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


drages

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1. Invisible alien bug is not about u.. its.. nobody figured out while.. they are just have very good camouflage?

2. No ofcourse you cant dump it.. because even its nearly game size, its a mod which needs main files...

Hmm.. so aliens failed their first terror mission.. so but why? Were your weapons powerful? Your armours resisting everything? Aliens cant shoot u? Why?? and send me save of that fight!

1) "A" save? That would be quite difficult. I'm not sure you'd get the same results if you intend to to test the fight yourself. Oh, and I basically did this without a vehicle, cause my defender got stuck behind a van that was sitting outside the Charlie.

2) I'd say the Sebis were under equipped. They could shoot me when they had a chance, but being Sebis, their long range accuracy was terrible, and most of them were warriors, with a few guards/soldiers with a leader or two thrown in for good measure so their armor wasn't the best at dealing with plasma weapons/Lance lasers. Oh, and Reapers, including bulls, regulars, and rhinos. And from what you can see, my armors didn't resist everything. The Sebis could hurt my troops when they got close enough (or in the case of the heavy weapons guy, bombard him with plasma cannons). I think for once the darkness worked in my favor. If you combine the naturally near-sighted Sebillians with the vision impairment of a night mission, they have trouble hitting targets. Hell, when they killed the local forces, two of those were from point blank Matergy/Vindicator bursts and one from a Reaper bull. If this had been during the day, this may have been a different story.

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1) "A" save? That would be quite difficult. I'm not sure you'd get the same results if you intend to to test the fight yourself. Oh, and I basically did this without a vehicle, cause my defender got stuck behind a van that was sitting outside the Charlie.

2) I'd say the Sebis were under equipped. They could shoot me when they had a chance, but being Sebis, their long range accuracy was terrible, and most of them were warriors, with a few guards/soldiers with a leader or two thrown in for good measure so their armor wasn't the best at dealing with plasma weapons/Lance lasers. Oh, and Reapers, including bulls, regulars, and rhinos. And from what you can see, my armors didn't resist everything. The Sebis could hurt my troops when they got close enough (or in the case of the heavy weapons guy, bombard him with plasma cannons). I think for once the darkness worked in my favor. If you combine the naturally near-sighted Sebillians with the vision impairment of a night mission, they have trouble hitting targets. Hell, when they killed the local forces, two of those were from point blank Matergy/Vindicator bursts and one from a Reaper bull. If this had been during the day, this may have been a different story.

So as i understand, they miss much? Maybe i nerfed their vision more then enough.. even they are bad sighted, their warriors should be a thread.. plasma weapons are good but very low ranged..

U have still defender? why? where is your scimitar?

I want to see the save game because the enemies fire power mostly..

Edited by drages
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So as i understand, they miss much? Maybe i nerfed their vision more then enough.. even they are bad sighted, their warriors should be a thread.. plasma weapons are good but very low ranged..

U have still defender? why? where is your scimitar?

1) I don't think it's any nerfing you did. A prior cruiser mission that took place during the day had Sebis and their vision was good enough for them to pose a real threat. I think it was the darkness of the night that helped me win this mission. As for the plasma weapons...yeah, they do have a noticeably shorter range than the Lance lasers, but their power makes up for it. Assuming you can get close enough to reliably burst fire that is.

2) I don't have enough drone parts yet. Haven't been lucky enough to down UFOs with light/medium drones in the past in-game month. Bought to change that when the next Andron ship shows up. Besides, the Defender has done me well. I'm not just going to toss the old girl aside just yet. ;)

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1) I don't think it's any nerfing you did. A prior cruiser mission that took place during the day had Sebis and their vision was good enough for them to pose a real threat. I think it was the darkness of the night that helped me win this mission. As for the plasma weapons...yeah, they do have a noticeably shorter range than the Lance lasers, but their power makes up for it. Assuming you can get close enough to reliably burst fire that is.

2) I don't have enough drone parts yet. Haven't been lucky enough to down UFOs with light/medium drones in the past in-game month. Bought to change that when the next Andron ship shows up. Besides, the Defender has done me well. I'm not just going to toss the old girl aside just yet. ;)

I will add crazy "only" terror mission aliens anyway.. It would be nice to one hitted when u think you overwhelmed them.. so it was just a trap to soften your tactics!!!.. anyway.. Dont u have alien alloy weapons before plasma?..

