Jump to content
drages

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

Recommended Posts

I have spent many more hours now in my game and I would like to update my review with a few more remarks and bug reports.

I think I should have played in Veteran instead of Normal, the balance would have been better, however I think it does not affect the balance issues I will be reporting.

I looked into most of the XLS files while playing to better understand how the mod works and to get details on some inner mechanics, such as which vehicles can use which weapons, which UFO can spawn which specialists, and which specialists lead to which research projects.

I might take some time to write a little bit of documentation about that to help other players.

My game currently is in May 1980, and most of the UFOs are corvettes, with a few landing ships and scouts, the the balance remarks will be related to that game period.

Bugs:

- I already unlocked some tier 3 weapons, I can build them, but I can not equip them, such as the quad rocket launcher, the plasma flamethrower, and the alenium multi-barrel minigun. It seems that the T3 "High" category in the equip screen is hidden, and will only appear if I capture a Caesan Weapons Officer and research plasma weapons. Unfortunately, I have no luck with this specific Caesan :D.

- After a research project is finished the game usually displays one or several Xenopedia pages describing the new discoveries, however sometimes (about 15% of the time) I see a black Xenopedia window with no text or image, and no title.

Economy balance:

- Alien alloys are too easy to get compared to alenium

- Recovered equipment gives too much money for corvette, landing ships, and fighters. At the current state of my game those are making me really rich.

Enemy balance:

- Xenomorphs are too weak, they never killed any of my soldiers. They should be much stronger and almost as fearful as reapers.

- On my game there was only 1 alien base created, at the time when corvettes started appearing, but this base is very high level, it has a leader, large drones, and the highest ranks of harridans and androns: is this normal? I obviously couldn't clear it yet, it has been there for many months.

- enemies tend to very often camp in small buildings in the corner next to the door, it's way too obvious and easy to find them. I find that they usually stay hidden way too much, often without ever firing a single bullet, instead of trying to flank and surprise my troops.

- damage resistance/weakness of different alien species does not seem to matter much, I do not feel the need to have specialized weapons to deal with them, maybe I will after T2? Anyway, specialized weapon damage type should be useful, I don't feel compelled to use chemical, ballistic, flame (except for breaching hull), and ballistic weapons at all, especially since they all have lower damage than standard T2 laser (except for the alloy sniper).

Item balance:

- The shields have increasing weight with new upgrades, but this is too heavy for new soldiers with low strength: you should leave access to lower technology of shields that are lighter.

- The sniper armour (Direwolf) is not very useful compared to the Buzzard scout armor, except maybe for alien base assaults.

- The light tanks cannons are really bad at destroying covers because of the ballistic damage type, maybe it should be incendiary?

- Most of the AP weapons are useless, because their mitigation+damage are much lower than the mitigation+damage of the normal weapons, and they usually have a shorter range and/or require more TUs.

- The alloy sniper rifle is quite OP compared to the other sniper rifles in T2: it allows me to fire 2 times in a round with 200 accuracy, and with a very high damage+mitigation.

- The shock stun/emp cannon and gun are not very good compared to the pistol and rifle. Actually, the rifle is even a bit OP because of the powerful burst.

- The alloy heavy machinegun is very weak

Aircraft balance:

- The B-17 is too strong and is good at everything, the other aircrafts are not really interesting compared to it: maybe you should use more specialized planes like in vanilla game? That's strange, because in your mod you made the soldiers and weapons very specialized, but for aircrafts you did the opposite! I have 2 B-17 with alenium and laser at each base and I can auto resolve every encounter with them and only lose 25% ammo, it's way too easy!

Other suggestions:

- It would be nice to see details on vehicles, vehicle weapons, aircrafts, and aircraft weapons in the manufacture screen. By details I mean damage, rate of fire, range, type of damage, HP, armor, speed, etc ...

- There are many unused/junk/temporary files in the mod folder, such as the "hotfix" folder or "weapons-.xml" (maybe you should use GIT to organize your work better? :P)

Edited by Valerian

Share this post


Link to post
Share on other sites

@Valerian

May i reply to your post in my style without hurting your feelings?

Share this post


Link to post
Share on other sites
@Valerian

May i reply to your post in my style without hurting your feelings?

Of course, go 100% your style, no feelings to hurt, I'm just expressing my opinions as an inexperienced player discovering this mod in a difficulty setting that was not intended :D.

