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


drages

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dragues really small niptick, you added the new armour sprites(basic, buzzard,etc) but you forgot to put the new sprites images from the xenopedia entries :).

Edit: i think i confussed all the stuff to let it more clear, sprites for soldiers are okay..the sprites in the xenopedia entries use the vainilla ones, i got a copy of the previous version so i had them as intended. I Can send you a copy of this if you want :P.

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dragues really small niptick, you added the new armour sprites(basic, buzzard,etc) but you forgot to put the new sprites images from the xenopedia entries :).

Edit: i think i confussed all the stuff to let it more clear, sprites for soldiers are okay..the sprites in the xenopedia entries use the vainilla ones, i got a copy of the previous version so i had them as intended. I Can send you a copy of this if you want :P.

I couldnt understand which ones do u mean.. just send them to me and probably it will ring a bell :)

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Easy is easy. They have half stats at easy so don't have enough power to charge. And

Fran and Jax where are u at game? How is it going?

Still early but I have two separate games saved with different cfg files. On one I have supersoldiers and lots of money and I just keep doing all crazy stuff to find possible glitches and the other one is a normal save with normal soldiers, I get reasonable amounts of casualties and damage now... much better balanced, so I'm still at the "laser stage".

Drones and Praetorians xenomorphs shouldn't be able to regenerate, they do have too many advantages, resistances+high health+high TU's and decent damage on top of regeneration.

Did you make the gas grenade craft code? why does it need 1 alien alloy? Only reason I can find is because of balance, because I for one used to carry at least 2 of them on each guy and gas the interior of the UFO.

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Still early but I have two separate games saved with different cfg files. On one I have supersoldiers and lots of money and I just keep doing all crazy stuff to find possible glitches and the other one is a normal save with normal soldiers, I get reasonable amounts of casualties and damage now... much better balanced, so I'm still at the "laser stage".

Drones and Praetorians xenomorphs shouldn't be able to regenerate, they do have too many advantages, resistances+high health+high TU's and decent damage on top of regeneration.

Did you make the gas grenade craft code? why does it need 1 alien alloy? Only reason I can find is because of balance, because I for one used to carry at least 2 of them on each guy and gas the interior of the UFO.

Nice idea about testing. Dont forget, the vital point we test is "alive alien capturing" working or not..i dont want to ppl stuck with mods fault..

Yeah i did all coding about GC at mod.. but it gives 3 grenade.. if you need more i can make the number 5.. or much..

Drones regenerate? hmm i will look for it..

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every xenomorph regenerate health :), about weapons, i like the nerf they get, but i think rifles have a little low range ..maybe four or five tiles more made the trick, grenades also got a really REALLY low range(only 1 tile so it make only a small cross...and thats very low for them :c)...aside that everything else feels great :)!.

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every xenomorph regenerate health :), about weapons, i like the nerf they get, but i think rifles have a little low range ..maybe four or five tiles more made the trick, grenades also got a really REALLY low range(only 1 tile so it make only a small cross...and thats very low for them :c)...aside that everything else feels great :)!.

You mean throwing range or radius about grenades?

Ow.. i thought the robotic drones regenerate.. ofcourse aliens will regenerate.. so after aliens next movie officially on the way and the story will be after the 2. alien movie (Aliens) with an horror action type like the 1. and 2. ... they will regenerate more :)

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Nah the pace of the mod feels nice, the hard part is getting the aliens alive without gas because batoning them down is a serious risky strategy in this mod now, I just hope I don't have to capture a praetorian alive or I swear I'll make stun gas rockets and equip one on each of my soldiers lol.

What I meant with the gas grenades is... why would they require alien metallurgy? can't we humans, as species, manage to make them without alien alloys? at least the very basic ones.

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You mean throwing range or radius about grenades?

Ow.. i thought the robotic drones regenerate.. ofcourse aliens will regenerate.. so after aliens next movie officially on the way and the story will be after the 2. alien movie (Aliens) with an horror action type like the 1. and 2. ... they will regenerate more :)

the explosion range :). Well i though he was referring to xenomorphs drones..thats why i reafirmed the idea.

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Nah the pace of the mod feels nice, the hard part is getting the aliens alive without gas because batoning them down is a serious risky strategy in this mod now, I just hope I don't have to capture a praetorian alive or I swear I'll make stun gas rockets and equip one on each of my soldiers lol.

What I meant with the gas grenades is... why would they require alien metallurgy? can't we humans, as species, manage to make them without alien alloys? at least the very basic ones.

You know you need the alien stun grenade to manufacture stun gas.. so do u collect it at GC? How does it feel? I put AA not for gas, the shell itself.. but i think you got point..

And the same gasses at this game, dont stack as i tested. I mean you cant give 10x stun gas damage to an enemy next turn.. gas grenades main damage is their gasses. I can be wrong too..

