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drages

X-Division 0.99 Ideas Discussion

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Everything can stun with much pain.. and the idea is stunning without damage..

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Well, in real life hydrochloric acid is sometimes used to maim people without killing them

I love it when Xenonauts fans are so intelligent and got huge science knowledge. BUT, heh.. chemical used at this game for smokes.. stun, smoke and toxic.. so chemical will be more toxic/poison thing..

its more sense so..

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This comes to what you do try to make as chemicals.

1. Chemicals are poisons: This can kill and stun a life form who dont have immunity to it. So mechanical units wont get any damage.

2. Chemicals are acids: This would damage everything inculding heavy armours depends its power. No stun, no injection.. only the creature you took it would have very high resistance.

So with this case, i tries both at different versions and it will be "poison" at 0.99.. You cant stun ppl with acid as i know..

Looks like I'mma need a new Anti-Andron weapon then. o_o

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Emp weapons are just against them.. even so powerful at 0.98..

Doge, I saw a shredder animation at your test mod file. Is it working? How did you do that?

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You COULD have both... I mean have low-miti, high damage poison weapons. And insane mitigation, low/med damage acid. Just give Androns an absurd armor value and have the acid weapons match or almost match it.

EDIT: And make Xenomorphs utterly immune to any and all chem weapons. And reapers if you want... but even roaches still fall to poison, and Reapers are basically just parasitic insects.

Edited by Woz2

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You COULD have both... I mean have low-miti, high damage poison weapons. And insane mitigation, low/med damage acid. Just give Androns an absurd armor value and have the acid weapons match or almost match it.

It's realy great idea, young padowan.. not joking, i liked it..

But acid will be a global non-armour weapon.. if i made i low damage, you would use EMP weapons, if i make it high damage, you will use that entire game..

For this reason, i think EMP weapons would be fine for them.. if i make an "acid", emp would be totally useless..

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It's realy great idea, young padowan.. not joking, i liked it..

But acid will be a global non-armour weapon.. if i made i low damage, you would use EMP weapons, if i make it high damage, you will use that entire game..

For this reason, i think EMP weapons would be fine for them.. if i make an "acid", emp would be totally useless..

True, true. But acid would be close range only, would it not? Our EMP weapons in later game would have decent range... And it'd take a while to find an acid reactive enough to burn through the alloys fast enough to be useful... so mid game acid 'nades and later on acid shotgun-type-things. It'd burn through armor poison couldn't, but poison would deal much more damage. Cyanide kills very quickly, and it's not even the most toxic.

Again, with the mixed tech concept. EMP for reliable, mid-range combat. Acid for risky, close-range combat. Different approaches for different commanders.

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Different crazy coding and balancing for me :)

To be honest EMP/Stun weapons range will be low already... I am thinking to nerf stun weapons as range and damage so catching alive wont be so easy.. Think as a electromagnetic charge, so it should not have a long range.. so who wants to use EMP weapon, he should be close already..

Playing with mitigation becomes harder and harder.. because if i gave so much of it, even the toughest ranks enemies would be no problem. Androns are not so important at 0.99 as enemy.. Andron base attack/terror UFO's will carry mixed terror teams rather then Androns themselves.. Think a battlefield with caesan, sebs, wraiths, harridans and xenos/reapers together with their terror versions..

I will erase all mitigations from enemy weapons (only terror weapons will have some or fully). I will play with ground combat stats later.. I am still working on geosphere and air fights.

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You balance that with damage, giving the costant damage vs. armor piercing argument that exists between hollow point and ap ammo even today. You can have security but risk long firefights, or risk being unable to pierce their armor but shortening fights with those without. Knowing your enemy is half the battle. Problem is, we don't until we get that alien mission reader. If you wanted to give us a hint via the types of UFOs... if you could put in that effort. And it wouldn't be a dead giveaway it'd be a hint. Or what they do. For example, Caesans would do abductions, whereas Sebs don't have the equipment to. Sebs would be treated as foot-soldiers, Caesans as the research, scout, and tactical units. The Sebs would be the Army and the Greys would be the Marines. For those who are familiar with the US Army vs. Marines mechanic. Sebs would use heavier, explosive-based ships. Greys would use lighter, mobile, energy-based ships. Sebs would have more soldiers, but be less skilled. Greys would have more skilled, better equipped soldiers, but have less of them.

