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


drages
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I have notice strange pattern regarding alien crews.It seems that game prefer much more Sebillians over Ceaseans.To test this theory I waited for right moment and took down two light scouts and one scout,then I saved game at that point and went to one crash site,reload game ... and guess what? 3 out 3 crash sites were filled with Sebillan crew.So I waited for another wave,this time I took only one light scout and again same result.I think that I had only one chance in current game to encounter Ceasans but ever since then I have been fighting Sebillans (there is RNG but this is simply not normal).

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I RNG stands for Random Number Generator.No,I don't believe it's totally random,there was a flaw in how game choose Alien Crew months ago,that's why Solver (or was it Illunak) made new format for Alien Crew sheets which were easier processed by game.As I said it could be RNG (you can think of it like mechanism which "randomly " picks aliens for GC or picks randomly which events will trigger or ... everything that's suppose to be random is handled by RNG).

is there anything i can edit it at any mod file

There really isn't anything you can do for now,when Kabills release CE 0.33 you will be able to control it and many more things but for now it's impossible.I will see if things change as I continue to play or when I start new game,maybe I am overacting but this certainly has slowed my progress drastically since I am not able to capture Ceasan specialists .

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Fall19:

I just made a corvette caesan fast run with ultra gear and i captured a pilot and engineer with your save game u send to me.. so i acn confirm there the specialists you need are on board.. so you need to capture them.. and there was weapons which can penetrate even ripper and warder armour.. i am happy that everything is working fine..

So you are doing something wrong or your install got a problem.

Sentelin..

I hope kabill can do it soon. I will use that new ufo spawn system for sure. I figured out the default system at my question topic but i think there is no need to waste time on default format.. I realy want to use dreadnoughts for terror missions at beginning of the game. One of the aspects missed from original X-Com..

The game is very very slow.. so this slows down the spawn of the terror and base defense missions.. i thought you will need more time between researches.. anyway i will handle all..

Kabills joining to CE team changed my patch schedule. Normally i would finish all i can what a modder can do.. but kabill will add so many things and this means a whole version like 2.0... i will still continue with my plan..

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well i did like 15 more missions , and still didnt find any engies pilots or anything ,so i guess my game is bugged or something , couse i am def not killing them, could tundra tileset couse this problem ? the only things im using is the tundra tileset , Skitso's Ultimate Megamix Map Pack,Alien Base Booster Pack

man deleting xenonauts takes 5 minutes , god dam 200k files D:

Edited by fall19
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Hello.

It seems that there are only few members who is active in reporting bugs, etc.

So I can help report bugs, maybe nitpick a few things, etc.

as a start of a bug report and a nitpick:

I don't like the black projectile so I have changed the color. Hmmm, much better? Sometimes when I shoot the enemy or they shoot me there is #### appears above the head?

[ATTACH=CONFIG]6245[/ATTACH][ATTACH=CONFIG]6246[/ATTACH]

Edited by syntaxerror
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Fall19:

I just made a corvette caesan fast run with ultra gear and i captured a pilot and engineer with your save game u send to me.. so i acn confirm there the specialists you need are on board.. so you need to capture them.. and there was weapons which can penetrate even ripper and warder armour.. i am happy that everything is working fine..

So you are doing something wrong or your install got a problem.

Sentelin..

I hope kabill can do it soon. I will use that new ufo spawn system for sure. I figured out the default system at my question topic but i think there is no need to waste time on default format.. I realy want to use dreadnoughts for terror missions at beginning of the game. One of the aspects missed from original X-Com..

The game is very very slow.. so this slows down the spawn of the terror and base defense missions.. i thought you will need more time between researches.. anyway i will handle all..

Kabills joining to CE team changed my patch schedule. Normally i would finish all i can what a modder can do.. but kabill will add so many things and this means a whole version like 2.0... i will still continue with my plan..

Personally I enjoy the game being slow :)

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@RiPCorD5a1: That have to be so. If you research the better Materials, Alien Weapon-Tech etc. Ranges and/or Damageoutput will increased by all your Weapons. The first 2 Weapontechs (Next Gen and Laser) are a little bit better than the one on beginning. You fight against Aliens, not Humans.

You not need to cheat. I gave Tipps some threats before to hold your soldiers allive and win every mission. They will be hurt, thats for sure, but they won´t die. One Tipp more: Save often!

