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


drages

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well not the only, an andron (i dont know wich one) was invisible on corvette GC lol :) just saw it one time but well just saying :) (not invisible in some angles as xenomoph it was invisible on all sides because i shoot him from 3 angles and did'nt became visible.)

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Yea it´s a Situation with the Main Programm. The XNT-Team and others have the same Situation as we have with the Invisible thing. But when the Alien dies, it become visible. :cool:

i think its about the game memory control.. it just doesnt love to load new creatures sprites sometimes.. i used exactly same files at specialists but even they got problems like androns.. at least it let me add new creatures with some less visible :).. i plan to add much more :) they are still weapons you didnt see at my HDD..

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I doubt it has do to with how game handles memory but that's beside point because we can only guess without source code.Anyway you might want to make X-Division Lore Writers group to prevent spoilers :)

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..

This is interesting and I wished we had known this.Kabill shouldn't have problem fixing bug and implementing same system for tooltips (if he is familiar with C++ XML parsers ).

Is there any quick reference about new alien types or I have to dig through aiprops.xml ?

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hi dragues i want to give you a better analysis phase by phase while i was playing, im currently reached corvettes-landing ships, so i have to finish this "phase" in order to give you a better opinion, by now the early-early game feels good.

The weapons stats feel right, you feel kind of underpowered(you are figthing aliens..what do you expect?) but still you can kill them, the only thing i dont like about this is that again, the rifle is the only weapon worthing to equip and you can safely ignore the rest. while the damage of the shotgun its okay it have a REALLY small range, i now shotguns are intended to be used in close range to get max output damage, but they have very low range so i have to wait until they approach to five or six tiles until i can shoot, the same happens with the pistol..aside the fact it have a really low damage it got a low range so it feels fustrating when you have an enemy in clear vision field but you cant shoot them because your weapon only reach the half of the distance :c, i have the same problems with basic grenades (they are literally useless :S) because they got that 1 CROSS TILE range that is not enough to destroy terrain, or to be used like "normal", i mean if you cant hit a alien directly then fetch a ´nade close and wait until splash damage scratch them a bit, but with that range is nearly impossible to do this, the rythm phase and the dificult of early game feel FLAWLESS so i really doesnt have nothing to bother about it.

The alien stats,numbers per mission, ai,and all those aspects feels just RIGHT, im really enjoying the game.

SO the TLDR version: weapons stats are okay,so i was questioning..after the damage nerf, it was necessary the range nerf too?.

increasing range of shotgun,pistol and grenades should be ok, if not you are risking to repeat the 0.97 situation when rifles where the only weapons that worth.

I dont think i need to say about air combat because you have stated you want to change it for the 0.99+ versions and i already told you a few tweaks that should help AND also because you have a lot of good ideas waiting to be implemented.

the later weapons feel more "usefull" but i will wrote you later about it...i would like to show you screenshots with my explanation but my dropbox became stupid, and started to take pics of my desktop instead :T. the next time i'll give you a better analysis with images so you can understand better my thoughs :).

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Hey wolf.

Range nerfed was important to make snipers and heavies usefull. I need to say that you are not so right about rifles this times.. Rifles are total average weapons. Snipers are nearly one shot if right weapon enemy combination. Heavies will he more usefull after Kabill's suppression patch. Shotguns are close counter weapon for insides. In buildings in ufos.. Shotguns got paralyze effect which downs aliens tu next turn. But even I asked here nobody give me a test result. But overall basic weapons suck.. First moderate weapons are Lance and alien alloy weapons at advanced tech.

About grenades I will handle it..

I am working at xenopedia coding and it's so boring.. and there is hundreds of entries.. I tried some air combinations. Like I nerfed cannons to half range and gave rockets longer fire rate and good turning rate.. I liked the results.. it was real a dog fight and gave missiles a purpose over cannons.. ppl were using condors for half of the game.. asierus24 is using only condors?!!?

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yeah i forgot to say about snipers..i love them! they really feel you know, like SNIPERS, one shoot one kill from a very long distance :D!

and yeah aircombat is a tricky one, because i tried some mods sooooometime ago(in 1.04 era IIRC), flying circus was one of them, and even if the aircombat become more challenging i find them a bit tedious because i have to pause every three seconds to micromanage the dogfigth, so instead of a thrill challenging air combat minigame, it feels more like starfox for nintendo 64, i only need a silly rabbit repeating DO A BARREL ROLL over and over again XDDD.

There is a really thin line between challenging and arcade/tedious aircombat >_<.

