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Ruthless Reuban

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Posts posted by Ruthless Reuban

  1. 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 looks

    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:

     

    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
    Facehugger

    Seblllian 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
    Reaper

    Caesan 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 Queen

    Seblllian 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

     

  2. 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.

  3. 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".

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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 :cool:

  10. 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.

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