

Ruthless Reuban
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
It checked if I had captured one alive (looking at Xenopedia entries), but it seems I didn't bother to capture too many Xenomorphs alive. I still think I have encountered some. They look pretty much like Xenomorph Queen. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
IIRC Empresses are quite rare. You should encounter one with enough luck. Usually on larger UFOs or big alien bases. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
\Xenonauts\assets\mods\X-Division\tiles\UFO\bombercruiser\ bombercruiserdatacore_damaged_spectre bombercruiserdatacore_spectre -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
Start Xenonauts_gc_editor.exe, load game and press V. No idea how you got that much action points tbh. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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. He meant Fox armour. You need to capture more live aliens. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
You Will get many more. I just didn't have any problems with Facehuggers, so all that sounds bit strange. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
Don't worry, there will be much more heavy energy weapons. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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 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. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
Perhaps download is just corrupted. Try downloading again. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
Never heard of that. Perhaps another software works better. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
Using what software? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
Foxtrot and F-17 are enough for Terror carrier. F-17 shoots down anti missiles and Foxtrot shoots torpedoes. You may lose some Foxtrots but that's war. After shooting down Terror carrier, "something" happens as you might expect. Asierus is useless because lack of anti missile. Sebillians ARE affected by smoke, at least for X-Division. Too long time since playing vanilla. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
Known bug that IIRC existed on Xenonauts too. Probably too hard to fix on X-Division. Best advice is to load save before that happened. -
Upload savegame and I can check if it's OK.
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You can find those at \assets\mods\X-Division\manufactures.xml
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You mean X-Division mod? And what you want to change? Like requirements for building new equipment and such?
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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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 -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Ruthless Reuban replied to Charon's topic in Completed Game Mods
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.