I always appreciate honesty and constructive criticism.

Edited by Valerian

Share this post


Link to post
Share on other sites

Here we go.

Bug:

- Weapon Officiers and Seargents are easy to spot. They are usually one of the first specialist aliens to engage you. You will immediately encounter them on you LZ entry or soon afterwards. They are also better equipted than other specialist aliens, having heavier armor and better weapons.

So what i found out about specialists is that they have designed places where they appear. So if u want to catch an weapon officier inside a UFO, good luck because thats unlikley to happen, like EVER. Their places simply dont get rotated and they have certain AI so they engage in certain situatuions or stay passive.

Good luck as well for finding an engineer. In over 140 hours (2 campaigns) i captured only one in a landed landing ship.

Eco balance:

-Alenium/Alloy: I think thats fine. The bottleneck of alenium really makes you think about what you want to build because you cant build everything ( raiding every UFO in 1 BASE RADAR range). While masses of alloy units makes you capable of producing some cheap weapons/equipments for a second or third squad. You wont be able to produce the best of the best, because that requires alenium, but some cheap standart improvements are possible. You can even sell them for money ( didnt check the profit rating).

-Sold Equipment: I think thats fine too. January, Veteran/Ironmann, and i can barely build everything i need. I once needed to fire 40/60 scientists and 40/100 engineers to keep the ecenomy balanced.

Enemy balance:

-Xenomorphs are fine. They are not there to kill your soldiers (only in the worst case scenario) but actually to be a dangerous meta thread which you have to calculate. Even if you have no TUs and a ceasarian 15 tiles away from you there is always a chance that he will miss. Having a xenomorph warrior means 100% death no matter how u turn it. Xenomorphs are also there to shake up your weapon resilience thinking. Nothing is more terrifying than a xenomorph drone resisiting 2 full machingun burst shots to the face. And 2 more shotgun shots. And than taking 4, 8, and 3 dmg. Xenomorphs are an early thing until alpha xenomorphs appear. In comparasion reapers, although their nature is deadly, are very weak resilientwise and on hp. Nothing compared to how fast and strong xenomorphs are.

The worst case scenario is a xenomorph amidst your soldiers. A reaper can be killed easily by most means even if 1 soldier dies, but if you fail to kill an Alpha Xenomorph in the first turn, that could be it for the mission with a whole team wipe.

It´s a meta thing thats why it never happens.

-Base: Yes this is normal. If u fail to prevetn UFOs from building bases AND fail to prevent supply runs, then you are bound to have a base which can only be taken down with the highest gear equipment. A Battleship crashside is easier to complete than a full base raid, way easier. A full base raid is the hardest thing in the game.

-AI issue. Nothing can be done about that. Think about it that way. If you are a soldier and trained to spot good sniping positions than everybody else who is trained in spotting those positions can easily guess that IF someone wants to take up position in that area than that is the most likely and safest position for the sniper. Which in turn makes it unsafe again. Again its a meta thing of thinking. "If everybody knows where the best position is than i should take the second best positioning, because thats what they dont expect." Now translate that into the AI code. But dont worry, you will experience a brutal squad wipe every once in a while. The game makes u think you know everything and if you slip for a moment than it ends in a disaster.

- Damage types: Agree

Item balance:

tank cannons are there to suppress targets, not destroy cover. If you want to destroy some cover equipt rockets.

-AP Weapons: Agree

Aircraft:

As far as i understood it the Aircraft things are 90% not done and balanced. The 4 phases of the game are roughly laid out and the Xenonaut Aircrafts are roughly done and just about balanced that you can advance from one stage to the next. Nothing special just 1 aircraft for every phase. Drages autoresolves 95% of the fights for testing anyway.

So dont judge this mod by its aircraft/geoscape dynamic, its not done yet. Dont ask me about 0.99 though.

What i wanted to see were UFO base raids/terror missions for every phase of the game. But that is next to impossible, because of the reason the game is coded. You cant tell a certain ship to do a base raid/terror mission. There is a chance what the UFO that spawns will do: research/bombing/scouting/etc ... and certain ships can do certain tasks. So you can restrict a UFO to only do base raids/terror missions but that UFO would than be missing from the normal research/bombing/scouting/etc ... missions. The ideal thing would be to add a base raid/ terror mission UFO for every phase of the game. But that is impossible because the types and number UFOs are hardcoded. The only unused UFO assets are for the assault UFO and the dreadnought, which makes 2 UFOs for 4 phases. Not bad but suboptimal. Here is the thread about the FTD mod:

http://www.goldhawkinteractive.com/forums/showthread.php/11009-FTD-Mod

Maybe kabill can actually make adding additional UFOs possible. That would be a great step.

