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[v1.09/X:CE v0.31] X - DIVISION - Destiny Denied v0.98+


drages

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X - Division

Destiny Denied

Ver.0.98.2 HF 6 for 1.5+ and 0.33+ CE

xdivisioniron_zps8kmn3byu.jpg

When the invasion began, the world was at cold war. They didn't trust each other.. They wanted to defend themselves alone. Many great soldiers didn't want to betray their own countries too. But few volunteers and some resources saw the danger in near future and created a division named X.. they were not the best, they didn't have the hidden cold war technologies but they got faith in their souls. And some warriors, scientist and workers gave their life for their future.. In time, the world will see what they are against but they will be to late.. X - Division was the final hope..

-IMPORTANT FIX FOR XCE 34-

-Go for assets/mods folder and open XDivision folder

-Find weapons_gc.xml and open it with notepad

-Search for "weapon.grenade.incendiary"

-You will see a code just at that line: MODMERGE="insert"

-Change the "insert" to "replace"

NEED TESTERS FOR NEXT VERSIONS. IF YOU ARE INTERESTED, PLEASE SEND A NOTE!!!

X-Division is now at NEXUSMODS website. You can download this mod's final version 0.98.2.7 from there.

Welcome to X-Division A full Overhaul Mod for Xenonauts. This mod is made for to add more variety, micro management and using all the aspects of the main game. This mod is hard, complex, long and challenging. As my first mod in my life, it has my +20 year of turn based combat game play experience with best of its genre like Fallout Tactics, X-Com and Jagged Alliance. I strongly recommend to play this mod after finished Xenonauts.

2015_02_26_00001.jpg 2015_02_26_00002.jpg

X-Division brings most of the old X-Com concepts in to the Xenonauts with bringing micromanagement and alive alien capturing. Addition to old concept, X-Division adds many new weapons, planes, vehicles, researches, manufactures, projects and enemies. Many players don't have any idea about how to calculate game mechanics, like damage types, resistance and armour mechanic, armour penetrating and more. This mod uses every little bit of the game mechanic.

This mod has no joke. Everything has a purpose. Weapons, armours, enemies... You need everything to survive.. Ignoring something like "i don't like to use vehicles" or " shields are useless, i can fight without them", will make your life much more harder.. because i said those things to myself when i play vanilla and XNT and i try to figure out how to make all aspects useful..

Xenopedia and tooltips fully remade. New X-Pedia got about 400 entry with new lore. Some entries got not a lore but will be handled as soon as possible by lore writers. New original X-Com style X-Pedia got every weapon 1 by 1...

Xenonauts had no name as a special ops at vanilla game. As an navy officer at my country, this is unacceptable for a military unit who fights against a serious enemy. For this reason, i wanted to create a flag, a family, a force to fight together against a thread, as X-Com created 20 years ago.. I hate to copy something already used so i created "X-Division".. Made an emblem for it and put everywhere at game. Now you have an ID... live with it, die for it..

X-Division started as a next version of XNT 6.0 after XNT team stopped modding. Now X-Division is a totally new mod with XNT aspects inside; some are nearly same, some are different.

All new weapons art taken from countless web sources, searched for days and the best edited at Photoshop to use at game. New weapons get unique particles-explosions. Few of them taken from here as visual mods but sadly most of old visual editors are no longer here and i couldn't get any answers to my pms..

X-Division started a single mans dream and now became a team. All people who loved the old days and want to help as modeler, lore writer, 2D effect designer even grammar checker will be welcome on board!

This mod is 2 GB. There is so much thing in it. Just forgot everything about default game or old versions.

X-Division Team and supporters:

Lead Modder: Drages

AI Advisor: Tactical Dragon, Sentelin

Lore/Xenopedia Writer: Nuclearstudent, odizzido, Xany, Squaddie Perseus, Woz2

Helper/Tester: asierus24, Draku

Tester: Blackwolf, Reactorcore, Alienkiller, and more

Support: Max Cain, Kabill

X-Division Contents, Aspects, Facts and Ideas:

Xenonauts Side;

- All the default armory stats revised and changed.

