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X-Division 0.99 Ideas Discussion

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Personally, I'm a bit scared of all the things and branches you plan to add.

Already, it's stretching my imagination a little to think of good explanations for the things you've added. I'm not really happy with what I did do (the neutron weapon entry will eventually have to be rewritten by someone smarter than me/my future self).

With your new ideas like special forces aliens? I just don't know. I don't have the imagination to conceive of why the aliens have special forces when the entire earth invasion force is arguably special forces. Special forces within special forces exist, but X-Division is larger than my skull.

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Personally, I'm a bit scared of all the things and branches you plan to add.

Already, it's stretching my imagination a little to think of good explanations for the things you've added. I'm not really happy with what I did do (the neutron weapon entry will eventually have to be rewritten by someone smarter than me/my future self).

With your new ideas like special forces aliens? I just don't know. I don't have the imagination to conceive of why the aliens have special forces when the entire earth invasion force is arguably special forces. Special forces within special forces exist, but X-Division is larger than my skull.

You confuse the "army" and "special forces".. They are totally different. Army can be soldiers with guns, big tanks, aircrafts, logistics, bases.. everything.. but special forces are a very small group with special tasks.

You can count all the enemy ufos, the crew in them, alien bases, their defenders, leaders, officers, even the big bosses as army.. Earth got armies too. X-Division is earths special force against aliens. Do u see the task here? X-Division cant stand against an army, it is special for alien invasion. The earth army fights back at backgrounds.

So aliens will have their special forces for special tasks like Terror (imagine it as assassinate or bombing or even terrorizing civilians) or finding X-Division bases and destroying them.

Armies have no problem when they meet enemy armies. A soldier wont feel different when he saw an enemy soldier.. BUT when an ordinary soldier meets with a special force, even its friend, he knows that, he is someone special..

I hope i could explain the difference. I want to create that feeling when you see them rather then "bahh again a lame caesan.."

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My concept is that the alien special forces is designed to test our special forces. To see how good we actually are. That's why they cause terror sites: it's an intentional ploy to test our abilities. Because if they wanted to, they could wipe our squads off the face of the planet. Easily. (Remember the science behind the actual weapons, Nuclear) It'd reinforce the role of the point-man (the proper anti-terrorist task force name for the shield units), being able to take more of a beating than the armors. It'd be a tough and interesting challenge. However, to balance, the penalty of not going to a terror mission should be much smaller to compensate, as it's not as large scale as originally implied. Again, I'd like to suggest omni-directional nano-armor "shields" that are reloadable but aren't as tough as their much bulkier riot shields, and have an imperfect protection ratio (75 or 80%). Pweeeeeease.

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Please can you tell me your feeling about the additions at X-Divisions.. Like "i am fine with that many vehicles", "there is much more weapons then i needed", "i realy dont care about this ******"... you got my point..

Currently I use best-in-class sniper rifles and overload my men with grenades. --> walk-shoot-throw

I'd be happy t see some advanced chem and heat grenades.

Bug(?): it is easy to throw a grenade into the door and into the wall where it can be blown up. Chem grenade kills aliens behind the closed door or even the 100% intact wall. Is it due to Fire in the Hole addon?

I use rocket tank or heavy explosive to open up UFOs. Btw, AP tank shells are quite useless for this...

I'd be happier with a more clean research tree. If you send it to me in advance, I could help :)

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My concept is that the alien special forces is designed to test our special forces. To see how good we actually are. That's why they cause terror sites: it's an intentional ploy to test our abilities. Because if they wanted to, they could wipe our squads off the face of the planet. Easily. (Remember the science behind the actual weapons, Nuclear) It'd reinforce the role of the point-man (the proper anti-terrorist task force name for the shield units), being able to take more of a beating than the armors. It'd be a tough and interesting challenge. However, to balance, the penalty of not going to a terror mission should be much smaller to compensate, as it's not as large scale as originally implied. Again, I'd like to suggest omni-directional nano-armor "shields" that are reloadable but aren't as tough as their much bulkier riot shields, and have an imperfect protection ratio (75 or 80%). Pweeeeeease.