I actually want to make my own mod adding the geoscape/aircraft/ UFO dynamic i always wanted to experience in Xenonanauts. It would be a direct, optional Add on to whatever drages is doing with X-Division, taking resources from the FTD (assault,dreadnought), XNT mod (especially the apollo aircraft is worth mentioning) and other plane adding mods.

Yes, i know im a lazy jerk :).

Love,Peace and some aliens to shoot at :D.

Edit: I just read that you can actually add UFOs. Is that true and possible ?

Edited by Charon
Edit

Share this post


Link to post
Share on other sites

Thanks for your comments

Regarding the weapons officer my issue was not to capture one, I was just a bit unlucky with the game RNG and it was the last specialist that I needed, and I'm perfectly fine with it. My actual issue was that I unlocked and started to build some tier 3 weapons, but those were invisible in the loadout screen so I could not equip them, because I didn't have the weapon officer.

I consider this a bug because the game allows me to build them, without explaining why I can not equip them yet.

(I had really no issues capturing both Caesan and Sebillian engineers, multiple times, RNG again :) )

Regarding eco balance I was just expressing my personal feelings on my current game, but by no means I consider that I have enough experience to judge it.

Regarding xenomorphs, I'm starting to find them much more interesting in higher level UFOs, but they felt kind of useless in lower level ones.

Fine for the base, I was just not sure that it was intended to have an end-game base suddenly appear at the early/mid game, instead of starting small and growing over time. This is the only base that appeared in my game, shortly after that I got full air coverage and superiority in the world.

Regarding the tanks cannons, my issue is that the Xenopedia says that their role is to destroy covers, so the Xenopedia article should get fixed.

Share this post


Link to post
Share on other sites

I suggest u download 0.99.

There you will see how much has changed and added. It´s 2,01 GB compared to 4,61 GB. The mod is incredible.

Simply dowmload 0.99 and temporarly deactivate 0.98 to get a quick sneak peak. I garantee you that its worth it.

Share this post


Link to post
Share on other sites
I suggest u download 0.99.

There you will see how much has changed and added. It´s 2,01 GB compared to 4,61 GB. The mod is incredible.

Simply dowmload 0.99 and temporarly deactivate 0.98 to get a quick sneak peak. I garantee you that its worth it.

Thanks for the advice, however it seemed that a lot of things were missing (not done yet) in 0.99, so I figured it was there only for testing purposes and not for actually playing it.

Actually I went back to XCOM:EW, which I didn't play since 3 years, to try to actually appreciate it for itself, without comparing and being bothered with the differences compared to original X-Com. I'm having a lot of fun with the latest Long War mod. I stopped complaining about the lack of realism of the 1 action + 1 move system and the simplified loadout, now I enjoy it more like some kind of grand strategy chess :D

Share this post


Link to post
Share on other sites

While I'm playing ground combat mission with this X-Division mod,I end my turn,but the alien turn takes too long time even there's stuck on that,how can I do for this condition? The "Hidden Movement" and "ALIEN TURN" screen just stuck at here but the music still playing. Everyone can fix this? If you can,please tell me how to solve it,thx! :D

(I downloaded v0.98,seems like v0.99 is released?)

Share this post


Link to post
Share on other sites

0.99 is only the testing ground for the final version.

Never encountered that bug, but its very common in the XNT mod, regarding the eggs. Basically it happens when an alien tries to move but cant, and thus waits forever to end his turn.

As far as i know there is no workaround but reloadign an earlier save. That you have that bug means something went wrong in the first place since i never encountered it in X-Division.

Share this post


Link to post
Share on other sites

Where to download v0.99 X-Division? And the update will fix "Hidden Movement" stuck screen?

Share this post


Link to post
Share on other sites
Where to download v0.99 X-Division? And the update will fix "Hidden Movement" stuck screen?

0.99 is not complete, only half of it is done, but 0.98 works fine, are you sure that you followed all the installation instructions?

Are you using Community Edition?

Did you properly launch the game with "assets\mods\xce\Xenonauts.exe" instead of the vanilla way?

