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


drages

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Dead or alive alien selling is a bit non sense. Who would pay for that?

Previously, I thought "why indeed not get money from dead/alive aliens?", but now that you say that... yeah it truly does not make sense. I try hard to think of reasons, but I'm not getting any. :P

Sold as pets/trophies?

Too dangerous and could risk bio contamination some way.

Slaves/Zoo?

Even more dangerous. Who knows what these guys could do. Not to mention they could escape.

Biomedical research for doctors?

Too wild biology for any non-x-division doctor to make sense or make any use of. Not to mention its all creepy genetically modified stuff anyway.

Made into food?

This can only end in stomach ache and bad diarrhea, or just lethal poisoning.

Taxidermized for museum use?

X-division is trying to stop panic, this would make it scarier for people to have them in public view like that.

Edited by Reactorcore
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Previously, I thought "why indeed not get money from dead/alive aliens?", but now that you say that... yeah it truly does not make sense. I try hard to think of reasons, but I'm not getting any. :P

Sold as pets/trophies?

Too dangerous and could risk bio contamination some way.

Slaves/Zoo?

Even more dangerous. Who knows what these guys could do. Not to mention they could escape.

Biomedical research for doctors?

Too wild biology for any non-x-division doctor to make sense or make any use of. Not to mention its all creepy genetically modified stuff anyway.

Made into food?

This can only end in stomach ache and bad diarrhea, or just lethal poisoning.

Taxidermized for museum use?

X-division is trying to stop panic, this would make it scarier for people to have them in public view like that.

Selling any alien parts, even high tech weaponry would be very bad for worlds future.. X-Division high tech weapons would make any army a ultra super power.. with this lore, you should not sell anythingat all..

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Made into food?

This can only end in stomach ache and bad diarrhea, or just lethal poisoning.

It remembered me one of the old XCom games, I think it was Apocalypse but I cant remember exactly wich one, where the ufopaedia says companies are buying aliens corpses to turn it into sushi or such. Hahahahahaha!

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Previously, I thought "why indeed not get money from dead/alive aliens?", but now that you say that... yeah it truly does not make sense. I try hard to think of reasons, but I'm not getting any. :P

Sold as pets/trophies?

Too dangerous and could risk bio contamination some way.

Slaves/Zoo?

Even more dangerous. Who knows what these guys could do. Not to mention they could escape.

Biomedical research for doctors?

Too wild biology for any non-x-division doctor to make sense or make any use of. Not to mention its all creepy genetically modified stuff anyway.

Made into food?

This can only end in stomach ache and bad diarrhea, or just lethal poisoning.

Taxidermized for museum use?

X-division is trying to stop panic, this would make it scarier for people to have them in public view like that.

The Xenonauts themselves don't seem to be affected by contamination from keeping such trophies already.

Harridans could likely be re-wired to obey humans and have a remote detonator for a small explosive which would damage it's suit sufficiently enough to kill. Praetors will do anything you tell them once they lose their power as they have an immense fear of death--but Alenium Injections for them would be expensive and rare. The other aliens would be useless as slaves or for a zoo and an Andron would have to be disassembled before it was put on display.

Plenty of brilliant minds out there that could figure it out once given the time to do so. (The Humans eventually DO make laser weapons)

The people of Africa probably know some way of removing any potential poison/side affects (they don't have much choice when it comes to food, so they've probably).

Yes, the X-Div Supporters would certainly not allow such items to be put up for display.

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Biomedical research for doctors?

Too wild biology for any non-x-division doctor to make sense or make any use of. Not to mention its all creepy genetically modified stuff anyway. [end quote]

And there are PLENTY of Doctors right now who would give their eye teeth for anything that would shine light on genetically modified specimens. And even more doctors that could and would make sense of such examples.

Yes, and we invented Laser without the need for special ALIEN ALLOYS. We even has lasers now that are useful as weapons...our main problem is power source not the laser itself.

Edited by Larry Burstyn
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Just a question. I'm seeing that the laser sniper have a much higher damage than the advanced ballistic one, but it does not destroy wall, door and such as efficient. Is it a difference between ballistic and energy damage?

