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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)


Charon

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21 minutes ago, Sectiplave said:

Just entered the start of Phase3, I was prepared for the air game and I am doing okay at generating some crash sites (at the price of getting my own planes shot down) but the ground combat is providing very challenging when it comes time to storm the command room, I'm not sure what gun it was but there is a thunder cannon or something that fires 10 shots doing 30-40 damage and 50+ stun per hit, making AlphaWolf armor feel like paper!

The challenge is good, I'm not saying that it should be made easier at all :)

Balance; At high stats and with AlphaWolf armor soldiers have 20+ tile throw range and 120%+ accuracy on grenades (if nothing is in the way) is it possible to cap throwing accuracy to 95% like shooting? Just so there is always a chance to go off target?

Alpha wolf armour is end game wolf armour design created for snipers and other support roles. Alpha wolf got weaker resistance then sentinel so it has more battle stats.. This means you should not be in front with that armour..

Phase 3.. impossible missions started :)

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25 minutes ago, Sectiplave said:

Balance; At high stats and with AlphaWolf armor soldiers have 20+ tile throw range and 120%+ accuracy on grenades (if nothing is in the way) is it possible to cap throwing accuracy to 95% like shooting? Just so there is always a chance to go off target?

There always is a chance to miss if something is in teh way. If an obstacle has a 30% block chance than you still have a 30% chance to miss even if you have 500% accuracy, it just means that in case the obstacle doesnt block the grenade will most likely find its target.

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31 minutes ago, Sectiplave said:

Just entered the start of Phase3, I was prepared for the air game and I am doing okay at generating some crash sites (at the price of getting my own planes shot down) but the ground combat is providing very challenging when it comes time to storm the command room, I'm not sure what gun it was but there is a thunder cannon or something that fires 10 shots doing 30-40 damage and 50+ stun per hit, making AlphaWolf armor feel like paper!

Yes, the Wolf amour series has more of a versatile support role. Dont expect it to block any damage. The predator series is your tank friend.

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I did some testing on the Cruiser control room, and even Predator armor got killed from a burst of the rapid fire Thunder weapon. The situation tested was first opening the door and the enemy is only a few tiles away and they immediately reaction fire, because of how close they are all shots hit and add up to 200+hp damage on Predator armor. I kept opening the same door from the same position in my tests as it doesn't help to reload and cheat by knowing where the enemy is standing :D

The most reliable was AlphaWolf + Shield, but even this died half the time. This is the best defensive combo I've got at the very start of Phase3, from my previous play through Sentinel and upgraded Predator armors are a Phase 3 armor right?

Like I said, it's good, I wouldn't recommend changing anything, starting a new Phase should feel like hell in both air game and ground game, and especially assaulting the control room should be the most dangerous part of the mission.

Here are a few balance thoughts from my experience through Phase 1 and 2.

Melee weapons; I would suggest possibility of getting melee materials even from corpses, maybe increased the amount required to make the melee weapon i.e 16Chitin for MK.1 Knife, and then you get 1 from corpse or 4-6 from live unit. The incentive isn't strong enough to capture live aliens to make melee weapons at the moment, usually the player will have higher priority targets to capture, like Officers, Engineers, Weapon officers etc. also shock grenades make capturing Xeno's much easier than capturing Reapers.

Dense Fibre; Over all reduce the amount you receive from each DSB. I have almost 2,000 Dense Fibre in my storeroom at the start of Phase 3. This also might be mean Phase 2 vehicles have too much HP/Armor, I only lost a single Siege tank, so I didn't use up much dense fibre.

Xenomorphs; In Phase 2 Xeno drone and warrior are too weak, they are like a free kill almost, the reapers get the Alpha and Rhino version which are difficult, but we don't see upgraded drones or warriors until Phase 3 when we get the red version.