Btw sorry for getting back on it, when you say about shotguns paralysis effect, i guess this was a feature with advanced shotguns because with basic shotgun, i sprayed six buckshoots in pointblack aggainst one single xeno-drone and he moved swiftly and killed a guy before being putted down by a reaction fire from a rifleman.

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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!

For the alien ship doors thing i should have been more clear. the doors do close at every turn but i can still hit the aliens on the other side. with this i just stick a hunter, sniper, and machine gunner in front of the door and manually attack it and the bullets go through the door and wipe out all the aliens behind it.

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also another thing i forgot to say, every time, i see how aliens sit on the main door in the ufo, open the door, speend ALL THEIR TUS moving back and foward aside the door(in a loop straigth) without steping out of the ufo, so a easy exploit is just put your soldiers out of the UFO and wait until alien turn so they open and run inside the alley and all your troops can safely reaction fire them to death.

Im not against them staying inside the ufo, but only if atleast they open the door and then shoot my troops instead of speding their time running without sense, it feels like shooting fish inside a barrell :S.

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also another thing i forgot to say, every time, i see how aliens sit on the main door in the ufo, open the door, speend ALL THEIR TUS moving back and foward aside the door(in a loop straigth) without steping out of the ufo, so a easy exploit is just put your soldiers out of the UFO and wait until alien turn so they open and run inside the alley and all your troops can safely reaction fire them to death.

I noticed this also.I though we had resolved this,did someone tinker with AI logic after me ?I haven't played 0.97 with hotfix version which fixed AI so I am not aware did my contribution had any results.

However aliens are rather dangerous early in game.So when one-more of them emerges from UFO I usually eat grenade or get blast by rainbow weapons (purple,green,red ... you name it). Did it spend a lot of TU or not doesn't matter because you either get wounded soldier/soldiers or dead soldier/soldiers before punting alien underground however I can see how this can be used as exploit in later phase when you research better equipment ...

Edited by Sentelin
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So the bullets pass through the ufo door? Can u send me a save please..

First ufos got many non combatant specialist mostly not so dangerous.. and they mostly don't leave ufo because they are not soldiers.. they are pilot medic etc. But I got a plan about numbers..

Sentelin the melee enemy ai works well.. but I don't know about inside ufo aliens ai.. I didn't touch any ranged ai.. but as I said always that don't judge the whole game with first ufo fights. . Thé Game period is longer then 8 should be. I mean invasion period is very long.. I will speed it up after you finish the game and handled all the bugs on the way.

If someone don't like the air control he can just autosolve. As u said the line is thin for everyone.. X division is ppl who likes to control count and micromanagement everything. We are here to add new point of views to this game. I don't know how much u will need to stop air combat after I change it but I am sure that after u got the idea your space numbers will go lower. But I watched dranak air tutorial and it's so easy.. I will make the roll for torpedoes. U can't run from a missile with a toll or cannons range is far shorter then missiles..

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in my opinion 0.97 was more fun then this one , the difficulty was gotten so out of control you cant even fight the aliens , i know , i know , early weapons are weak and what not , but i wont be able to get to later game when the weapons are good because this is boring , running around throwing grenades is boring , 3 guys cant kill a alien 10 meters in front of them (that is out in the open) , sniper has a 50% chance to hit a alien that is standing out in the open (at max TU ) and the range on the weapons is horrible , moving means less TU to shoot, you risk getting shot by another alien , so you need to keep your soldiers close to eachother, which in turn means grenades , this is a no way out trap , in order to kill them you need preaty much your whole team shooting at 1-2 aliens but that means grenades from impossible angles , the aliens dont even need to see you , they know were you are

and even if i manage to beat them it doesnt feel rewarding since it was just grenade spam all the way

the early game needs to be "easy" so the player can get used to the new stuff, then it gets more complicated , but here its the other way around the early game is just soldiers dying and you have no control over what happens so you have to exploit the ai to have any chance , even savescuming this part is hard ,

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It's about alien stats.. if you think your weapons are not enough for them, lower the difficulty so aliens will be vulnerable.. I can't balance same difficult for everyone. Some ppl are play this iron man.. some ppl plays at easy..

If you want to one shot aliens from beginning, what is the reason of high tech? New weapons? Research? At 0.97 u got sniper ranged deadly rifles.. everybody used rifles.. if I give a rifle 20 range I need to give a sniper 60 range. . 60 is end of the map 20 is your visual limit.. if a sniper got %50 chance to hit sry but it's wrong guy..

Thé enemy got maybe 2 tile more range.. the first aliens are mostly specialists.. ppl stun huge aliens with batons!! So play at normal or easy.. I don't say I can play at hardest. .I suck and save scum mostly.. it's about choise.. if u want to enjoy more just play easier..