Advanced ballistic rifle got "incinerate" damage. It was something i will change with hotfixes but draku (who made tooltips.. ) wanted it not removed so i left it. Incinerate damage does 5x damage to all the building and stuff..

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Advanced ballistic rifle got "incinerate" damage. It was something i will change with hotfixes but draku (who made tooltips.. ) wanted it not removed so i left it. Incinerate damage does 5x damage to all the building and stuff..

Hmmm... this is kinda interesting stuff you can make use of! I already was feeling the advanced ballistic as an anti-material rifle and more frequently than not, I was using it to destroy cover and expose enemies, like small obstacles, walls and UFO doors.

Maybe the advance ballistic rifle may not be the most accurate rifle to be an anti-material (or may be), but I totally would support this kinda of weapon in game.

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I understood. But maybe some proper anti-material rifles may be put in game shooting only once in a turn?

Why dont u use heavy explosives, vehicle cannons and human cannons? As i said, i try to give purpose to everything so u can use them. If i give everything to your rifle then all the other stuff would be useless.. A rifle which can destroy a UFO door, sense? nop...

Most of enemies dont have much Incinerate damage resistance. So a fire weapon would overkill that aliens. I can make that kind of weapons but they would be very low damage considered to the balistic/energy weapons.

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Hello there!

These are my thoughts on my playthrough of X-division I recently made with a friend, I hope it will help you getting another point of view on the game. It's kinda long so I'll spoiler the whole thing.

General stuff

I played the game in "iron man" mode, on veteran difficulty. The game itself was not in ironman, but we would not load a save unless the mod or the game crashed.

My friend played the whole strategic side, and I played the whole tactical side. He was dealing with bases and aircraft as well as research and manufacturing. I was in charge of recruitment, soldier outfitting and ground operations minutiae.

I gave him lists of what I wanted him to craft, and he decided which operations he would send me to, as well as optional objectives such as specialists capture, attention to ship damage for alenium collection or new weapon field tests. It was a great team, heaps of fun and really cool to be able to discuss what we should do next.

Overall I had 74 soldiers dead on the field, missed one terror mission and ended the game in about two years. It was a long ride!

Difficult to say how long exactly, but I would guess between 100 and 200 hours. We played the mod from the day it was out in 0.98 up until the end of april, getting the hotfix as they came. Play session were about 4 hours typicaly, a several times a week.

The night mission music got on my nerves so much during that time it wasn't even funny.

You'll find regular saves from my game attached to the post, in case you want to see how it developped across the months.

[ATTACH]6320[/ATTACH]

Soldiers and field statistics

When I saw TUS going over 100, I was overjoyed, thinking some lucky super soldiers were going to get OP and have almost unlimited actions. Actually it slows down to a crawl around 130, though it never completely stop. I'm not sure what are the mechanics behind that, but it's functional. It makes for a quicker play, something really needed since there are many, many ground missions.

Tanks were exactly what I thought they would be, so it's great. Scout cars are big DPS machines with high mobility, while big tanks are less impressive but very, well. Tanky. Heh.

Still, all that armor and hit point does have a limit and they are not overpowered, and they big weapon lack ammo, meaning I couldn't use them on a whim, but still had about enough to get the job done. Very well done.

My only regret is that the second tank, the big one with a lot of armor and light cannon, have a weapon so underpowered it can't even break a wall section in two hits (while the spear sniper can in one bullet hehe). Talk about disappointing.

Weapons and armors

I like the current amount of weapons. I read on earlier posts that some where going to be taken off the mod, and I find that disappointing. There need to be many of them, I believe, for several reasons. The first one is that it makes what you gather from missions actually relevant, forcing you to set your own objectives and adjust how you play (want to craft a ballistic weapon ? focus on sebilians. want a laser one ? caesans it is). The second one is that, because of how damage type is important, having options and specialized equipment is great as soon as quantum communications are up. Lastly, having subpar weapons that I identify and never craft makes me feel smart because I know I'm taking a smart decision.

I had been using shotguns a lot in vanilla, and was disappointed in the lack of good close combat weapons in Xdivision. Most shotguns have so little damage using them to kill is a chore, and heavy weapons are better at shredding armor in most of the cases I've been in.

