Pandi

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About Pandi

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  1. I offer to your attention a small patch (.43 included). Fixed manufacturing strings and descriptions for some corpse and ufo disassembles. Fixed some weapon description typos. Gauss weaponry seriously improved/reworked/renewed. Pulse weaponry slightly rescaled with a tiny nerf of some mk3 variants. Antimatter miniguns weight was slightly reduced and ammo count set to 30. Energy carbines ammo increased up to 3 bursts capable. Heavy fighter beam weapon ammo increased. Gauss air cannon dps and overall damage increased. Pulse cannon overall damage slightly increased. Improved alphawolf armor to feels like real high-end tier. Predator armor types got light aiming aid systems. Sentinel armor types got better movement stability systems. Vehicle Gauss gun dps slightly increased. X-Division 0.99 Beta.rar Installation: Extract files to your 'Xenonauts\assets\mods\X-Division 0.99 Beta' folder. And don't forget to do reserve copies. So these bunch of things to deliver Xmas spirit(wolf) into every ufo Enjoy! Any feedback about balance issues and bugs will be appreciated.
  2. says: Did you miss me, guys? If so, you should copy all files from this archive(wooden farmhouse.rar) to: "YourXenonautsFolder\assets\mods\COM - Xenonauts Fix Pack\tiles\common\Stinky spectres\Wooden farmhouse" ---->
  3. I use for myself some rules about loadout. 1.Weapon damage profile must be differenciated. 2.Many main weapons can be great backuped with counter damage type support things. 3.I prefer a division vehicle mgun for it great supression capabilities and vast ammo loadout. 4.Every merk must have at least one smoke grenade with him. Other types also useful (chemical, shock, stun and fire at early game). 5.I use 2-3 heavy weapon specialists (different damage types), for supression and devastation at close range. 6.Never use only shock weaponry, it must be only backup situational weapon. Shock rifle goes well with the kinetic sniper rifle and direwolf suit (move + 2 bursts with nice accuracy). 7.I take 1-3 stun loaded rocket launcher to gas main ufo entrance and command room. 8.When I train newbies, I take on a mission no more than 3 for a 10-man shrike. 9.Buzzard AP bonus are great for novices, unlike Direwolf. Direwolf is for very experienced mans with near max APs. 10.Also i take 3-4 mans with shields. One must be high reflexed profi for risky jobs, like command room assault. Other can be noobs. 11.So great loadout for noob is buzzard + shield with laser pistol and buckup kinetic shotgun (dont forget for grenades). It is useful and train accuracy and reflexes pretty fast. Or it can be with a laser sniper (with it accuracy even noob can make 95% hit).
  4. Antimatter sniper rifle mk-2 ammo drops to 1 at mission. It can be fixed at 3060 line in Weapons.xml Plasma pistol mk-3 shot sprites missed. Trap.sav You can do last shot. Btw your equipment loadout and some merks pretty bad
  5. Yes, light drones are extremely annoying in the jungle. I find them in the bushes with a flying buzzard dude and shoot by snipers.
  6. Corsair guns positions was broken, and one gun shot like stormtrooper. I fix this by adding gun position string in aircrafts.xml file.
  7. Seems some sprites for adron terror soldiers are missing.
  8. It's funny, but I played a month ago in ja2 1.13 for a long time, and even added new types of ammo and weapon stuff for the game. Both games with mods are good in their own way. And the x-division has no problems with the transfer of the feeling of the original game, to which I played more than 20 years ago. I think it's just aliens kick your ass hard... so gitgud (c)
  9. Confirm these xenos gives chitin. But roboreaper not gives cores. Can you tell what and numbers it should give pls? I will fix it by myself.
  10. @Phoenix1x+52 Xenomorph marble drone and warrior DSBs also broken.
  11. @Dapifer I tried gattling laser mk3 cause it burst fire, and was disappointed, he is not accurate enough at the distance but at close range minigun gives a more powerful burst and supression. Cannon has splash damage and it useful, mk3 has burst. Precision Laser far more accurate, it works well. I also used SMG but limited time. DPS is bad, but shield... Laser rifle has good accuracy, but i can't find place in my squad for it, may be in next phase... Flamers has huge drawback - destroys loot and corpses, shotguns leaves live aliens ... feel difference =) Ye, laser one had huge trouble - ammo, but wastes sibs and adrons pretty well. Game and mod gives a wide space for choosing tactics. My main tactiс is get into close range and shred targets by heavy weapons - mainly miniguns with shotgun support. I use terrain, suppression, smoke, shields, vehicles at once to achive this. If this is not possible i use snipers with shield scouting from far distance and grenades of all types. Snipers has shotguns backup and joins assault also.
  12. When i shoot down terror carrier, i first remove fighters with dual laser pulse asierus. Then throw on it foxtrot with dual condors (pulse + anti-missile) half-suicide squadrons, until he crushed. Squadrons may be full-suicide triple foxtrot. Anyway it is necessary to obtain a critical mass of planes in one place. Firebirds a hot, especially at first phase Mix of kinetic and energy weapons. Energy even more cause sibs and adrons effectiveness. Sniper rifles and miniguns are good. Also some shotguns as backup weapon useful to got live alien (pair baton swings, pair shots and interrogation subject ready). May be.
  13. Hi, some time ago i start new playthrough for 99.41 and find some bug - when i catch landed ufo (green one on map) i find many destroyed corpses in it, like in crushed ufo. And many corpses in all ufos looks like killed civilians. Roboriper DSB seems broken.
  14. I expirienced this (crouch % drop) when trained accuracy at max. In clear field without smoke or obstacles... It max (95%) when stand and drops when crouch. So behind this no so simple.
  15. Please check it with very high-maximum accuracy numbers. I think cause in it.