By the way, did u use chemical injector? It should have a huge paralyze effect.. even one shot will nearly erase all of the enemy TU.. try it..

Stun gas is not the option.. after you got shock weaponry, u will have shock grenades and shock weapons as energy type damage.. melees are very vulnerable to them.. and you know that, there is "black" versions of that aliens with armour penetrating claws and more.. :)

the explosion range :). Well i though he was referring to xenomorphs drones..thats why i reafirmed the idea.

The explosion range is important to scale in future techs.. i planned the explosion ranges as 3 state: grenade-rocket-hvy charge. I want to make the difference between grenade and charge so i gave the bigger radius to hvy charges. Grenades are more to destroy cover or enemy armour rather then a killer weapon. A simple frag grenades are very simple realy..

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I'll give it a few hours this evening because I really wanted to test the gas grenade on this version but I am getting low amounts of Alien Alloys, I'm just unlucky, the few UFO's I send to the ground are heavily damaged.

I wanna test the gas in both interiors and exteriors because I use to open the UFO doors with the shield guy and gas the interior and let them "marinate" in sedatives. Then again shock as you said were extremely useful when I remember using them against Sebilians in the vanilla. And will look for the injector.

By the way, how many diff alien unit types are? I mean the new ones like the medic, the arms sergeant, the pilot etc...

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4 types 3 class 2 race..

For sebs and caesans:

1. class : light scout - scout - corvette

2. class : corvette - cruiser -landing ship

3. class : cruiser - carrier - battleship

medic - physician - doctor

technician - engineer - chief

navigator - pilot - cruisecommander

weaponsergeant - weaponofficer - weaponcommander

For androns:

Hub-Server-Terminal-Controller

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

If u got problems about grenade manufacturşng just go for manufactures.xml and erase the need of AA of that greandes.. they are just first manuactures.

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Bug Report (possibly?): I found a light green Caesan on a crashed light scout. It reads as a non-combatant in the inventory screen. Don't know if the game is reading a sprite or crew data incorrectly, but I figured I should let you know in case it turns out that this prevents us from capturing certain specialists.

2015-03-03_00003.jpg

2015-03-03_00004.jpg

2015-03-03_00003.jpg

2015-03-03_00004.jpg

2015-03-03_00003.thumb.jpg.baa18eca6466c

2015-03-03_00004.thumb.jpg.281b477cf6d27

Edited by Squaddie Perseus
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Bug Report (possibly?): I found a light green Caesan on a crashed light scout. It reads as a non-combatant in the inventory screen. Don't know if the game is reading a sprite or crew data incorrectly, but I figured I should let you know in case it turns out that this prevents us from capturing certain specialists.

[ATTACH=CONFIG]6190[/ATTACH][ATTACH=CONFIG]6191[/ATTACH]

If a specialist is dead, his corpse will be non combatant. You need to have them alive.

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I decided to make quick playthrough to check for bugs (almost completed game, cheats and modding etc used on Veteran difficulty). Too bad I didn't encounter any major bugs to report :(

- General stability is excellent, not a single crash despite stressing game much.

- Research tree seem to work, at least I didn't notice any bugs. All captured "special" aliens seemed to give something on research. I may have missed something and some bugs may happen on different playthroughs but as beta version research tree seem to work well.

- I would give starting weapons little bit more range. They would still suck because of low damage, but basic rifle range for example feels like total joke.

- Ticker speed is so low that player has lots of time to capture live aliens, this is good. However some people will surely complain about grinding. Suggestion: a bit less terror missions.

- Base defence missions were rare. Tested 4 times: 5 bases on day 10, do not shoot down or capture any aliens. On 50 days fast forward period (modified starting ticker so that there are ships that can do base assaults) I got average 2 base assaults and 10 terror attacks. About 1 base defence per month is quite low amount, because I didn't do anything to perevent alien scouting or attack assault ships. Perhaps little less terror missions and little more base defences? Yes, little. Base defences too often will irritate players.

- Personnel costs are OK, but soldier cost seems a bit high for me. This is hard mod and there will be casulties. I think that 7500 per soldier would be good balance. Prevents cannon fodder usage but is low enough that player can keep large roster on multiple bases.

- I would give soldier starting stats a small uplift. Despite game has slow tempo, veteran soldier casulties will hurt because starting stats are quite low.

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Hey Drages, I found a bug while raiding a Sebi outpost (first base I've found this playthrough). When I kill a certain Sebi and go to see just what it was and what weapon it was using, the game crashes. I've attached the save. The Sebi in question is the one in the room with the Hunter. Kill him, and then use the nearest soldier to look at the Sebi in the inventory and the game should crash.

[ATTACH]6194[/ATTACH]

Edit: Also, this save is experiencing the infinite hidden movement bug, but I'm not sure if that's a bug with the game itself or with the mod, still thought it was worth mentioning since I found this.

