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


drages

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Feedback version 0.98 hotfix 2 and a ranting

Sorry for the ranting

*start rant*

Just quit out of a landed battleship and seriously dislike the whole long-ranged combat... I am not exactly sure but there were more than 10 + harridans (at least 8 elites), 3 or 4 medium drones and 2 large drones (which have like 800 hp), plus the androns that shoot like snipers.. I cannot move forward, use smoke, but still get killed because harridans get better accuracy on higher ground through the smoke (still was sniped behind 3 layers of plasma fire smoke and residual smoke screen ) including the harridan camping on the battleship on small arctic map with two houses in the centre.

It is just frustrating- try focus on killing harridans then long range androns and drones come which add even more frustration as the drones explode and leave a xenonaut exposed, cannot do anything without being hailed with long range projectiles which hit most of the time. There needs be nerfs on the long range stuff to actually make playing without an army of snipers viable.

Essentially late game feels like it comes down to the exploitative work of scout and snipe and develop a redshirt squad for snipers, and then the ufo combat begins once all the enemy "snipers" are dealt with - it doesn't feel like combat, it feels like slaughter.

Personal opinion on crew layouts they don't feel very unique in the style the race combats, all the fighting feels the same where the difference is one has more snipers than the others.

In my head cannon sebillians should be for medium to close range with close range specialists, androns be medium with harridan long range support(emphasis on support ), and ceasans are medium-long range with the rage inducing psionics, close range specialists and trolling wraiths.

The combat ends up developing into long range warfare where the winner is the one can outshoot the other at range.

This balance is blurred as ceasans compared to the other races require a greater balancing act - the general load out counters consist of ballistic for ceasan, energy for wraiths and incendiary for xenomorphs where the best early-mid game armour to fight ceasans and wraiths is also one of the worse for a rampaging xenomorph one doesn't see. Sebillians require energy and incendiary for xenomorphs and androns require energy with the added benefit of emp and ballistic or high damage energy for harridans.

*end rant*

And sorry for any offense or my lack of player skill to adapt

Also 2nd generation specialists are hard to come by on a regular basis, so what happened in my case I received plasma flamethrower before alenium flamethrower and I all but ignored alloy weapon tech (besides the shotgun) as the lance and shock weapons are generally superior for its role.

I also haven't found much use for SPEAR weapons as they are not that great when compared to the next-gen sniper rifle and laser weapons and anything else that isn't an andron can be stun gassed or shocked until something better comes around.

Also I found that the alenium shotgun is not under the "high" tab

Another thing that I found that would be appreciated would be more computers and internal systems as the worldwide upgrade of all planes can be a tedious task when these components are shared between armour, weapons and planes.

I think someone mentioned it but cannot manufacture chemical guns derived from xenomorphs as they are not sent to storage.

The scimitar seems stronger than it's upgrade.. and the plasma bolt is weak for the amount of shots it is given - 8.

The amount of items in storage is a bit much as I have to wait for a couple of seconds for transactions to process and to access the tab itself. I don't think the engine handles all the equipment very efficiently and causes bloat if too much stuff is in it which leads to slowdowns.

A suggestion if it is not already in the works is to perhaps have older equipment be replaced by the newer in certain areas with research and a manufacturing project, for example flash grenades become advanced and require a "contract" manufacture for supply. I guess the suggestion would be for the streamlining of equipment that is outright a benefit to it's counter part should be replaced and be upgraded like shields.

That's all that I can think of for now.

Thank you for a great mod, keep up the good work :)

Edited by Raywalker
added version played
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I am on hurry to work now.. can u send me a save file please?

I was thinking to make another balance attempt at next big patch but I thing I will go for it first. I will nerf everything!

Edited by drages
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I am on hurry to work now.. can u send me a save file please?

I was thinking to make another balance attempt at next big patch but I thing I will go for it first. I will nerf everything!

Balancing is not about attempts or big patches, is about taking time in statistical calculations and quick launch lot of test missions.

If you hurry up the result will be the same. For the amount of elements in the mod i believe that real balance is quiet difficult, specially taking in consideration that proggression curve of the game is a bit messed up or forced (Starting weapons hardly kill a civilian and mid/late tier weapons seems bit overdone).

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Some more observations from "normal" difficulty:

You don't need weapons in most cases, at all, for the first few months.

A squad of 4-6 guys with shields and stun batons, plus a vehicle and some ranged cover, just to be safe.