 

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36 minutes ago, Sectiplave said:

I did some testing on the Cruiser control room, and even Predator armor got killed from a burst of the rapid fire Thunder weapon. The situation tested was first opening the door and the enemy is only a few tiles away and they immediately reaction fire, because of how close they are all shots hit and add up to 200+hp damage on Predator armor. I kept opening the same door from the same position in my tests as it doesn't help to reload and cheat by knowing where the enemy is standing :D

The most reliable was AlphaWolf + Shield, but even this died half the time. This is the best defensive combo I've got at the very start of Phase3, from my previous play through Sentinel and upgraded Predator armors are a Phase 3 armor right?

Like I said, it's good, I wouldn't recommend changing anything, starting a new Phase should feel like hell in both air game and ground game, and especially assaulting the control room should be the most dangerous part of the mission.

Here are a few balance thoughts from my experience through Phase 1 and 2.

Melee weapons; I would suggest possibility of getting melee materials even from corpses, maybe increased the amount required to make the melee weapon i.e 16Chitin for MK.1 Knife, and then you get 1 from corpse or 4-6 from live unit. The incentive isn't strong enough to capture live aliens to make melee weapons at the moment, usually the player will have higher priority targets to capture, like Officers, Engineers, Weapon officers etc. also shock grenades make capturing Xeno's much easier than capturing Reapers.

Dense Fibre; Over all reduce the amount you receive from each DSB. I have almost 2,000 Dense Fibre in my storeroom at the start of Phase 3. This also might be mean Phase 2 vehicles have too much HP/Armor, I only lost a single Siege tank, so I didn't use up much dense fibre.

Xenomorphs; In Phase 2 Xeno drone and warrior are too weak, they are like a free kill almost, the reapers get the Alpha and Rhino version which are difficult, but we don't see upgraded drones or warriors until Phase 3 when we get the red version.

 

Can you send me that command room save please?

Very nice feedback again.. i will consider them all.. 

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hi all.

1st of all, i wanna say that this mod one of the best that i played (top 5 for all games for sure)

now some unclear points for me:

1. take lotus tech before fury - this is little strange
2. some tech missed (mag minigan mk3 for example, chem and adwenced chem granade) looks like i miss to capture some spec in erlier phases.
3. have some problems with specialists - hard to know take  this guy already or not, as result i run and stun all non wariors)
sonda - how to use? 
mag vw - cant apply to anything. 
big problems - crashes in 50-80% of air combats, no any idea why, s/l..... and in 5-6 try combat run without crash.

sorry for my bad eng

v 0.99.2 (i want to finish company, so still not instal .32

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@zlodeische I would highly recommend moving to 0.99.31 (this needs campaign restart really), as 0.99.2 Phase4 is buggy. You can "finish" it but it's not the real ending the X-Division team have planned, they are still working on it.

Two bugs I've found;

Bug Report = Caesan appears as Caesan non combatant but it's actually a Caesan Warrior, after the alien turn finished he changed colour, you can see true version when dead on the ground. This save is after he transformed to red shirt, but it was Purple previously.

Bug-Ghost Tank = As you can see it appears there is a Sebillian tank on the Carrier top floor but it's not really there.

Random Bug = Caesan Phase3 Psionic body shows as Caesan Psion Psycho, different name compared to the Phase3 Caesan analysis X-Pedia.

bug report.sav

bug-ghost tank.sav

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3 hours ago, zlodeische said:

also antimaterial pistols is OP as for me, long range, one hand, only 16% per shot, and perfect dmg, in same time other AM weapons is usles.. 

As @Sectiplave said, you need to have final patch for bugs because we fix many little things with every patch.

Antimatter MK-1 weapons are the basic prototypes, so most of them are not well compared their new generation ones. They are low damage weapons but got true damage so you can ignore all the resistance types of the enemies..

Cloth changing warrior is a master of disguise .. you think he is a simple unit but normally he is a skilled warrior.. or a bug :).. it depends to your point of view :P..

Sebillian Cloaked tanks are another example for this.. 

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Thanks for the feedback @zlodeische.

3 hours ago, zlodeische said:

1. take lotus tech before fury - this is little strange

 

3 hours ago, zlodeische said:

sonda - how to use? 

both of these @Charon can answer better than me.