Rechargeable shield is at my list but sadly cant change the protection values. The values are same for all shields. Anyway a big nerf come all the armour values and shields because i nerfed the alien snipers.

Currently I use best-in-class sniper rifles and overload my men with grenades. --> walk-shoot-throw

I'd be happy t see some advanced chem and heat grenades.

Bug(?): it is easy to throw a grenade into the door and into the wall where it can be blown up. Chem grenade kills aliens behind the closed door or even the 100% intact wall. Is it due to Fire in the Hole addon?

I use rocket tank or heavy explosive to open up UFOs. Btw, AP tank shells are quite useless for this...

I'd be happier with a more clean research tree. If you send it to me in advance, I could help :)

Advanced chemical and heat grenades? There are already chemical grenades. You mean something else?

That bug is coming from the game itself.. but i think nobody cares because the default game dont have much issues with those, like many other little bugs which u notice when you dig deep.

AP cannons are not explosive, its normal.

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Advanced chemical and heat grenades? There are already chemical grenades. You mean something else?

Yes, exactly. As there are normal-advanced-extreme stun and smoke, same should be for chem and fire too.

Weight could be 1.0, 1.5, 2.0, however I don't know if 1.5 is supported or not...

AP cannons are not explosive, its normal.

I know, but still... An AP (sabot) should crack the UFO too.

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Yes, exactly. As there are normal-advanced-extreme stun and smoke, same should be for chem and fire too.

Weight could be 1.0, 1.5, 2.0, however I don't know if 1.5 is supported or not...

I know, but still... An AP (sabot) should crack the UFO too.

But, we got chemical grenades too :)

AP is breaching the armour, not destroy it.. i mean if there is a door, it will breach it with a hole.. but the door would be there.. :)

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Ah, there is. Just never researched :)

:). And i will work on 0.99 research as last after all my additions/changes finished.

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:). And i will work on 0.99 research as last after all my additions/changes finished.

And this time do not build in bugs :)

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You confuse the "army" and "special forces".. They are totally different. Army can be soldiers with guns, big tanks, aircrafts, logistics, bases.. everything.. but special forces are a very small group with special tasks.

You can count all the enemy ufos, the crew in them, alien bases, their defenders, leaders, officers, even the big bosses as army.. Earth got armies too. X-Division is earths special force against aliens. Do u see the task here? X-Division cant stand against an army, it is special for alien invasion. The earth army fights back at backgrounds.

So aliens will have their special forces for special tasks like Terror (imagine it as assassinate or bombing or even terrorizing civilians) or finding X-Division bases and destroying them.

Armies have no problem when they meet enemy armies. A soldier wont feel different when he saw an enemy soldier.. BUT when an ordinary soldier meets with a special force, even its friend, he knows that, he is someone special..

I hope i could explain the difference. I want to create that feeling when you see them rather then "bahh again a lame caesan.."

I understand a little now. What the Xenonauts spends most of their time fighting is the alien airforce and the escorts of scientific specialists.

I'm still noodling around in my head for an explanation of the weapons and modifications the alien spec ops are supposed to have. But this makes sense to me.

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So I've encountered a bit of a dilemma here.

You see, I can't get the Titanium Shields yet, so a single Harridan shot shreds the original Shield and weakens my soldier...

Worse; the alien forces around drain the shield's HP and then the Harridan can one-shot my soldier regardless of the shield's facing.

Even smoke has a negligible effect...

I also can't get any better armor at the moment because I haven't successfully captured a Landing Ship UFO. Which as we know; Generally comes with Harridans--the bane of my soldiers' existence.

So I guess I should try tanks then, right? Or would the Scimitar die after 3 turns in a similar fashion to the Seeker I had? :confused:

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So I've encountered a bit of a dilemma here.

You see, I can't get the Titanium Shields yet, so a single Harridan shot shreds the original Shield and weakens my soldier...

