Alienkiller Posted March 13, 2015 Share Posted March 13, 2015 (edited) About the Scout Car (Hunter Rocket Launcher System). Researchreport of researchable second Weaponssystem is completly black, so I try something when I´m at home. Hunter themself works with both components (MG and Rocket Launcher) and the better Weaponssystem is produceable. Edited March 13, 2015 by Alienkiller Quote Link to comment Share on other sites More sharing options...
drages Posted March 13, 2015 Author Share Posted March 13, 2015 Take the all "Researches.HunterMissiles" entry from the default xenopedia and paste in to the x-division xenopedia file. Then change the "Researches.HunterMissiles" to "VV.ROCKET". it will solve the hunter missile xenopedia problem.. if a default game entry dont show up, its mostly the entry/name is missing.. Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted March 13, 2015 Share Posted March 13, 2015 (edited) Thanks will try. Try to solve the Problem sice yesterday. Didn´t work with my save before Hunter researched. Maybe it needs a restart or its bigger I thougt. Take all Entrys in what needed (Reaserch; Xenopedia etc.). But doesn´t matter now I will go on. Edited March 13, 2015 by Alienkiller Quote Link to comment Share on other sites More sharing options...
Hovis Posted March 14, 2015 Share Posted March 14, 2015 So... Fired up the mod and am trying to do my first crash site. And I thought I'd give some feedback, just on that first mission. All the aliens are immune to weapons fire. Got a small ship of Sebillians and everything I throw at them is either resisted or almost immediately healed, even multiple grenade hits in the same turn. They're even shrugging off machinegun bursts. A few turns of that and I was like, "Nope." It seems to have fallen into the XCOM trap of putting the difficulty at the front of the game. I mean whatever happens from this point, the missions can't physically/mathematically get any harder than this, because it doesn't get more difficult than impossible. A good difficulty curve starts at its lowest point and goes up. I can see the temptation from a design point of view to set out the mod's hardcore credentials early in the game, but this is a temptation that ought to be resisted, I think, because it means that the first mission inevitably fails, thus has to be savescummed or the game restarted, and that's not a good start to playing a mod. Part of the fun of an X-Com type game is learning as you go and being able to overcome things as you go. I might be able to drop those Sebillians on my next time I do the mission, but only because I know what to expect and will plan ahead. It won't be as good as a result. A good fix might be to remove Sebillians from the first wave. The first mission in an X-Com game should be special. It should be nerve wracking, it should be painful, but it shouldn't be too hard. You should be able to do it with the stock group of soldiers and equipment on your first go. Quote Link to comment Share on other sites More sharing options...
RiPCorD5a1 Posted March 14, 2015 Share Posted March 14, 2015 You got to punch through that armor bro. the armor is finite, the resists wont last forever. If its alittle to tuff you should prolly switch to normal to get used to the mod. this isnt a easy mod and i had to scrap my first playthrough. Quote Link to comment Share on other sites More sharing options...
drages Posted March 14, 2015 Author Share Posted March 14, 2015 So... Fired up the mod and am trying to do my first crash site. And I thought I'd give some feedback, just on that first mission.All the aliens are immune to weapons fire. Got a small ship of Sebillians and everything I throw at them is either resisted or almost immediately healed, even multiple grenade hits in the same turn. They're even shrugging off machinegun bursts. A few turns of that and I was like, "Nope." It seems to have fallen into the XCOM trap of putting the difficulty at the front of the game. I mean whatever happens from this point, the missions can't physically/mathematically get any harder than this, because it doesn't get more difficult than impossible. A good difficulty curve starts at its lowest point and goes up. I can see the temptation from a design point of view to set out the mod's hardcore credentials early in the game, but this is a temptation that ought to be resisted, I think, because it means that the first mission inevitably fails, thus has to be savescummed or the game restarted, and that's not a good start to playing a mod. Part of the fun of an X-Com type game is learning as you go and being able to overcome things as you go. I might be able to drop those Sebillians on my next time I do the mission, but only because I know what to expect and will plan ahead. It won't be as good as a result. A good fix might be to remove Sebillians from the first wave. The first mission in an X-Com game should be special. It should be nerve wracking, it should be painful, but it shouldn't be too hard. You should be able to do it with the stock group of soldiers and equipment on your first go. Thx for feedback. About learning curve, this mod is not for beginners. I said this at here at first page at game tips everywhere. I can see that you are angry because of the difficulty and as you don't know the game mechanics (i don't blame you, it's hard to find all of the mechanics ) you think it's impossible. Resist means you need to fire more. But you still don't use the game aspects.. c4, shields, tactical grenades, using enemy weapons.. I passed the learning curve and put the realism of an invasion. Normal difficulty is still easy for a veteran player. And easy would be catwalk.. Alienkiller yeah sadly entries need restart. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted March 14, 2015 Share Posted March 14, 2015 (edited) Hovis is trying to say that general difficulty game curve is senseless. I had the same impression, I kick this mod on Insane easily after the 3 crashsite. The first missions was a messy nightmare and suddenly the difficulty disappear. The abuse of grenades in this game is kind of weird, I know you love the grenades but in designing you need to get away your personal preferences. There are basic repetitive rules to survive in this mod: never put your soldiers together, never carry light weapons, all that you need is heavy automatic weapon at point blank shot or snipers to win. Take 3 late missions in Insane without a single wound is kinda disappointing. I suggest you analyze and make statistical analysis of the game variables instead of adding stuff. In other hand I love the concept of the rebel alien, the artwork is amazing, the UI improvements are just wonderful and the general overall of aliens and weapons art is stunning. Good job Edited March 14, 2015 by TacticalDragon Quote Link to comment Share on other sites More sharing options...
Redhowl Posted March 14, 2015 Share Posted March 14, 2015 So... Fired up the mod and am trying to do my first crash site. And I thought I'd give some feedback, just on that first mission.All the aliens are immune to weapons fire. Got a small ship of Sebillians and everything I throw at them is either resisted or almost immediately healed, even multiple grenade hits in the same turn. They're even shrugging off machinegun bursts. A few turns of that and I was like, "Nope." It seems to have fallen into the XCOM trap of putting the difficulty at the front of the game. I mean whatever happens from this point, the missions can't physically/mathematically get any harder than this, because it doesn't get more difficult than impossible. A good difficulty curve starts at its lowest point and goes up. I can see the temptation from a design point of view to set out the mod's hardcore credentials early in the game, but this is a temptation that ought to be resisted, I think, because it means that the first mission inevitably fails, thus has to be savescummed or the game restarted, and that's not a good start to playing a mod. Part of the fun of an X-Com type game is learning as you go and being able to overcome things as you go. I might be able to drop those Sebillians on my next time I do the mission, but only because I know what to expect and will plan ahead. It won't be as good as a result. A good fix might be to remove Sebillians from the first wave. The first mission in an X-Com game should be special. It should be nerve wracking, it should be painful, but it shouldn't be too hard. You should be able to do it with the stock group of soldiers and equipment on your first go. I agree it is tough (started really playing this week), but I found that using a combination of rocketeer and sniper with two shields to blunt the harm from the aliens helps (it was a mission with only Sebilians - and yes, it took me the best part of an hour to get there). I found it was well worth the sweat. Quote Link to comment Share on other sites More sharing options...
Sentelin Posted March 14, 2015 Share Posted March 14, 2015 (edited) never put your soldiers together,never carry light weapons, all that you need is heavy automatic weapon at point blank shot or snipers to win. This works only for scouts.You probably didn't reach Corvette,because if you bring with you only heavy weapons you might as well have brought vanilla ballistic weapons since heavy weapons are not very useful against Corvette crew... (just saying). Also whatever you want to admit or not XNT does start harder but after mid game it's difficulty starts to decoy until late game where it becomes walk in park.We were so focused on making game hard at beginning that we didn't take (or you ,since balance was your job) in consideration late game. And really TD how can you judge difficulty of game if you played only 3 missions,which are most likely light scout missions (forget about Corvette,you wouldn't be able to even finish Scout mission with only heavy weapons on veteran yet alone insane difficulty). Edited March 14, 2015 by Sentelin Quote Link to comment Share on other sites More sharing options...
drages Posted March 14, 2015 Author Share Posted March 14, 2015 Adding stuff is finished.. I will add stuff yes but I wil bring upgrade system. Less weapon with upgrades. Same for planes and vehicles and their weapons. This mod is easy at normal.. and there is an easy choise.. you can't break enemy resistances with heavies at insane difficulty. . Insane can't be easier later.. still I am waiting mid late game test reports.. Quote Link to comment Share on other sites More sharing options...
