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Ruthless Reuban

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Everything posted by Ruthless Reuban

  1. That is called randomness. Alien crews are quite random and so some things happen faster than others depending on RNG. Playing - difficulty I just got my first Wolf armour manufactured and it's 1.st November... Basically you are not Guaranteed to get virtually anything on fixed time. It depends on RNG and your actions. First alien terror mission might happen when Ticker is high enough, and that is around early October or even late September depending on how much UFO's cause havoc. Generallu I try to play Luftwaffe tactics (so much airplanes that I can shoot down almost everything) but first terror UFO is nearly impossible one. As for every crash site and terror sites too, X-Division has same mechanics original UFO had: targetting site with at least dropship mean site does not disappear. Quite easy way to avoid night missions on hardest battles. So theoretically that first terror site could be active forever, you just need couple of dropships. If you want air coverage back after XXX turns, check xenonauts\assets\mods\Charons Changes, Psi, Sounds\config.xml For reflex shots, remember weapon's Reaction modifier too. Heavy weapons suck on reaction shots (0.1 modifier). Also shield wearers have fixed modifier IIRC. Defender: xenonauts\assets\mods\X-Division\vehicles.xml and VEHICLE.LIGHTTANK Geoscape speed: xenonauts\assets\mods\X-Division\gameconfig.xml <!-- GEOSCAPE TIME SETTING CONTROLS -->
  2. As AWACS description says, it was "borrowed" and so cannot be bought. It's one of a kind. I agree it sucks but you can easily modify aircrafts.xml to make it bit more worthwhile. It seems you are using language (=character encoding) that Xenonauts, X:CE or X-Division (or all of them) has difficulties to correctly encode for some reason. May also help if you could change Windows language to English. May also be Steam based error. However that doesn't look too serious error if everything works OK.
  3. There you go: \xenonauts\assets\mods\X-division\manufactures.xml <Row> <Cell><Data ss:Type="String">ManTech.Jackal</Data></Cell> <Cell><Data ss:Type="String">Armour &amp; Shields 0</Data></Cell> <Cell><Data ss:Type="Number">5</Data></Cell> <Cell><Data ss:Type="Number">10000</Data></Cell> <Cell><Data ss:Type="String">3xItems.Alienalloys</Data></Cell> <Cell ss:Index="8"><Data ss:Type="String">StockItem( &quot;armour.jackal&quot; );</Data></Cell> </Row>
  4. It's normal. Terror ship crashsites contain "bonus spawns", perhaps to give some credit for shooting down craft as it takes some effort vs just raiding terror site. As said on And someone commented earlier that terror ships also carry assault operators, cannot find where. Anyway that is intentional, not bug. Great, enjoy campaign, this really kicks a**.
  5. No idea what sound you are exactly talking about but probably those sounds could be found on directory Xenonauts\assets\mods\X-Division\audio\sfx\Xenomorph Just search what sound that is, then make backup copy of it, make copy of another "not so loud sound" and rename it into what that loud sound name was.
  6. First terror mission is quite easy with right equipment. Lasers, Fox, Alenium rocket/grenades etc. Hard to tell about terror mission balance overall. Currently on phase 3 first terror mission early second month is only terror mission I had so far. Just because that terror ship was first and only I wasn't able to shoot down. Another one got through once but that was base attack. That issue is very easy to fix. Just go to directory ....\xenonauts\assets\mods\Charons Changes, Psi, Sounds And locate Config.xml Edit XXX part. <CombatWindow> <RevealAllTiles afterTurns="XXX" /> <!--For Town, SovietTown and XenoBase tilesets --> </CombatWindow> And put there 20, 30 or whatever you like. Affects on base defence missions too.
  7. Good idea. I don't recommend lower difficulty than NG+2 for serious game. Question is more "how many guns type X" rather than "only guns type X". Ballistics have higher suppression and some of them have shock effect (SMG, Carbine), so there are uses for ballistic guns too. For purely making damage, energy weapons are better choice. Best idea is to mix of both. I could tell more specifically but that would be some kind of spoiler
  8. Your save game says something about X-Division workshop support mod being used. That may be the problem if it somehow messed mod load order and wolf armour research is taken from other file than X-Division one. You can test it quite quickly, starting new game and rushing those technologies. Just use Xenonauts_GC_editor.exe and autoresolve battles (V) and/or use editor (U) to capture technicians.
  9. What X-Division version you are using? Have you updated it since started new game? Too bad you don't have older save game, that way I could check if problem is possibly in mod loader or something.
  10. Cannot see anything wrong with your save game. You should have Wolf. Could you pass very early save game and I could try to replicate that bug.
  11. Only I can think of is that you researched Andron guard disassembly but missed Andron disassembly. I don't think Wolf is really needed later so basically you can copy Wolf armour stats/requirements etc to match Jackal armour that is pretty useless IMO as Fox is much better.