Did you do that:

-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"

Edited by Valerian

Share this post


Link to post
Share on other sites

So I encountered a bug I haven't found elsewhere, I made the light tank and brought it to combat, but it doesn't have any ammo showing or even the gun which is blank. Is there any solutions?

Share this post


Link to post
Share on other sites

Oh! Using Xenonauts.exe in "assets\mods\xce"folder? I found it and didn't stuck screen while end turn. Thanks for solving! :)

Edited by Ngong8

Share this post


Link to post
Share on other sites

And I've played this game with X-Division mod,I can develop more weapons(although most of them are advanced balistic,currently.)than original Xenonauts(but I haven't finished the end game of original Xenonauts,so I'll say that.)! Keep updating! I like this mod! :D

Share this post


Link to post
Share on other sites

Hi!

Reporting my feedback on the version 0.98.

I've been playing it for quite a while, i think i'm near endgame (never cleared the original game to the end, so i don't know).

No bugs encountered so far, the mod looks well polished and the difficulty is just right (playing at normal difficulty).

I see that you have forced the player to use a combined arm force, with multiple damage types, shield and vehicles. I can say that it is working so far.

I got only a few gripes regarding balance, which i'll try to list:

1) Some weapons are useless, they have simply no role. The plasma caster for example has less range damage accuracy and shots than the laser scatter.

2) There is too few alenium, in particular when you want to craft enriched alenium stuff. You actually need to take down half alien fleet to build a double rocket launcher.

3) Armor piercing weapons. If the formula goes that Final damage= Damage - (armor - mitigation) then why all the armor piercing weapons have a damage + mitigation inferior to the damage of the non piercing weapons? In which case are they better than the non piercing weapons?

4) The assault lander. Is it me or you are just supposed to let this ufo fly and never engage it? Long range missilies don't work, you can't dogfight it because it is faster than anything in the game with almost 360° arc of fire. Amazing fire power and multi targeting. Outranges every non torpedo weapon and can't miss. Am i doing something wrong or it is simply invincible?

Edited by Spoletta

Share this post


Link to post
Share on other sites
Hi!

Reporting my feedback on the version 0.98.

I've been playing it for quite a while, i think i'm near endgame (never cleared the original game to the end, so i don't know).

No bugs encountered so far, the mod looks well polished and the difficulty is just right (playing at normal difficulty).

I see that you have forced the player to use a combined arm force, with multiple damage types, shield and vehicles. I can say that it is working so far.

I got only a few gripes regarding balance, which i'll try to list:

1) Some weapons are useless, they have simply no role. The plasma caster for example has less range damage accuracy and shots than the laser scatter.

2) There is too few alenium, in particular when you want to craft enriched alenium stuff. You actually need to take down half alien fleet to build a double rocket launcher.

3) Armor piercing weapons. If the formula goes that Final damage= Damage - (armor - mitigation) then why all the armor piercing weapons have a damage + mitigation inferior to the damage of the non piercing weapons? In which case are they better than the non piercing weapons?

4) The assault lander. Is it me or you are just supposed to let this ufo fly and never engage it? Long range missilies don't work, you can't dogfight it because it is faster than anything in the game with almost 360° arc of fire. Amazing fire power and multi targeting. Outranges every non torpedo weapon and can't miss. Am i doing something wrong or it is simply invincible?

I quite agree with you, I made a similar review a few days ago as well: http://www.goldhawkinteractive.com/forums/showthread.php/12828-v1-09-X-CE-v0-31-X-DIVISION-Destiny-Denied-v0-98?p=155714&viewfull=1#post155714

Regarding the assault lander I think you should use autoresolve, it seems that UFOs were mostly tested and balanced for autoresolve rather than manual mode.

Share this post


Link to post
Share on other sites

Have to bring your feet on the ground for this one. The assault lander is intended to be unbeatable but by furys. Even if you manage to shoot it down there are probably no ground assets for it, so it would result in a crash, the geoscape mission that is. I dont know how far drages has implemented the ground assets for this but i guess they will be done in the final version, provided that the ship is supposed to be downable in the first place.

Heres the original thread: http://www.goldhawkinteractive.com/forums/showthread.php/11009-FTD-Mod

Share this post


Link to post
Share on other sites

Oh that explains it.

It's just that those UFOs spawn mid game, so you don't expect them to be unbeatable terror mission generators.

Share this post


Link to post
Share on other sites

Thats what they are meant to be.

