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blackwolf

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Everything posted by blackwolf

  1. hi ccrunner, i think he was trying to say that the final cost of the game will be 29.99$....but if you "buy it" before, then you'll recieve the same game by 24.99$ ,that mean you are helping the production of the game, recieving the right to play the early access when it becomes aviable and also an 5 dollars discount for being an early bird...all in the same time!, and i guess this also applies for all the versions planned, like collectors edition or something like that (correct me if im wrong chris please xD). PS: i keep throwing money into my monitor, but anything happen!!...help me please .
  2. if you make 1x1 tanks...this could be easily moddeable into one of the things i missed more from X1...the ability to field DOGS (just like in openxcom)...im sorry im a simple man, i see a doggo and i press like . In a serious note, it looks pretty awesome chris, and i wish the best...im dying to see the finished product (soon™ i hope xD).
  3. a really nice feature could be that killing a zombie before the reaper can hatch , would result in a half-formed reaper...maybe some kind of younger version with less stats xD...idk how difficult is to code "hatching" according to the circumstance of the death (i read you can now use other stuff so it could end in the silly but hilarous case when you kill a zombie and it becomes a pretorian xenomorph xD). btw, the only suggestion i have about terrors and reapers...is not about reapers itself but more about zombies...they have maybe too much hp so it becomes a bullet sponge , running to your soldiers, dying close to them most of the time and spawning the reapor in front on you (wich is a bullet sponge by itself xD) leading to those kind of frustrating scenarios when a zombie rush to your soldiers and dies close to your squad and hatch into another reaper and because you spend all your TUs to kill the zombie he can anhilate half your squad and then the process repeat. TL;DR : reduce zombies HP to maybe half?
  4. Actually i like have to sending multiple figthers wings in order to defeat heavy Ufos...Specially losing planes in the procces, it gives the feel you are countering ufo waves....with FIGHTER WAVES!, i even think planes should be pemarnently destroyed if it get shoot....with a chance to recover the plane (just like soldiers in ground combat, taking in consideration OVERKILL...so a plane destroyed by a burst of alien rapid cannon have more probability of survive than a plane shooted by a plasma torpedo or something like that), this way early planes(condors) must be reeplaced continously....advanced planes should have higher recovery rates (being stated that the use of allien alloys make the planes frames to be easier to recover and repair with the power of friendship and love and stuff) this way i think early phase could be more balanced...right now you spend too little money in planes , this would give you extra pressure , using this condors could keep their actual price (10k IIRC). About "materials" i also think you have way too many AA and Aleniums, after first month you have enough AA to bathe your childrens and grand childrens in them LOL...you should increase cost in early phase(this feels more in phase two...i havent reached phase 3 per se, and obviously neither phase 4 xD) . (also just because im a little bitch who enjoys to nitpick and being a pain in the ass) i would like you also INCREASE the numbers of AA you get in every UFO like..idk shuttles give you 40 AA(to say something), weapons cost like....eh 4 or 5 AA (again just a number, im even ok to using 10-15) but bigger proyects cost MORE AA, like 100-150 a plane or something(just an example, but i think it would be more obvious,intuitive and balanced if you spend like tenth times the materials in a plane than in a weapon, this would help if you decide to make early planes expendable too, so you have to decide in upgrading your troops into mk2, or manufacturing your losses in planes because the aircombat is though)...what i mean its try to make the AA and alenium proportionate in some way with weight or size or something xD, right now is kind of silly you spend 2-5 AA in a weapons and 15 in a shrike (lol) , i know this is like a rework in all numbers and drops to balance all stuff...but its just an idea .
  5. something i really wanted in this game was a enemie like the POPPER from the XCOMM APOCALYPSE.....is you dont remember this little fella, it was a small critter with kind of average hp but slighty higher speed and TUs and he attack method was solely a burst of plasma and fluids from his little cutie heart.....in other words it EXPLODE ITSELF hoping to take some of your guys with him....idk but i kind of miss those kamikaze melee units. It added another degree in the battlescape....its a shame the game was easily exploitable and other desing tactics make this enemy a little cunkly , a nice concept but bad implemented...like the game itself .