- 64 new weapon with 12 new weapon branches, with cannon types weapons,

Advanced Ballistic Weaponry

Armour Penetrating Spear Weaponry

Focused Laser Weaponry

Electroshock Weaponry

Alien Alloy Weaponry

Wave Weaponry

Alenium Weaponry

Gauss Weaponry

Particle Weaponry

Biological Weaponry

Radioactive Weaponry

Hybrid Weaponry

- 10 New and Upgraded Explosive Branches, with new heavy explosives and vehicle cannons,

Incendiary Explosives

Alenium Explosives (Cannon-Hvy Explosive Added)

Plasma Explosives (Cannon Added)

Fusion Explosives (Cannon-Hvy Explosive Added)

Singularity Explosives

Stun/Advanced Stun/Extreme Stun Branches

Chemical/Advanced Chemical/Extreme Chemical Branches

Shock Explosives

EMP Explosives

Default/Advanced/Extreme Smoke and Flash Grenades

- 4 New Personal Armour, 2 new vehicle, Cannon weapons for vehicles, 3 personal shields, 1 button;

Fox Armour - Anti-Explosive

Direwolf Armour - for snipers

Warder Armour - ultimate sentinel armour

Ripper Armour - heavy protection

Defender - Upgraded Scout

Saviour Combat Tank - Upgraded Scimitar

Enchanted Shield

Titanium Shield

Frontal Forcefield

- Air Combat now got 3 aircraft types: 1 new Interceptors, 2 Light Torpedo Carriers and 3 Bombers,

- New cannons, missiles and torpedoes for aircrafts,

- Disassemble UFO's to get profit and UFO parts to manufacture vehicles, aircrafts and more..

- There is now 4 tier named Basic/Advanced/High/Ultimate rather then ballistic/laser/plasma/mag. Every tier got easy to reach and manufacture base weapon branches, 1 more powerful weapon branch which needs more research and alien weapons to manufacture and a rare weapon branch which very powerful but hard to get.

- Everything (not ammo) need to be manufactured. Grenade manufactures give you 3 grenade, rocket manufactures give 2 rocket and other projects gives 1 of the item.

- New X-Pedia fully remade with about 400 entries! All weapons got its tooltips.

Enemy Side:

- 40 new alien weapon, special for every race and game era.

Flamer Weaponry

Blood Weaponry

Matergy Weaponry

Neutron Weaponry

Ion Weaponry

Pulse Weaponry

Vindicator Weaponry

Lightning Weaponry

Basic/Adv/Heavy Explosives

Stun/Advanced Stun/Extreme Stun Grenades

Blood/Advanced Bloodl/Extreme Blood Grenades

- 2 New UFO: Dreadnought and Assault Lander

- 8 New Xenomorphs and 2 New Reapers will be your nightmares.

- X-Com style "Capture alive to get the research". Sebillians and Caesans got 12 new specialists with different colors. Capturing them alive is very vital for game progress.

4 Branch of specialist aliens for 3 time era of the game.

Medics - Stun and chemical weapons. + Damage to that alien types

Technicians - Reactors and most of manufactures

Pilots - UFO infos and parts.

Weapon commanders - Weapons.

You need to capture every one of them for 1 time to understand alien tech. For example to learn alien plasma weapons, you need caesan weapon sergeant.

- 4 New Androns as their control units. They are very tough but needed as manufacture material for many high tech electronic devices like vehicles and armours. All andron bodies are now used for armour-vehicle manufacturing. You cant stun them so you should not blow them up.

- Crazy AI which makes you crazy and kill you.. A bit updated version of the XNT 5.3 AI made by Tactical Dragon and Sentelin. The enemy got no hurry, nothing to worry and will find the best way to make you scream.

Global Additions:

- Beginning of the game is really hard. Your basic weapons are totally crap. Get an armour and new weapons ASAP.

- Invasion is much more slower then default. Dont panic if you think you are slow.

- All economical rates are upgraded, balanced for mod.

- All manufactured items can be sold for benefit but the rates are different per items.