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honestly if you have to savescum there is something teribly wrong with the balance , this type of game is ment to be played ironman , anyone can win if they reload enough , there is no tactic in it , just more time

and this brings me to my balance issue atm aliens just run at you and throw grenades , there is no amount of planning from your part that can stop this , they will hapily throw grenades at 1 soldier , in vanilla game shields were used as mobile cover, in this mod they are used as grenades magnets , you will put them in front to deplete the alien grenades and if they survive you send them back to the ship because they are screwed, but they will more then likely be dead, There is 0 countermeasure to this , no amount of planning from your part can stop this without loading the turn multiple times and exploiting the AI,

I would suggest making a new class of aliens , give them a new color and make them the ONLY ones that have grenades , this way if you spot them you atleast know whats coming

also since the aliens know were you are and they know from what tiles they can see you on what tiles none has vision of them etc etc i would sugest lowering the TU of all aliens so they cant just run 100 meters shoot you multiple times and then run away , again because there is no countermeasure to this(without savescuming) , you cant plan for a alien running half way across the map and killing your soldier

and another issue , reflex , i check the alien stats and the reflexes is INSANLY high , they will just shoot you when you do preaty much anything, shields wont keep a soldier if you are trying to get close to a alien, they will just melt right through it and kill him , and when you pass a corner they will open fire right away and kill him , again you CANT plan for this unless you savescum , since the aliens will just hide in a corner(the ai knows if it can get to a soldier and kill him and if he cant thats what he will do ,camp) and there is no way to get vision of him from afar

(i deleted everything and made a clean install and i have seen new alien types , still no engineer , on corvets only technicians)

Edited by fall19
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Being savescum depends for player.. I save hundreds times at normal vanilla game. But I hate to use shields and vehicles. .

so if you don't use everything, u get behind at research and don't know game mechanics, you can't blame the balance. If u get killed by an alien one shot through a smoke with updated armour yes it's a balance problem.

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but if you have to load and load until the alien gets that lucky miss dont you see how this makes all your planning worthless even a bad plan will work if you load enough ? and using everything ? you cant be expected to have everything available , you cant just throw smokes whenever you see a alien , you wont be able to shoot them aswell , throwing flashbangs wont kill them and when you go in close to kill them you will more then likely get shot by someone else in the process (again if you dont savescum there is no way for you to know if someone else is there )

grenades mean you cant get close to other soldiers , low range of weapons mean that in order for you to kill a alien you have to get close to other soldiers ,

you want to get close in order to shoot them , but when you do get close the aliens will start firing because of the high reflex , killing a soldier even with a upgraded shield , so what do you do ? you reload , again and again , until you find a solution that works , but this is not planning , this is not strategy , most of the times the thing that works doesnt make any sense its just that the alien reflex didnt trigger from that angle or from that specific soldier or maybe your soldier just got lucky and dodges 6 50% shots in a row , again this this not strategy this is just exploiting

the game should be HARD but it should reward planning not mindless savescuming , again anyone can load and load until that 1% happens

people say vanila was easy and maybe it was a tad bit easy on lower difficulty , but insane ironman ? no fucking way was that easy

Edited by fall19
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take some hints from the devs of the game and standardize some things , range for example , in vanilla you knew that a rifle , no matter the tech level had 20 range and they all had the same hit chance in all firing modes, this was not made in order to be boring , this was done for balancing, you cant balance weapons when they have so many diferent aspects , sure you could have some diferances , like this type of rifle has more range ( but the other standards still stay) or this rifle has better aim, again the other standards stay

and the vanila game had so few weapons , you are trying the impossible you cant balance the guns without making standards

now lets talk about alien balancing, again the same problem , lets take the caesan as a example, in vanila they range from 50 to 60 ap , in your mod they go from 60 to 110 , and the same is true for the other stats , the only thing that goes up a lot is the target resistance in vanila , again you cant hope to balance without making some sort of standard for the aliens , they already get tougher they get better guns, you dont have to improve them so much in every aspect

all of these standards were put in place so the player can learn to become better , he could come up with strategies that will work no matter the gun he had , he could come up with plans to assault a ufo because he understood how much a caesan could move and kept his soldiers back and that his shield could take a weapon burst, you cant plan for 100 ap , he could go anywhere do anything so that means there is no plan , just savescuming

regarding alien explosives , this game kind of falls apart when the aliens have so many AOE attacks because they know were you are and can throw grenades at angles impossible for a player , the fact is the AI of this game was not made so the aliens have the ability to throw grenades every turn

I know it looks like im bashing this mod , but i really like the new content , the new alien types are preaty cool , the new weapons and gear are very cool , i like the new research (still needs to become simpler to tell what you need in order to research new things, maybe add some hints in xenopedia as to what this research could unlock , or add a picture of what the research will help unlock .