  6. OH SWEEEET LORD HAVE MERCY, heeell yeaaaaaaaaah!, this is incredible news, i always get lost after phase 2 (even in phase one itself with so mk2 and 3 projects)...i hope that this new UI stuff includes some kind of "sort" algoritm or something so weapons try to keep with the same TIER between them (so all mk1 and mk2 stay separate and in order for example)
  7. Nice to hear that pal ....and YES ufos outdoors are closed now, you can destroy it with a c4, rockets, grenades, even with bullets from your hunter or heavy gunner....you need to breach (literally) the ufo now, the inners doors works normally....DEVS are waiting if there is any chance XCE could make a code to give aliens the ability to open outdoors (this would make ufo breachings pretty dangerous because you could be ambushed while planting the charges or just get a random burst and catch you unprepared)
  8. thats sounds pretty weird, did you install XCE right?. this mod is dependant of this, im not sure how you get it from steam, but you can donwload it looking in the Xenonauts Comunnity Edition, apply the 0.34.1 and then XDIVISION inside the mod folder, then everything should work correctly. Be carefull to follow all the instructions in the first page.
  9. hey @drages , i think he said the SONDA and others planes are not working as inteded because their xpedia entries says they have X hardpoints but they actually have Y. As far i know more entries are oudated and should not be taken SO seriously,they reflect stats and lore wich may not reflex the actual state of the mod..... Even i remember i made the exact same question xD.
  10. i aprove this except in two aspects: first i would prefer weapons stay like they are now, with the change only in mk3 truly advanced weapons: mk1 requires alien alloys: mk2 requires cores and AA. mk3 requires mk2 and alenium. why i say this?, i dont know you, but i would dislike a lot the micro to proude all three variants just to produce one, mk1 and mk2 in my experience becomes the "standar" equipment for your troops(specially true with mk1), so you always needs like a dozen of mk1 weapons for my newbies/replacement guys....but with mk2 i use them with my more experienced troops like officer or more "specialized troops (engineers, a guy with c4 and explosive to breaching ufos,the rocketeer, etc). Why i say this...because having to manufacture a lot of stuff in order to get more stuff becomes tedious and a kind of struggle.....Mk3 are fairly scarce and most a commodity than anything else, so most of the time the guys who use mk2, also ends using mk3, so its seems INTUITIVE to destroy one to get the others. Proportionally i tend to use like 20 mk1 as STANDAR EQUIPTMENT and a mixture of 5-10 mk2 and mk3 AS ADVANCED/ELITE EQUIPMENT (what i means is , if you use a mk2 to a mk3..the numbers of ADVANCED weapons you have keeps the same , they still are 10...while using mk1 to make mk2 and then mk3, you sustract weapons for one "tier" to another "tier" efectively getting rid of this proportion and having you make more mk1 weapons every few days is a hassle...right now i just make 20 mk1 weapons and forget about them , then my focus on weapon manufacture is only in mk2 and mk3 versions) i dont know if i explain myself right, but what i mean is in every tier, mk1 should not be touched or being material for more manufacture because they tend to became the standar weapon of that tier, so having to need then for another stuff is like needing mag weapons to produce rail...if there is the tme you lost a rail rifle because something happened...then you have to scroll up and search for the older weapon manufacture it and then continue step by step....and this is essentially a innesesary hassle (because as i said, most of the time your mk2 bearers finish using mk3 versions anyway). sorry if i repeat myself a lot times, but i struggle to explain myself without my native language xD. Btw this is more to solver than a Xdivision petition...is there any way to "fix"/"attach" a number to every production or item in the xenopaedia? what i mean for this is for example light scout is number 1398 entry and normal scout is 1399......so no matter if i spend three monts capturing scouts and even corvettes after you find a light scout it "updates" the xpedia and automatically "sorts" itself. So if xpedia looks like this: with the actual way, it looks messy and baffling......this is specially true in manufacture windows....where they finish looking something like this: and so on...you get what im saying right?