- Game has 4 main damage types. Kinetic-Energy-Chemical and Incinerate. All aliens got weak and strong resistances against certain type of damages. Soon you will see them at Xenopedia, but not yet. For this reason you can check:

Andron Ceasan Sebillian Wraith Harridan Reaper Xenomorph Drone

Ballistic........++........... -- ..............+............. +............ -.............++.................+............... ++

Energy........ -- ........... ++ ..............- ..............++ ........ + ........... - ................ + .............. --

Chemical.......- .............+.............. +..............+..............+........... ++ ...............++...............+

Incinerate....++............- ................+............. + .............. -......... -- ..................-- .............. ++

++ Highly resistance

+ Low resistance (chemicals hits big damage even at "+")

-- Highly Vulnerable

- Standard

- Tons of new explosions, projectile, particle effects added. More will come.

- Nearly all UI graphics upgraded. X everywhere!

- There mods are implemented with X-Division:

- "Furies, Terror, and Dreadnoughts Oh My" from skaianDestiny

- "Dynamic Ufo Spawns" from kabill

- "Fire in the Hall!" from kabill

Not Implemented Yet:

- Balance is still an issue. I am waiting all your feed-backs about balance.. Economy or combats...

- New manufacture projects with manual-looted alien grenade-ammos.

- Building overhaul

- Special Alien forces unique to some situations, like terror sites, base defense or ufo bases.

Special Thanks:

- All XNT Crew - Tactical Dragon and others for earlier versions and all effort!

- Max Caine and Kabill - unlimited patience to my noobish questions

- "Furies, Terror, and Dreadnoughts Oh My" thx for skaianDestiny and others..

- Thanks for aircraft arts to haryopanji from DA...

- Dynamic Ufo Spawn, Fire in the Hole!, Armours.. so many things from Kabill!

- Max Caine's fan art!

- Jsleezy and JBB armour arts!

- UfoTobby Laser weapons...

- For all projectile artists!

HOW TO INSTALL

X-Division is now at NEXUSMODS website. You can download this mod's final version 0.98.2.7 from there.

If you still want to download from somewhere else. You can see the links and install procedure here:

HOW TO INSTALL

- The mod created on 1.09 and CE 031. But there should be no problem with 1.5* and 0.32, BUT these versions are not totally stable and tested. If there is something wrong, please inform me.

- You need 0.98, 0.98.1 and 0.98.2 to play. So you need to download them and install with this order.

- Download 0.98 Mod from this LINK - Alternate LINK

- Mod is about 1.8 GB.

- Extract the file manually into the your games folder/assets/mods

- Check any patch and hotfix of this mod, download them. (For now 0.98.1 and 0.98.2)

- Start the game

- Activate X-Division at Mod Manager

- See the new cool main menu picture.

- Do NOT use this mod with other mods rather then MAP additions.

- Old Save games wont work!

0.98.1 Patch

- Download PATCH from this LINK

- Mediafire is gone..

- Extract the file manually into the your games folder/assets/mods

- Replace files when asks.

- Restart should be not needed but after all fixes and new x-pedia/tooltip experience/bug fix help, i recommend restart.

0.98.2 Patch

- Download PATCH from this LINK

- Be sure you installed 0.98 and 0.98.1 patch before this.

- Extract the file manually into the your games folder/assets/mods

- Replace files when asks.

- Restart needed.

HOTFIX 6 for 0.98.2 Patch

- Download HOTFIX from this LINK

- With this hotfix you should able to use this mod with 1.5* and CE 0.33+

- Extract the file manually into the your games folder/assets/mods

- The problem in research tree which do not let you get DRAKE, handled. Thx Draku.

- You only need the last hotfix.

- Replace files when asks.

- No restart needed.

Ajaxial Balance Minimod for Hotfix 6

- Link for this MOD

- This mod created by Ajaxial to add more balance for X-Division. This will help you especially at beginning of the game. Highly recommended for more easy beginning!

- No restart needed.

- Compatible with Hotfix-6

- You need to reinstall it if you install Hotfix-6

0.98.2 Hotfix 6 Notes:

- EMP-Shock Weapons can be seen in equipment screen and usable fully.

- All grenades are exploding instant now.

- "You need to get alive alien specialists for more researches." message added to Alien Rebel X-Pedia.

0.98.2 Hotfix 5 Notes:

- This patch created by odizzido to make the Xenos and some weapons visible.