3 hours ago, zlodeische said:

some tech missed (mag minigan mk3 for example, chem and adwenced chem granade) looks like i miss to capture some spec in erlier phases.

Mag minigun mk-3 is unlocked by researching a data hack which relies on capturing Operators (Sebillian in this case)

Chem grenades were bugged in earlier releases but have since been fixed.

3 hours ago, zlodeische said:

3. have some problems with specialists - hard to know take  this guy already or not, as result i run and stun all non wariors)

I either keep track of who i've captured in notepad or just write it down manually. You can also check the xenopedia alien units section to see who you've already interrogated. Gotta catch 'em all .... oh wait, wrong game ;)

3 hours ago, zlodeische said:

mag vw - cant apply to anything.

This was fixed in a recent release.

3 hours ago, zlodeische said:

big problems - crashes in 50-80% of air combats, no any idea why, s/l..... and in 5-6 try combat run without crash.

I can't really comment on this as there's not enough information provided. I will say that air combat crashes were exceedingly rare? Are you trying to play 0.99.2 with X:CE 34.2?

As Sectiplave and drages said, you really should update your X-Division version

 

Edited by sfarrelly
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1 hour ago, sfarrelly said:

I can't really comment on this as there's not enough information provided. I will say that air combat crashes were exceedingly rare? Are you trying to play 0.99.2 with X:CE 34.2?

As Sectiplave and drages said, you really should update your X-Division version

0.99.2 with X:CE 34.1

exceedingly rare? nope rly more then 70% (non depends from aircraft, enemy ufo, time... and i have a chence play it after 5-6 reloads)

 

 

 

anyway thanks all. will patch, and restart company.

 

 

 

Новый точечный рисунок (4).bmp

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Just now, zlodeische said:

hm... as i understand data hacks opens after cheftan/officer/leader capture isnt it? 

those 3 have a chance to unlock any of the data hacks, but it could also be unlocked by a combination of operators. The game rolls a random number at the start of each campaign to decide exactly who you need to capture to unlock each datahack. Also, which technology a datahack affects per phase is also rolled at the start of each campaign. (it's complicated :p )

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4 minutes ago, nedm said:

Had a mission in a two story UFO - unfortunately the ground floor is not visible and therefore I'm blindly running around there.

With luck I've discovered there was a second floor and I could finish the mission after 10 minutes or so searching the map.

http://steamcommunity.com/sharedfiles/filedetails/?id=795410697

no_vis.sav

This is actually a X:CE bug.

The workaround is to toggle roof visibility by clicking the button indicated in the pic to the state shown

roof.png

With that, you should be able to see enough of the top level to finish the map.

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12 minutes ago, sfarrelly said:

This is actually a X:CE bug.

The workaround is to toggle roof visibility by clicking the button indicated in the pic to the state shown

roof.png

With that, you should be able to see enough of the top level to finish the map.

Goddamit - thanks saves me a lot of trouble in the future

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6 hours ago, zlodeische said:

1. take lotus tech before fury - this is little strange

You are not supposed to be able to shoot down Terror UFOs that easily. With the amount of cash flowing this has ofcourse a bigger possibility since you can stock on bombers nonstop and shoot it down eventually.

Furthermore the production is capped by alien extreme controlsystems, so you shouldnt be able to manufacture that much.

These reasons justify an hp buff in the next version.

6 hours ago, zlodeische said:

sonda - how to use? 

Hm - the sonda.

The sonda is a special bird. It fills the role between a designated bomber and a designated interceptor build. It looks odd at first glance, featuring a faster speed than a bomber but less hp, no evasive manouvers, and 2 missile hardpoints. You may not know what to do with this airplane since you have never flown such a class. I dont really like to tell people how they use things because this is part of the game to figure that out,so some ideas in a  spoiler ahead.


Have you tried equipting your sonda with close range rockets against interceptors ? Thats some damage.
It will be more common that UFOs use drone attacks which are devastating against targets without any anti missile weapons. The sonda offers the versatile choice against these targets to equipt a anti missile as well as some good damaging missiles as well. Or they can act as a drone shield while taking out interceptors with close range rockets. Or they can double their damage output if you wish to equipt 2 damaging missiles.