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I will add crazy "only" terror mission aliens anyway.. It would be nice to one hitted when u think you overwhelmed them.. so it was just a trap to soften your tactics!!!.. anyway.. Dont u have alien alloy weapons before plasma?..

Yes, including enriched alloy ones, but the plasma weapons are a higher tier than any of those, so the moment I could make plasma weapons I had my engineers pulling double shifts to get those new plasma weapons produced. And these are the basic plasma guns, not the AP ones, just so we're clear. I'm glad I did that. With just Lance weapons the mission would have taken much longer. It was actually nice to have an easy mission for once, cause I know I probably won't be seeing another like that for a while.

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Do not think that just being an older tier is bad. Every tiers base weapons realy sucks.. i mean lasers, plasmas, mags.. so give a chance to alien alloy weapons..

I want to ask you that, are u save/load much? I dont say its bad because i do it tons of times :).. just i ask this for balance.. you save/load if you lose a good soldier or ar bad manuever or when u see unexpected alien in front of you?

Do u use smoke flash grenades?

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Do not think that just being an older tier is bad. Every tiers base weapons realy sucks.. i mean lasers, plasmas, mags.. so give a chance to alien alloy weapons..

I want to ask you that, are u save/load much? I dont say its bad because i do it tons of times :).. just i ask this for balance.. you save/load if you lose a good soldier or ar bad manuever or when u see unexpected alien in front of you?

Do u use smoke flash grenades?

1) Well, I haven't really tried out the enriched alloy ballistic weapons yet, but that's largely because I'm trying to hunt Androns so I can make a Savior tank or two and go from there and Androns are rather immune to ballistics at this point. Can't wait to see what the AP (or as your mod's files calls them, Gauss, and nice bit of scientific accuracy there while keeping with the lore ;) ) MAGs do to Androns though. AP ballistics tore the early Sebis and Caesans apart so....*very evil grin*

2) Well...I'm kind of a spastic saver when I play games like this, partly cause I try to be really meticulous and careful. xD And I load if I lose a good soldier, especially over reason I consider to be the AI say...appearing to shoot through the wall (had this happen more than few times with Harridans and Androns) or when it seems that an alien moved beyond it's TU threshold, but this largely holds true early on, mostly because of the Sebi "blood grenades", they're just incredibly powerful and losing one of your starting soldiers can be a major problem because their stats are above par at that point in that game, or if something happens to the female soldier who has stun batoned two Praetorians into comas (for obvious reasons). As for air maneuvers, I tend to save before and after waves, unless I'm going after something crucial, like intercepting a landing ship that's about to perform a terror mission.

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Im currently playing on hotfix 6 and only other mod is skito's maps.

Bug - when firing at downed ships main door its possible to hit aliens all throughout the ship. recommend adding the mod that

makes all alien ship doors stay open.

critique - Noticing that small ships like like the light scout and scout come with upwards to 8 aliens plus 4 dead crewmen. seems a bit excessive. have had many times where the aliens that stay in/guard the ship are blocking each other and can barely move.

critique - i've noticed the base game ballistics have been altered, but the descriptions don't reflect them. i know you said your working on descriptions for the new weapons and i hope that descriptions for the old ones are in the works.

critique - For making amunition and items that give more than one (example: Incendiary grenade give three for every unit produced) it would be more informational to add like a (x 3) next to it.

(Example: Incendiary grenade x 3)

Translation - This doesn't reflect on your work or anything, but the broken english is a bit off putting. If you'd like id be more than happy to work on a english translation for everything if you send me a word doc of any kind giving a general description of what you want expressed for each item/xenopedia description/loading screen ect. That way if you'd prefer you could also work on a translation in your native language.

I don't have anything else that comes to mind right now but if you like the the suggestions so far i can do a dedicated bug hunt and come up with more thoughts.

Edited by RiPCorD5a1
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Im currently playing on hotfix 6 and only other mod is skito's maps.

