Jump to content

Ruthless Reuban

Members
  • Posts

    196
  • Joined

  • Last visited

  • Days Won

    15

Everything posted by Ruthless Reuban

  1. You just need good enough aircrafts and armament. And tactics. Like I have said, this mod offers player more than enough tools to make it. You just have to get those tools and use them effectively. I rarely use (Heavy) fighters other than escort purposes. Asierus/Corsair are much more effective. You also need many aircrafts since rearming is painfully slow. Beginning of February I have: 12 Asierus 9 Foxtrot 5 Corsair 4 Sonda 3 Heavy fighter 2 Firebird 1 Lancer (+2 crafts on production) That's enough for now. Somewhat cash stripped so cannot make more Lancer, Sonda and Corsair since I have to sell UFO datacores to keep bank balance OK. 3 Foxtrots are down currently but 6 is quite enough.
  2. I suggested solution to this "ammo problem" long time ago: dropship (or terror mission etc entrance/exit zone) as "locker" that contains unlimited amount of certain resources. Charon agreed but also said it's quite impossible to make since there is no soldier equipment screen before battle like on original UFO. I solved this problem my way. Balancing is for NG+2 difficulty. - Dropship (or exit zone) has locker with unlimited resources and invisible system that immediately delivers items to soldiers. - There are three types of lockers: medical, ammo and shield. - Any soldier can access any locker when touching dropship or exit zone. - If soldier has safe path to dropship/exit zone AND there is no enemy contact for 5 turns, then soldier is assumed to be touching dropship/exit zone. - To access medical locker, soldier must have medipack or two medikits on inventory. Doesn't matter how many "charges" are left. - To access ammo locker, soldier must have had at least three clips for ammo (for any weapon soldier uses) when combat started. Applies to heavy weapons and "secondary weapons" too. To clarify: soldier does NOT need to carry those three clips after combat has started. - To access shield locker, soldier must have had shield equipped when combat started. Doesn't matter how much "charge" shield has left or if shield is totally destroyed. - Swapping equipment is allowed. So any soldier that has shield (or had shield destroyed), has medipack/first aid or has weapon equipped, is valid to use locker. However, locker provides more shields/ammo/reloads, not more items. - Shield locker is because I used to get extra shields for battle but that created huge hassle. And on NG+2 difficulty (not to mention when enemy weapon damage modded higher) even fully loaded shield does not guarantee your soldier will survive if you are careless. For NG difficulty shield locker may be overkill. - Ammo locker does NOT apply to rockets/grenades or anything that is not available unlimited quantities on bases. - Three clip requirement is for limiting amount of rockets and/or grenades could be brought into battle. How it works: - Use Xenonauts_gc_editor.exe instead of Xenonauts.exe - To avoid seeing map, open Task manager "always on top" and hide left side of screen - Select soldier that needs "reload" - Press U during combat to open editor. - Use "reload" button to reload shield/weapon/medikit/first aid - If shield is destroyed, select similar shield from drop down menu This solution is far from perfect but it's quite well balanced, makes sure strike team does not (totally) run out of basic supplies and still limits amount of special stuff like rockets and grenades.
  3. 1) Not sure about that, I'll test it soon 2) Anytime you have enough airpower, radar coverage and bases. So far (nearing end of phase 2) I have shot down every UFO except two Landing ships on phase 2 (too strong escorts on both). So yes, even first terror ship can be shot down with littlle luck (no total surprise attack) and strong airforce (you'll need around 14 hits with Alenium torpedoes, so at least 5 Foxtrots are needed just for that). IIRC there is 10% chance that terror ship has much better than just "fighter-class escorts". Not impossible to shoot those down also, just much harder. Capturing terror ship intact (without shoting it down) is not intented to be possible. It's possible because of a bug. 3) As PALU said, aborting mission is a failure. However there seems not to be penalty for pulling out terror ufo crash mission. Pulling out normal terror mission means around 300K$ penalty for funding. 4) Main problem is not Androns but the fact you cannot know if there are Androns, Sebillians or Caesans. So for first terror mission loadout should be something like that: - 4*Shield, with around 4 Chemical and as many as can carry Alenium grenades, Laser pistol, perhaps Alenium rocket or two if enough space - 2 Laser minigun, 2 batteries, few Alenium rockets (drop excess to craft) - 1 Laser precision/Rocket launcher, Alenium rockets (drop excess to craft) - 1 Rocket launcer, Alenium rockets as much as can carry (drop excess to craft) Chemical grenades slaughter Caesans, Laser weapons (and chemicals) Sebillians, Laser precision and Alenium rockets/grenades Androns. Needless to say, Smoke grenades are your best friend. That way October terror battle is possible even if there are Androns.