  12. Instructions could be more clear, yes. Here's clear one. 1. Install Xenonauts 2. Download and install X:CE 0.35 https://www.goldhawkinteractive.com/forums/index.php?/files/file/34-xenonauts-community-edition/ 3. Start game 4. Exit game 5. Download and install X-Division 1.00.00 https://www.goldhawkinteractive.com/forums/index.php?/files/file/7-x-division-10000/ Alternative: https://mega.nz/#!RNBxiYYR!bWJ4oWul3r4U1BKIEXk792pfMbGgVpW1aapmOcJucIY https://mega.nz/#!sVIjXYSa!LeYJCOLqpXF4ebwx115wevT92QRmqEnea7tW8vGzMlA https://mega.nz/#!QEx1RTAA!hZzHDpYEEpf0vru6FeOsWNhOgRsZ8LCiJm290Jk9IyQ 6. Install latest update https://mega.nz/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU
  13. I tried to make this happen. Since even Charon cannot mod it, I tried to give some kind of "workaround" trying to make inventory management (especially regarding shields and basic ammo) easier without breaking game balance. Tested settings that really affects these; NG+2 except: alien weapon damage 1.05 (1.0 on NG+2, 1.10 on -) @ gameconfig.xml Basically your dropship have different "lockers" that can be accessed entering dropship (improvise on cases there is no physical dropship available, like on Alien base "dropship" is starting/exit area, Xenonaut base that is Command room...), imagine that dropship pilot (or something) supplies these items. Accessing any locker (except med bay) ends soldiers turn however (AP=0, mod it if don't remember soldier accessed locker) but accessing locker does not take action points (ie. all lockers can be accessed on single turn). If using locker requires more action points that soldier has (to switch items from backpack into hand for example), modding more action points is allowed. Switching equipment between soldiers (any soldier that has equipment can access locker) is allowed as lockers do not provide more items into battlefield. Also, if there is no aliens on sight for 5 turns AND soldier has "safe route" to craft, locker can be accessed without actually walking into craft. Basically locker is not available when there is active combat going on. - Shield locker: To access shield locker, soldier must have had shield on left hand when battle started AND have shield on left hand when accessing locker. Shield locker provides unlimited amount of undamaged shields and even replaces totally destroyed ones (does not increase amount of shields on battlefield however). Naturally this does not apply to alien shields. - Med kit locker: To access Med kit locker, soldier must have had some kind of medikit or first aid kit when battle started AND have that kit on inventory when accessing locker. As shield locker, provides unlimited amount of medical supplies for soldiers that enter craft. - Ammo locker: To access Ammo locker, soldier must have had enough clips when battle started for weapon that receives unlimited reloads from locker AND have that weapon on inventory. Multiple weapons allowed. Applies to weapons that have unlimited clips available on base (NOT rockets, grenades, Alien weapons etc). Clip requirements are: 5 clips if clip takes one space (like pistol clip), 4 clips if clip takes two spaces (like Laser sniper clip), 3 clips if clip takes 4 spaces (like Laser battery for heavy laser weapons). Clip(s) may be dropped after battle has started, locker is still available. Clip requirement is only to "waste" inventory space from something more important, ie. balancing. - Med bay: Any soldier that enters craft, receives free med kit that has unlimited healing power. Does not end turn. That med kit cannot be carried out of craft however and using it still consumes action points. How these actually work? Start game using Xenonauts_gc_editor.exe select soldier that wishes to use locker and launch editor during battle pressing U-key. Notice that editor will show alien locations, you can hide map window using Task manager always on top or something similar (map is not really needed). You can see what soldier has on Left Hand or Right Hand. Press Reload and ammo/shield/med kit/whatever charges are restored. If shield is totally destroyed or soldier wishes to access Med bay, select appropriate item from drop down menu. About balance. Even if soldiers have "unlimited" shields, they only get "unlimited" shields outside active battle. Also aliens hit so hard that soldiers are far from invulnerable. This is practically solution to "carry extra shields, drop them when battle starts and run to get them" -hassle. Ammo requirements are only to keep balance, so that soldier cannot take heavy weapon AND tons of rockets+other stuff. So essentially heavy weapon means much less other things even that weapon has unlimited ammo. Also it's not bad idea to keep spare clips on middle of battle, locker is for "quiet" situations only. For medicals, carrying medical supplies is advised, "craft" may be pretty far and single kit have quite limited healing power. Overall I cannot see this breaking balance any way. While basic items are "unlimited", special stuff is not. This makes game much more enjoyable though IMO. Feel free to improvise.
  14. Probably not as problem is within Xenonauts, not X-Division. I usually either reload earlier save or auto-resolve battle.
  15. You did edit file from right folder? That is, \assets\mods\X-Division And yes, weapons_gc.xml should do it.
  16. What can I say? Today many games are casual bull*hit. X-Division is real Hardcore. Unfortunately game engine is what it is but makers of X-Division took everything out of it and I hope we see something similar with Xenonauts 2. Major props to Charon and everyone else involved in X-Division project!
