pretty bad mitigation but they also do stun damage. Sounds like normal for me. Looking your save game easily tells if there is something wrong.

     

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