  11. well, this is just my way of playing but i use a medic specialist, he carries 2 medikits and just a pistol so he/she is useless in combat, and restrict all my other soldiers of using medikits (they only have the small med-patch to stop bleeding if they got hurt...just like intended)...maybe i do this for roleplaying, to make the game more hard or just more "logical"...but yes , imo medpacks should be buffed but also HEAVIER to stimulate the creation of a more "healer" class, of course you can restrict it because then you'll cut a lot of decision making , i mean, trying to explaining myself, having a light armed healer soldier in your platoon shouldnt be mandatory but at least quite usefull....also if you increase the weight and make it a one hand item again, you could get rid of the med duplication bug (i guess you changed this in order to nerf the overly "tank" hability of having a meatshield just healing himself over and over....or to restric the abuse of too mobile medics having a medpack in one hand and a weapon in the other shooting and healing basically at the same time right?). Maybe you should buff the heal in the early medpacks, but increase the weight so having two packs in your back and one pistol without spare ammo (or with just one or two clips) is a pretty eficient loadout...and having everyone carrying one should restrict them of having more ammo/grenades....so this would create a gamewise desition: 1) having a doctor running around trying to heal people letting everyone else being more armed with nades and ammo. (Increasing firepower at the price of maybe not being able to heal everyone) or 2)having everyone carry a medpack and letting everyone heal themself/their closer soldier . (Reducing the ammo and thus the posibilitie of using spray and pray tactic , being oriented to manage your ammo and grenades more wisely. so in resumee you should decide between MORE firepower (because you have more goodies to shoot and throw) or MORE survability (derived from the hability of healing). again TL;DR: increase the weight of medpacks and make it one handed again .
  12. hey, does anybody else think you get the medpack upgrade WAY too easy?, they look like something more appropiate for late phase 1/early phase 2 imo, it should require some sebilian medics plus maybe some other sebs investigations (warrior at least?), if you are lucky and got sebs you'll get the upgrade even before first month...again, whats your opinion about his?
  13. i decided to try the charon patch, and aliens seems to be more ...i dont know how to explain it....more AGGRESIVE but in a kind of bad way....they tend to rush point blank my soldiers, abandoning their cover and just trying to shoot in point black (most of the time failing because they dont have enough TU's), and because of this, sometimes they have the possibility of (maybe) killing someone if they decide to shoot to soldiers standing in a open field...instead as i said they decide to run over me, losing all their TU's and loosing their oportunity, dying most of the time...this is just me, or is happening to others also?, also found a couple of odd bugs i dont think is caused by x-division PER SE, but mostly because map errors or something: i attatched both save games, in one is a floor texture mising(if you look closely this mission, i managed to finish the with only 5 soldiers because aliens seems to RUSH all over my troops, btw this happened both with caesans and sebs). In the other i have vision of the scout ufo , the problem with this is that it appears really ramdonly (it doesnt seems to be in all ufos, or in any specific direction, it happens mostly arbitrary, maybe cause for problems in the mapp itself). PS: about lore writing....i notice all reapers bulls entries reffers to them as you have encountered reapers before...how about if you decide to twist this ?, instead, BULL REAPERS are the normal and standar version, you find this and all your reports are just based in the first encounter...and when you found the later (the vainilla ones) with the zombify attack all your scientist became histerical , because the surprise this priorly "harmless" species all of sudden start to became A REAL THREAT and develops such a bizarre and strange attack, just imagine the scenario in the battleground: soldiers being like: "hey they are just the silly normal reapers but with an odd coloration, dont worry fellas izi pizi...wait a sec..what THE FU...HOLY SH*T they are killing our guys..warping them into those piles of flesh and rage" and then the lead scientist being horrorized about the fact aliens decide to "UPGRADE" their biological weapons this way....maybe even take it further, both xenomorphs and reapers are both "the same specie" (remember xenomorphes are just a giant parasyte with a biology based mostly in their host victim)....this explain why reapers regenerate hp, because they used sebillians as host(?), and normal drones are just caesans hosted xenomorphs....and alphas are using humans instead (or something like that), this could be a nice plot twist, specially if you think that invaders are willing to use their own ranks to "breed" xenomorphs aggainst us ....idk, what do you think about this :)? -floor missing-.sav -vision outside-.sav edit: btw, i told you once that maybe defenders could be resized a little...so i notice there is already apc light tanks in the tiles props, i think they were named WARRIORS before get dropped during development, but there is still assets found inside the game, do you think is too hard to re-utilize this assest instead of resizing the hunter sprite we already have :)? . anyway thanks for your work bro.