Edited by Woz2

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Emp weapons are just against them.. even so powerful at 0.98..

Doge, I saw a shredder animation at your test mod file. Is it working? How did you do that?

They're not optimal for my squad which needs to be capable of downing Harridans/Ceasans and the Androns with a single weapon/tool--not only that but even my army of 125 scientists can't get all the researches I need in time to make good progress before the next wave (I haven't gotten around to researching EMPs because I have to develop new weapons for the air war and such).

I filtered and recolored the Teleportation animation using GIMP and GameMaker 8.1 (Lite)'s sprite editor. Then I copied the spectere from the teleport animation and replaced the in-file name of the animation with what I wanted using Notepad++, the whole thing took about 15-17 minutes to do and I expect it to look fine upon testing it in-game. ^_^

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Bahh.. i totally miss that teleport animation.. good catch..

125 scientists, nice.. Stun weapons, electro guns got good emp damage.. the grenade and missile too.. Energy weapons are good against them if everything fails..

Androns will have the most HP at 0.99... i will leave the "lower the armour then kill it" idea and return to the "stable armour but not invincible" one.. I think it will make easier balance.

I finished geosphere ufo spawns and content. Maybe i redid them 4-5 times for the ultimate enjoy and balance.. After CE ppl handled adding more UFO's with ground combat, it will be way better.. I want to add some variations of the beginning/mid game ufos like "armored scout" or "Escort carrier" and much more so even at end game we can have end game tech little ufos and their high ranked crew..

If someone can make new ground combat ufos for dreadnought, destroyer and my new mother-ship, i can create the mod at my mind.. With those missing parts i really live hard times when trying to make the all game progress..

I will start to air combat now.. the new features in my mind are:

- Counter-Missile weapons for both side.

- Unique weapons to enemies, like "suicide probs" , "huge energy beam"...

- More weapon styles at one slot.. for example you got alenium torpedo.. there will be a heavy slot one for 4 torpedo and a mid slot for 1 torpedo.

Counter missile will be very important because there will be much more torpedo/missile at the air.. The game got a strange bug about counter-weapons which there cant be more then one counter-bullet at air at once.. so first bullet should be disappear before second fire. So the bullet should be very fast (it should be anyway to catch the missile) or the time between two shots will be long.

I dont want impossible air battles but as my first tries, a little bad timing becomes end of your squad.. it will be a challenge..

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125 scientists, nice.. Stun weapons, electro guns got good emp damage.. the grenade and missile too.. Energy weapons are good against them if everything fails..

Androns will have the most HP at 0.99... i will leave the "lower the armour then kill it" idea and return to the "stable armour but not invincible" one.. I think it will make easier balance.

I finished geosphere ufo spawns and content. Maybe i redid them 4-5 times for the ultimate enjoy and balance.. After CE ppl handled adding more UFO's with ground combat, it will be way better.. I want to add some variations of the beginning/mid game ufos like "armored scout" or "Escort carrier" and much more so even at end game we can have end game tech little ufos and their high ranked crew..

If someone can make new ground combat ufos for dreadnought, destroyer and my new mother-ship, i can create the mod at my mind.. With those missing parts i really live hard times when trying to make the all game progress..

I will start to air combat now.. the new features in my mind are:

- Counter-Missile weapons for both side.

- Unique weapons to enemies, like "suicide probs" , "huge energy beam"...

- More weapon styles at one slot.. for example you got alenium torpedo.. there will be a heavy slot one for 4 torpedo and a mid slot for 1 torpedo.