0.98.2 Hotfix 4 Notes:

- All Alien Sniper rifles nerfed as accuracy and damage.

- Tier 3-4 human snipers damages nerfed.

- At soldier equip screen, now you can choose all armours easily.

0.98.2 Hotfix 3 Notes:

- Hyperion and Centurions manufacture bug handled.

- Xenomorphs wont sale automaticly.

- X-Pedia got new entries thx to our lore writers!

0.98.2 Hotfix 2 Notes:

- Ground Combat Crashing alien blood grenades corrected. Happy Looting!

- Very important research chain correction about alenium explosives

- Andron specialists should be visible at ground combat.

- Alien cannon weapons reaction modifier nerfed from 0.5 to 0.01... so they should not able to react.

- Alien minigun/heavy weapons acc nerfed from about 100 to 50..

- Sebillians are safe to loot now!

- Shock grenades dont liqiuid aliens any more :)

0.98.2 "Vehicles Forever" Notes:

- VEHICLE DLC for X-Division.

[ATTACH=CONFIG]6263[/ATTACH]

- Hunter: Now got a new machinegun and flamer upgrade and alenium missiles!! light armour- very heavy fire power with missiles

- Seeker: Upgraded Hunter with plasma and fusion rockets with huge damage potential and with a vulcan autocannon!!!

[ATTACH=CONFIG]6264[/ATTACH]

- Scimitar: you know it has cannons.. medium armour - heavy fire power!

- Saber: Upgraded scimitar!! better cannons!

[ATTACH=CONFIG]6266[/ATTACH]

- Defender: Heavy tank with a low damage cannon.. very heavy armour - weak fire power.. cant use energy weapons

- Saviour: Best armoured vehicle. very slow

[ATTACH=CONFIG]6265[/ATTACH]

- Hyperion: Got cannons, got armour and fast!

- Centurion: Not armoured as saviour but much faster...

Scimitar-Defender-Hyperion can use only plasma and lower weapons.. fusion and others will be for their upgraded versions.

- Total 8 Vehicle, 3 vehicle with totally new skins, 2 totally new.

- New machine guns and powerful rockets for hunter and seeker

- Vehicle default energy cannons are again cannons rather then burst weapons.

- Light cannons for heavy tanks.

- All stats rebalanced.

- Aliens TU's nerfed. Now they wont walk much. Its not including melee creatures.

- Light drones accuracy nerfed.

- Alien grenade TU is nerfed. Now they will throw only one per turn.

- Game speed became 0.6 from 0.4. so its a bit faster..

- Old X-Division amblem replaced with much cooler new one and some GUI art changes..

- No more caesan specialists at sebillian cruiser

- Electroshoch research corrected. Now you will get your toys.

- Early sebs kinetic resistances a bit nerfed.

0.98.1 Patch Notes:

-Fully New X-Pedia and Tooltips

- Alien weapon researchs #### handled.

- Drone wreckage autosold handled.

- Andron research line corrected (you cannot stun them, just kill them and dont explode its body)

- AP cannon manufacture #### handled

- Corsair-Maruader-Fury research line corrected

- Predator Armour manufacture handled

- Handcannon manufacture bug REALY handled.

- Missing earlier specialists wont be problem if you catch alive next higher rank.

- Regeneration nerfed (From %50 to %20)

- Vehicles now create %80 cover for xenonauts.

- Its very hard to hit a crouched xenonaut (but still its ufo type game and you know the possibilities..)

- Plasma weapons wont auto sold.

- Handcannon manufacture bug handled.

- Special characters erased.

- There should be no more UI lock with some manufactures. If happens report please.

- Sebillian-Caesan officers nerfed.

- Nextgen pistol-shield bug handled.

- Caesan Noncombatant wont be blue when throwing grenades, because nobody will give him any grenade to throw..

- More specialist aliens to capture at light scout and scouts..

- Shock and power batons are now 1-3 size

- Important bugs handled at research (restart needed if you searched air torpedo)

- Smoke grenade got smoke.

- Fallen navigator should be not red on ground.

- Heavyplasma nerfed and erased from Guards.

I am waiting all your ideas, feed backs, bug reports!!!

ENJOY!!

Edited by drages
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X-Pedia and Tooltip patch released thx to Draku for tooltips!