As far as shield and close combat goes, pistols are overshadowed by the chemical injector, the latter being a really good risk/reward weapon. You need to go up the enemy and probably take a reaction shot, but once you're there, he's dead. Great feeling. Maybe the high tier pistols get better, I had some good kills with the gauss pistol, so yeah.

Rifles are average, and the emp one is really good both to kill machines and to stun stuff.

Snipers have a lot of different uses over the course of the game.

Early, it's cover and reaction fire, making them great at locking down a road or getting that one bullet with enough power to harm a scout xenomorph.

Then, it's the fire sniper that breaks wall and act like a specialist: need to enter this building ? He can make a door for you. Enemy behind cover? Missing is actually going to be perfect! And while the damage isn't that great, the utility of the weapon gives it a special place.

Then, high damage snipers come and it's trenches war, where any movement is risky, and the field of vision becomes the important point. At the same moment, direwolf armors arrive, effectively shutting down the snipers' reaction abilities in exchange of killing during their own turn.

Lastly, snipers without move penalty are researched (starting witht he wave one i think), and it become the skirmish weapon, perfect to get to a window, make a kill and retreat, as well as a great addition to breaching teams.

Heavy weapons are either rocket based, or minigun based.

The first ones are good. Things like the dread laser is a good multi-situational tool with great accuracy and more shots than a rocket launcher yet similar area damage splash. I never were fond of rocket launchers, but these had me convinced. A shame the t3 weapon is so disappointing.

Minigun weapons are similar to vanilla in terms of how to use it and their effectiveness so nothing to add.

The fact that some armors have a huge impact on stats is a very cool idea that makes specialisation much more effective. Overall a good thing, and I would have liked more choices.

The costs of crafted goods always seemed fair, because something was always missing, but only one thing, and never anything that looked truly out of reach. Early game, it's money, and when money is no more a problem, it's alloys and alenium, and at endgame, it's specific components, such as wraith weapons and andron specialists. Overall, a good balance.

Other items

the advanced shock baton

The advanced shock baton deserves a mention of its own, for several reasons. First, it's obviously the strongest weapon available at early game, because of the huge damage negating any kind of armour, the extremely small AP cost and a negligible weight allowing a private to carry it alongside a shield without any problem.

The only downside would be the alenium cost; alenium is so rare when you're going against lights scouts and scouts, you can't make one for everyone. Second, it's a stun weapon, which means it is mandatory at all points in the game, and I found myself having at least 4 in all missions from the moment it was unlocked to operation endgame.

You need it to capture specialists. You need it to capture xenomorphs (and it makes fighting them even easier than trying to kill them). It's more handy that a gun as backup weapon for snipers. It's everywhere.

Lastly, it has a few quirks: the EMP damage isn't working, so it's useless on andron ships, and somehow it tends to disappear from stocks. My guess is that an advanced shock baton on the ground is not picked up when the mission ends, which happens when the soldier carrying it dies (sadly, a common occurrence among shieldbearers). I didn't test it, but I am sure I crafted far more advanced shock batons during my playthrough that I should have.

All these things make the advanced shock baton difficult to tackle. It is OP, but so central to the core gameplay of X-division even slight alterations might change a lot of things for the whole mod. I don't know if anything can be done, or even if anything should be done. A shocking conclusion (albeit not an advanced one).

Grenades and bombs

I used very, very few grenades and bombs in the whole story. There are lots of AP on both sides, so there are a small amount of turns. Because of that, killing an enemy on one turn quickly becomes the only viable option. With that in mind, delaying damage until the end of the turn, and risking having the target still alive ? Impossible. The only exception would be EMP bombs, with damage so high it's an ensured kill, and a cheap construction cost. The other grenades look good, but aren't that useful actually: smoke doesn't seem to do much (maybe I don't know how to use it, to be honest), stun is competing with "the advanced shock baton" so you're never going to use one, blood and emp are kinda useful, but the AP cost makes firing a weapon usually a better option. The flash grenades are an exception: suppressing an enemy is a tactical decision, one that deserve the AP cost, and the grenade always gets the job done. In the end, it's the only kind of grenade I was interested in.

As for rockets, I never used them. I think a full salvo of hyper velocity rockets from a quad launcher can kill the last boss in one go, which is funny. But I had too many weapons to take, and never had room for a rocketeer. Besides, why would I use rockets when there is the dread laser? It's accurate, and have good damage and cheaper ammo.

