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CheekyCT

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  1. Just started replaying X-Div since it first came out and for some reason the majority of text in the X-Div X-pedia entries are just "Description" or in weapons cases "Key Information:(what you get for dismantle). According to Palu there should be all fully fleshed X-pedia entries so what do I need to do to get them? Kinda ruins researching new things when few of them tell you what you just researched...
  2. Having played all the original x-com games (even Interceptor) and the new Firaxis games, I can say that I MUCH prefer top down base building. Single base side view limits base building so much it may as well not even be in the game. Additionally, I'm not sure how other people played X1, but as the difficulty was raised, I found myself needing more bases more urgently than on easy/normal. Aliens become ruthless about rooting out your fire bases and shooting down dropships on the hardest difficulties and maybe i'm just not as skilled, but I always seemed to lose 1 dropship on Ironman no matter how safe I played it in late months as ships would pop out of areas with no radar. On the subject of base defence: X-Com games had multilevel alien bases, couldnt that same principle be used to make side view bases have multilevel maps to defend if we absolutely must have them? Trying to squeeze X2 into the fancy looking hipster pants of the single-level-only Firaxis maps can only make X2 worse. Stick with what worked in X-Com!
  3. I like my squad of 12 to be 2 shield/pistoleers, 2-3 snipers, and the rest shotgunners. The reason being that shotgunners tend to get reflex stats quickly if you bait enemies into coming to you around corners (which is VERY easy to do sadly) and high RFL + shotgun 1.5x boost = you can run up to most aliens, flick them in the forehead, dance your favorite brand of victory dance, then shotgun them in the face and not even get shot at. Conversely your sniper will tend to take 1 step in LOS and get shot at... I WOULD point out that I played with mods to make shotguns as powerful as every other weapon however,so that made it somewhat easier,since each shot did x9 pellets instead of the measly x3 vanilla gives you. This makes shotgun damage (on average) similar to sniper rifle damage except that you have to be 3 or less squares away to GET that damage potential since shotgunners don't get accuracy as fast. On the psi tangent,aliens can only psi attack you after the current turn if one of their buddies spots you AND LIVES TILL THE END OF THE TURN. The exception is of course Praetors since their 'dread" has a chance to hit everyone on the battlefield even on turn 1. Thus you can negate almost all mind controls by killing everything that sees you with reflex shots from around corners. Additionally,whoever DOES get hit and has lowered moral can be healed by getting the next kill, usually back to full bravery. I was able to take out the high praetor on the last mission without him ever getting to mind control with this method. (door humping ftw)
  4. Woops, didnt see your post, sorry for delay. I think this is all of them. weapons mods.rar
  5. I'm currently replaying though vanilla Xenonauts and CE, and maybe X-division after that, and at least in CE (not sure if the AI is fundamentally different from vanilla) AI is definitely "smart" enough once you get to later months and bigger ships, since higher ranked aliens tend to come in clumps of 2-3 and take FAR more punishment to clear out unless your running all mag weapons and sentinel armors. Early on you are literally fighting "civilians" 90% of the time, so you cant expect them to fight well. On a tangent, can we hope that in X2 aircraft missiles might be useful again? I stopped using anything but torpedoes and cannons once I got corsairs, since all medium and up ships can be beat by 2x foxtrots as long as you keep up with explosive upgrades (and can catch them). The exception is ships with fighter escorts, but then you send a corsair or two to take out those first. Missiles just seem useless when dual cannons cant miss enough to matter and kill things just as fast.
  6. Steps to reproduce: - load the saved game. - pass time until the new wave of UFO invade. - intercept with all combat planes. - if your planes intercept the UFOs prior to Alenium missile/torpedo research completion, they will have missiles and fight normally. - if your planes intercept AFTER the research, they will have no missiles/torpedoes. - repeat by equipping torpedoes if you want to check, as they behave the same. - I have not tested this for plasma and fusion upgrades, but its possible they behave the same way. Mods used: Xenonauts Fix Pack, Raz's NoHiddenMovement, Mikiztli's Stun Gun, Mikiztli's Nifty SMG, Mikiztli's Hot Flamer, Instant Grenades, Don't Forget to Bring a Shotgun, Cover indicator Overhaul Minimalist, Larger Living Quarters, 120 degree view angle, AWACs and fuel mnod, Ambience Forest, Khall's more portraits, Extended Weapon descriptions for fighters, Khall's tundra Tileset, Lore+, NewCars, Random Map Pack (Arctic collection, Desert Style, Farm Edition), skitso's alien base booster pack, skitso's Improved Tile Art Pack, Skitso's Ultimate Megamix Map Pack 2000, Armoured Assault! Geoscape combat.sav
  7. Ok, I will attempt to post this in the bugs forum with my save, a list of mods running, and a better write up.
  8. As stated above I could not find a bug post for this but I don't know if its is "working as intended, so opinions would be great. I was mid-wave in month 2 of a new CE game when my research for Alenium missiles/warheads finished and poof, my 4 interceptors (2 foxtrots and 2 condors) lost all ammo and were destroyed. Not realizing it was an ammo issue, I reloaded a save and paid more attention to what was happening. This time my condors took out target 1 and made it to base before the research popped, but my foxtrots got owned by a small scout :(. Sure enough they had no ammo after the research finished when I checked during the second reload. Is this supposed to happen? I get that they wont be magically upgraded mid flight, but why does the old ammo disappear?
  9. I just wanted to check and see how the game calculates drone burst fire, since after a month or so of in game time of fighting them, I have yet to see one of their bursts fully miss, regardless of the cover their target is behind, even 75% blockages. Yes, it doesn't hurt a ton when it hits you, but they seemingly are incapable of missing a full burst, and being suppressed by that laaaast shot doing 3 damage or even less is slightly unrealistic. I dont see battle-hardened veterans being scared by gunfire hitting no where near them (or in the above case, nicking their clothes at most).
  10. Never captured a Psion though, they just keep dieing. Unless its based on alien race rather than rank like X-com was?
  11. Download a picture of me for your shortcut. Just make sure to crop it first though, too much sexy can be hazardous.
  12. I honestly don't know if it is a bug or not, but any time I use stun grenades to clear a packed ship in the hopes of capturing some live aliens, especially pesky psionic types, they all die when the after-battle report pops up. This has happened at least 3-4 times, so Im not sure if its because the grenades kill em or my detention cells are full, or what Just really annoying when trying to capture a Psionic alive and they die after the battle even though I can pick up their very much alive bodies the turn before winning.
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