Worse; the alien forces around drain the shield's HP and then the Harridan can one-shot my soldier regardless of the shield's facing.

Even smoke has a negligible effect...

I also can't get any better armor at the moment because I haven't successfully captured a Landing Ship UFO. Which as we know; Generally comes with Harridans--the bane of my soldiers' existence.

So I guess I should try tanks then, right? Or would the Scimitar die after 3 turns in a similar fashion to the Seeker I had? :confused:

(I prefer 0.98 thread for in game questions but np)

I nerfed all enemy snipers and their miss chances with Hot Fix 4. Seeker is a damage vehicle. You should use tanks if you need cover.

One of the hidden problem is, when i coded the UFO crews, i was thinking its the mod file replaces the old. But it's not. So you could encounter more then enemies (like more harridans) then i coded. I hate merging when this happens. I am rewriting everything for 0.99 and mostly using replace commands to be sure.

With 0.99 i nerfed the accuracy of all enemies and alien weapons. So with alien acc and snipers nerfed the armours will get a nerf too..

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Would it be possible to make explosions and smoke on multiple levels, or does it need coding?

Also, smoke, chem and stun grenades would be nice to have effect spanning over multiple turns:

Turn 1) thrown, explodes

Turn 2) range grows

Turn 3) slowly dissolves

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Would it be possible to make explosions and smoke on multiple levels, or does it need coding?

Also, smoke, chem and stun grenades would be nice to have effect spanning over multiple turns:

Turn 1) thrown, explodes

Turn 2) range grows

Turn 3) slowly dissolves

Smoke got only dissolve percent per turn. Look to the gas_gc.xml you will see it. Growing is not an option and dissolve randomly with the chance you gave.

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(I prefer 0.98 thread for in game questions but np)

I nerfed all enemy snipers and their miss chances with Hot Fix 4. Seeker is a damage vehicle. You should use tanks if you need cover.

One of the hidden problem is, when i coded the UFO crews, i was thinking its the mod file replaces the old. But it's not. So you could encounter more then enemies (like more harridans) then i coded. I hate merging when this happens. I am rewriting everything for 0.99 and mostly using replace commands to be sure.

With 0.99 i nerfed the accuracy of all enemies and alien weapons. So with alien acc and snipers nerfed the armours will get a nerf too..

Thanks for the help! ^_^

The amount of time and dedication you've put into this Overhaul is impressive.

I'm fine with that (provided the armours can still take a few hits).

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Thanks for the help! ^_^

The amount of time and dedication you've put into this Overhaul is impressive.

I'm fine with that (provided the armours can still take a few hits).

Np at all.. I will look for your balance mod and want to use that logic but never ending GC optimizations (ufos,crews,gears,researchs,manufactures... buuaahhhh...) just dont let me to it.. But its nice to see playing this mod, maybe you can give me advises about money balancing even code it :)

My ideas for now are,

- Much more expensive aircraft/vehicle monthly cost

- Much less money gain from manufacture and sell

- More for scientists salary, less for military.

I want to make the monthly gain from countries very important and main gain. I want to ppl wait the month end to get the money rather then ignore it with other incomes.

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Np at all.. I will look for your balance mod and want to use that logic but never ending GC optimizations (ufos,crews,gears,researchs,manufactures... buuaahhhh...) just dont let me to it.. But its nice to see playing this mod, maybe you can give me advises about money balancing even code it :)

My ideas for now are,

- Much more expensive aircraft/vehicle monthly cost

- Much less money gain from manufacture and sell

- More for scientists salary, less for military.

I want to make the monthly gain from countries very important and main gain. I want to ppl wait the month end to get the money rather then ignore it with other incomes.

Tips when playing this Mod:

-You will need 4-5 Bases minimum to repel the Alien Invasion with any degree of efficiency.

-Russia falls when under attrition, so a base to the northernmost part of Indochina can keep it from falling, and if Russia does fall; you won't lose a base.