I remember in the vanilla version i had maximum of 2 terror missions in the beginning. After that i had air supremacy almost over the whole earth and shooting down terror mission sites before they even happen becomes the new standart. Same goes for base attack missions. They ... never ... happen. Not a single one. (Veteran/Ironman)

So maybe prepare yourself for unbeatable base assault UFOs as well, they might happen.

To counter the fact that neither terror sites nor base assault mission were occuring after early gameplay the FTD-Mod introduced the assault lander and the dreadnaught (unused assets in teh vanilla game) which were night unbeatable and were solely generating either terror or base assault missions. And they gave the (useless) Fury a new role > shoot down this fast and strong UFOs, which conventional aircraft could not, or rather, destroy ´em.

But happy news: As far as i know kabill made it possible for those UFOs to generate ground missions, someone just have to do the map implementing work. Furthermore, It is possible to increase the type of UFOs and therefore have UFOs solely designed for one purpose, which was not possible before, as far as i know (Increasing the maximum type of UFOs, now its just copy&past&change).

So there can be early terror missions with scout units if you simply add that type of UFO to the early phase. You can design them to be downable or not, just as you see fit.

Just wanna give 0.99 a bump, than maybe we can see these changes sooner than later.

Share this post


Link to post
Share on other sites

Hi people.

I stopped moding but 0.99 got so many awesome things for this game, i just don't want to throw them..

I want to continiue but i need crazy testers who can test any little things, mostly as work check.. i mean testers will test all the weapons, ufos, creatures, sounds.. not for balance first.. i need to be sure that the mod is working without bug.. then we can handle balance.. or balance will come a those tests anyway..

If there are volunteers who got free time and ready to work with me.. please send me note.

Thx

Share this post


Link to post
Share on other sites

Well here we go.

ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I actually have already 2 savegames where a crash happens on the first mission and on the first turn.

Just give me the starting signal and i will begin to organize those things.

Share this post


Link to post
Share on other sites
Well here we go.

ME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I actually have already 2 savegames where a crash happens on the first mission and on the first turn.

Just give me the starting signal and i will begin to organize those things.

You should not have any crash at this version. Probably there is something wrong at install or there are other mods active.

I am still working on 0.99... I am handling the manufacture/research tree.. sadly i don't have hope about another XCE version so i will try to do my best..

0.99 will handle many many things in the game like the terror missions..

Share this post


Link to post
Share on other sites

Heres a mission protocol from 0.98 to turn up the hype for the 0.99 version, and for the upcoming final version.

Used Mods(in reverse order ):

XCE

XDivision 0.98

Charons Mod:

  • Disabled berzerk until i replace it with something better, less random and spiky
  • Charons Boundless Soldier Pack:
  • No maximum stats gain per mission anymore. Every soldier is a direct representation of what he/she was doing at any mission.
  • Maximum Stats increasesed from 98 to 110.
  • You need +50% more actions to increase TUs now.
  • You need +200% more actions to increase Accuracy now.

Here it comes:

The Alien Fortress

Enemies:

  • Alpha reapers (black version)
  • Reaper Rhinos (red version)
  • Sebillian Elites en masse
  • Sebillian Leaders a lot too
  • Predator (moving, no seriously, i liked him more when he couldnt move )

The heroes:

  • 2 Sniper (incinerate sniper, direwolf )
  • 2 Riflemen ( incinerate sniper, direwolf )
  • 1 Forward ( incinerate sniper, direwolf )
  • 1 Assault ( laser carbine, Wolf Armor )
  • 2 Heavy Machinegun ( Scatter Laser, Predator Armor)
  • 2 shield ( Chemical Injector, Wolf Armor )

only a chinook available, so only 10 soldiers

... and as always, its pitch dark in there ...

Half an hour later ...

Lt. Matsaka Tanako gets blown to pieces by the most advanced alien grenade the Xenos have seen till today, her shield laying scorched on the alien alloy ground.

One and a half hour later ...

An alien leader resists 8 sniper shots with an average of 80% hits per turn for about 22 turns. Operating Leader Comd. Curtis Sheu sighs, and puts his last magazine in his 44 inches long sniper rifle. Ammo is getting low ...

Two hours later ...

We found the predator. He blasted a hole in the last shield we had. The tactical response was to throw 7 shock charges directly under his alien ass. That equaled to 7 times 120 shock damage. Enough to blow every electronic piece in the command room to hell and back again.

