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SQW

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SQW last won the day on January 24 2017

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  1. Personally, I wouldn't mind shelling out $25 for an updated Xenonauts 1 provided the following is addressed: 1. Without skill perks of XCOM, xenonauts 2 needs a lot more weapon/tools to keep things fresh - none of that lazy +1 variety of the last game please; 2. Rework the pacing and flow of the latter part of the game so things wouldn't grind to a halt because you have to deal with 3 battleship crash sites every wave; 3. Better ending! I cannot stress how much that phone-in ending of the last game prevented me from starting a new game after I finished it the first time. 4. Mission variety. I don't mean more maps; I want mission goals like recapture army base, assassination, escort, capture Aliens etc. Crash sites gets boring after your 50th UFO clean up. A purely cosmetic update wouldn't be enough since X1 has its share of problems - problems that are more pronounced after various mods over the years. As the devs for the Banner Saga learned, you can't count on customers who purchased the first game to automatically purchase the sequel (their sequel only sold 1/4 of the original).
  2. The balance atm mostly works fine. 2nd gen ballistic shotguns, which you get early on, can clear everything other than Andron in 2 shots at Veteran difficulty. Which month are you in? Did you capture any aliens to progress in the tech tree? Androns ARE especially resistant to ballistic weapons so unless you have lasers, just avoid them or go full rockets/machine gun. The mod is very different from vanilla. Some aliens are designed to hard counter a specific dmg type so you gotta observe the situation and react accordingly.
  3. haha, like I said, in-game documentation and research tree for vehicles are pretty messed up. I was so tempted to copy and past the vanilla vehicles because auto weapon upgrades and stuff just worked better than what X-Division has atm. I stopped my game because 0.98 feels like Drages has just thrown all the ideas into the pile to see if everything's working. 0.99 is where he suppose to clean everything up and arrange the bits and pieces into a working game.
  4. Go to asset/mod/xce/ open the file psionicpowers_gc. You can change the modifier to decrease the psi effect chance of succeeding or change the TU cost if you want less or no occurrences. Works with saved file (not sure if you are loading into an actual ground mission tho).
  5. Scout car can only mount the starting gun and rockets. Weapon mount is not explained properly yet and sometimes you can make vehicle weapons before you can even research the actual vehicle. If you really want to be sure, go to the assets/mod/x-division/ and check the vehicle xml file.
  6. X-division research is tied heavily into capturing aliens. Basically entire branches of research is cut off to you if you are unlucky enough not to see an alien weapon specialist or engineer or technician or medic etc. And every era will require you to recapture a new group of specialists to push your research further. I find stun baton is more effective taking down a lizard than a pistol anyway. I can't remember what triggers Foxtrot research tho but it is definitely there.
  7. I like this mod but I do feel it's veering a little too much on the clutter. Base inventory (not soldier inventory) is a mess. Soooo many items and 90% of them are either only good for selling or are in such high quantity (like stun grenades, flight equipment, etc) that you'll never worry about when manufacturing plans. The vanilla's auto-sell and low manufacturing requirement might seem simple but it's really just streamlining needless busy work. Finally, I'm barely half way through the campaign but the xenonaut weapon research tree is definitely getting out of hand -wayyy too many weapon families and not enough different situations to warrant their uses. However, I think I read you are rolling all the penetration weapons into existing branches instead of making a separate weapon family right? That might thin out a lot of existing clutter. Can't wait for the v1.0 + rebalance.
  8. Just wanna say I really appreciate you breathing life into this game. The vanilla was too plain for me to finish but after a week of playing x-division, I must say I wish Gold Hawk released this game with this much content. I just read the next v0.99 version is not save compatible so I don't now whether I should stick with my current game. Do you have a rough time table to the next release?
  9. Thank you OP. I've been trying to introduce some AOE weapons for the high weapon tiers - sorry Gold Hawk but you dropped the ball on your weapons selection. My original idea was to reuse as much asset as possible of the Alien Plasma Cannon but your guide makes me realise I can do a bit more (plus all the other files I wasn't aware I need to change). Much appreciated.
  10. Registered just to post on this thread. Bought the game @ v1.0 and witnessed on several occasions aliens existing scout craft to engage my soldiers. Fast forward 3 days and v1.30 came out. Still the same game and there's been zero incidence of aliens exiting craft since. I totally agree with the OP. Currently, UFO breaching is almost effortless due to passive aliens and the only thing to watch out for is aliens teleporting down from upper level in corvettes to throw grenades. I'll definitely play around with the xml file tonight. On a completely different topic: Devs, can we please make the soldier roster clipboard bigger? The main menu is an excellent example of resizing the clip board in order to respond to user action.
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