-North America is a hard country to sustain--you may need two or three bases to handle it.

-Start your base in Northern Africa to cover as many countries as you can.

-If you suspect your best soldier will die; Stun them, and then drag them to safety once the danger has passed before waking them with a MedKit!

-Where shields fail: Tanks excel.

-In a pinch you can decommission your AWACS to make $150,000 more monthly profit.

-The AWACS can be used to scout for Alien bases and can remain airborne for days on end.

-Get as many Researchers as you can, You will need as many advantages as you can possibly get!

-Read the Xenopedia entries, they usually contain valuable information in regards to Air Superiority!

-Incendiary damage wears down resistances quicker than any other damage type.

-Androns are weak to Energy weapons and Heavy explosives such as C4.

-Harridans fall quickly to Incendiary and Ballistic weapons, but be wary of how close you must get to use them.

-When C4 explodes; It vaporizes other bricks of C4.

-Know when it's time to Abort a Mission and when it's time to rush in and take chances.

-Alien Drones flee from your Soldiers' Line Of Sight--use this to control their movement.

-Only kill a zombie when you know you can handle another Reaper.

-1 Reaper requires about 4-6 soldiers minimum to safely down and Civilians generally act as good bait for them.

-Make triangle-shaped formations with your soldiers if you plan to surround and trap an Alien.

The aircraft maintenance costs seem pretty balanced to me. And the maintenance cost of the Hunter and Seeker are fine considering their marginal usefulness.

Lessening the money gain from Recovered Equipment by 10-to-20% should be sufficient enough to put the squeeze on the player. If you do much more than that: players will likely complain that it's too hard.

I'm using my Building & Salaries Overhaul so I'm not sure how much that move would hurt and/or help the player...

The Monthly Income already keeps my 3 Bases, 7 Aircraft, 80 Researchers, 36 Engineers, 26 Soldiers, and 1 Vehicle payed and maintained--without it I couldn't sustain all the countries I needed to beat the game (I get profit $980,000 from the supporting countries).

The Recovered Equipment is how I get a minimal edge in the battle for Air Superiority and Ground Control, and on average I can only get about $140,000-to-$300,000 a month from that (if I can catch a Corvette or Landingship I can make more, but even that trick has significant risk).

One last thing to note: My soldiers seem to have trouble using reaction-fire on the reapers. Not sure why...

Edited by Man of Doge

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Nice notes there. Reaper and xenomorphs got huge reaction skill. It was made for making them more aggressive but I nerfed them badly after I handled ai more at 0.99

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Nice notes there. Reaper and xenomorphs got huge reaction skill. It was made for making them more aggressive but I nerfed them badly after I handled ai more at 0.99

Ah, that explains it.

Also, some things to note:

-The lowest "suppressionRadius" value you can set is "0.5"?

-Weight values work with decimals; hence you can have something that weighs 0.5 kg.

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Ah, that explains it.

Also, some things to note:

-The lowest "suppressionRadius" value you can set is "0.5"?

-Weight values work with decimals; hence you can have something that weighs 0.5 kg.

As i know, 0.5 is min for kg and radius.. didnt tested lower value..

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There's only one problem... I can barely support 3 bases, how can I support 5? Without Doge's mod, costs are crazy expensive. As I mentioned before. Doge significantly knocks down a lot of prices with his mod (but also makes it harder to keep up with research and engineering contrarily.

Edited by Woz2

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There's only one problem... I can barely support 3 bases, how can I support 5? Without Doge's mod, costs are crazy expensive. As I mentioned before. Doge significantly knocks down a lot of prices with his mod (but also makes it harder to keep up with research and engineering contrarily.

But all the money you get from selling alien stuff and ufo dissambles wont be more then enough at late game?

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You see... that's at late game... Early game funding isn't enough. It's enough to (mostly) keep the countries, but then you have to build 3 bases at start. Plus, there's no way I can fund two strike teams. Which 3 strike teams is kinda needed...

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