For an example of X-Pedia Remake:

This is the default one:

2015_03_02_00002.jpg

And this is the new concept:

2015_03_02_00001.jpg

-----------------------------------------------------

Vehicle Overhaul:

FINISHED. Big thanks to LordJulian for his new vehicle models.

-----------------------------------------------------

FUTURE PROJECTS:

2. Air Battle Overhaul

- Condors will be crap...

- 3 weapon type will have special purposes..

- Cannons: Very short range dog fight weapon

- Missiles: Medium range with good turn ability anti interceptor-light/medium ufo weapon. Evade would not be a solution.

- Torpedoes: Long range but slow.

- Ufo weapons get a total overhaul. There will be special weapons per ufo. Their missles will be more dangerous and they will have torpedoes as well against bombers. Ufo interceptors will be much more dangerous.

- Anti missile weapons will be in use.

- Air combat will be more action but i will put auto-solve still useful for ppl who don't like air combat at all.

3. Special Force for Aliens at GC..

- Special aliens for special missions mostly for base defence and terror sites. Assassins, demolishers and more with unique weapons..

4. Branching weapons

- Player will choose only some weapon branches at every tech.. for example if you think you got enough ballistic weapons, you can choose to research energy weapons at next tech. You wont be able to get the ballistic weapon of that era. There will be unique weapons from special alien forces.

Edited by drages
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New alien specialist list you need to capture:

4 types 3 class 2 race..

For sebs and caesans:

1. class : light scout - scout - corvette

2. class : corvette - cruiser -landing ship

3. class : cruiser - carrier - battleship

medic - physician - doctor (white caesan - non armored pink sebillian)

technician - engineer - chief (green caesan - a bit armored pink sebillian )

navigator - pilot - cruisecommander (yellow caesan - a bit armored pink sebillian)

weaponsergeant - weaponofficer - weaponcommander (green caesan - pink armored sebillian)

For androns:

Hub-Server-Terminal-Controller

Edited by drages
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Finally this feature implemented on beta, interesting.

Thanks for follow my advice, research branches could make this game the best one.

Congratulations

Let me check the beta and I will tell you (At first sight looks like you only partially branch some ultimate weapons, the ideal is a completely branched game from the beginning.

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Finally this feature implemented on beta, interesting.

Thanks for follow my advice, research branches could make this game the best one.

Congratulations

Let me check the beta and I will tell you (At first sight looks like you only partially branch some ultimate weapons, the ideal is a completely branched game from the beginning.

I am no good at forum design. Yours are very nice.

first I need to see all the branches balanced. Still need testing. 0.99 will have branch choosing.

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small question, what do you mean with "slower"?, that is in GC or Geoscope, thanks :).

Everytime i try to install i got a ctd :c, any other had problems?

I think he meant the general pace of the game, invasion won't escalate as quickly, and nope... not a single problem here so far not even a CTD.

But ehm is it me or the alien heavy plasma is the ultimate weapon? they deal 50 damage per shot, extremely accurate at even the longest of distances... I lost 4 of my xenonauts to a single Caesan kneeling behind a barrel shooting with that like... 30 tiles away?

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Good morning guys.

I will check heavy plasma. Yeah invasion is slower. Saves won't work of course it's totally new. I am putting new alternate link.

The beginning of the game is hard. Without armour and new weapons, don't aspect to kill aliens so fast..

Edited by drages
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Hi, i see some issues. Smoke grenages seems not working and i got alive cream seasan with helm (looks like navigator), but on ground its red shirt non-combatant.

Thank for feed back.. i handled smoke grenade. I made something for navigator too but i am not sure its done..

HOTFIX 2 is up!

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I play iron man mode. Lost three fighters for 2 missions. Two of the heavy plasma, you know ... but even more by my mistake. But the death of the third interesting. After the shooting enemy in front of the UFO one man got suppression from friendly fire and on the next move, he panicked (everything was good, was not injured or killed while ...), threw his shield and rushed straight into the back of the middle scout, he even had the TU open the door in the aft compartment... and get something on the next move in the face. I could not help him, he cut off a corridor and sibillan resist all flash. This whole situation - is nonsense.