  17. While I partially agree with this, aliens are not using any new elements. Except perhaps PSI but everything else is just better version of earth technology. When it comes to reapers, Xenomorphs etc melee units, not hard to guess even without experience those should be killed. Also on WW1 soldier quite well knew after first attacks what chemical weapons were about. First chemical attack worked just because officers were too stupid to realize that coloured gas was harmful. Officers thought that was only to give some kind of signal to troops. Of course it was utterly stupid as nobody would use tons of gas for just giving signal. So in this case it was not what soldiers might do, it was officers that gave orders to hold positions or even move into gas cloud.
  18. On another thought, there is slight problem with bold part. Soldiers lost are NOT considered as MIA unless they are inside command center. And so soldiers outside command center do not appear on casualty list. So I would say soldiers inside command center are tasked to protect base controls until civilians are safe and so they basically sacrifice themself. Soldiers outside command center have no role on helping with evacuation and manage to escape or something.
  19. @PALU I would add following two things: - Soldiers: Any soldiers that are inside base (but not inside command room) when attack begins are lost if you abort mission. You could tell those unlucky soldiers throq away their weapons and armour, then disguise as civilians and lurk out of base, since Aliens are not really interested about personnel but base itself. After that they return to normal life because of traumatic experience, fear of alien revenge or something. - Stuff in storeroom: Aliens are unlike to be interested about your items because they have much better gear available. This is good if you plan recapture. @Charon Thanks.
  20. Feel free to do that. I just cannot see how capturing alien specialists could be repetitive game mechanic. Capturing live aliens may be but capturing specialists first time not. Considering certan specialists are "must have" and failure could mean long delays on research side, it basically forces to take even huge risks sometimes.
  21. a) Not everything is supposed to be fun, this is for hardcore gamers. Capturing live aliens fits lore well and is present on UFO Enemy Unknown too. b) It would take years to reverse-engineer even single alien weapon technology, no matter how many samples. However when alien tells how it works, it's much faster. c) Terror mission without air coverage is annoying. Capturing live aliens is just part of game. And if playing NG, it's not even necessary to capture many aliens. On NG+2 is more necessity. d) See a) and c) Soldier stats: I don't think same way but you can very easily adjust soldier starting and maximum stats so that is very small problem. So basically: mod game way you like it Xenonauts is improvement from UFO: EU in almost every aspect. However Xenonauts must have something from original (soldier stats is one thing), otherwise it's not spiritual successor. Terror missions: Elite soldiers have much to do with it. For first terror mission, you should have team of "elite" class soldiers. Avoiding terror missions is one possibility. Unless you have good soldiers and equipment, it's better to avoid it. If map is truly "bad", then it's better to retreat. Not every mission is meant to be won. I pulled out from two terror ufo crash missions because I had not very good equipment and map was quite bad. One reason was that developing air force took much resources from weapon development. As stated earlier, building airforce that can bring down terror battleship takes less than 40 days. So even first terror UFO is possible to shoot down (unless it has super escorts, of course). And even if you cannot shoot it down, ignoring first terror mission is not big problem at all. You just have to accept that you are fighting against superior enemy with superior technology, so not everything hoes smoothly every time. As I said, even first terror mission is doable without save scumming. You'll need team of elite soldiers and equipment I mentioned earlier. What really sucks, is phase 2 first terror mission if it comes on second ware and so are phase 2 enemies. That is still doable with proper technology. As some phase 2 tech can be acquired during phase 1...
  22. Some points from long text: Live alien: a) For keeping track what you already got https://www.goldhawkinteractive.com/forums/index.php?/topic/13414-165xce-v0350-x-division-100-beta/&page=134&tab=comments#comment-172625 For unlucky part: it's part of this game, You have to survive with what you have got. There are even some randomized researches btw. b) As explained on Xenopedia entries, you do NOT use alien technologies directly but you make something similar based on what you have learned from alien tech. So Aliens use Phaser tech, you create Laser tech since you cannot duplicate Phaser tech. And so on. c) In addition, it's also dangerous. d) You only need one alien specialist, after that you can blow up similar specialists. Soldier stat / Experience system: Stats are capped already. Xenonauts is spiritual successor for UFO: Enemy unknown (1999). On Enemy unknown, rookies suck everywhere and veterans rock everywhere. Same atmosphere on Xenonauts Terror missions: Exactly. For terror sites you basically have three choices: 1. Ignore them. Yes, quite heavy penalty for funding but nothing disastrous unless you ignore them all the time. 2. Develop team of elite soldiers that can handle terror sites. 3. Create air force that can shoot down terror UFO's. As for difficulty, is supposed to be HARD difficulty. You did read NG description? This NG+2 is so hard that I didn't see much point modding it much harder. Usually when I play turn based games, I take hardest difficulty and mod it around 10 times harder to get enough challenge. No need on this mod to do that. You can very easily mod that 20 turn air recon back if you want. I consider that after 15 turns terror mission is either basically won (few aliens camping) or lost (you pulled out), so removing air recon is more annoying than creating more difficulty.
  23. I agree. Better balanced Androns would be good thing. Still, my solution (unlimited ammo on dropship) solves this "not enough ammo" -problem entirely. TBH, I don't like idea Androns are "weaker". I consider current Androns are pretty well balanced. So I suggest that either there is bigger clips for certain weapons or there are less Androns.
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