drages Posted December 24, 2014 Author Share Posted December 24, 2014 Yes ufo Pedia and some research can give the player enough clue. The air combat at vanilla is very simple. I think most of Xcom players don't like air combat. I say this because all Xcom clones tried to avoid air combat as much as they can.. at least golden hawk let modders decide it and even they didn't use they let some doors open for us. and game has anti missile defense weapons too.. I didn't try it yet but there is.. I hope it's working.. So what can we do with those unused aspects? Heavily armored long fly time awacs.. Heavily armored very low maneuver Torpido carrier big planes.. Big differences at dog fights.. Only Torpido working über ufos like dreadnought. . Imagination. .. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 24, 2014 Share Posted December 24, 2014 technically, you can combine these aspects in many ways. But what's the point? Do you want air combat to be harder, or easier? Or become even more like game in a game? Or maybe you want to solve a particular vanilla problem, then which one and how exactly it will be solved? On the other hand, can this distract the player from the main line enough to say it's an excessive addition? maybe similar questions made vanilla developers turn off these features... Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted December 24, 2014 Share Posted December 24, 2014 Doge please leave caesan weapons alone. They are their weapons. Use ur guns ffs!! Hmm laser ammo is not unlimited then. Tomorrow I will add it to hot fix 2.. Aircraft armor is just absorbing.. if ur plane armor 100 and hit by 150 u take 50 damage. But it's never go lower like personal armors. . This will be very good to my heavy Torpido planes.. I got some fresh ideas about air combat but i need more tests.. But I love using one-handed rifles with combat shields! Ooh~! Those sound like fun to play around with! (Infact, it makes me want to make an aircraft overhaul myself!) Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 24, 2014 Share Posted December 24, 2014 looks like autoresolve does not take armor into account, might be the main reason the feature is unused Quote Link to comment Share on other sites More sharing options...
drages Posted December 24, 2014 Author Share Posted December 24, 2014 looks like autoresolve does not take armor into account, might be the main reason the feature is unused ı think they abondoned amor before they made the autosolve calculation.. anyway.. i need feedback what is done for now.. pod did u try the mod? Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 24, 2014 Share Posted December 24, 2014 no, have to finish my own... and don't have a lot of time for all of this Quote Link to comment Share on other sites More sharing options...
drages Posted December 24, 2014 Author Share Posted December 24, 2014 mod started to fail somethings.. game dont use mods research.xml.. i dont know what happened.. Quote Link to comment Share on other sites More sharing options...
Max_Caine Posted December 24, 2014 Share Posted December 24, 2014 The armour value didn't work properly when I first made my Flying Circus. Do not use it - it's bugged. The anti-missile feature works but under a specific set of conditions. Neither are accounted for in the autoresolve function. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 24, 2014 Share Posted December 24, 2014 mod started to fail somethings.. game dont use mods research.xml.. i dont know what happened.. if you recently have made changes to research.xml most likely you've broken the XML structure somewhere. If you have a backup (and you should making them very regularly) try to use it instead and see if it works Quote Link to comment Share on other sites More sharing options...
drages Posted December 24, 2014 Author Share Posted December 24, 2014 if you recently have made changes to research.xml most likely you've broken the XML structure somewhere. If you have a backup (and you should making them very regularly) try to use it instead and see if it works Sometimes, its broken without any changes.. strange.. even i get use backups they didnt work too.. Anyway i handled it and Hotfix 2 is up at download section. Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted December 24, 2014 Share Posted December 24, 2014 I think the biggest thing that makes X-Division harder than XNT is the fact that X-Division uses the vanilla soldier generation variables. Then again it might be the fact that aliens are using squad-sight to throw grenades over buildings... Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 24, 2014 Share Posted December 24, 2014 ... make the aliens shoot rockets into the walls behind which the player hides his xenonauts, that will put difficulty to the next level Quote Link to comment Share on other sites More sharing options...
