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Ruthless Reuban

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Posts posted by Ruthless Reuban

  1. 4 hours ago, Creditor said:

    how do you shoot terror carrier down? i only have asierus, f-17 and foxtrot. it is spamming drones that are one-shotting my airplanes. i send 3 foxtrots, one with anti-missile but it only shoots down missiles aimed at that aircraft and it keeps alternating between them. so it's kinda useless as foxtrot only has 1 weapon slot so it can defend itself but doesn't do any damage. asierus can't equip anti-missile so it's powerless against it as well. do you have to use f-17, lol? it can equip both a cannon and the anti-missile. it would be kinda stupid since it's the starting interceptor but seems like it would be better against such an advanced ufo. and it's weird still keeping them on every base only for this ufo. or am i missing some research that would allow for better aircraft?

     

    also a read here that sebillians are actually affected by smoke even though the game states otherwise, and it said it was the case for both x-division and vanilla, is this still true?

    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.

    • Like 1
  2. 13 hours ago, Argonautis said:

    Yeah I got 2 Terror missions and one of them had chieftain inside. I think that the second chieftain was form a crashed Bomber. Is there a time frame on the phases? How would I know that second phase has begun?

    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 :)

  3. 12 hours ago, Argonautis said:

    Is anyone still around? I have a research question that I cant figure out. Basically I am capturing almost 90% of aliens that I find but for some reason cant find an ''Officer''. Have captured a ''Chieftain'' countless operators and Sergeants but I seem to still miss an ''Officer'' to help me translate all the data that I researched. Are they supposed to spawn in certain missions? and if its bugged is there a way to unlock it by editing save files? 

    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.

  4. 21 hours ago, Komandos said:

    Terrorist missions (in the city) are impossible to pass in principle. And the problem is not the number of enemies. The problem is that soldiers with 80-90% bravery panic and run away after the first round. Even if I have all the necessary advantages and conditions on my side to win.

     

    How to increase the panic threshold in a terror mission? Or turn off the panic altogether???

    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.

    3 hours ago, Komandos said:

    If I don't participate in terrorist missions, will I lose anything?

    Income from funding and ticker will increase IIRC (ticker determines invasion speed). You'll also miss "important" aliens.

  5. 11 hours ago, Komandos said:

    How do I download the latest version?

    This page pretty much summarizes it

    6 hours ago, kali666 said:

    I'm a perfectionist when it comes to things like that, so losing any aircraft in combat feels bad for me.

    Also I don't have neither Lotus or Firebirds, I'm pretty sure I missed some early captures, and with the amount of aliens and no checklist it's very hard to keep track of the ones I did catch.

    I'll take your advice on getting more aircraft though, since the money income is theoretically infinite it shouldn't be an issue to pay ridiculous amounts of upkeep.

    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.

  6. On 8/28/2022 at 7:39 PM, kali666 said:

    I see, is losing aircraft to those types of UFOs in air combat normal?

    I can technically bring down one or maybe even two of them, but I would lose all three so I would have to send in reinforcements to take down the carrier itself when it's done.

    And about the carrier itself, is attacking it with aircraft that don't have a hardpoint capable of holding anti missiles basically a suicide run?

    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 -.

  7. 34 minutes ago, kali666 said:

    Hi, I'm playing X-Division and enjoying it a lot, but there's one thing that irks me, these weird pink global range wave attacks coming from certain UFOs:

    https://puu.sh/JibKv/8d1e032be3.mp4

    Is this intended? Their range isn't shown anywhere and it just seems kind of random

    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.

  8. 4 hours ago, ekator said:

    Thx!!

     

    dont have right now savegame from that combat. Since that , I m just trying to avoid androids

     

    But i can say I shoot it for 4 rounds at point black with almost whole squad using:

    mag minigun mk3, pulse minigun mk3, antimatter minigun mk3
    precision pulse mk3, pulse heavy mk3, gaus rifle mk3, electron sniper, electron rifle, antimatter rifle mk3 and plasma flamer

    and no chip damage done. Will try again when finish last generation weapons mk3 and will also try with emp and demolition chargues

    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.

  9. 1 hour ago, Bubbles said:

    Fantastic mod! I've researched and manufactured a pulse laser for my hunter scout car, but it does not show up in the vehicle equipment screen. All there is is the .30 cal.

    I only researched the rocket launcher afterwards, could this be part of the problem or am I simply missing something?

    Cheers!

    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...

  10. On 8/8/2022 at 10:06 PM, ekator said:

    wonderfull mod. have been playing it for a long time

    right now at the final phase. But find a problem. FULLWHITE ROBODGS ARE INMORTAL!

    I have unlocked and tried almost every weapon, shooting it for several turns with whole squad and no damage done, never. Only way to finish mission i have found is to lure them out of the ship and capture it. Any ideas??

    Are they really supposed to be indestructibles or i´m missing something?

    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.

  11. 16 hours ago, Komandos said:

    The first three fights (+3 in difficulty) 

     lost. Although there are 16 soldiers in the team. This pleased me.

    The range of the weapon and the viewing range seem too small. The fighting is going on in tight groups. Like at night or in a thick fog. Where to increase the viewing range for aliens?

    Aliens already have quite long viewing range but .../xenonauts/assets/mods/X-Division/aiprops.xml and sightrange

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