  14. yeah thats what im thinking, get alien interceptors and add our lovely human touch of MOAR DAKKA!, and in early game im not having problems with the fighters i already have, specially after i found that aserius doesnt have just cannons (Lol), having two airwings per base seems enough to me (having 6 wings in total in VETERAN), even you could say is far too easy expand your base and air fleet in the very first day/week, this could be adjusted to something like: after 1 month if you: have a good start you could easily expand to three or four bases (total) ?. if you had a really bad firsth month you could still be able to expand to maybe just two bases more . the downside of this is that you will be able to stand a decent airforce until the third month...already in phase 1 , so you would get your ass kicked no matter what xD. The only thing could increase this could be enlarging both phase 0 and phase 1 (this would add the longevity of some techies, for example you put a lot of effort in early armors but i found the jackals only last like 1 week before i inmediatly upgrade to foxes, maybe there is just a too much SAFE bet upgrading your equipment) , the bad side of this is that maybe you should decrease the amount of ufo per waves ..because the combat game will age quickly and become tedious way to soon....so MAYBE(just maybe) the only suggestion i have is increase the price of everything...like maybe doble(perhaps triple?) and see what happens, because right now, money is not a problem (in any way, neither recruiting,forging,building or anything xD). TL;DR: increase the price of everything .
  15. another suggestion, dont you think you get the ability to retrofit and use alien planes a little to quickly/easy?, i think you should need something like alien electronics aside the pilot interrogation....what do you think about this :)?
  16. thanks for the reply bro, i appreciate your work, and thats explain it, thanks ..... I get it now, is good to see i just misunderstood it . Btw in another of my reaaaaaaaally siiiiilly nitpicking, i love all the new sprites, specially the new vehicles , all except the defender :c , it just it looks way to BIG , (in terms of sprite size), i mean, the heavy tank is like half the size, the hunter is also half the size, the scimitar and so on, all other tanks seems to look outstanding-ly, but with the defender is not quite the case, imo it looks a little to big, specially for the "light" one (it should be hunter size xD) , i dont know if this is too much work , but is there any possibility to reduce the size of the sprite like a 20% (maybe?,) . Thanks again for all your hard work fellas, im really enjoying the mod :D!
  17. well yeah, i knew that, but for some reason all early weapons seems, to still lack the information , almost all of the mk1 weapons i found still have the "description" (this is rather the 95% ..but maybe i just misunderstood the meaning of this...i think notice a few news "vital informations" on some allien weapons, the numbers of core i mean), btw some really funny stuff, i always saw that "asierus" planes have dual cannons, but their description longely explain they only have torpedoes and they should be paired with other planes because this...so its erron in the description or in the weapons? (i guess is the first cuz the torpedoe carrier role is already fullfilled by the foxtrot, so having two planes doing the same is essentially redundant...right?)
  18. just by curiosity, which articles got the description update, im dying to read (and spoil myself xD) those new lore candies
  19. save compatible, or is recomended to start over again :)?
  20. another silly bug i found, sebillian medic corpse use a caesan white medic corpse instead :), everything seems to work as intended, im moving into phase 2 , (im in october iirc) and about terrors mission, i dont know but i think im a very UNLUCKY (or maybe very lucky??) guy , because i havent see anything until now, my brother who insist to play in insane had two in a row in almost the same wave so i suspect he got a 0 cd which is weird because i havent touch any file (maybe just to fix the division mk1 shotgun requiring b-cores insteand of solely alien alloys)... Speaking of my brother, he found wraiths...and they refuse to teleport, instead, they just run around tossing 'nades and laughing maniacally shrugging all the shoots he got because he refuses to use his heapon (we couldnt kill him so, we cant search his body to loot his equipment and look if he had a rifle or something). Also we both found soldiers still are able to berzeker-ing.....half of the time they dont shoot (looking like a normal panicking but the berseker pop up still shows up), and the other half they shoot indeed in the general direction of the closest alien ,most of the time all their wrath focus on a defenseless wall or a "mean looking" piece of furniture (those trash bins seems pretty menacing tho XD)...so i guess there are still some piece of stray code or something . Well thats everything i have for now, nice work guys, im really enjoying my time here.