Bug - when firing at downed ships main door its possible to hit aliens all throughout the ship. recommend adding the mod that

makes all alien ship doors stay open.

critique - Noticing that small ships like like the light scout and scout come with upwards to 8 aliens plus 4 dead crewmen. seems a bit excessive. have had many times where the aliens that stay in/guard the ship are blocking each other and can barely move.

critique - i've noticed the base game ballistics have been altered, but the descriptions don't reflect them. i know you said your working on descriptions for the new weapons and i hope that descriptions for the old ones are in the works.

critique - For making amunition and items that give more than one (example: Incendiary grenade give three for every unit produced) it would be more informational to add like a (x 3) next to it.

(Example: Incendiary grenade x 3)

Translation - This doesn't reflect on your work or anything, but the broken english is a bit off putting. If you'd like id be more than happy to work on a english translation for everything if you send me a word doc of any kind giving a general description of what you want expressed for each item/xenopedia description/loading screen ect. That way if you'd prefer you could also work on a translation in your native language.

I don't have anything else that comes to mind right now but if you like the the suggestions so far i can do a dedicated bug hunt and come up with more thoughts.

1- Alien ufo door should be close.. this is about alien AI and sniping the aliens inside it..

2- Many aliens at first is about specialists.. i am still trying to balance it..

3- Yes old ones will be updated too with new xenopedia patch..

4- About naming 3x brilliant idea.. sometimes i miss very basic things.. thx!

5- After Xenopedia patch finished i will return to you for check.. you are right about it.

Thx for feedback!

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my sniper got a 3608 dmg reaction shot to a sibilian officer with adv ballistic sniper wow :) no problems so far, just i wanted him alive :), oh can you have a look at landing ship, i got the datacore after capturing ymy first one but dind't get the dissasembly manufacture or UFO INFO for it, this was like :mad: after a thought battle :)

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my sniper got a 3608 dmg reaction shot to a sibilian officer with adv ballistic sniper wow :) no problems so far, just i wanted him alive :), oh can you have a look at landing ship, i got the datacore after capturing ymy first one but dind't get the dissasembly manufacture or UFO INFO for it, this was like :mad: after a thought battle :)

Are u serious? give me the exact name of the sniper please.. nextgen or spear? with a ballistic.. omg.. poor sebillians.. i need to buf them.. i planned snipers one hit possibility but that damage can save the world!!

You need to catch next technician class "engineer" to solve the mystery about that ufos..

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oh technicians.. maybe i killed it or was dead :) well it was only a lucky shot, the rest are of 30 /80 dmg if they hit nice it was nextgen ballistic sniper tifle ,the first new tier you unlock :) but i think that officer got his head exploded :)

Why did you go to landship with nextgen weapons? You should have spears and lasers.. and yeah that head...

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i dont have them :) i need more androns i think (i got mine killing one in a alien base and taking them to base when aborting the mission :) ) and harridans hate me so... xD:)

edit: also terror missions give me terror now :=) reapers everywhere, damm they killed my shield guy.. :eek:

Edited by asierus24
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i dont have them :) i need more androns i think (i got mine killing one in a alien base and taking them to base when aborting the mission :) ) and harridans hate me so... xD:)

edit: also terror missions give me terror now :=) reapers everywhere, damm they killed my shield guy.. :eek:

you dont need any androns for new weapons.. you should catch a weapon sergeant..

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Hi hi Guys.

I had played a little more and must say: Damm good Work to that what I see up to now! :) I have adv. Ballistic Weapons, Flameweapon (Flamethrower, Incendiry Rocket / Grenade) as well as the Stun Baton. The next Stun Weapons (Stun Grenades / Stun Rockets) are in Production Line.

And I mention, that you need the Stun Weapons to get more and more Information about Alien Weapons, Techniques etc.! So Drages is right. I have stunned an Ceasan Weapon Seargeant and can now reasearch better Weapons. But you need the first Technikans, Doctors etc. too, to get more Information about the UFO´s, etc. from beginning.

So the next Armor (Fox) is in Reaserch as well as the Reaserch to get an better Interceptor. Up to now no Crash, no Bug. :cool:

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It turned out that hotfix didn't download properly so when I have overridden files something messed up.

