

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
It seems to be disabled on modloader. -
[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
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: -
[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
4. Download all 3 parts of X-Division 1.00.00 Eh? -
[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
Attach savegame and I'll check it. -
[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
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". -
[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 did install X.CE 0.35 too? I have no idea about Steam workshop mods however. -
[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
Avalanche torpedo should have longer description. I guess you didn't start game before installing X-division? -
[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 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 -
[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 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. -
[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
I have only one base, later two bases that handle all construction and stuff. Saves lot of hassle. -
[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
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. -
[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
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. -
[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
So that was indeed "bug" and not intentionally made "feature". Cheers for Charon clearing that up. -
[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
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. -
[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
Then what's this: Terror ship with no damage. And I'm going to capture it intact (picture is just proof of concept). -
[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
I didn't mean crash site. I meant capturing terror ship without crashing it down first (intact). Even more enemies but all operators alive. -
[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
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. -
[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
Any idea if upcoming patch(es) will require starting new campaign? Additional tabs on soldier screen looks awesome but if it requires new campaign, I rather wait until it's out. -
[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 alien specialists alive and interrogate. -
[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 launched incorrect Xenonauts.exe? Right one is on assets/mods/xce folder. -
[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
Just started new game on Veteran. Got Laser technology researched 12. September One light scout with Caesans was enough. -
[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 just need to know what to research and concentrate on those. I barely missed laser weapons (about 3 days or so) because I wanted incendiary and alenium grenades more. -
[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
First terror mission seem to be much harder than second one or I just had bad luck. For civilian AI. First terror mission. Two aliens inside house, two civilians inside, four civilians outside. I carefully tossed two incendiary grenades for not to harm civilians, those grenades almost killed both aliens. After another turn aliens were dead. All is well? Civilians are safe, just some fire around. Well, one by one those civilians run straight into fire and it seemed I got huge morale penalty because my fire killed them. Civilians should be clever enough not to make suicides by running into fire -
[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
OK, thanks for confirmation. -
[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
Feature request: could it be possible to put items on some kind of locker in craft? Just like original UFO did but this time items are for soldiers AND for craft? Alternatively, some kind of deployment screen before ground combat just like on base defence missions . It's somewhat annoying to waste first turn of combat for adjusting equipment that should have been done before landing.