

Ruthless Reuban
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Posts posted by Ruthless Reuban
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On 2/17/2019 at 10:43 PM, destrower37 said:
Question : is there any resource/way to keep track of what alien i've captured during missions , i know it's wise to capture everything but at the same time, capturing aliens come up with a cost and i want to decide if it's worth capturing a certain alien or not
at least some way to correlate between the alien type and their looksIn 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:
Caesan Phase 1
Guard
Chieftain
Light Scout Operator
Scout Operator
Corvette Operator
Early Terror Operator
Early Assault Operator
Early Bomber Operator
Weapon Sergeant
Navigator
Psion
Technician
Medic
Xenomorph Drone
Xenomorph Warrior
FacehuggerSeblllian Phase 1
Guard
Chieftain
Light Scout Operator
Scout Operator
Corvette Operator
Early Terror Operator
Early Assault Operator
Early Bomber Operator
Weapon Sergeant
Navigator
Technician
Medic
Reaper Bull
ReaperCaesan Phase 2
Soldier
Terror Soldier
Officer
Landing Operator
Cruiser Operator
Alien Outpost Operator
Basic Terror Operator
Basic Assault Operator
Basic Bomber Operator
Small Base Operator
Weapon Officer
Pilot
Assault Psion
Engineer
Physician
Wraith soldier
Wraith terror soldier
Xenomorph Marble Drone
Xenomorph Marble Warrior
Xenomorph Praetorian
Xenomorph QueenSeblllian Phase 2
Soldier
Terror Soldier
Officer
Landing Operator
Cruiser Operator
Alien Outpost Operator
Basic Terror Operator
Basic Assault Operator
Basic Bomber Operator
Small Base Operator
Weapon Officer
Pilot
Engineer
Physician
Harridan soldier
Harridan terror soldier
Reaper Alpha -
On 1/24/2019 at 10:51 PM, GoodKnight said:
Can't seem to find the answer so I'll ask.. If I download the 3 rar files and install the mod now will it be the 1.00.01? or do I need to download this install it and then download the 1.00.01 patch?
4. Download all 3 parts of X-Division 1.00.00
Eh?
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On 1/14/2019 at 7:38 PM, henito said:
Good morning, i come to report a bug, i am on the first terror mission, and from nothing 2 of soldiers turn on zombies on turn 6 (i think), they dont have received any damage from the black aliens, that facehugger was killed far from my soldiers... I cant understand. The most strange case was forom a shield soldier that have low thus, he even participate on the battle and become a zombie, no alien come near him. The giant disk shoot at them but the beam pass far away.
Obs.: As i say, no aliens come near that 2 soldiers, the got no damage physical or shoot and one of them was far from battle.
Sorry my poor english.
Attach savegame and I'll check it.
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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".
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20 minutes ago, Ion Mage said:
I did start the game once before installing. Fresh install, too, unsubbed from steam workshop mods as well.
You did install X.CE 0.35 too? I have no idea about Steam workshop mods however.
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Avalanche torpedo should have longer description. I guess you didn't start game before installing X-division?
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On 12/25/2018 at 7:03 PM, Mr. Mister said:
Oh, my bad then - I must have missed how the first one of each I caught got sent to research division.
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
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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.
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On 11/19/2018 at 12:32 AM, Light Scout said:
Anyway, having category wreckages and wrekages&toxin pistols is pretty weird. When you have 5+ bases with team and workshops, game starting to be a manager hell.
I have only one base, later two bases that handle all construction and stuff. Saves lot of hassle.
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16 hours ago, PALU said:
QoL:
- I wouldn't mind an equipment stash/inventory in dropships, allowing troops to return to stack up on ammo, grenades, rockets, and spare shields. Obviously, that inventory would be limited in size, but larger than a soldier's inventory (at least the basic shield can't be put in a soldier inventory, I believe).
