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


drages

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It very depends on your playstyle and how drages will adjust difficulty in the next version :). I think in general it will take about 2 weeks. If you really like tactical battles and will play most ground combats, go through every terror mission, seize all alien bases – it can easily take a month.

Thank you.

This, assuming how many hours per day?

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1) No.

2) Not really. The backpack can be changed, but it will be a universal change across all soldiers.

Later in the game the backpack is too small...that is...The men/women can carry more equipment than the backpack has room for. When every slot is full and the men can still carry more weight.

Would it be possible to change the orientation of equipment in the backpack...example the baton might fit better if it could also be in the backpack vertically instead of horizontally.

On another note...I've discovered that the captured equipment that disappears from the backpack/hands of my men also does not appear in the loot. It mostly occurs with blood based rifles/carbines,etc., it is disconcerting to suddenly have your men who are armed with captured equipment suddenly being unarmed and having to spend TU's to equip with stuff in their backpack.

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The balance in this mod is very strange. Normal difficulty, first downed small mission(25k) happened to be at night.

List of things that feel wrong:

1) Sebillians are almost invulnerable when fought against using starting weapons. Specialist required focused effort from 6 Xenonauts over duration of 4 turns. Things that hit him: 4 grenades, ~20 hvy mg, ~10 rifle and 2 rockets - if I didn't bring rockets, he wouldn't die at all.

2) Either Basic Armor is too strong, or Sebillians had very weak weapons. The only way they could kill Xenonauts was using grenades - these oneshot always.

3) Aliens are dumb. The game ended up in remaining 8 Xenonauts sittings in front of enemy craft entrance and waiting for them to come out/get shot through auto-opened door on enemy turn reaction shots or when it's opened by a Shield guy.

4) 0 reaction shots from enemy throughout the whole mission - stats very low?

5) Completely ran out of ammo on 4 guys("good" thing 4 people were down), others had 0-1 extra ammo = 2 basic ammo loads are not enough even for a small mission. Seems like you also need a dozen more grenades, as these deal more stable damage than any weapons, including launchers.

6) Reaper did not one-shot a civilian. Same civilian ignored melee range Reaper and attacked a Seb 10 tiles away on his turn.

Overall impressions - game seems to be challenging, so that's good.

The results:

c7dTMSt.png

P.S. "Revived" counts as a casualty?

Also, ##### when shots don't deal damage.

And, as in most mods that big, some ##### in research tab.

Using "Skitso's Map Pack" 2nd mission - an alien doggie has spawned inside a 2-tile rocket on desert army base map.

NPC civilian stats/hitpoints are not balanced? I clearly remember muslim-ish civ not dying to reaper with 55 dmg taken, while an army guy died to 33 hp damage.

Edited - this was not scout(15k), but small ship(25k) mission as firs in playthrough.

Edited by a2478255
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The balance in this mod is very strange. Normal difficulty, first downed small mission(25k) happened to be at night.

List of things that feel wrong:

1) Sebillians are almost invulnerable when fought against using starting weapons. Specialist required focused effort from 6 Xenonauts over duration of 4 turns. Things that hit him: 4 grenades, ~20 hvy mg, ~10 rifle and 2 rockets - if I didn't bring rockets, he wouldn't die at all.

2) Either Basic Armor is too strong, or Sebillians had very weak weapons. The only way they could kill Xenonauts was using grenades - these oneshot always.

3) Aliens are dumb. The game ended up in remaining 8 Xenonauts sittings in front of enemy craft entrance and waiting for them to come out/get shot through auto-opened door on enemy turn reaction shots or when it's opened by a Shield guy.

4) 0 reaction shots from enemy throughout the whole mission - stats very low?

5) Completely ran out of ammo on 4 guys("good" thing 4 people were down), others had 0-1 extra ammo = 2 basic ammo loads are not enough even for a small mission. Seems like you also need a dozen more grenades, as these deal more stable damage than any weapons, including launchers.

6) Reaper did not one-shot a civilian. Same civilian ignored melee range Reaper and attacked a Seb 10 tiles away on his turn.

Overall impressions - game seems to be challenging, so that's good.

The results:

c7dTMSt.png

P.S. "Revived" counts as a casualty?

Also, ##### when shots don't deal damage.

And, as in most mods that big, some ##### in research tab.