Shields

Shields felt mandatory in Xdivision, and I used a team of two in all missions. My thoughts are mixed on their topic. It provides viable breach options, but because they have so little hp, they need a lot of micromanagement. I usually have to stash a few in the drop ship and go back to get fresh ones during the operation, making a pause in the action. On the other hand, if they had more HP, they would be able to soak too much in one turn, which isn't good either for the game's balance.

The problem was mostly there during the middle game. Early weapons are too frail to break them, and end-game offers high HP shields if one plans to be paying them. I didn't, and in the last mission, my best shieldbearer saw his shield go from 350/350 to destroyed, and then got killed in the same turn. Fitting.

What I have trouble understanding is shield coverage, on the other hand. I understand typical shields have 100%front and 60% sides, but the forcefield could have had 100% on all sides. Maybe it's not something that mods can do ?

Things i would have used

From my experience in other games, there are a few items that aren't mentioned at all in Xdivision that felt missing. I know most of those can't be done, if not all, but it's still worth a try!

A chest/locker in the drop ship where I can store extra ammo, specialized weapons and spare shields. The Valkyrie is moving tanks as heavy as a ton, a few more pounds shouldn't hurt. I don't think it would break the weight system too much, since what a soldier can carry stays the same, and in most cases going back to the ship to switch weapons takes too long for it to be viable option. On many missions, I had to take extra shields and ammo on 6 soldiers, then drop them on the ground during the first turn so I had enough for the mission. It gets tedious.

Another weight-related item, that could be powerful but should be considered a luxury and be expensive: personal anti-gravity generators. In other words, an item with a negative weight, allowing a soldier to carry more just because it is in the inventory.

A dedicated anti-psy solution/armor. Even when I oriented my entire squad building toward psy resistance, it was still falling short. I would have appreciated a hard counted to those powers, even if it means making sacrifices in other fields such as standard protection or base statistics like accuracy or reflexes.

Battlefields

Crashes and landings

Most crashes/landings missions went by in 4 phases: hell on landing, clean-up, breach, command. First, the team gets dropped somewhere, and enemies are everywhere. For a couple turns, it's war, and everything explodes. It's usually the hardest part of the mission, and the one where I have the highest losses. Then, once the drop site is cleared, clean-up start: going down the map and killing all isolated targets until the UFO is circled and everything else is checked. Breach comes next: opening the ufo and breaking their line. The best method there was to snipe as much as possible from afar then going in with as many heavy weapons as possible. Last but not least, the command room where the officer/leader is. It's the most risky part of the mission, because officers and leaders have fire-power above the rest and there is always a risk he'll come out the command room, drop a grenade and kill someone. It's similar to vanilla xenonauts, and I hope it's what you were aiming for in X division. In any case, it worked quite well for me.

Because there is a higher number of soldiers on "civil ships" (scouts, landing ships, carriers), the landing part is extra difficult. Because there are less of them on "military ships" (corvettes, cruisers, battleships), the landing is easier. On the other hand, military ships have stronger soldiers, and ships that are naturally difficult to breach because of their doors and room configuration, leading to harder breach and command phases. Clean-up is almost always easy.

No matter how much I tried, I could never breach an UFO's side. Even several alenium breaching charges barely destroyed the hull's weak point, but without allowing me to pass through. Maybe I did something wrong there?

Terror missions

Because the difficulty of these missions doesn't change over the course of the game while equipment gets better, early terror missions are way too difficult, and become easier over time until they are a bit too easy but still ok.

Base defence missions

My base was attacked twice during the whole game, and both times the turrets crushed the ship before it could land.

Base attack missions

Alien base attacks were nightmares. They aren't balanced the same way other ships are, and an alien fortress just might be the hardest mission in the game (it certainly was harder than operation endgame). I consider an outpost to be hard at laser/advanced level, a base hard at plasma level, and a fortress hard at ultimate level. And by hard, I mean half of the squad dies, and the mission's success is not guaranteed: Andron heavy drones are almost impossible to destroy with the amount of ammo you can bring to the fight, caesan leaders hallucinate a soldier every 3 rounds, and sebilians... actualy sebilians are ok. Maybe it's just that I was lucky on that front.