Counter missile will be very important because there will be much more torpedo/missile at the air.. The game got a strange bug about counter-weapons which there cant be more then one counter-bullet at air at once.. so first bullet should be disappear before second fire. So the bullet should be very fast (it should be anyway to catch the missile) or the time between two shots will be long.

I dont want impossible air battles but as my first tries, a little bad timing becomes end of your squad.. it will be a challenge..

Can't afford ElectroGuns because I have to make more Jackal Armour and Alloy Grenades for my platoon of 86 soldiers garrisoned across 5 bases. I have 2 Energy Weapons ATM: a Civilian's Laser Rifle and a Xenonaut Scatterlaser.

The dreadnought would literally take up 3 screens and cause a massive crater upon impact--you'd probably have to commission someone to even make the art assets you'd need for something of such scale, not to mention having to do all the coding for the sprites you'd need! The Destroyer however; Is more feasible. ^_^

That reminds me: Why does the Aserius only have 1 Alenium Torp when I need 3 Alenium Torp to down a Corvette?

Wait, you mean a little bad timing isn't already the possible end of my squad? xD

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Can't afford ElectroGuns because I have to make more Jackal Armour and Alloy Grenades for my platoon of 86 soldiers garrisoned across 5 bases. I have 2 Energy Weapons ATM: a Civilian's Laser Rifle and a Xenonaut Scatterlaser.

The dreadnought would literally take up 3 screens and cause a massive crater upon impact--you'd probably have to commission someone to even make the art assets you'd need for something of such scale, not to mention having to do all the coding for the sprites you'd need! The Destroyer however; Is more feasible. ^_^

That reminds me: Why does the Aserius only have 1 Alenium Torp when I need 3 Alenium Torp to down a Corvette?

Wait, you mean a little bad timing isn't already the possible end of my squad? xD

86 soldier.. 86... i think you edited the transporter planes to take 50 ppl or what? lol... and civilians got laser rifle you dont have... ahaha your game should be at a parallel universe :P...

I tried to communicate to the artist but he didn't responded.. i think he doesn't look his deviant art place.. We already started to make the assets with Kabill but at that point Kabill figured that adding UFO with GC is hard coded and became CE coder :).. no need to make a huge one for dreadnought but mothership can be a problem.. If sprites are not an animation, its not big deal. anyway...

Asierus is a torpedo boat, its just a cheap plane to carry torpedo.. but even he got one slot, he should throw 2 or 3 torpedoes.. torpedo launchers got 2-3 torpedo ammo at least..

I want to add torpedo probs which just suicide to throw its torpedo.. but for this i need soft coded hangar size.. i mean i should give the size of the plae i put in it.. for example the standard hangar got "2" capacity and an interceptor takes "2" capacity and a prop only "1".. and a bomber is 4 maybe.. see.. otherwise a little prop and a bomber uses "1" hangar..

Uhmm.. isn't 0.98 air fights too easy? :)

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86 soldier.. 86... i think you edited the transporter planes to take 50 ppl or what? lol... and civilians got laser rifle you dont have... ahaha your game should be at a parallel universe :P...

I tried to communicate to the artist but he didn't responded.. i think he doesn't look his deviant art place.. We already started to make the assets with Kabill but at that point Kabill figured that adding UFO with GC is hard coded and became CE coder :).. no need to make a huge one for dreadnought but mothership can be a problem.. If sprites are not an animation, its not big deal. anyway...

Asierus is a torpedo boat, its just a cheap plane to carry torpedo.. but even he got one slot, he should throw 2 or 3 torpedoes.. torpedo launchers got 2-3 torpedo ammo at least..

I want to add torpedo probs which just suicide to throw its torpedo.. but for this i need soft coded hangar size.. i mean i should give the size of the plae i put in it.. for example the standard hangar got "2" capacity and an interceptor takes "2" capacity and a prop only "1".. and a bomber is 4 maybe.. see.. otherwise a little prop and a bomber uses "1" hangar..