It didnt do so much as a scratch to him. Either that or he walked out. Seriously, who taught those aliens to walk?

That was our only chance to catch the alien predator alive. Our hope dwindles ...

Two hours and ten minutes later ...

Half of our squad has no ammo anymore. Comd. Lauren Butler and Col.Szymon Kania are tasked to collect every alien weapon which was left behind to fuel our advances on the command room. The other half is getting mind controlled every other turn and we lack the advanced stun batton charges to keep our hostile allies under control ...

Two hours and twenty minutes later ...

Lt. Gisela Walter falls.

Cap.Samuel Richard falls, luckily he is only unconscious but 12 hitpoints away from death. The Predator resists 220 kinetic dmg shots to the face from the alien snipers we picked up along the way. But even those are running low on ammo. Doubt spreads that there is even enough ammo in the whole base to kill that big ass alien.

After 2 and a half hour later ...

We did it. We captured the command room. We got controll over some basic surveillance systems and it looks like there is only one alien left. Lets clean this up and go home boys.

20160414042223_1.jpg

Comd. Curtis Sheu

Operating Leader and cool head of this operation, even if there are casualities. You can trust him to make the right decisions.

Comd. David Tran

He put out 30 shots at alien hostile units. Good to have him with us.

Maj. Kacper Dudek

Took 24 shoots. He was always inbetween and avaiable if anyone needed backup.

Comd. Majek Polak

57 shoots. One word: sniper.

Maj. Raymond McDonald

66 shots. He was constantly in the right postion. Being a perfect sniper is good, but hes still a notch above that.

Cap. Samuel Richard

54 shoots. The only guy that took a shot from a predator and still is alive to tell the tale.

Lt. Matsako Tanaka

Comd. Curtis Sheu knew this was a dangerous judgement, but he trusted his soldiers to obey his commands.

Lt. Matsako Tanaka helped to lure an alien leader who pinned our guys down with a sniper rifle into the right position. She will always be remembered.

Col. Szymon Kania

He was a bit green behind his ears and received the predator armor a bit too early, but his support in advances made him look fearless and brave. He fully understood what it meant to be first one to charge into battle, and to be the last one to draw out. This mission earned him him the spores to be the best among the best.

Lt. Gisela Walter

When facing overwhelming and most powerful enemies, fear creeps into the mind of soldiers. But not into hers. She knew she would be the on to make the most dangerous actions in this mission and she knew her chances to go through this in one piece were slim. But she trusted the commander to make the right choices to keep the casualities as small as possible. Her brave actions saved a lot of her comrades numerous times putting herself in danger to draw away fire from fellow soldiers. She will always be remembered for clinging to her shield until the very last moment. May she rest in peace.

Comd. Lauren Butler

One word: MVS. Most Valuable Soldier on the battlefield.

She was the raging tank amongst our soldier. Always on the front lines. Col. Szymon Kania covered her back while she brought raging wrath and destruction upon our enemies. She killed more than a third of the enemies. She took a 132 dmg bullet right to the chest and survived with 10 hp.

She was and is the hardest backbone of every squad she is in.

This mission was a complete success. The resulsts going far beyond what intelligence had suggested. Taking on a Fortress with only this much soldiers and and this early of an equipment.

Even though we took casualities and through all our difficulties, now we know, the aliens can bleed.

Lets take a moment to remember the Fallen:

20160414042223_1.jpg

20160414042223_1.thumb.jpg.db6307c106252

Edited by Charon

Share this post


Link to post
Share on other sites

Hahaha.. it was a great story! Do they really resist so much agaist incinerate snipers? Wow their fire resistance are more then i guessed but you should use energy weapons against them :)..

0.99 alien stats are much more balanced and the ufo/base crew too..

Share this post


Link to post
Share on other sites

A little update on my current playthorugh.

The harridan AI is so bad that i couldnt capture one. There was only one possibilty in my whole playthrough where i could do it but i forgot that i should capture him.

As a matter of fact i skipped the shrike dropship and went straight to the valkyrie dropship because of this. Feels odd to go from 10 to 14 soldiers in one go.

Im fighting cruisers now and i am still looking for harridans with their boots on the ground.

I also built two cryptologie center so i shouldnt miss any harridans anymore.

The harridan AI seriously needs to get changed. Maybe replace the AI with the XNT AI temporarily ?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×