Yet, bases are even more necessary than before: quantum communications are essential as weapon specialization rise and emp weapons / energy weapons / incendiary weapons appears alongside the enemies you need to fight with them.

Operation endgame

The first part is killing a dreadnought, and it wasn't my part, but it looked hard enough to be engaging, yet doable. It took 3 squadrons of well equipped (but not state of the art) 4xheavy carriers and 2xnormal/2xheavy.

Capturing the praetor was surprising. Accessing him was difficult, but once I got there, he just stood without moving, allowing my men to whack him down with good old advanced shock batons a a couple of stun snipers. Though it wasn't difficult because of that, the incredible number of hitpoints a praetor have, the armor and lack of extremely powerful stun weapons made me wonder if I would have enough ammo to capture him, even with unlimited time. I had, but it was an interesting situation to be in.

Endgame itself was kinda easy, but I didn't mind. The previous tasks were challenging enough for this mission to be a reward on its own, mowing down helpless aliens and taking the leader down. Aliens still opposed some resistance, getting two kills on privates and almost killing my best colonel (all my commanders had been killed by then). In the end, even the tank made it away!

Aliens

Sebilians

Overall, going against sebilians gives a feeling of equal footing. The aliens you fight against have limitations similar to your squad's, average weapons and armor and use cover in a typical way. Ballistic armor is the easiest to get, and operations are smooth and streamlined: no critical hit is going to kill a soldier, but a few rounds too many and armor will not be enough. Fair, strong, to the point.

Reapers are confusing. Their resistances switch from a species to another, and I never really knew what was going to work. Also, rhinos usually killed my soldiers from impact damage before they could stun them. I don't know if that was voluntary. With careful play, I don't think I had a single loss due to typical or alpha reaper in the entire game. Still, I don't think it warrants a buff, the fear factor they have is enough.

Androns

Androns are the easiest. Not only I didn't had to worry about killing specialists, EMP weapons are incredibly strong. Because of that, and since servers and terminals are needed for armors and vehicles, androns have been the enemies I have been fighting the most.

Earlier versions of X division had harridans being incredibly threatening enemies, able to snipe soldiers across the map with little regard to common sense. This wasn't the case here, and even if they had a few highlights, I could kill them during clean-up with my own snipers easily: flying high provides them with zero cover. On the other hand, having them flying all the time made capturing one of them a really difficult yet entertaining task.

Caesans

Caesans are the easiest at the start, but soon become the hardest. The mind control powers they have are impossible to counter, and made me feel utterly helpless. It was beyond horrible seeing soldiers I had played with for 70 hours killed by a friend who just happened to miss an hallucination check. During the second half of the game, it was my main (if not almost only) way of losing soldiers. Because of that, as soon as had quantum communications, I never did a caesan ship again, missing on a lot of stuff. Because specialists were needed, I did 2 runs, and got all t2 specialists, and all but the weapon commander in the t3 ships. I missed on interesting weapons and advances simply because I couldn't bear losing another soldier I liked.

The two other caesan missions I did were a terror and a base attack. Both felt like time sensitive missions, with my men going on the field over equipped and rushing from a place to another, killing anyone that would face them. But every turn, someone might die. And every mission, someone did. Sometimes even more. No amount of psi-resistant armor would work. Being a colonel with more than 60 missions and a dozen medals, a ripper platform and training would be enough to avoid a mind control, and an alien controlled gauss minigun in my own ranks is not something I could handle at a moment's notice. There were no defences, no solutions, and no fun in that.

I believe something must be done about that. In the vanilla game, it's not as much of a problem, because there are less missions and shorter ones. But in X-division, it gets out of control. Maybe have psi power only on sight, or with limited range. Maybe have a tool to counter those powers. I don't know. Anything?

And that's about it for my feedback. I asked my friend, who told me "just tell him assault landers need to be nerfed, and it would be cool if new researches could be more streamlined instead of nothing then too many of them". We also both agree that researches should NOT be exclusives. If should always be possible to have all researches in one play-through. The game is way too long to allow a second run, and if you branch the possibilities, you're just cutting content off for your players. On the other hand, the "escaped caesan" and the "missing!" storyline xenopedia entries were wonderful and more of that would be great.