At vanilla u mostly one shot from any Alien weapon fire. . At x div after first armour u can survive most shots. Use vehicle use smokes use alien grenade use heavy charges.. get shield for everyone until u come near the aliens. . U got many aspects to survive.. I gave everything a reason.. so don't want me to create a mod with one weapon win..

This mod is not for new ppl.. this mod is for ppl who grove up with original ufo.. I am a fan of tftd . And even at first difficult u go out from your sub plane and get a grenade and lose 10 soldier same time.. This mod is ppl who finished the vanilla and played any Xcom before..

Edited by drages
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I like the slow invasion from the Aliens. So you can manufacture a little and buildt the F-24 Asierus as well as the first Laser Weapons. And you have to dissemble the cores for money. I´m in the 3rd Month (begun it shortly) and made 20 Ground Combats and won them all. ATM I have 4 Foxtrots, 2 Condors, 2 Hunters with Rocketturrets and the next Gen Weapons. Incendairy/Stun Weapons as well.

I find it very interessting that you need collected Alienequipment for manufacture new planes (at Foxtrot), Vehicles (at Defender), Armors (at Fox), Weapons (at Stun/Laser) etc. All worked up to now without Problems (Research, Produce in Workshop etc.).

Btw. I found out, that the Asirus Airframe is named ####. And the Testers are right about the Aliens in UFO´s (walking their AP´s out) so that you can handle them very easy. But it needs to much time, so I do it like the american way. Get in, rumble, exit. :D

To all who think this Modversion is hard: I played the Standard Version of the Game and XNT-Mod on Normal to get through the Game.

XDevision I play on Veteran and make it up to now, some others play that difficulty with Iron Man (not me; I play Standard Veteran) to Test this Version. And I find it´s easyer then the Base Version of the Game.

Edited by Alienkiller
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So the bullets pass through the ufo door? Can u send me a save please

You misunderstood.Aliens have enough TU to open UFO doors and throw one or two grenades at nearby soldiers or to open UFO doors,venture little further and throw one grenade or burst fire.As I said I won't judge anything until I get in late phase.As for air combat it's easy as you said how will you balance it it's up to you,however you need to find balance between players who like to play air combat simulation and those who auto resolve everything.

Edit:Seems that I misunderstood to whom you were referring

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

I am happy with alien invasion speed.I think you shouldn't increase speed of it because it could lead to some serious balance issues.For instance in very early phase of game players can't immediately handle scouts,unless they get really lucky to catch them and their aircraft has enough fuel to win the battle.So if you speed up invasion,game will generate scouts faster and in larger number and if player didn't manage to research better aircraft by that time he is doomed.This would be unfairly punishing and this is just one aspect to consider.

Current pace of game offers opportunity for less advanced players to catch up with aliens and game pace.Also it gives you "false" feeling of domination and then it kicks you right in the butt when you get handled by powerful aliens.In XNT I always had feeling like I am racing with time (which was case) because TD insisted on painfully punishing difficulty,alas I never managed to persuade him to use modified Dynamic UFO system that I had developed ,because in his opinion it made XNT "casual",so don't go down that way.

However don't fall under the trap where player get's more advanced than aliens,this is what has happened when we tried to slow down progression (thankfully that was testing build ),Mistake that we made was how tech tree was constructed and economy,we were not able to balance those two factor with slow alien progression,though it's seems that you had handled this part well (at least as far as I know for now).

Edited by Sentelin
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You misunderstood.Aliens have enough TU to open UFO doors and throw one or two grenades at nearby soldiers or to open UFO doors,venture little further and throw one grenade or burst fire.As I said I won't judge anything until I get in late phase.As for air combat it's easy as you said how will you balance it it's up to you,however you need to find balance between players who like to play air combat simulation and those who auto resolve everything.

I am happy with alien invasion speed.I think you shouldn't increase speed of it because it could lead to some serious balance issues.For instance very early phase of game players can't immediately handle scouts,unless they get really lucky to catch them and their aircraft has enough fuel to win the battle.So if you speed up invasion,game will generate scouts faster and larger number and if player didn't manage to research better aircraft by that time he is doomed.This would be unfairly punishing and this is just one aspect to consider.

Current pace of game offers opportunity for less advanced players to catch up with aliens and game pace.Also it gives you "false" feeling of domination and then it kicks you right in the butt when you get handled by powerful aliens.In XNT I always had feeling like I am racing with time (which was case) because TD insisted on painfully punishing difficulty,alas I never managed to persuade him to use Dynamic UFO system that I had developed (it was heavily modified version of Kabill's original mod),

he was referring to a bug i posted.