By the way was still the case when my game was destroyed in 0.97.1. Was a mission where this same average scout landed on the field with yellow hay. In battle, i was throwing EMP grenades at enemies in front of the UFO. Hay caught fire, which is quite logical (sparks, etc.). Front fire started is spread in all directions and modernity came to UFOs. Inside each turn were heard screamings and when I opened the door I saw complete devastation and havok. No left alive in main room, but it was interesting to 2 entities that are displayed with a red circle as enemies, they could shoot, dealing 20-30 damage per shot, but nothing happened, they are completely immortal. Corpses beneath not. One of them is prevented to enter the rear compartment, covering a narrow corridor. As it turned out later, was sitting there last psionic...

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Heavy plasma is corrected with hotfix 2.. you wont see that weapon so soon and its acc nerfed..

Movement of the panicked soldier is still in work in progress at game devs for their final 1.5* version. The fire in the ufo at farm maps is a game issue too. I think they are trying to fix it too..

The ghosts are game issue too and it happens when a soldier or alien dies with cloud/fire. But they dies next turn for real.. its about game too..

Its hard to play ironman.. thx for testig the balance with that )

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hey would you consider putting back the breaching charge , make it heavier or expensive to build or something , but i dont like throwing explosive like a madman at a side of the ship , and the problem is even worse inside bases when you want to take a shortcut, by the end everything is on fire and you have to wait for it to die down , it slows the game dramatically.

also while mega is usualy awesome for me , downloading with 15 mbs , it seams its not working atm so i cant download the hotfix :(

Edited by fall19
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C4 is the key here, rocket launchers and flamethrowers... so far I've found the next gen of ballistic weapons almost useless, they lack range and firepower, and the shotguns are supposed to be extra effective against xenomorphs since they fire "burn shells?" well... they keep resisting even at close range.

I know it's a sci-fi game but come on, we gotta respect the laws of physics here, the amount of energy delivered at close range (1 tile away) should be enough to shatter a "basic" alien or deal extreme damage to any living organism... I'm just firing rockets and sniping, it has proven the most effective way to deal with enemies... that and fire, always kill it with fire lol.

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C4 is the key here, rocket launchers and flamethrowers... so far I've found the next gen of ballistic weapons almost useless, they lack range and firepower, and the shotguns are supposed to be extra effective against xenomorphs since they fire "burn shells?" well... they keep resisting even at close range.

I know it's a sci-fi game but come on, we gotta respect the laws of physics here, the amount of energy delivered at close range (1 tile away) should be enough to shatter a "basic" alien or deal extreme damage to any living organism... I'm just firing rockets and sniping, it has proven the most effective way to deal with enemies... that and fire, always kill it with fire lol.

Burn shells? The first shotgun with burn shell is tier 1s special shotgun. Nextgen shotgun is just kinetic. Your default weapons are pathetic and nextgen is a bit better the pathetic. Its your first weapon branch... you cant kill everyone with that.. :)

As short range energy.. which weapon? But you cant kill someone with a laser pointer.. so the "amount" is the key word here and it comes with more tech.. use alenium or wave weapons and you will see "amount" and with particle weapons you will tell me that "aliens are so easy to kill.." :)

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im having bad time with enemie grenades, they use it at 17/18 squares away and i can hit them only with snipers at this distances and badly :) i got my entire squad sent to oblivion by 2 caesans launching gas smokes and then and explosive one, (bits of xennauts everywhere lol) i must say that i always put 3 squares of distance from my soldiers between them but maybe i must take more xD

oh and have you added dmg to the pink caesan psi ? one of my soldiers got psi attacked and got quarter of hp when i saw him lol.

oh and they can use 2 nades in the same turn lol got nuked twice :)

got insta crash when a xenoaut died on the same place as other xenonaut (poor medic)xD

Edited by asierus24
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he is referring to kinetic energy , energy as in force , anyway back to the subject , i agree with what he said , the problem is a lot of the early equipment is so ineffective its not even worth bringing along , when i see a alien resist a grenade i wince , same with a pointblank shotgun , have you considered messing with the number of aliens more then the strength of the aliens ?