It was said by others, but having a manifest of ship dissembling products as well as information on which specialists are on which ships would be great. I had to look up specialists attendance in ufocontents every hour or so, and that's a lot.

I'm probably still forgetting a few things, but that's pretty much it. Once again, this is only my opinion, so it might be biased. I hope this will help!

Chaussure.zip

Chaussure.zip

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Hasdiel, it was a hell of a review.. i read them all and i felt that, i played it :)

I wont punish you with my bad english so i will answer more short..

-As soldier stats, it should be locked with 120.. if there is more, it should come from the special armours.

-As weapons, if you follow the 0.99 idea topic at my signiture, you will see the progress. Dont worry there wont be less weapons.. even there will be much more with the updated versions. I am taking many positive feedback about the advanced sniper weapon, even i thought it was breaking the balance and weapon purpose. I will consider to add some kind of this weapons.. Not a sniper but good cannon.. more fit i think.

-Adv Baton.. yes its way overpowered and you can use it until the end.. its overshadowed everything at close range. I will add more update/versions of it, so at least its stats will be equal for its era.

-Grenades. I totally didnt know they got end of turn explosion until some weeks.. :) They will be all instant.

-Shields and Tanks... i said them at same place because their both purpose was "counter sniper".. Sniper's damage was so much at both sides. So to counter one shot deaths, tanks and shields are overpowered.. they all will be balanced.

-Other item ideas.. sadly you cant put anything to the chapper.. but this is about real life.. i mean at real life, a transporter heli/plane would take of as soon as possible after soldiers transported. But at UFO games, we are not doing it and we lost it after mission lol.. its something wrong to be honest.. every mission should start like our 3. transporter.. just a landing place..

-UFO crews.. i tests some ppl save games and the diffuculty can be very chaotic. I did some errors at ufocontent coding,i tough it replaced other files but it was merged with them, so there is other aliens i didnt put in UFOs.. as short now i am at full control. I made command rooms more hard to assault..

-Base Defence and Terror missions are the most exciting parts of the 0.99.. there will be more,harder and much more rewarding..

-Alien Bases... they should be very special. An alien base.. this is a base.. At 0.99, alien bases will be harder.. I am planning to give this bases new items to loot, like new power sources even new specialists for end game equipment. 1. base type would be doable but 2. and 3. tier bases.. omg omg.. I dont know you played or not, at Terror From the Deep, alien bases was a total nightmare.. I want that feeling here too..

-End game. You can tell your friend, all the air fight system will change.. with more realistic air combat, there will be much missiles and torpedoes and counter weapons for them. Dread and Assault lander was s powerful to let them reach to their terror or base assult missions. Every ufo can shoot down, just need sacrifices for it..

End mission... i didnt touch it yet so its normal that its still easy one. I will update it for sure. The boss enemies are hardcoded to stay where they are.. at next CE i think they will give them some action too..

Aliens...

-Sebs, though guys with ballistics.. hard to kill, hard to die.. because they use ballistic as you said. Reapers will need fire to kill like xenos. I try to give them different resistance to make them more special, but it was lame..

-Caesans.. easy to kill both them and your teammates.. heh.. i will nerf mind control and berserk.. psions wont do berserk but they will have improved versions with eras, more powerful more tough.. i will edit psi attack files to this time.. Xenos are their guardians..

-Androns.. maybe emp weapons are abit overpowered to them.. they got the max HP, more burst weapons..

I didnt understand what you try to say with researches steamlined? Can you explain it please. You can find all the specialists list at 3. post of this topic.

Again thank you for this review.. it gave me very nice infomation about the game progress and i find it very cool to play this game with your friend for long hours.

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a little request....is possible to divide weapons in category in crafting menù? it's hard to find out what you need with tons of weaponf to scroll....or listed alphabetically or diided in laser. kinetik. granades and missile

is possible?? :)

btw....predator armor miss APlaser caster weapon in battle screen :)

I am aware of that.. hopefully we will get new topics at manufacture with CE33.. they are hardcoded.. and i dont know how to make it alphabetic.. i dont know how it sorts that projects.. its a bit strange..

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Player should never need to rely on forum. All info must be available directly ingame. Always.