  21. so this is for users who already got the 0 CD bug, or this happens to everyone no matters what, and the only safe way to reload a game is using this metod?? (i mean, i should always do this, right?)
  22. Also, you said you still have problems with the aggresive rushy AI, and you dont have time to implement a really fancy recode or an overwhelming rebalance....so.....how about if you try increasing your soldier count?(of course this could be more problematic per se, but idk maybe it could work, what dou you think about it?) to something like: 10 for chinook. 12-16(?) for shrike. 12-14 for valkyrie (i feel valkyrie always should carry less people to enfatize in the SPEC OPS ONLY missions you would attend with it,even in vainilla, their numbers should be interchanged with the shrike imo). Also, another reaaaally silly small nitpick (yeah, thats mostly what i do, talk about insignificant small things xD)...you revamped the GUI and it looks muuuch better now, and you should seize the time and maybe look the Role Icons , in vainilla with xce they are black with a red background, but in your mod they are WHITE with a blue background, and it lacks a bit contrast and most of the time im struggling because its a little harsh to read what the role is, specially if you have a moderate-small monitor (i use 1920x1200 resolution), so im not sure if im the only one with this struggle(and with struggle i mean that i cant quickly identify the role of a specific soldier because i have to EXTRA check the icon, nullyfing the scoop of the fuction of being able to foresee at first glance what their role is). I feel the lack of contrast is the main reason of this, maybe you could try to black in a blue background, with the XDivision main colors :), because the white doesnt help to much (or maybe its just a issue i have, ).
  23. i googled it, i always played it on spanish so they are called "Brutos" (brutes?), yeah i didnt notticed it was like in warcraft lol xD(now that i think about it, its funny how i managed to withstand the translation of it...footman are called SOLDADOS RASOS (this is basically private), in latin american we have the running gag that spanish(catalunyan) translations are horrible.... Focusing back on the names, yeah, i stated i wasnt sure about the grunt/gladiator one, and well, you already changed the xenonauts into a kind of mercenaryt terrorist/paramillitaristic/evil-ish organization, the lore of the alliens could be changed too ...about lore changes...i hope you can imagine something better that the vainilla ending...i mean, even here in Venezuela we have Soap Operas with overly repetitive plots with still better endings (just watch Maria la del Barrio and her legendary Maldita Lisiada!!! Scene Tho, LoL). Edit: Ps, my "problem" was that i took Lore+ articles as fully canon, so i kind of imagined they were more a assimilated race ,founded in an early state (idk, lets imagine iron age just for saying something,for example) , then enlighted by more advanced aliens(praetors) and then reproduced like cattle in (special kernels) and then used in fight instead of a FULLY enginered cloned race like the caesans, specially because they seems to retain some small aspects of their culture, like non combatants being younglings inexperienced foes, warriors using ornate shoulder plates they have, stating the more "advanced" soldiers are veterans instead of just BETTER "dna models" and stuff like that . Ps2:about the orc-ish stuff..yeah i imagined them like orcs but more like the LotR ones, think about like how morgoth twisted them and then sauron , "reproduced and harvest" them, they are intelligent free beings ,but still slaves because they follow orders of their masters, and inside the race there are some individuals who are breeded and specially selected for they prowess (Saruman's Uruk-hais, for example). so In short terms, i though the sebs have more like a Master-Slave relationships with the alien rulers, instead of the fully genetic "drone like" the caesans have, you know :).