Hovis Posted March 14, 2015 Share Posted March 14, 2015 Thx for feedback. About learning curve, this mod is not for beginners. I said this at here at first page at game tips everywhere. I can see that you are angry because of the difficulty and as you don't know the game mechanics (i don't blame you, it's hard to find all of the mechanics ) you think it's impossible. Resist means you need to fire more. But you still don't use the game aspects.. c4, shields, tactical grenades, using enemy weapons.. I passed the learning curve and put the realism of an invasion. Normal difficulty is still easy for a veteran player. And easy would be catwalk.. Alienkiller yeah sadly entries need restart. I'm not against the idea of the mod being hard, what I mean is that making it this hard on the very first mission is the wrong way to go about it. That is to say, it is very easy to make that first mission hard, the player has no idea what they are facing and a squad of rookies. If the only way to do that mission is to come at it with a really heavily specialised approach (that I would have no way of knowing about without reading up on the forum first), then that's not the best design. How are you going to challenge the player later in the game if you've already played the 'Your Guns Don't Hurt The Enemy' card on day one? I mean after this first mission, any mission where the enemy actually drop when I shoot them is going to feel like a cakewalk. Quote Link to comment Share on other sites More sharing options...
kubi Posted March 14, 2015 Share Posted March 14, 2015 Finally some time to play. I was happy to see that I can upgrade to CE0.32 HF1 + X-Division 0.98.1... Now I can't equip my soldiers. The equip window shows only an empty hangar, nothing else Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted March 14, 2015 Share Posted March 14, 2015 Drages thanks for the Tipp. I thougt that after I tried it with my Save so I decided to go on. Btw. very good Innovations up to now we have seen. Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted March 14, 2015 Share Posted March 14, 2015 Kubi I know what you mean. If you empty your Transport to Zero Soldiers you haven´t a chance to equip Transport annymore. Only with Vehicles. I don´t know annything about Coding but I think it´s a CE-Problem. So you have only one Chance to solve it: - Never empty your first transport since second Transport is Equipped with soldiers and Vehicles. - Same for second Transport to third Quote Link to comment Share on other sites More sharing options...
drages Posted March 14, 2015 Author Share Posted March 14, 2015 I'm not against the idea of the mod being hard, what I mean is that making it this hard on the very first mission is the wrong way to go about it. That is to say, it is very easy to make that first mission hard, the player has no idea what they are facing and a squad of rookies. If the only way to do that mission is to come at it with a really heavily specialised approach (that I would have no way of knowing about without reading up on the forum first), then that's not the best design. How are you going to challenge the player later in the game if you've already played the 'Your Guns Don't Hurt The Enemy' card on day one? I mean after this first mission, any mission where the enemy actually drop when I shoot them is going to feel like a cakewalk. I still couldn't explain myself. As you see bold lines, i try to say, THIS MOD IS FOR EXPERIENCED PLAYERS ALREADY. The player should play old XCOM or this game already before try this mod. And again i say this.. At NORMAL difficulty the mod is playable for most of the ppl. If still hard, there is an easy option.. I don't understand why do u try to explain how hard is this mod? Quote Link to comment Share on other sites More sharing options...
drages Posted March 14, 2015 Author Share Posted March 14, 2015 I think the steam CE problem gave a pause to players.. its silence here Anyway.. I am working on the last weapon organizing.. I am planning to decrease the weapon numbers with weapon upgrades. Some weapons are not fitting well too.. mostly wave weapons are just space weapons for example.. I finished my weapon image search at internet after months. I think i got %95 of all the weapon arts at internet which fits to Xenonauts. This time i concentrated on weapon sets. I try to make a series for all weapon branches as possible. Quote Link to comment Share on other sites More sharing options...
Sentelin Posted March 14, 2015 Share Posted March 14, 2015 (edited) CE for steam users is fixed....as of yesterday but anyway people can correct issue by hand that is if they have basic understanding of how to use computer without someone/something doing that for them or holding their hand (i.e typical steam user). By the way I can't help but notice resembles of some weapons above with those in ME (Mass Effect-I played all three parts) Edited March 14, 2015 by Sentelin Quote Link to comment Share on other sites More sharing options...
