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

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Posted (edited)
2 hours ago, Dermophile74 said:

1 -- Theme Campaign -- 

I am really not sure if Something like that is even incorporated but theme Campaign came to my mind when my second Campaign had almost Psion Caesans on every missions (the purple ones). On my current Campaign as I said I reached the first Week of October, and still never met a single Psionic user, Strange. 

Again, I am not sure if it's related but on all campaigns except the current one I had unlocked the Asierus aircraft almost the same time the Foxtrot (very early yes). On my current Campaign, still no Asierus the first Week of October...[/quote}

That is called randomness. Alien crews are quite random and so some things happen faster than others depending on RNG. Playing - difficulty I just got my first Wolf armour manufactured and it's 1.st November...

Basically you are not Guaranteed to get virtually anything on fixed time. It depends on RNG and your actions.

Quote

2 -- Game mechanics --

End of september I already researched the laser weapons, and I had enough alien alloys to build 2 sniper rifles, 2 pistols, a minigun and a rifle. I had as well a Defender tank with Pulse canon fitted. Hopefully I would say, because the first Terror ship appeared 1 or 2 days later, the 2nd of October… I really didn't expect that so early ! of course without Asierus, only some F-17s and 2 Foxtrot, no way to take him down. He finally land in Vancouver. I launch a Chinook from North Africa base, where my best men and laser weapons are. The chopper finally land in Vancouver...

Do you know that around 09:00 in the Morning in Vancouver … it's actually the night ?? Very very nice… my first terror mission, and at night… anyway the first part of the mission is really good, stress and everything as the dogs attack, and Andons with drones behind. I saved only 4 civilians but got only a single man injured. God bless my laser snipers and minigun… Now the second part of the mission, where the hunter becomes the pray… took my like one hour real time to cautionly advance during "night" and find the remaining alien forces. And what forces, this Hub thingy they called it, with his own bloody minigun almost killed another soldier.

How the hell my men are unable to throw a grenade above a car I will never understand, but now that I watched the video on the previous post I should make some tests. Yes I want to throw that grenade right on the guy that is stalking behind the car but no, the car block 90% of the line of sight… of course !!!

Watching those robot dogs running throught my men without a single one reacting just pissed me off. Description I got later from research dept says those dogs are running as fast as a trained man… It's even more pissing me off when they just kill a civilian next to you, then cross the street, kill another one, then run away… without a single move from my 3 mens (around 80 reflex)… 

As a side note, I play on Ironman yes, but I changed the vision cone of my units to be more realistic, from 90 to 120 degrees. I changed as well the one from the vehicles. I couldn't find the Defender tank in the armor file… that's a little annoying, so if someone knows where to change it, I would appreciate.

First alien terror mission might happen when Ticker is high enough, and that is around early October or even late September depending on how much UFO's cause havoc. Generallu I try to play Luftwaffe tactics (so much airplanes that I can shoot down almost everything) but first terror UFO is nearly impossible one.

As for every crash site and terror sites too, X-Division has same mechanics original UFO had: targetting site with at least dropship mean site does not disappear. Quite easy way to avoid night missions on hardest battles. So theoretically that first terror site could be active forever, you just need couple of dropships.

If you want air coverage back after XXX turns, check xenonauts\assets\mods\Charons Changes, Psi, Sounds\config.xml

For reflex shots, remember weapon's Reaction modifier too. Heavy weapons suck on reaction shots (0.1 modifier). Also shield wearers have fixed modifier IIRC.

Defender: xenonauts\assets\mods\X-Division\vehicles.xml and VEHICLE.LIGHTTANK

2 hours ago, Dermophile74 said:

3 -- Game speed --

I never use more than x2 speed, and it is sometimes even too fast, I would really love Something between x1 and x2. For a precise intercept I launch my aircrafts in manual mode on an intercept vector, as the base game use a dog curve wich is all but efficient. If there is a setting I could change I would appreciate as well. thanks

Geoscape speed: xenonauts\assets\mods\X-Division\gameconfig.xml

<!-- GEOSCAPE TIME SETTING CONTROLS -->

Edited by Ruthless Reuban

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Has the map reveal for terror missions been removed again? I tested 40 turns, no reveal. As if at the end of a terror mission what you need is camping Sebillians..

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13 hours ago, Borak said:

Has the map reveal for terror missions been removed again? I tested 40 turns, no reveal. As if at the end of a terror mission what you need is camping Sebillians..

Yes. If you want air coverage back after XXX turns, check xenonauts\assets\mods\Charons Changes, Psi, Sounds\config.xml

Affects on Base defence missions too.