Aliens can't hurt you, like at all. You can also add smoke grenades, just to be extra safe.

And you get all the tasty loot. Only grenades or xenomorphs can hurt you - and grenades become obsolete, when you get Fox armor.

It feels as first wave of aliens is underpowered.

I guess I'll try to play on Insane to see how that affects difficulty.

P.S. Hotfix 3 was just in time to resolve a battle crash on alien turn somewhere inside fog of war.

Edited:

Insane was pretty good start. An UFO with 7 Caesians - lightning/plasma pistol/scatter/rifle.

Each one took about a full round worth of shots from whole team - at least 3-4 melee range shotgun shots per each. Grenades/rockets are the most efficient weapon, but they destroy stuff.

Edited by a2478255
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Oh wow, I've been gone for some months and I'd thought I'd check in...it's a whole new game! I've been reading through the thread and honestly I am a little intimidated. Is the game...good? Is it fun? Haha...I'm honestly curious

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Just encountered a bug.

See, I had this Alien Outpost that was Sebillian and when it turned into a base it became a Caesan base.

I am sure this is not intended.

I know it was Sebillian due to checking out the base beforehand to see if it was Andron or not. Since it wasn't I left it alive so it could grown into a Base and hopefully have some desperately needed 2nd era specialists. Low behold that is was not Sebillian.

Guess those Caesans came in and said "Holy Praetor! This place reeks! Get you stupid scaly country butts out of here." and proceeded to completely remodel the place.

I tested and it can change to another race. Pop open a door a get face to face with a Heavy Drone and Elite Andron.

On a side note, how can one tell 2nd Era Caesans Specialists from 1st Era? 2nd Era Sebllians Specialists. seems to have chest armor but I have not noticed any differences for Caesans.

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Just encountered a bug.

See, I had this Alien Outpost that was Sebillian and when it turned into a base it became a Caesan base.

I am sure this is not intended.

I know it was Sebillian due to checking out the base beforehand to see if it was Andron or not. Since it wasn't I left it alive so it could grown into a Base and hopefully have some desperately needed 2nd era specialists. Low behold that is was not Sebillian.

Guess those Caesans came in and said "Holy Praetor! This place reeks! Get you stupid scaly country butts out of here." and proceeded to completely remodel the place.

I tested and it can change to another race. Pop open a door a get face to face with a Heavy Drone and Elite Andron.

On a side note, how can one tell 2nd Era Caesans Specialists from 1st Era? 2nd Era Sebllians Specialists. seems to have chest armor but I have not noticed any differences for Caesans.

The race changing of base is not a bug. its the pure default game design and cant do anything as a modder.. but coders will handle it soon i think..

All era specialists are looking same.. all doctors wear white :).. its about ufos.. i think i put the info at 2.or 3. post of this topic.

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I am trying to do a new install of this mod but Steam is being uncooperative. It keeps deleting this mod. What order do I install this mod. How do I install this mod so Steam does not delete it.

98.2? Or do I have to install others first.

Hotfixes? each one or just the last one? I think I read just the last one.

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Steam deletes it? Steam should not do that.. If the mod is your mod folder, there wont be any problem..

Install progress is written at first page.

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

A question for all X-Division Players..

Why are you so rich?

a) The alien drops are so expensive, its enough to sell all the weapons just to be rich..

b) Disassemble ufos gives me more then i need..

c) The world feeds me so much at every month.

d) Manufacturing and selling is the key for easy money..

And more if you got in your mind..

Edited by drages
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Steam deletes it? Steam should not do that.. If the mod is your mod folder, there wont be any problem..

Install progress is written at first page.

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

Let me explain....it is not deleted it is DEACTIVED when I launch the launcher while in the Steam folder. I think there is a setting you have to make to avoid steam doing that.

SO I did a FULL INSTALL...copying the Steam version with the workshop mods I wanted and moved it to another folder. Then installed the X Division mod.

I found the install order after I posted. I followed the install order but now I have a problem....I'll reread the install order to see if there are any additional or missed instructions...but now the screen where you outfit the soldiers is empty...it's there but no men are shown. I've had this problem before but I don't remember how I solved it...I remember it was simply but not what it was.

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Let me explain....it is not deleted it is DEACTIVED when I launch the launcher while in the Steam folder. I think there is a setting you have to make to avoid steam doing that.