Alienkiller Posted March 14, 2015 Share Posted March 14, 2015 Drages it´s only so silence, becaus we test. Quote Link to comment Share on other sites More sharing options...
drages Posted March 14, 2015 Author Share Posted March 14, 2015 (edited) CE for steam users is fixed....as of yesterday but anyway people can correct issue by hand that is if they have basic understanding of how to use computer without someone/something doing that for them or holding their hand (i.e typical steam user).By the way I can't help but notice resembles of some weapons above with those in ME (Mass Effect-I played all three parts) Yep mass effect good catch Yes test it to the death! 0.99 will have last updates and there wont be any new additions/change untill 1.00.. Edited March 14, 2015 by drages Quote Link to comment Share on other sites More sharing options...
Redhowl Posted March 14, 2015 Share Posted March 14, 2015 Very nice stuff. I am ploughing through the game, getting my team half-mauled and trying to snatch bodies of aliens I like it a lot but my progress is slow! And to be honest, I am splitting my time between your mod and CKII Warhammer which just came out... Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted March 14, 2015 Share Posted March 14, 2015 This works only for scouts.You probably didn't reach Corvette,because if you bring with you only heavy weapons you might as well have brought vanilla ballistic weapons since heavy weapons are not very useful against Corvette crew... (just saying).Also whatever you want to admit or not XNT does start harder but after mid game it's difficulty starts to decoy until late game where it becomes walk in park.We were so focused on making game hard at beginning that we didn't take (or you ,since balance was your job) in consideration late game. And really TD how can you judge difficulty of game if you played only 3 missions,which are most likely light scout missions (forget about Corvette,you wouldn't be able to even finish Scout mission with only heavy weapons on veteran yet alone insane difficulty). if you read again, I finish the game on Insane. When you reach coevettes you have enough thing to deal easy with almost everything. Crusiers and battleships are even easy with wave weapons. I believe that army composiyion of land, crusier and battleships are a bit low in conparison of high tier weapons. Almost all enemies fall under 2 or 3 shots of wave weapons. The branched techs work wonderfull Congrat Quote Link to comment Share on other sites More sharing options...
drages Posted March 14, 2015 Author Share Posted March 14, 2015 if you read again, I finish the game on Insane. When you reach coevettes you have enough thing to deal easy with almost everything. Crusiers and battleships are even easy with wave weapons. I believe that army composiyion of land, crusier and battleships are a bit low in conparison of high tier weapons. Almost all enemies fall under 2 or 3 shots of wave weapons. The branched techs work wonderfull Congrat You finished 0.98 at insane and you didnt give me any idea about balance until this time? Realy you made me sad with this silence.. Some saves would be very nice to see it by myself.. Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted March 14, 2015 Share Posted March 14, 2015 You finished 0.98 at insane and you didnt give me any idea about balance until this time? Realy you made me sad with this silence..Some saves would be very nice to see it by myself.. I just finish about two nights ago, Im still thinking about nice feedback, I had a copple of ideas. Give me a time to check all game aspects. I'll be glad you give you save files. I have a question abput manufacturing, at early game build Advanced Shotguns give me $5000 profit per unit and become the main manufacturable item until late Tier 2. I make tons of money by manufacturing allowing me to build multiple bases, aircrafts and labs. In Tier 2/3 you can build other stuff that gives you about $7500 to $12500 per item. I think that this items are too much and can easily broke game macro balance. Quote Link to comment Share on other sites More sharing options...
drages Posted March 14, 2015 Author Share Posted March 14, 2015 The economical balancing was one of the aspects which i am waiting reports.. I made benefits about 1/5 of the items and at t2/t3 you use many sub materials at that items, so i count that at benefits.. Another thing is i will add much more monthly cost for all buildings, building and others to balance it too... Ok then i will wait your reports about every branches.. mostly weapons ofcourse... but i willl count that you are one of the best players Quote Link to comment Share on other sites More sharing options...
Sentelin Posted March 14, 2015 Share Posted March 14, 2015 (edited) if you read again, I finish the game on Insane. When you reach coevettes you have enough thing to deal easy with almost everything. Crusiers and battleships are even easy with wave weapons. I believe that army composiyion of land, crusier and battleships are a bit low in conparison of high tier weapons. Almost all enemies fall under 2 or 3 shots of wave weapons. The branched techs work wonderfull Congrat Unless I see proof of this and detailed report/feedback I won't believe (that is if you played through game without cheating). Just as I don't believe this: Take 3 late missions in Insane without a single wound is kinda disappointing. I can believe that you manage to beat this missions with out losing soldiers but without wounded soldiers,now you are just simply showing off, Edited March 14, 2015 by Sentelin Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.