Using "Skitso's Map Pack" 2nd mission - an alien doggie has spawned inside a 2-tile rocket on desert army base map.

NPC civilian stats/hitpoints are not balanced? I clearly remember muslim-ish civ not dying to reaper with 55 dmg taken, while an army guy died to 33 hp damage.

Edited - this was not scout(15k), but small ship(25k) mission as firs in playthrough.

Was that your first mission?

BTW, revived soldiers always count as casualties. They are the injury kind of casualty, not the dead kind of casualty.

Specifically, which research topics are ###? I'll fix them if I can.

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Was that your first mission?

BTW, revived soldiers always count as casualties. They are the injury kind of casualty, not the dead kind of casualty.

Specifically, which research topics are ###? I'll fix them if I can.

Yes, from game start I have detected 2 UFO's, first one, probably, a scout - it was shot down above water.

2nd one was this "small" ufo almost near my base location.

3rd one I shot down was a scout with 5 caesians, 1 xenomorph on a small map and xenomorph being spawned inside missile tile. Map was so small(probably 1 tile, instead of default 4), that all 3 army men were standing 5 tiles from caesian and got shot right in front of my squad.

Research - right after game start - grayed out #####, so I can't tell for sure which one it was - as there were about a dozen of different greyed-out researches listed. When I started a new game 2nd time, all these greyed-out research entries were gone, only available research is listed - cannot recreate.

Reaper Bull Analysis description is ##### inside lab.

Tower Cannon information is missing from X-Pedia, so can't tell how it's different from Autocannon.

Also, buying 3rd and 4th Condor's one after another, when 2 additional hangars were constructed, both of them were named "CONDOR - 3"

I'm using GOG version, if this is helping in any way.

Edited by a2478255
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There is no need to panic..

The #### researches are the automated ones so there is no need you to see them.. i will fix them soon anyway.. Reaper bull too..

The map problems are not about this mod.. the damage ### are not too.. You can rename the planes.. I will handle tower cannon.. thx

If you use 0.31+ CE there is no problem using GOG version..

Sebillians are hard at beginning. I will balance it very soon..

The first aliens are mostly non combatant so their stats are low.. you basic armour is anti kinetic and sebs got kinetic weapons so its normal to resist some shots..

Just i think its very very early to jugde all of it..

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There is no need to panic..

The #### researches are the automated ones so there is no need you to see them.. i will fix them soon anyway.. Reaper bull too..

The map problems are not about this mod.. the damage ### are not too.. You can rename the planes.. I will handle tower cannon.. thx

If you use 0.31+ CE there is no problem using GOG version..

Sebillians are hard at beginning. I will balance it very soon..

The first aliens are mostly non combatant so their stats are low.. you basic armour is anti kinetic and sebs got kinetic weapons so its normal to resist some shots..

Just i think its very very early to jugde all of it..

Was just trying to provide feedback on how it feels.

Great mod, keep up the good work. Balance is always difficult. ;)

Also, Ballistic Machinegun has 36 ammo, instead of 32(4 x 8).

Edited by a2478255
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Was just trying to provide feedback on how it feels.

Great mod, keep up the good work. Balance is always difficult. ;)

Also, Ballistic Machinegun has 36 ammo, instead of 32(4 x 8).

I know i know.. and i am getting the notes and feedbacks as always.. I just want u give some more time to the mod :)

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- Commander...

- What!

- You got something behind you...

- What is it soldier!!! Seb? Caesy? Or... a reaper!!!

- Sir...

- Hah.. you are so afraid!!! We got ultimate armours and know already everything about aliens..

- I am not so sure about that, sir..

- Enough!.. Let me look to.......

-Mission Aborted-

2015-04-07_00002_zpsirbspt2c.jpg

Yep, this is not photoshop :).. its one of the my new "alien"s.. mostly for base and terror missions.. this was a test for me.. i am 3D animator too but at amateur (for about 6 years lol) state with lame programs.. After i lost my hope to get a 3D artist i wanted to give a try to myself. The biggest problem will be to fit rendered aliens into the games atmosphere. So i think its not bad at all..

Still, belive or not, the real pain is that spreadsheets and their xml coding.. i still dont have much idea to work with animation sheets..

So what do u think?

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This, assuming how many hours per day?