  4. That 7-8 was average, half of them may be light scouts. Also if you only need one strike team, weapon count on my example could be half. So that makes alloy count: Laser weapons: Pistol*4, Precision*6, Miniguns*12. Total: 22. Include 16 from Fox, that makes 38 alloys. That makes around 4-5 UFO's that is much less than one per wave. Also after day 20 there will be at least 3 waves before first terror ship and with 5 bases with radar coverage 1-2 UFO captures per wave is pretty normal. There are many possible tactics. This mod has solution to almost every "problem". Question is to find solutions to those "problems". That's why I said getting 8 Fox armours for first terror missions only require 5 alive Caesan/Sebillian guards. That is much less than 1 per mission. Later on doing every ground mission is not necessity but depending on difficulty, it helps.
  5. You can shoot down UFO's even without radar coverage. When airliner is shot down or forests burn, it's pretty certain UFO caused that one. What you do next? Some UFO's fly away but that's why you (should) have Asieru and Foxtrot. If you get only Sebillians, you stun Reaper bull and get Chemical grenade. Starting squad do not take risks, they shoot from back with heavy or sniper. Rookies take all risks and like I said, rookie + Shield + Chemical grenade is very deadly combination. And as my calculations clearly show, you'll need only about 7-8 UFO captures on first 35 days (1-2 has to be Caesans) to have enough materials for first terror mission. That's not too hard. But yeah, luck sucks sometimes. I had to wait 1.5 months on second phase to get first Matergy PISTOL. I had cannon, minigun etc but not lowly pistol. And so couldn't research Matergy tech.
  6. Yes, Unusually Ruthless Reuban is my brother You're probably playing it wrong. Since you have 8 million starting money, use it. I do it like this: Day 0: First base: build Workshop, Lab, 4 Hangars, Garage, Living quarters. Recruit soldiers, scientists and engineers Build 4 additional bases Day 5: First base: Order 3 Condors and Chinook Day 10: First base: Recruit more scientists and engineers 4 additional bases: build at least 3 Hangars each, 1 Radar each. One base get also Living Quarters and Garage. Day 15: Locate AWACS and Chinook into one additional base. Also some Condors from first base go to one additional base. All those additional bases also buy 1-3 Condors each. Day 20: Radars are ready. From this on, 5 bases with radars so... Stunning Sebillians with sticks only sucks. Use Stun gas and/or Shotguns. Also there is no much need to stun Sebs early, as 5 Caesan guards are enough for 8 Fox armours. Older save from my current campaign: Version: X-Division 1.0.0.10 Difficulty: NG+2 ("Veteran") Date: 9. October (just about when first Terror battleship arrives) Current equipment: HE Alenium rocket*20, Precision laser MK-1*4, Laser pistol MK-1*9, Laser minigun*4, Incendiary grenade *20, Chemical grenade *60, Alenium grenade*40, Fox*8 Special materials count to manufacture all of those: Fox 16 Alloys+32 Light fibre, Laser weapons: Pistol*9, Precision*12, Miniguns*24 Total: 61 Alloys and 32 Light fibre. Not problem at all since capturing Scout gives around 10 Alloys + more from disassembly. So that is very manageable. When it comes to research, I made some compromises. Only Division weapon I have is Heavy machinegun (for Hunter). Concentrating on Lasers, just finished researching Advanced lasers. When it comes to Light fibre count, for 8 Fox armour you would need only 5 stunned Caesan guards. It seems I didn't stun any Sebillians so far. What I wrote is possible with rapid development. Looking back I had 7 bases running on mid November. 9 bases on early January (2 bases are named "Factory" and "Laboratory", those names tell all about them). You may also ask how I could have 9 bases already. Current date is 26. January. I have total 86 Hangars on my bases (aircraft count is less than 40 though). I have shot down every ufo since start of October (except two heavily escorted Landing ships, no need to shot those down anyway). Like I said, if you say what I wrote is not possible, you're playing it wrong.