The only problems i have are with balance

one thing that i would like to become harder is wound time , a near dead soldier should not come back to the front lines so soon , i dont know if its possible but increasing the time to heal a soldier will make it so you have more active soldiers and not just the A team and some backups

Edited by fall19
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Aliens got 110 ap at end game. Melee aliens got more tu because they are melee. They need to come to you or ai wont let them come to you..You will have that at end game too. Alien ai is depends on tu. Or u only hide and seek with them..

I accept that alien grenades because they can throw 2 at 1 turn. This is much..

I got standards. . Did u ever look to weapon stats 98.xml file? Check It and u will see all the standards and calculations. Do not tell me anything more about balance without checking that file.

You are very behind at tech at your current game for a reason and you blame my balance with that. Yes you won't able to overwhelm aliens with your current tech. If aliens move so much, destroy everything with your vehicle.. but you didn't have a vehicle at your crew when I checked your save..

If you think I can't balance things, you are welcome to make a balance mod..

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Hi, I just downloaded the mod last night and on my first corvette mission, I am living dangerously and playing veteran ironman.

I want to say that the game feels very much like the old xcom in regards to range, where they were useless until one gets within certain range - and it was still a coin toss. The shotgun feels a bit meh, but I can deal as I have spear shotguns now. I have a mixed group with a little bit of everything to respond to threats and I am one who likes trying new guns

.

And the sniper rifle feels like a sniper rifle( got a lucky hit of 594 with a shot going through 3 windows against a ceasan- next-gen type sniper)

To be honest the game I am enjoying it as it is fun to play and relax to, the start isn't not very taxing and enjoy the current level- if not a little easy- which I am fine with as I am guessing I am falling back on xcom experience of cautious advance with suicidal stun charges which has worked well as I have few casualties.

And I can say that compared to other xnt- derivative mods, this is far more slow paced and methodical.

Already exploit blood weapon weakness to extreme to get my shock jockeys into position for capture. And enjoy the fox-shield grenade bait to draw aliens into aggressive action.

I have noticed that the aliens are quite defensive though. Felt nice to be "concentrated" fire on but I generally have more angles of fire so the results aren't so bad.

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About aliens grenades some pleople thing that are OP, but honestly alien grenades are the doom of the same aliens. Shield are OP enough early game to deal woth everything.

The best way to start the game is use multiple sniper rifles and use the aliens grenades against aliens xD

In the first missions you can get alive all the light scout crew cuz the OP alien grenades.

Aliens + Grenades = Your holy redemntion ;)

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having 10 people in the charlie really changes my early game. usually i have a two fireteam approach. 2 groups of four men (1 sniper 1 shield 1 rifle with lots o grenades and 1 heavy weapons) they go in separate directions and only meet up to take on the UFO itself. now i have two lots for a vehicle or a pair of flamethrowers!

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having 10 people in the charlie really changes my early game. usually i have a two fireteam approach. 2 groups of four men (1 sniper 1 shield 1 rifle with lots o grenades and 1 heavy weapons) they go in separate directions and only meet up to take on the UFO itself. now i have two lots for a vehicle or a pair of flamethrowers!

Glad you have fixed the soldier selection interface. How did you do it? And what branch did you start with? I have started with 1.57.

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The best way to start the game is use multiple sniper rifles and use the aliens grenades against aliens

Can you backup what you wrote with save game,picture or video ?

To make use of sniper you have to position soldier and wait at least one turn.This leaves soldier exposed to grenades and alien fire even behind cover.Soldier with shield can survive one grenade but aliens usually have two grenades with them which if they see fit throw without hesitation (I am talking about early game) which will kill soldier with shield,also there are gas grenades that are very effective in early game which knock soldier/soldiers immediately and again you would have to spend turn to wake them up ......

Back to snipers as I was saying they become useful in second turn.Also basic ballistic sniper is terrible,If you had equipped multiple soldiers with ballistic basic sniper you may,just may be able to finish Ceasan alien mission with heavy casualties,Sebillan is out of question.Why did I say this ? Because alien weapons tore covers like they are made of glass,basic sniper rifle have limited range and only two aim mods,aliens can throw grenades multiple times and potentially kill two to tree soldiers,by the time you position snipers and have chance to use them half of your squad may be dead if you relay on them,if map is urban you are doomed,if battle is in close quarters you are doomed.Based on all this you can forget about killing them efficiently and getting their grenades.

Best way to face with aliens and minimize loses is having scout,equip 8 soldiers with Jackal armor as soon as possible and replace basic ballistic with next generation.Also Flamethrower is only effective against xenomorphs so you shouldn't carry more than one but flame grenades can be quite useful in every situation so you can equip more soldiers with them.

Edited by Sentelin
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