All evenings (2-4 hours) and whole weekends.

So what do u think?

Looks interesting. You could even add two varieties of this creature - with and without weapon.

Maybe change guns to rocket launchers - aliens have no analogue of rocket tank (alien with rockets on terror mission - that would be nice :)). By the way, the crew looks familiar :).

Drages, are you still looking for a buggy sebillian weapon save?

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All evenings (2-4 hours) and whole weekends.

Looks interesting. You could even add two varieties of this creature - with and without weapon.

Maybe change guns to rocket launchers - aliens have no analogue of rocket tank (alien with rockets on terror mission - that would be nice :)). By the way, the crew looks familiar :).

Drages, are you still looking for a buggy sebillian weapon save?

Hehe.. your save was very usefull.. i saw many things with my own eyes.. and omg i need to nerf all sniper weapons.. anyway :)

I can have a winged version of it.. i thought it for melee but the game AI doesnt handle alien vehicles so good.. and with a melee big vehicle would be mostly trouble.. but i can make a electrical frame breath :) but its a long progress to animate them.. i got a mech for caesan and a larger melee creature for sebs.. I dont know the game can handle or not 2x2 aliens...

I handled that bug with last hotfix.. it was advanced blood grenades..

Edited by drages
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It's beautiful, but I think that the dragon with the plasma, laser and etc. not for the setting of this game...

I thought to give them to Androns.. so robotic dragons at robotic race to robot you...

HOTFIX 3 is UP

Edited by drages
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i thought it for melee but the game AI doesnt handle alien vehicles so good..

You are right, I remember that heavy drones are rather clumsy and are often stuck in small locations. If new units will be 2x2 they indeed will have very limited mobility.

You could try to make them smaller (like with giant xenomorph) but I think it is more difficult with dragons unless you have more vertical version.

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uhm... i think i will need to make a new avatar.... i hate dragons maybe? xD dont nerft too much the snipers.... they are my only hope , uncaountable lifes saved by a focused shoot :) (maybe neft the aliens ones a little:) )... hate one shooting harridans... they make me hire more soldiers dammhit xD

Edited by asierus24
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uhm... i think i will need to make a new avatar.... i hate dragons maybe? xD dont nerft too much the snipers.... they are my only hope , uncaountable lifes saved by a focused shoot :) (maybe neft the aliens ones a little:) )... hate one shooting harridans... they make me hire more soldiers dammhit xD

Dont hate dragons!.. I will nerf all snipers.. so including harridans.. and i will nerf all acc of the weapons.. i will make tons of things :(((

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Dont hate dragons!.. I will nerf all snipers.. so including harridans.. and i will nerf all acc of the weapons.. i will make tons of things :(((

neft more the acc of weapos?! blasphemy! xD own... :) well we see. oh and i saw a sibilian use 2 nades in 1 turn :). wasm't that ajusted? explosive and blood eeach.

Edited by asierus24
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neft more the acc of weapos?! blasphemy! xD own... :) well we see. oh and i saw a sibilian use 2 nades in 1 turn :). wasm't that ajusted? explosive and blood eeach.

Yes i adjusted it.. they cant throw 2 grenades at one turn.. I made all grenades %60 TU using to throw.. I think you pissed off that seb realy.. Same as 10000 damage sniper shots and disappearing blood weapons in your hands.. what a great game engine which surprises you every time even you dont want.. :)

But that dragon got 2 man sized energy cannon as you see.. you dont need to worry about grenades or harridans anymore asierus :)

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Yes i adjusted it.. they cant throw 2 grenades at one turn.. I made all grenades %60 TU using to throw.. I think you pissed off that seb realy.. Same as 10000 damage sniper shots and disappearing blood weapons in your hands.. what a great game engine which surprises you every time even you dont want.. :)

But that dragon got 2 man sized energy cannon as you see.. you dont need to worry about grenades or harridans anymore asierus :)

maybe i pissed off that sibilian.. xD you don't like that 6 guys throw stun grenades at you i suppose :)

:) they are for the aliens.... i assume? xD i want an Attack copta for humans! in cg xD (this maybe impossible to do in the game :) )

oh an advice for you all guys... dont use artillery tank on end mission or defense missions.... i know why i say it hehe...imagine lots of body parts from your squad everywhere... :)

Edited by asierus24
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