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On 3/20/2020 at 6:13 PM, Ruthless Reuban said:

There you go:

\xenonauts\assets\mods\X-division\manufactures.xml

   <Row>
    <Cell><Data ss:Type="String">ManTech.Jackal</Data></Cell>
    <Cell><Data ss:Type="String">Armour &amp; Shields 0</Data></Cell>
    <Cell><Data ss:Type="Number">5</Data></Cell>
    <Cell><Data ss:Type="Number">10000</Data></Cell>
    <Cell><Data ss:Type="String">3xItems.Alienalloys</Data></Cell>
    <Cell ss:Index="8"><Data ss:Type="String">StockItem( &quot;armour.jackal&quot; );</Data></Cell>
   </Row>

Feel very silly I didn't find that. Thank you very much. 


Also, I do need to ask here as Its something I've noticed in playthroughs and watching some streams. 

Why are Sebillians who are supposed to have low range/low sight always shooting across the map and engaging at long ranges? Furthermore, they are said to be weak to chemicals but I've noticed time and time again that they shrug chemical attacks off by Phase 2. It's just frustrating at times when you fight these lizards and what should work against them doesn't. 

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Posted (edited)
15 hours ago, kuhaica said:

Feel very silly I didn't find that. Thank you very much. 


Also, I do need to ask here as Its something I've noticed in playthroughs and watching some streams. 

Why are Sebillians who are supposed to have low range/low sight always shooting across the map and engaging at long ranges? Furthermore, they are said to be weak to chemicals but I've noticed time and time again that they shrug chemical attacks off by Phase 2. It's just frustrating at times when you fight these lizards and what should work against them doesn't. 

Sebillians do have low sight but that is relative to other aliens. So Sebillians may have better sight than your soldiers have. Sebillian equipped with snipe, will probably engage at long ranges.

As for chemicals, Sebillians have relatively low chemical resistance compared to kinetic resistance. Not to say that is weak in absolute terms. Also chemicals do work for Sebillians, just use strong enough chemicals. On phase 2 that is something else than "Chemical grenade" or "Chemical rocket" :)

Edited by Ruthless Reuban

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Posted (edited)

Hi there I have no idea why I had to create a new account? I mean I bought this game when it was on beta on Desura mate, anyways this isn't the support forum so... couple questions.

1)Why does it seem that I'm not hitting my targets even when I have 95% accuracy? do they have some sort of armor that I have to tear down first? if so... I'm using MK3 lasers on Caesans then they still gladly take the first burst like it's nothing...

2)is there a way of sub-version to assuage the micro-micromanagement? I love it but this thing about cores and dismantling everything is just making me lose soldiers because I can't equip them.

3) is there a tier guide somewhere as to how to equip my aircraft for successfully downing UFO? I built the Aesir? the 2nd tier one and equipped them all with laser gatlings but even 3 on 1 they come back heavily damaged from a 2nd tier scout.

4)is there somewhere a variable for how much "man-hours" an engineer outputs? like if I want my 10 engineers to count as 30? any way to add this multiplier?

Overall nice mod, loving it so far but the excessive micromanagement is killing it for me, cheers ad thanks in advance!

 

Edited by Torres
forgot some words, 2nd language and all that.

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2 hours ago, Torres said:

Hi there I have no idea why I had to create a new account? I mean I bought this game when it was on beta on Desura mate, anyways this isn't the support forum so... couple questions.

1)Why does it seem that I'm not hitting my targets even when I have 95% accuracy? do they have some sort of armor that I have to tear down first? if so... I'm using MK3 lasers on Caesans then they still gladly take the first burst like it's nothing...

2)is there a way of sub-version to assuage the micro-micromanagement? I love it but this thing about cores and dismantling everything is just making me lose soldiers because I can't equip them.

3) is there a tier guide somewhere as to how to equip my aircraft for successfully downing UFO? I built the Aesir? the 2nd tier one and equipped them all with laser gatlings but even 3 on 1 they come back heavily damaged from a 2nd tier scout.

4)is there somewhere a variable for how much "man-hours" an engineer outputs? like if I want my 10 engineers to count as 30? any way to add this multiplier?

Overall nice mod, loving it so far but the excessive micromanagement is killing it for me, cheers ad thanks in advance!

 

1) You are not missing. 95% is actually the highest possible accuracy (at least displayed; within two tiles radius you cannot actually miss). You will have seen Caesans drop Mini Shields from time to time. They function just like your Riot shields in that they soak up the first X damage coming their way from a frontal arc. Moreover, every unit (including your soldiers, look at the stats of the armours) has armour protection from incoming attacks (energy, kinetic, chemical and fire I think are the categories). Kinetic and Energy are ablative armour. They may mitigate the first incoming shots completely, but the armour will degrade in the process, meaning following shots will hit harder. You can also observe that the damage numbers rise against a single enemy over time.