also theres the problem of the difficulty curve , since most weapons barely scratch the aliens you are forced to use things like c4 and rockets , not using most weapons is a boring way to play the game, at least in my opinion ,unarmored Ceasans should die easy if hit but have good accuracy , unarmored Sebillian low armor high health and regeneration , high movement, low accuracy , this could in turn be balanced by the fact that alien weapons would usually kill you in 1 hit(before you develop a armor specifically for alien weapons) in turn aliens start sending in armored troops and equiped with better weapons ( this should not be to hard to time since at start there is not a lot of things you can research) after that its just trying to keep the alien slowly becoming stronger while also sending in new ship types before you send in better troops , so you can atleast begin to research/build better equipment

Edited by fall19
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im having bad time with enemie grenades, they use it at 17/18 squares away and i can hit them only with snipers at this distances and badly :) i got my entire squad sent to oblivion by 2 caesans launching gas smokes and then and explosive one, (bits of xennauts everywhere lol) i must say that i always put 3 squares of distance from my soldiers between them but maybe i must take more xD

oh and have you added dmg to the pink caesan psi ? one of my soldiers got psi attacked and got quarter of hp when i saw him lol.

oh and they can use 2 nades in the same turn lol got nuked twice :)

got insta crash when a xenoaut died on the same place as other xenonaut (poor medic)xD

I nerfed the grenade ranged all ready as i remember but i will look it up now ad nerf again..

I loled (bits of xennauts everywhere lol) :)... i didnt touch any psi settings..

he is referring to kinetic energy , energy as in force , anyway back to the subject , i agree with what he said , the problem is a lot of the early equipment is so ineffective its not even worth bringing along , when i see a alien resist a grenade i wince , same with a pointblank shotgun , have you considered messing with the number of aliens more then the strength of the aliens ?

also theres the problem of the difficulty curve , since most weapons barely scratch the aliens you are forced to use things like c4 and rockets , not using most weapons is a boring way to play the game, at least in my opinion ,unarmored Ceasans should die easy if hit but have good accuracy , unarmored Sebillian low armor high health and regeneration , high movement, low accuracy , this could in turn be balanced by the fact that alien weapons would usually kill you in 1 hit(before you develop a armor specifically for alien weapons) in turn aliens start sending in armored troops and equiped with better weapons ( this should not be to hard to time since at start there is not a lot of things you can research) after that its just trying to keep the alien slowly becoming stronger while also sending in new ship types before you send in better troops , so you can atleast begin to research/build better equipment

Caesans are easy to kill, sebillian got armour vs kinetic and fire so their skin matters.. Sebillians got low range vision range and worse acc already..

Frag grenade and rocket is kinetic damage. You need to research fire weapons.. Incinerate grenade-rocket and flame thrower are much more usefull at least against melee ones.. Shotgun is normally useless against armours.. you need to burst to kill and it destroys armour fast..

Yes your soldiers are weak at beginning and aliens are more resistant and heavy fire power.. but you need to use every aspect.. Smoke grenades, shields, vehicle.. You have 10 soldier.. DO NOT EXPECT to kill an alien 1 by 1.. nuking with 3 soldier, will kill an alien easily.. If it looks still very hard, try normal diff. Its %80 alien stats.. i tried at normal and it was not impossible..

As i said, long range alien grenade is an issue.. i will handle that.. Alien weapons range is a bit longer then you but a bit.. your rifle 10 theirs 12.. so you wont get sniped.

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Yeah I meant energy as in a measurable strength either in joules or in newtons, no matter how tough you are unless you're wearing some heavy duty protection no living organism should pass a certain threshold when it comes to resistance.

I mean, you can pretty much deliver a fatal blow or a killing blow with a shotgun to an elephant if you're close enough (if he doesn't stomp you to death lol) but for some reason xenomorphs, caesans and sebillians are like "Oh so you spent 3 turns calculating how to get close to me to put the cannon in my mouth and pull the trigger of that shotgun 1 tile away? well I have bad news for you either".

And lol yeah I'm just using rockets and flamethrowers and C4, I'm losing lots of alien tech due to everything being blown up but it seems to be the only way to keep a decent ratio of enemy casualties vs xenonaut's ones. And yeah... they resist a grenade, a frag grenade thrown at their feet ;_;

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