You cant have this info at game.. you should not have.. next UFO could have any specialists.. how can u know that? Maybe interrogations can give some info.. and its goes to lore writers..

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You cant have this info at game.. you should not have.. next UFO could have any specialists.. how can u know that? Maybe interrogations can give some info.. and its goes to lore writers..

Just capture a captain or alien base -> get a list of all aliens and where they can appear in a xenopedia entry ingame.

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I didnt understand what you try to say with researches steamlined? Can you explain it please. You can find all the specialists list at 3. post of this topic.

The way things are done right now with the specialists means that technologies come in bundles; you either have nothing, or everything.

For exemple, I had several sebilian t2 ships runs, landing ships and cruisers mostly. But I couldn't find a weapon officer, so I had nothing new to research, and my labs were inactive. Then, I got one, and suddenly I had about 7 different weapon branches to make progress in and it was too much.

"Would there be a way to have the new reseaches come in smaller amounts, but more regularily ?" is what I meant with something more streamlined.

On the other hand, to be honest, I don't see how it would be possible: more specialists would just make the whole thing tedious, and I'm not sure there are other game elements that could be used with just modding.

It would be cool, but I don't think it's really a possibility.

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The way things are done right now with the specialists means that technologies come in bundles; you either have nothing, or everything.

For exemple, I had several sebilian t2 ships runs, landing ships and cruisers mostly. But I couldn't find a weapon officer, so I had nothing new to research, and my labs were inactive. Then, I got one, and suddenly I had about 7 different weapon branches to make progress in and it was too much.

"Would there be a way to have the new reseaches come in smaller amounts, but more regularily ?" is what I meant with something more streamlined.

On the other hand, to be honest, I don't see how it would be possible: more specialists would just make the whole thing tedious, and I'm not sure there are other game elements that could be used with just modding.

It would be cool, but I don't think it's really a possibility.

The research tree got milstones.. biggest is specialists, then powersources, weapons, ufo datacores..If you miss one of them, you will get behind. Landing ships got some specialists special for their mission but cruiser got every scientists in it.. so ofcourse a crashed ufo could kill a specialists.. but 7 weapon branch.. so it means you collected everything but not weapon officer.. So its about a bit luck..

X-Division got 300 researches.. 300 is not a low number... and every research is somehow connected with others..

But one of the reasons of your researches are idle, the research times.. they are not much and the game is long.. and when you got many you just hire tons of them.. those will balance at 099..

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drages, I saw the mod have some dedicated AP weapons. Can you explain to me exactly how they work? I suppose they are made to be a counter-andron, but I'm not sure if their low damage will be better than a much higher damage of the first laser weapons line despite their low mitigation.

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Armour Penetration weapons have a bit less damage but much higher mitigation. So every enemy got some resistance to every damage type.

For example an caesan got 50 energy 20 kinetic 10 Incinerate and 5 chemical resistance. If you got a laser with 50 damage he would probably resist. But if you got a 40 damage 20 mitigation laser, it would hit 10... mitigation is more and more better when the aliens got more thougher ranks.

But as you see the example, a new weapon just for 10 damage is not so useful. 0.98 is a bit failed here. But with this experience at 0.99 you wont have same weapons AP versions, you will get updates to your existed weapons and it will add to that weapon more mitigation and damage.. maybe more..

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I'm curious, if a weapon is of type ballistic, if it has mitigation, does the mitigation only work for anti-ballistic armor, or all other armors too?

(does mitigation on a ballistic weapon also mitigate energy/fire/chemical armor too, or only ballistic armor?)

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I'm curious, if a weapon is of type ballistic, if it has mitigation, does the mitigation only work for anti-ballistic armor, or all other armors too?

(does mitigation on a ballistic weapon also mitigate energy/fire/chemical armor too, or only ballistic armor?)

Ah! Good question! Want to know it too!

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The mitigation works only for its resistance. If you got a ballistic weapon, its mitigation and damage would be only about enemies kinetic resistances..

Sebillian: 60 Kinetic 30 energy resistance.. your ballistic weapon with 80 dmg 20 mitigation will hit it for 40 dmg; energy weapon with 50 dmg 10 resistance will hit it for 30 damage..

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