drages Posted December 24, 2014 Author Share Posted December 24, 2014 I think the biggest thing that makes X-Division harder than XNT is the fact that X-Division uses the vanilla soldier generation variables.Then again it might be the fact that aliens are using squad-sight to throw grenades over buildings... you didnt see harridans and wraiths with neutron and pulse weapons. Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted December 24, 2014 Share Posted December 24, 2014 you didnt see harridans and wraiths with neutron and pulse weapons. I may have cheated a tad on that mission... *cough*carried two tanks into battle*cough* Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted December 25, 2014 Share Posted December 25, 2014 you didnt see harridans and wraiths with neutron and pulse weapons. Oh, BTW the Ballistic Pistol (default/starting pistol) has it's Set1 and Set2 reversed. I also noticed the machinegun isn't as viable in close-combat scenarios anymore--something which got many of my heavy soldiers killed during a mission against some Sebillians. (although once my soldiers got to point-blank range every shot hit) Also; if you could make the Alien Stun grenades deal 1 Chemical Damage so we could revive our soldiers when they get knocked out--it'd be greatly appreciated! Quote Link to comment Share on other sites More sharing options...
drages Posted December 25, 2014 Author Share Posted December 25, 2014 2 tanks.. hmm... Machine guns are very bad at accuracy at beginning of game. When it combines with rookies they just became suppression weapon. I will check the stun grenade. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 25, 2014 Share Posted December 25, 2014 re machine guns, I've recently noticed they almost always miss at close range, like the close-range bonus is working as penalty for them... eg standing 1 tile close to the victim fire 3 bursts with 30% chance and hit just one bullet )) I supppose it's a bug but had no time yet to report (this is under xnt) Quote Link to comment Share on other sites More sharing options...
drages Posted December 25, 2014 Author Share Posted December 25, 2014 re machine guns, I've recently noticed they almost always miss at close range, like the close-range bonus is working as penalty for them... eg standing 1 tile close to the victim fire 3 bursts with 30% chance and hit just one bullet )) I supppose it's a bug but had no time yet to report (this is under xnt) for a second i thought u speak about x-div.. machine guns got some conditions.. you need to stay stil for one turn.. After the first fire or standing still, or fire without move, its accuracy go very high.. And you need to give heavy weapons to ppl whos str and acc are not so different and high.. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 25, 2014 Share Posted December 25, 2014 I know about heavy weapons conditions, I talk about different case: shooting from the distance gives better results than from 1 tile. This is not related to mods I guess, and similar to what Man of Doge complained about... Quote Link to comment Share on other sites More sharing options...
drages Posted December 25, 2014 Author Share Posted December 25, 2014 I know about heavy weapons conditions, I talk about different case: shooting from the distance gives better results than from 1 tile. This is not related to mods I guess, and similar to what Man of Doge complained about... wasnt this a problem to all weapons when they try to shoot near enemy? It always missed, shootig the tile the targets stands... Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 25, 2014 Share Posted December 25, 2014 no, rifles/pistols/shotguns rip the aliens apart Quote Link to comment Share on other sites More sharing options...
drages Posted December 25, 2014 Author Share Posted December 25, 2014 no, rifles/pistols/shotguns rip the aliens apart I like machine guns, and i am big fan of minigun/chainguns.. at my mod there is 1 more special minigun per tier 2/3/4. These guns are firing 20 to 30 bullets per fire.. The last minigun of my mod is the best weapon with amage out put and good accuricy with huge suppression.. So i tried to get rid of the vanilla problems or tactics at my mod.. After this mod, XNT looks a very little modif yu compared. Quote Link to comment Share on other sites More sharing options...
drages Posted December 25, 2014 Author Share Posted December 25, 2014 The vehicles mod i borrow from kabill "armored assault" is ofcourse not for my mod at beginning.. Vehicles dies when they just leave the helo.. this is problem.. SO!!! What did i do!!! Old vehicles armours updated and for hunter and scimitar we got one now version.. tougher ones!!! Defender and Saviour.. All two got their own edited sprites,pictures, faith and purpose!!! I will work on weapons now and like kabil i will be with multifire and explosive ones.. but not missile, i choose cannon.. This wil be added to version 0.91 !! And about balance.. Quote Link to comment Share on other sites More sharing options...
Man of Doge Posted December 25, 2014 Share Posted December 25, 2014 wasnt this a problem to all weapons when they try to shoot near enemy? It always missed, shootig the tile the targets stands... Just raise the Accuracy of the machinegun to about "38" or "42" and raise it's Recoil to "78" in response. That way rookies are less useful but the veteran soldiers aren't burdened nearly as much as before. Quote Link to comment Share on other sites More sharing options...
podbelski Posted December 25, 2014 Share Posted December 25, 2014 could you pls remind me the exact mechincs of the recoil? Can't remember where it is described, but want to adjust it for my mod Quote Link to comment Share on other sites More sharing options...
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