The sonda is the jack of all trades, but master only against drone using UFOs. Its strenght point is its versatile weapon output which you can individualise for every situation you need, instead of having to build a proper aircraft.

Not having a triple interceptor build ? No problem, equipt some close range rockets and the sonda can substitute the missing interceptor.

You just miss that little extra bombing damage for ONLY this run ? Let the sonda equipt medium range missiles and he will act as just the perfect replacement for the bomber you didnt build in time.

You got a drone UFO on the radar ? The sonda is your man for that, clearly.

 

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much thanks for answers

44 minutes ago, Charon said:

Addition Sonda

thanks, i try sonda, but since have crashes, not much. last idea was use it with 2 mines)

1 hour ago, Charon said:

You are not supposed to be able to shoot down Terror UFOs that easily. With the amount of cash flowing this has ofcourse a bigger possibility since you can stock on bombers nonstop and shoot it down eventually.

hm... 2*3 lancers with grav torpedo do it easy. 3*3 with alenium as i remember... 

 

some aditional points (imho)

  • i havnt local forces in any missions, is this correct?
  • bug - when  vehicle stay in close to the doors - enemy, staing Behind it and didnt open. (base missions)
  • bug - when zombi dies in alien turn - reaper does not appear
  • mk2/mk3 weapons techs opens in same time with mk1 usialy, (only rail and AM an exception) and i produce mk3 from start for new tech. so as result i miss a lot of guns, this is little sad as for me.
  • plasma canon mk3 - usles compare with other havy. (but probably i didnt find way to use...)
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19 hours ago, Sectiplave said:

Just entered the start of Phase3, I was prepared for the air game and I am doing okay at generating some crash sites (at the price of getting my own planes shot down) but the ground combat is providing very challenging when it comes time to storm the command room, I'm not sure what gun it was but there is a thunder cannon or something that fires 10 shots doing 30-40 damage and 50+ stun per hit, making AlphaWolf armor feel like paper!

For opening doors in command room use man with maximum reflexes and shield, standing in the safest tile, while have prepared mans with spam of grenades and rockets(chemical, stun or shock) out of enemies LOS.

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13 hours ago, Sectiplave said:

Dense Fibre; Over all reduce the amount you receive from each DSB. I have almost 2,000 Dense Fibre in my storeroom at the start of Phase 3. This also might be mean Phase 2 vehicles have too much HP/Armor, I only lost a single Siege tank, so I didn't use up much dense fibre.

Yea fibres a really too much, they very helped snowball my economy soo hard.

14 hours ago, Sectiplave said:

Xenomorphs; In Phase 2 Xeno drone and warrior are too weak, they are like a free kill almost, the reapers get the Alpha and Rhino version which are difficult, but we don't see upgraded drones or warriors until Phase 3 when we get the red version.

I seen some dark-green tough warriors and drones in extreme landing ship during 2 phase.

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2 hours ago, zlodeische said:

much thanks for answers

thanks, i try sonda, but since have crashes, not much. last idea was use it with 2 mines)

hm... 2*3 lancers with grav torpedo do it easy. 3*3 with alenium as i remember... 

 

some aditional points (imho)

  • i havnt local forces in any missions, is this correct?
  • bug - when  vehicle stay in close to the doors - enemy, staing Behind it and didnt open. (base missions)
  • bug - when zombi dies in alien turn - reaper does not appear
  • mk2/mk3 weapons techs opens in same time with mk1 usialy, (only rail and AM an exception) and i produce mk3 from start for new tech. so as result i miss a lot of guns, this is little sad as for me.
  • plasma canon mk3 - usles compare with other havy. (but probably i didnt find way to use...)

I can say that your install got serious problems.. because;

- Every map got locals and civillians.. much more then default game..

- Zombi bug is because your versions of game and mod..

I think you should make a clean install with latest versions of XCE and XDivision.. there will be 0.99.32 very soon too..

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