  7. I think difficulty is not dramatically increased. Ground combat is basically combination of two things: tactic and equipment. If you cannot improve tactic, then improve equipment. For first terror mission player should have following non-starting equipment available, as opponents may be Androns: - Hunter/defender with at least Division machinegun - Chemical, Incendiary and Alenium grenades - Laser pistol, perhaps carbine/rifle, minigun and precision - Alenium rocket - Jackal/Fox armour Missing one of those will make mission more difficult. And with those available, it should be doable with good enough tactics. Sebillians have good ballistic resistance so use lasers...
  8. You're playing wrong if that happens. Currently I'm on mid of phase 2 and I already could have almost full team of "elite" stat soldiers. Part of difficulty is to rotate big soldier pool (as rookies do suck). That also means losing several veterans is not catastrophe as with better equipment not so good soldiers can handle job. With some rookies with cannon fodder if necessary (I have not used that tactic). Currently I have: BRG G: 3, COL: 5, MAJ: 2, CAP: 6, LT: 11, SGT: 9, CPL: 11 So losing "few veterans" is very far from crippling the game even on phase 2.
  9. In addition to pen and paper, you can use checklist instead of writing down all captured aliens. I use following lists for phase 1 and 2, something might be missing however:
  10. This should be bug I think. I used lightly modded (some settings tweaked) X-Division 1.00.10 install. On second phase sent my "rookie" platoon to capture small UFO with couple of reapers. One rookie got infected, so I shot down that zombie and it came a pile of blood. Everyone else survived. Now for the fun part. After mission was succesfull, that zombified soldier was revived! I thought that my light modifications are to blame and tried with fresh X-division install with 1.00.10 of course. Loaded save just before that battle began (Geoscape save) and let aliens zombify several soldiers. Again, some soldiers that were zombified and shot down were revived. This is nothing game breaking of course, I just fire those "revived zombies".
  11. You did install X.CE 0.35 too? I have no idea about Steam workshop mods however.
  12. Avalanche torpedo should have longer description. I guess you didn't start game before installing X-division?
  13. IIRC text says those special ops captured before interrogation is researched are sold. However they are really sent to research division. you can get few thousand bucks extra that way
  14. Don't know if this is intentional or not but... Andron Server seems to be impossible to capture if it's last alien remaining. When shield is trashed, battle ends immediately. X-Division 1.00.10.
  15. I have only one base, later two bases that handle all construction and stuff. Saves lot of hassle.
  16. I suggested that inventory inside craft long time ago. Charon said it's somewhat impossible to make. I solved both problems (strength and carrying) this way: - Soldier carrying capacity is higher (no more strength as that makes grenade throwing easier). I put Base-capacity to 12 and multiplier to 0.4. That basically gives enough equipment for rookies without lowering TU's too much. Of course I would expect that rookie only team is not trying for large UFO's or alien bases... - Craft is imagined to have "stash" with unlimited amount of shields and ammo. So when soldier enters craft, weapon is reloaded and shield is fixed or replaced. This is done with Xenonauts_GC_Editor and pressing U. Simply reload shield and weapon (or add another shield if current one is gone). If fight is on "steady state" (nothing happening), this can be done without running back to craft. I agree on other things too but hard to say if those are possible or not. - Timer: Not big problem as you can target crash site with "dummy" dropship and that way crash site stays indefinitely. - Display: ETA is said when you launch dropship so not hard to calculate. - Overburden: Partially solved, see above. Agree on that one click solution though.
  17. I agree, that lore looks pretty good. Just keeping it on this thread will mean it loses lot of attention. For terrorship, there was slight change that was intentional, but it wasn't. So I just pretend that doesn't exist.
  18. So that was indeed "bug" and not intentionally made "feature". Cheers for Charon clearing that up.
  19. I didn't change game files (at least anything could affect that outcome) and didn't even use glitch. But yes, I won't tell others. I'll PM you how that is done.
  20. Then what's this: Terror ship with no damage. And I'm going to capture it intact (picture is just proof of concept).
  21. I didn't mean crash site. I meant capturing terror ship without crashing it down first (intact). Even more enemies but all operators alive.
  22. Those changes make capturing terror ships intact perhaps even too rewarding since none of operators die on crash. Don't know about relationship points though.
×
×
  • Create New...