As for software,it turned out to be rather dreadful thing (What I though would take me 1-2 h it took around 5 h with bad result).Problem is displaying output in same format of string.xml (I manage to make it generate xml in standard format similar to weapons.xml and you don't need that ) for tooltips and another matter is finding way to give each item in weapon_gc.xml specific ID (not really,I could turn name of weapon as specific ID ) however writing query that's need to retrieve that ID,create object from it and then parse in XML file is simply not effective,I might as well make proper database when I am at it.It also has performance problems,it's rather slow and it has memory out of bound error with XML file which has a lot data (X-Division for instance).

After this I understand why devs never created tool for this purpose,it's simply not worth effort because compare to this writing tooltips manually is piece of cake.

Edited by Sentelin
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It turned out that hotfix didn't download properly so when I have overridden files something messed up.

As for software,it turned out to be rather dreadful thing (What I though would take me 1-2 h it took around 5 h with bad result).Problem is displaying output in same format of string.xml (I manage to make it generate xml in standard format similar to weapons.xml and you don't need that ) for tooltips and another matter is finding way to give each item in weapon_gc.xml specific ID (not really,I could turn name of weapon as specific ID ) however writing query that's need to retrieve that ID,create object from it and then parse in XML file is simply not effective,I might as well make proper database when I am at it.It also has performance problems,it's rather slow and it has memory out of bound error with XML file which has a lot data (X-Division for instance).

After this I understand why devs never created tools for this purpose,it's simply not worth effort because compare to this writing tooltips manually is piece of cake.

But the xenopedia takes info from weapons.xml.. the right down corner of it.. its not working so perfect but it takes some infos right..

As i said, i can create the string.xml by myself, i just need that the program will get the spesific data from weapon_GC and make a little text for me to copy paste.. and you can be sure that nearly 250 weapon/vehicle/airplane/ufo is hard to tooltipped..

The problem is not making manual tooltips, its the balancing updates.. Everytime you try to make balance at weapons and published it, u need to make new tooltips. its madness!!!..

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weapons.xml doesn't have real role.Only thing that matters in weapons.xml is slotsize x and slotsize y,isTwoHand and isBigGun everything else is "placeholder" (does nothing).This was case when I was active modder,unless something changed in the mean time but xenopedia did not take any info from weapons.xml we had to enter manually everything.

This would all be simpler if I would have source code (which means becoming part of Community Coders program.Then a) rather than re-inventing wheel,sorry it's simply not my cup of tea.

The problem is not making manual tooltips, its the balancing updates.. Everytime you try to make balance at weapons and published it, u need to make new tooltips. its madness!!!..

Then simply do what you had done already.Create sheet with weapon stats information and keep it up to date and when you narrow balance down make a tooltips.

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weapons.xml doesn't have real role.Only thing that matters in weapons.xml is slotsize x and slotsize y,isTwoHand and isBigGun everything else is "placeholder" (does nothing).This was case when I was active modder,unless something changed in the mean time but xenopedia did not take any info from weapons.xml we had to enter manually everything.

This would all be simpler if I would have source code (which means becoming part of Community Coders program.Then a) rather than re-inventing wheel,sorry it's simply not my cup of tea.

Then simply do what you had done already.Create sheet with weapon stats information and keep it up to date and when you narrow balance down make a tooltips.

Xenopedia take stats from weapons.xml, vehicleweapons.xml, aircraftweapons.xml, armour.xml and aircrafts.xml and put this to the right down corner if you use xenopedia entry name as the same of the item (weapon.pistol rather then researches.pistol).. i didnt even understand why weapons.xml got some info which game dont use anyway. So i found out this with luck.. But there is some bugs in it.. for example it takes damage type as Undefinied and got some stats that weapons.xml dont have like mitigation..

check here LINK

I would love to have this kind of system at tooltips too.. we will see...

-----------

To BelgarionNL :

Reapers just invisible at your turn.. not a big game breaking thing.. its the only invisible thing, so no problem.. at least i cant do anything for now.. as code, if u see something it means it working.. but its so strange that, its not working as intended..

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