  24. Its time for a ramdon necro-reply :D!. hey i notice some days ago i posted something about sebs names..and then i was sure i answer it again, but for reasons (my own stupidity for sure xD) i dont clicked the REPLY button. So direct to the point, i was thinking sebs ranks should be named to something more primal-ish savage, lorewise it feels kind of weird refering to one of them as a Captain, or Sergeant instead to something like CHIEFTAIN or WARCHIEF, so you asked me what names could be used , IMO: Sebbilians are my favorite race of the game, i think about them as primitive beings who get "enlighted" by they master to fullfill the only thing they can do well...KILLING. Their gobv could be something like a feuldal, clan-like structure, where only the stronger are cappable of commanding the rest, (i think about them like the Krogan,the Orcs and so on)... their hierarchy is structured so the only way to prove their worthy and advance in the stair is by killing and taking the place of the former individual in the chain, this makes their hiearchy really fluid and changing every time one individual worthy appears and duels other(think about Shadow Of mordor Captains system if you like). Being a warrior should be a true honor, and all their life could revolve about this, so menial handwork aside fighting would be see as punishment, being the engineer in a ship, the navigator guy, this should be reserved only to pariah and useless members of their race (with the exception of individuals with truly advanced skills,like doctors and stuffs like that), so in my opinion ranks could be named*: Slave: this could be used to denote the non combatant crew, the lower caste/ranks of their hierarchy, the scum members of their race,not worthy enough to win the right to use an armor. Peon: this is just a little more specialized member of their crew, think about engineer or something like that, maybe the first red specialist members. Grunt: the more basic member of their army but they make the bulk of their ranks,the meat cannon, strong enough to hold a weapon, but no so intelligent to notice they are expendables. Gladiator/Centurion(brute?)**: the backbone of the sebilian invaders, they are the TRUE warrior caste, sebillians who proved to fullfill this role, they are though and good in their work, that being killing or dying for the hierarchy. Chieftain: they live, they die and then live again, once gladiator/centurions lived enough to became veterans of a dozen fight, they achieve the honor to become chieftain and lead a warclan of their own Warchief: they are veterans of a hundred battles at least, only few sebilians show enough initiative , cunning skill and sharp intelligence to become warchief, they lead all the clans(and chieftains) to battle. They are in charge or leading the troops and accomplish the objectives of the campaings...they only answer to the warlord. Champion: true veterans, the elite of the elite,they are hundreds years old and have the same amount of battles, they participed in many succesfull campaings, many worlds invaded by the wraps of their actions, they are the personal bodyguards of the Warlord, and are the only one with the honor to have full battle armors, they are immensely though, taller, smarter that the average sebillian, the true parangon of a warrior race, beyond any of its quality, they possess the more dangerous of them, a fierce almos fanatic loyalty and devotion to their master, who they guard with extreme zealotry until they last breath. Warlord: the only and true leader of the seb-folk ,one only the most though,strogest and intelligent being inside their ranks can achieve this tittle and most important , hold it enough time to get the respect of all the warriors of the chain, once they proved themself with many victories, all the sebilian structures get the same goal, achieve the Warlord desires for plunder and conquest. Another ranks***: As you can see i only named the guys in vainilla, so every other rank could use a variety of names that i couldnt decide, doctors(and all medicine) members could be called Shaman or Warlock or Druid , there are so many others possible names i imagined but as i said, i didnt decided where put them. Brigand>Raider>Pillager(????)****>Marauder Slasher>Slayer>Executioner>Arbiter(????) Brute,Broodguard,Myrmidon(???),Hoplite(????),Darter,Nightscale, Savant (scientist-ish members of the race?) , Reaver,Burner, Gnawer,Harasser,Scourger,Zealot,Evoker,Priest,Wizard(???),Casters(????),Heretic(individuals fallen in disgrace, warriors without honor with missions like assasination, something normal sebbilians found pity), Servant, Devourer,Spitter (some of them could work for their reapers, think about them as their warhounds) notes: *: at firs the name where intended to just reflex their equivalent ranks in the vainilla game, but then i let myself go and ended writing all that nonsense chatter in their description, i was trying to explain better their role and instead ended describing how they should/could be in the context of the lore xDDDD(sorry for that ). **: i truly cant decide a name that reflects the nature of this ranks, something honorable, but still expendable without remorse, specially because they are "willing to die". ***: as i say there are plenty names i figured could be used, but not really decided WHERE, i wished to structure them in a chain (like the two first examples but i decided its better to spit it out all of them and then decide where should fit better). ****: the names marker with a (????) denote that even if the name FIT their in a role, maybe they DONT FIT the lore/image of the race or the game at all, thats why i decided to mark them out already. TL;DR VERSION:
  25. yeah,IMHO allien alloys are waaaaaaaaay to low, it feels more like a punish than a reward assault any p-1 and early p2 ufos because of this, i think drages was right , you should increase the amount of AA droped by ufos and double (maybe triple?) the amount of AA needed for "heavier-bigger" projects like planes/tanks/toasters/cocacola machine dispensers and stuff like that :p.
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