Uhmm.. isn't 0.98 air fights too easy? :)

Most of em' are just part of garrisons, but I admit to working on upgrading my second strike team. BTW; I'm using my Experimental Civilians so I've got several laser rifles now. :3

Well. Good to know.

TBH I probably glitched the Aserius' code when I was messing about.

That explains the question I forgot to ask.

I'm using a modified version of the Highwayman from the drone strike mod as my main air-caliber as it's speed and range makes it viable for covering the massive area I need to cover--however it's inability to roll makes it inferior to normal interceptors and it dies in two hits. It also doesn't require non-vanilla parts--unlike 90% of the aircraft in this mod (I need parts from 3-5 Landingships in order to build the first bomber available).

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Most of em' are just part of garrisons, but I admit to working on upgrading my second strike team. BTW; I'm using my Experimental Civilians so I've got several laser rifles now. :3

Well. Good to know.

TBH I probably glitched the Aserius' code when I was messing about.

That explains the question I forgot to ask.

I'm using a modified version of the Highwayman from the drone strike mod as my main air-caliber as it's speed and range makes it viable for covering the massive area I need to cover--however it's inability to roll makes it inferior to normal interceptors and it dies in two hits. It also doesn't require non-vanilla parts--unlike 90% of the aircraft in this mod (I need parts from 3-5 Landingships in order to build the first bomber available).

I checked the req for the first bomber, B17 Fortress and you can build it with corvette parts easily.. You just need to disassemble its core. Maybe powersource can be problem to get..

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I checked the req for the first bomber, B17 Fortress and you can build it with corvette parts easily.. You just need to disassemble its core. Maybe powersource can be problem to get..

Actually It's the engines I'm having trouble getting; and keep in mind that 95% of all UFOs I assault are ones I've shot down--main reason for that is the fact I can't get ones to land close enough to where I need them to be.

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Hmm it's good point.. I can making it requirement lower. Kabill will soft core the landing percentage too.. give some time to land them.. there should be a value about engine explosive chance too for crush land ufos..

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Hmm it's good point.. I can making it requirement lower. Kabill will soft core the landing percentage too.. give some time to land them.. there should be a value about engine explosive chance too for crush land ufos..

Yes; Softcoded landing will allow mods to be more successful--just keep in mind that a chance is a percentage and is thus much larger than one would normally think it was.

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So here is a better wording for the xpdia entry:

X Division, UFO Disassembly and Fragmentation

Welcome to the manufactoring Programme, Commander

We need some UFO parts to manufacture most of the new technologies,especially for new aircraft and their weapons.

After a successful UFO mission, you will get a core (datacore).This core can be disassembled at the base at your command and we will have some hull materials to sell and other devices to manufacture new equipment. We can even disassemble an alien base.

Powersource fragmentation serves to make powerful reactors from bigger ones. The reason to do so is to get important reactor parts (?) to manufacture weapons and materials to bring down even the UFOs we currently can`t shoot down (?).

The last part is bit confusing for me what it wants to say so i hope I get the sense right. Feel free to copy paste it without the (...).

I´d like to see what items I receive when I disassemble a datacore. That would be a big help. Is the recovered UFO equipment used for anything other than selling?

Just played the first 3 and a half month and it fells like a tutorial on how to play xenonauts so far. There can definitely be a speed up in the first months. And more UFOs, because the only reason so far not to go for one is because your aircraft cant reach em.

I would recommend to let aircrafts die when they crash. I mean when they are gone they are gone for good. That would definitely fell better than letting them be recoverable.

The matergy sniper always shoots out of sight of my soldiers and kills them outright so far. Not bad just wanted to know if you intended that or not.

I cant get the alien base to vanish so you definitely have done a good job there so far.

Situation is stable, no countries lost so far. Its a bit easy on the geoscape (too easy).

Alien base hoping (verb: hop) is still ridicolous since you can abort the mission and go in 10 sec later and the base layout has changed drastically as well as the race.

Keep it up!

I still think about how i want the airfights to be.