XDIVISION 244.sav

XDIVISION 244.sav

Edited by Squaddie Perseus
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Edit: Also, this save is experiencing the infinite hidden movement bug, but I'm not sure if that's a bug with the game itself or with the mod, still thought it was worth mentioning since I found this.

yei also got infinite turn on sebi outpost, i had to load a save before assaulting and try again then it worked but some sibilian gurd or soldiers oneshooted my guys so i leave the outpost :)

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To WTYD:

Thanks for fast testing. it was very important info to me. I know there is some bugs at research tree which is only matters 2-3 weapons, its nice to see that the living creatures chain works. The no bug tree will be published with ultimate xenopedia patch.

Terror sites and defence missions are not so useful for now, but with special enemies just for that missions and the items you will get from them will make them more rewarding.

I can make game progress a bit faster if its enough to capture alive aliens..

My geosphere is kabills dynamic mod.. i can ask a code for more defence missions.. i realy dont understand that ticker and ufo spawn things..

Economical balancing is important too.. i dont want ppl swim in money or very poor to get nothing. End game weapons are very expensive and i will make the monthly cost of every airplane and buildings at next versions.. this versions test was mostly research tree and air/ground weapon balance..

I can improve the starting soldiers.. first weapons are sucky enough :)

I want to ask you that when did u see first terror and defence missions? as date and era (which ufos was flying).

--------

To Squaddie Perseus:

That infinite turn bug is from the game itself and its about reapers.. i think devs solved it at one of the last versions..

Yep.. probably a missing sprite at that sebs inventory.. and that laser cannon is very powerful, i need to nerf it :)

-------

To asierus24:

I am getting your pms btw.. bases are hard and good defended.. do not try them before lance weapons.. even alienalloy weapons..

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@Drages: Alright. So that's what's causing the crash. And yeah, I thought that infinite hidden movement bug was fixed as well. As for the laser cannon...it's a problem with all vehicle weapons then to one degree or another. And frankly, it's currently the only way to reliably kill enemies that regen 100+ HP every turn, and this often includes early game Sebis, Reapers, and Xenomorphs without expending half of the ammo the entire team brought, assuming enough hits connect.

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Yep, regeneration should be a trait given to very few aliens.

How much health does a Caesan have? I feel like they're tougher than my average xenonaut, they should rely on tech to evade damage not on any natural or inherent abilities/resistances. They were supposed to be the equivalent of UFO EU sectoids, nice handling of tech, nice aim and cone of view but below average health.

So far I've encountered the same problem that other users have stated, the ballistic assault rifles lack a bit (just a bit) more of range IMO as well. I can't keep up with the drones and the constant suppression fire if I can't at least return fire effectively... it feels like it needs some nerfing.

So far no problems with the alien specialists but I don't know if this may be too much micromanagement, I kind of like it but it may make the mod harder especially if you miss to capture them early in game and they get too many options in armor or weapons... kinda like when playing XCOM Apoc if you missed the first alien ufo (scout) it would be nearly impossible to capture one later so the whole tech tree would be stunted.

Do I need to wait until the Corvettes to get the basic air armament? so far I've been either unlucky or lacking attention since my fighters still have the basic payload. And can't seem to get anything new to research since most UFO I down are literally burning and full of holes.

Keep it up mate! will try and get terror missions or alien bases to keep testing on diff saves :D

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When you try to choose а hand cannon project in workshop u get crash. Also AP vehicle cannon seems got ##### name, also in arframe string in aircraft equipment page for some planes.

Sometimes i can see unsteppable black squares in GC.

Edited by Pandi
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To WTYD:

Thanks for fast testing. it was very important info to me. I know there is some bugs at research tree which is only matters 2-3 weapons, its nice to see that the living creatures chain works. The no bug tree will be published with ultimate xenopedia patch.

I'll try to retest this one and just concentrate on living creatures and skip evertyhing else.

Terror sites and defence missions are not so useful for now, but with special enemies just for that missions and the items you will get from them will make them more rewarding.

I can make game progress a bit faster if its enough to capture alive aliens..

My geosphere is kabills dynamic mod.. i can ask a code for more defence missions.. i realy dont understand that ticker and ufo spawn things..

Terror missions sound good.

That was problem with TFTD. Chance to miss important aliens.

OK, that is not so easy then.

Economical balancing is important too.. i dont want ppl swim in money or very poor to get nothing. End game weapons are very expensive and i will make the monthly cost of every airplane and buildings at next versions.. this versions test was mostly research tree and air/ground weapon balance..

I can improve the starting soldiers.. first weapons are sucky enough :)

I want to ask you that when did u see first terror and defence missions? as date and era (which ufos was flying).

Right, I didn't concentrate on that one.

Yeah, they totally suck :)

I modified ticker speed etc and other things so much that it's hard to say when I saw first terror and defence missions. I think that terror missions required Landing ship but cannot be sure.

Now I'll try to again that capture aliens research tree. Cannot promise anything right now.

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