- Some way to make rookies level their basic stats to not fall too far behind the useful troops. The two critical ones, in my view, are TUs and Strength. It takes a significant number of missions to train up rookie TU speed (even with boring and time consuming, but doable, grinding), while Strength seems to basically increase by 5 per mission, which means around 20 missions to reach the max Strength. As everything gets heavier, it takes longer and longer before the rookies are able to both wear armor and carry a weapon (unless you go for outdated armor that hasn't kept pace with the enemy weapons). I'm less concerned with them not being able to hit anything, but if they at least have the Strength and TUs to try, they may slowly gain the other attributes. The least artificial means would probably be base training facilities (which you'd have to research and upgrade) where troops could train up to a tech based limit at a rate if X days per point. I'd make that training happen automatically when not on missions, to avoid micromanagement. It would provide no benefit to the active team unless the team has replacements in the ranks, as all the troops would be above the current limit through mission training.
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.
8 minutes ago, Dagar said:QoL:
(preamble: I have no clue what can and cannot be modded in Xenonauts, I only know by now that everything is hard and that most issues I encounter are in the base game code and cannot be resolved. So I just assume everything I would want to see is not possible for X-Division)
- a timer on downed UFOs on how long they will last before they disappear and a warning at the last opportunity to send soldiers there.
- a display whether or not you will have a night mission when your dropship arrives, and an option to wait until you have a day mission.
- I play with overburdened soldiers every mission so I can bring spare supplies. Though this is pretty cheesy and likely not actually wanted, I want a one-click option to drop stuff from their backpack in some order (e.g. top left to bottom right) until the soldiers are no longer overburdened.
- 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.
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3 hours ago, Svinedrengen said:
@PALU Well in your case, you probably dont even need to make a mod since it is just one file. You could just create a new thread called "X-Division UNOFFICIAL fanlore by PALU" and attach the file, so people themselves ( at their own risk ) can download it and replace the existing file with yours, doing it this way should not take much time. Just a idea, and maybe not even a good one, but that is not for me to decide, I just think it is a shame that you stop now when you have written so much already.
@Ruthless Reuban Looks like you have discovered the Terrordropship glitch.
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.
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So that was indeed "bug" and not intentionally made "feature". Cheers for Charon clearing that up.
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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.
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6 minutes ago, Charon said:
Thats not possible, Terror Carrier never land.
Then what's this:
Terror ship with no damage. And I'm going to capture it intact (picture is just proof of concept).
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4 hours ago, Charon said:
Yes, thats the point. but there still is a 10% percent death on impact ratio. So ... small chance. Still the design is that a crashsite should be more rewarding than a terror site, but it is also MORE difficult than a terror site ( 24 less civs to shoot at, 12 local forces less which cant help you, smaller map, more enemies, and a carrier to storm ).
I didn't mean crash site. I meant capturing terror ship without crashing it down first (intact). Even more enemies but all operators alive.
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On 9/14/2018 at 6:16 PM, Charon said:
You are getting more different operators on a crashsite, minus the possible death on impact.
Yes, Firebirds are relevant up until the Endgame content begins.
If you want more Firebirds you will need to shoot down more Terror Carriers, or get the components somewhere else. A Crashsite usually gives you more resources, and around 270 relationship points, which is the average you would also get on a terror site, unless you are able to save every civilian and local.
As general rule we tried to make the crashsite more attractiv, given that you can pull of a successfull mission.
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.
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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.
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On 7/14/2018 at 4:49 PM, Mark_Tullius said:
Capture alien specialists alive and interrogate.
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On 7/5/2018 at 12:57 AM, Kaiser Otto I. said:
I need help
i downloded the mod parts put them together in one folder and startet the installation exe i followed the instuctions of the installer to the end witout anithig unusal happening after the installation i checkt my mod loder but nothinc has changed it is like i never have installt anything
sorry for my really bad writing
You launched incorrect Xenonauts.exe? Right one is on assets/mods/xce folder.
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21 hours ago, Petitpain said:
Maybe i'm not a good player, but without savescumming, it's hard/impossible for me to have this stuff for the first terror mission.
Just started new game on Veteran. Got Laser technology researched 12. September
One light scout with Caesans was enough.
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2 hours ago, Petitpain said:
Maybe i'm not a good player, but without savescumming, it's hard/impossible for me to have this stuff for the first terror mission.
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.
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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
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1 hour ago, Charon said:
We think about this in the same way but unfortunately dont have any option to implement a proper solution.
OK, thanks for confirmation.
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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.
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
in Completed Game Mods
Posted
It seems to be disabled on modloader.