Edited by Charon
Corrected spelling mistakes in Xpdia Entry

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Charon's Post

Recovered equipment is Only used for cash.

Unrecoverable aircraft is something you yourself should enable--however I wouldn't recommend keeping it too long as the Late-Game will become very punishing with such a setting enabled.

Solution to beating Matergy Sniper: Stay 20 Tiles back and use Fox Armor until you can acquire armor which is more resistant to Kinetic attacks.

You make alien bases vanish by sending your injured strike team in during the Alien Wave's 'down period'.

The reason why it's easy early-on is because you're gonna need that time to prepare for the large number of alien craft which will come during each wave in the Mid-to-Late Game.

NOTICE: Man of Doge is not a Developer of X-Division and hence does not represent the X-Division Dev Team.

Edited by Man of Doge

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I missed Charon's Post.. strange.. sry for delay and thx to doge for answer..

The geosphere is not well planned for this mod, its just slow version of the kabills dynamic ufo spawn mod. I created proper ufo spawns for X-Division and will be up at 0.99.. 0.99 will have nearly everything unique for itself rather then getting help from other mods, Aı to geosphere..

You would not want to have dead planes, believe me. At mid and late game you will need to make many suicide runs to get down bigger ufos earlier.. Mid game strikes hard at 0.98, you should be prepared. At air fights, a wrong decision or a late manuever will make you lose your entire squad against real ufos. Air fights should not be so hard. Ground combat can be hard, you can try different tactics, some save loads maybe but at air its one shot... even you can try it again and again and maybe you can make it with suicide runs but there will be more ufos to deal. I figured out and planned most of the game phases for 0.99 but airplanes/ufos weapons and fights are still disturbing me. Sometimes i want it untouched..

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

And I finished all the new GC weapon art aspects.. new weapons, new branches, new versions (not more then 0.98).. I am calculating the resistance/weapon damages and this time you wont able to kill an enemy if you dont have right weapon. At 0.98 first times ppl complained about "not able to kill any enemies with default weapons"... they were right.. i was overdo the beginning enemies resistances. Now guards and specialists (beginning phase of the game, scout-corvette) will have very low resistances and any guard acan be killed with any weapon, sooner or later.. BUT after corvette when the mid phase begin, all the enemies wil be highly resisted against their main resistance damage type.. Sebs wont die with ballistics and caesans will laugh to your lasers..

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@drages OMG you changed your profile pic. I miss the dragon.

I corrected the speeling btw in the previous post.

Just to be clear, I dont reload on Veteran/ ironman.

So far I have only lost a squad of planes because i 4x accelerated them into a corvette and was pleased to see they recover but anything else than that its easy peazy. Can I help in developing a superior geoscape/airfight playout ? Im kinda hungry to develope my own ideas and see if its working.

@man of doge its not about beating the sniper, they never shoot more than once in my ground fights (and usually never get the chance to even do so). Its about the aspect that they shoot out of sight range which means for me its a dice roll since i consider every not calcualted casuality a failure on my part (1 shot/ out of 100 UFOs so far). I dont consider a mission with casualities a success since I could have done better, but how to protect against that is a dice roll again, you just take the best chances. I wanted to know if drages wants to let it stay that way or change it.

Generelly said the further the game goes, better surveillance is pushed since you cant trust your normal sight anymore.

Bases: I can manage multiple roosters to go in during the cooldowns but, I actually have a problem in dealing with the bases in itself as the % of the casuality rate is too high for me to justify a succesfull operation. I havent tried out the get 4 veterans and 6 sacrifices thing yet. For the record: 2 successful operations and 4 casualities so far, for enemy outposts at least.

The recover time looks like a cool feature, maybe I have to change my point of view.

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It's depent to player skill too ofcourse.. I mean i got my mod players who finish game with 3 base and some others who cant pass the mid phase..

Sniper weapons are special for their long range.. Sebs should not see you from so far.. it should be rare situvation.. but i want to see against harridans.. :P

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