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At vanilla u mostly one shot from any Alien weapon fire. . At x div after first armour u can survive most shots. Use vehicle use smokes use alien grenade use heavy charges.. get shield for everyone until u come near the aliens. . U got many aspects to survive.. I gave everything a reason.. so don't want me to create a mod with one weapon win..

The first thing i tried to do in vanilla when i got a hunter was send my troops behind it for cover. after it didnt work i never used them again. that is one of my favorite additions and has me using vehicles again for the added tactical advantage.

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Aliens do that still just i put guards out of the ufo and put specialist without grenade inside so scout ufos are easy inside. . But I got some plans..

I won't make it hurry just maybe a %10 faster.. I don't want ppl get bored too..td got no mercy to players :) the vanilla even XNT gets easier at late game. This time I hope I made the late game challenging too..

As I said I don't judge if a player don't like air fight.. many Xcom player don't care air and wants to consantrate on GC. So I will make autosolve chance high. Now missiles are useless compared cannons. Little ufos evade rockets and big ones are tough.. I first need to finish lame xenopedia..

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The first thing i tried to do in vanilla when i got a hunter was send my troops behind it for cover. after it didnt work i never used them again. that is one of my favorite additions and has me using vehicles again for the added tactical advantage.

I did the same and I shocked that I see vehicle cover is nearly non.. just watch the special force assault teams. Everybody line up behind the vehicle with shields.. u can throw shield later..

If u want I can add little weaker shields which is not so hard to use..

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lowing dificulty doesnt make the weapons any better, or the gameplay more tactical and the reason to research new weapons is because aliens send better and more troops

the problem now is you cant make plans , you dont know , ok so i have a sebilian, i need 2-3 guys to deal with him , almost anything can happen ,the enemies are tough your weapons have low range low dmg low chance to hit , its just random you have no control over what happens when you shoot at them , atleast with grenades you know that it will take about 3 grenades to kill one

there are 2 ways ,

1 alien have high amount of hp = your weapons have a high chance to hit , the least random

2 aliens have a low amount of hp = your weapons have a low chance to hit , higher random but you can still plan for the worst case

how it is now ... usualy it goes like this

you see a alien , you send in 3 guys to shoot him , they dont do kill him , you send 1 more , still not dead , you send one more , ok he is dead , and then someone throws a grenade on your soldiers , or maybe nothing happens , is there any way for you to stop this , "dont put soldiers close together"" , but how can you spread your soldiers when they have such low range , its not like a alien will teleport in the middle of your soldiers and you can spread your soldiers around him

lowering alien aim wont make a diferance when 1-2 shots will kill a soldier while you need a full weapon clip to kill one of them

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So it comes to enemy stats again. You said 10 times about failing to kill enemy. Play easier so enemies stats and armours will be lower so u can kill it with less man..

U try to kill that alien at all cost.. why? Sebs got low ballistic resistance and poor aim.. fire missile from your hunter.. hunter got 4 missile attack.. u can open half of the map with one missile Salvo. . Snipe him.. from far.. don't kill it this turn.. send a smoke grenade so bad acc seb won't have chance to Hit u with a smoke grenade.. send a grenade destroy his resistance.. even I nerfed their regeneration from %50 to 20..

As I said perseus got ss 2 3 page before.. he stun batoned a giant xenomorph at normal difficult.. please.. this mod is easier then I planned and even so I don't touch it.. ppl find their own tactics to survive and I respect them so I don't rush to buff all enemies..

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@Drages

I am happy to see you still have all this enthusiasm. And I look forward to try your mod in the future once I sort out my data issues. :)

Reading what Senetilin wrote and, if I understand correctly, I agree a longish invasion period does feel more "epic" (mods like Long War for XCOM 2012 support that ) though I haven't played your mod yet.

Of course everyone has his or her own taste.

Adding the human error element as a component does make it feel more "natural" and makes accepting of loses more palatable.

Like old xcoms, aliens scout the planet, start attacking planet, realise xcom is a thorn in their side and decides to play a game of attrition to undermine X-COM by infiltration, terrorise funding nations and seeking out X-COM bases believing the events of final mission isn't humanly possible and well the aliens have time to waste anyway from the defeat outcome :P

Anyway, before I make a text minefield of xcom, I think the idea of the aliens having contempt for humanity adds lots of wiggle room for a underdog victory or enjoyable defeat - *thinks of 300 (xenonauts) and godking Darius(praetor commander)* xD

Understandably it can make things too easy if the aliens don't feel "threatened" to take things more seriously and am glad to see you are working towards a balanced "carrot and stick" approach throughout the game :).

TL;DR version:

Keep up the good work :)

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