SO I did a FULL INSTALL...copying the Steam version with the workshop mods I wanted and moved it to another folder. Then installed the X Division mod.

I found the install order after I posted. I followed the install order but now I have a problem....I'll reread the install order to see if there are any additional or missed instructions...but now the screen where you outfit the soldiers is empty...it's there but no men are shown. I've had this problem before but I don't remember how I solved it...I remember it was simply but not what it was.

I strongly recommend to not use any more mods rather then MAP packs with X-Division..

- Please go to xdivision/scripts folder and erase sequipview.lua and sequipview_gc.lua. So you can play with CE 0.32 HF3..

This will handle your equip problem..

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I strongly recommend to not use any more mods rather then MAP packs with X-Division..

- Please go to xdivision/scripts folder and erase sequipview.lua and sequipview_gc.lua. So you can play with CE 0.32 HF3..

This will handle your equip problem..

Just did that (erase the two lua files from the script folder) and it still doesn't show the men . . I will try again later and double check that the two files are gone . . . I only use map files and files that modify the map files (such as new cars--which adds more types of cars to the maps) also . . but not any other types of files.

<edited>Just now checked the scripts folder in the XDivision folder and the two files you mentioned are not there but I still have the problem with a new start. </edited>

Edited by Larry Burstyn
edited 11:14 AM Arizona Time.
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The reason I find the money is so easy to come by is the combination of monthly funding, selling manufactured goods and disassembled UFOs.

I establish "manufacturing plants" which "invests" my money in goods to sell later and make good use of arming the world with shotguns. Once that begins to pay off - I believe the shotguns are 1.3 million investment for 99 which pays off to 1.7 million, have two bases churning out so every second month I make roughly 800 000 profit.

Next is the disassembly which I can claim to have made a few million from selling a back log of recovered UFOs- especially fighters, selling them off at 20 most of the time.

Then global funding, with the incomes coming in I can start covering the world and have gotten over 6 million in funding ( might be more)

So in essence I get comfy with the monthly funding which ends up making me lots of profit from manufacturing as the disassembly and selling of recovered goods which negate the costs of manufacturing. This can spiral to the point where airstriking can be enough to sustain one only striking UFOs for components while building up and researching.

Personally I never sell anything besides recovered ufos as I am the type to be frustrated by having something I need but end up selling it without knowing (besides next-gen stuff which is a clean small profit)

Edited by Raywalker
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The reason I find the money is so easy to come by is the combination of monthly funding, selling manufactured goods and disassembled UFOs.

I establish "manufacturing plants" which "invests" my money in goods to sell later and make good use of arming the world with shotguns. Once that begins to pay off - I believe the shotguns are 1.3 million investment for 99 which pays off to 1.7 million, have two bases churning out so every second month I make roughly 800 000 profit.

Next is the disassembly which I can claim to have made a few million from selling a back log of recovered UFOs- especially fighters, selling them off at 20 most of the time.

Then global funding, with the incomes coming in I can start covering the world and have gotten over 6 million in funding ( might be more)

So in essence I get comfy with the monthly funding which ends up making me lots of profit from manufacturing as the disassembly and selling of recovered goods which negate the costs of manufacturing. This can spiral to the point where airstriking can be enough to sustain one only striking UFOs for components while building up and researching.

Personally I never sell anything besides recovered ufos as I am the type to be frustrated by having something I need but end up selling it without knowing (besides next-gen stuff which is a clean small profit)

Hmm i see.. i will rise all the monthly costs everything.. i planned this already but i want to see how much you will gain per month. So i know that ppl can have tons of worker and laborer at this time to make the time of researchs and manufactures non sense.. i will rise all the monthly payments so you will have ways to get money to pay that big bills..

I tried to balance all the snipers.. please try some and give a result.. and be sure u got armours up to date..

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That and my research dosnt come in the correct order, somtimes advances ballastics weapons show up to research but not make or it never shows up for research. Thanks.

I checked you save and it has some weird things.. First you should able to manufacture fire grenade or rocket but you dont have them at the list. I continued with your save game and when i won an ufo ground combat with sebillians, every researchs and weapons showed up for research and manufacture..

So this can be cause of a bad download of a patch maybe. You need to install 0.98 (big one) then 0.98.1 and 0.98.2 then hotfix 4. Erase your Xdivision folder at assets/mods then reinstall everything. Be sure that only "CE" mods activated with Xdivision at Modding Tools. After that start a new game..

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