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Charon

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

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What X-Division version you are using? Have you updated it since started new game?

Too bad you don't have older save game, that way I could check if problem is possibly in mod loader or something.

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The latest version, I was originally using 1.00.10 before updating to 1.00.11. However I updated the game only a short time ago, long after I should've unlocked the Wolf armour.

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Your save game says something about X-Division workshop support mod being used. That may be the problem if it somehow messed mod load order and wolf armour research is taken from other file than X-Division one.

You can test it quite quickly, starting new game and rushing those technologies. Just use Xenonauts_GC_editor.exe and autoresolve battles (V) and/or use editor (U) to capture technicians.

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I suppose I'll take this as an opportunity to start a new game on a higher difficulty, NG+1 or NG+2, since I've found myself doing very well mid way through Phase 2. I'll remove the workshop mod and see if it makes a difference, I'll try around with GC Editor and see if I can blitz through and see if I can get Wolf with that workshop mod removed. 

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Speaking about the game, is there any practicality in taking Ballistic guns over Energy guns? Outside of ballistic Shotguns/Carbines and maybe one Ballistic Minigun, I've found the Energy Guns (Up to Phase 2 at least) far more versatile and effective, especially when it comes to Sebillians and more so Androns who are more resistant to ballistics than energy. 

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7 hours ago, Steelpoint said:

I suppose I'll take this as an opportunity to start a new game on a higher difficulty, NG+1 or NG+2, since I've found myself doing very well mid way through Phase 2. I'll remove the workshop mod and see if it makes a difference, I'll try around with GC Editor and see if I can blitz through and see if I can get Wolf with that workshop mod removed. 

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Speaking about the game, is there any practicality in taking Ballistic guns over Energy guns? Outside of ballistic Shotguns/Carbines and maybe one Ballistic Minigun, I've found the Energy Guns (Up to Phase 2 at least) far more versatile and effective, especially when it comes to Sebillians and more so Androns who are more resistant to ballistics than energy. 

Good idea. I don't recommend lower difficulty than NG+2 for serious game.

Question is more "how many guns type X" rather than "only guns type X". Ballistics have higher suppression and some of them have shock effect (SMG, Carbine), so there are uses for ballistic guns too. For purely making damage, energy weapons are better choice. Best idea is to mix of both. I could tell more specifically but that would be some kind of spoiler :)

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I think the game kinda answered my question in that the Chief Scientist does state in one of the weapon reports that its up to the player to determine if the weapons of a specific class are actually viable against the Aliens, he's only giving us options on the weapons he can make and we have to pick the right ones. 

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On a separate note. I got tried of trying to keep track of the Aliens I've captured and not, so I decided to make a spreadsheet to better keep track. I'll link a copy of it to share for anyone else who wants it to help keep track, it has categories for Ceasans and Sebillians for all four phases.

https://docs.google.com/spreadsheets/d/1e3FD_S84vprEYlspu4zUlzi6Ax_0Ii-oNsHdT3c-eBE/edit?usp=sharing

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