2) I don't think I understand the question. There is no mod that takes the manufacture portion to a lighter level, afaik.

3) The game is divided into tiers (called Phases), but that has little to do with aircraft and their weaponry. The aricraft are rather split into roles. For that you want to look at their equipment slots. You have cannon slots and light and heavy hardpoints. Your F17 is your general purpose fighter with a cannon slot and a light hardpoint for rockets. It is there to take on your medium enemy craft, but it can be used against almost anything to a certain amount of effect. Then there are the dogfighters, the pure anti-fighter craft, of which the Asierus is the first one. It has no hardpoints, but two cannon points. I invite you to try out Mausers on that one. They have less overall damage than the standard Autocannons, but they deliver it much faster, ending the fight quickly. Lastly, there are your Bombers, of which the Foxtrot is one. They have heavy hardpoints for rockets and torpedoes. Equip them with the latter for maximum effect against large craft, but get rid of the escorts first.

4) Dunno, not familiar with altering the mechanisms. But there should be.

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4 hours ago, Torres said:

Hi there I have no idea why I had to create a new account? I mean I bought this game when it was on beta on Desura mate, anyways this isn't the support forum so... couple questions.

1)Why does it seem that I'm not hitting my targets even when I have 95% accuracy? do they have some sort of armor that I have to tear down first? if so... I'm using MK3 lasers on Caesans then they still gladly take the first burst like it's nothing...

2)is there a way of sub-version to assuage the micro-micromanagement? I love it but this thing about cores and dismantling everything is just making me lose soldiers because I can't equip them.

3) is there a tier guide somewhere as to how to equip my aircraft for successfully downing UFO? I built the Aesir? the 2nd tier one and equipped them all with laser gatlings but even 3 on 1 they come back heavily damaged from a 2nd tier scout.

4)is there somewhere a variable for how much "man-hours" an engineer outputs? like if I want my 10 engineers to count as 30? any way to add this multiplier?

Overall nice mod, loving it so far but the excessive micromanagement is killing it for me, cheers ad thanks in advance!

 

For 2 I didn't understand what that does mean. You can save soldier loadouts though.

For 4, no idea about multiplier. You could also alter all manufacturable items for less man hours but that would take ages. So simple solution:

1. Open \xenonauts\assets\mods\X-division\buildings.xml

Find: <Cell ss:StyleID="s67"><Data ss:Type="String">Workshop</Data></Cell>

Below that find: <Cell ss:StyleID="s66"><Data ss:Type="Number">20</Data></Cell>

Change that 20 into, say, 60. Now workshop can hold 60 engineers.

 

Find: <Cell><Data ss:Type="String">NanotechWorkshop</Data></Cell>

Below that find: <Cell ss:StyleID="s66"><Data ss:Type="Number">25</Data></Cell>

Change that 25 into 75 (assuming 3 multiplier)

 

Find    <Cell><Data ss:Type="String">LivingQuarters</Data></Cell>

Below that find: <Cell ss:StyleID="s65"><Data ss:Type="Number">50</Data></Cell>

Change that 50 to something like 150 so living quarters have space for 150 people

 

2. Open \xenonauts\assets\mods\X-division\gameconfig.xml

Find   <technicianCost value="7500" comment="The initial hire cost for an engineer and his monthly wage." />

And change 7500 to 2500 so engineer salary and cost is 1/3 of normal

 

That way engineers take same time to manufacture items, you just get 3x more of them for same price.

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I got a question...

In X-Com Apocalypse you can reach equipment that's on the ground in adjacent squares where your soldier is, meaning you can reach with your hands and grab it like you would do IRL instead of having to be just over it.

Is there a way to do this in Xenonauts? I'm running low on ammo when dealing with the androns with my laser tech and I can't pass ammo or at least drop it nearby so my soldiers can grab it... they must STEP on the ammo to take it -_-

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Posted (edited)

I Don't think so, a single tile is around 6 feet large so I guess this wouldn't be realistic to grab Something 1 tile away (3m+).

For the post before, your first dogfighter is the Asierus, and I use dual fighter beam on it, and can 1 vs 1 light and normal UFO scouts. I never use the Mauser canon as the range is too low, I recommend to keep your autocanon untill you have unlocked the Gatling laser. With a F-17 and autocanon you can 1 vs 1 a UFO fighter during your first head to head, if you can't kill him the first head to head, then your F-17 is lost. With dual Asierus fighter beam you can easily kill a corvette or a bomber corvette without a single point of damage. Talking about phase 1. Playing NG+1. 

I didn't get your question 2 as well sorry. And for the last question, I would recommend to change the number od days required to craft each item you want in "manufactures.xml". For exemple a weapon needs 5 days for a single man to craft. 10 engineers need 12H, so do the math and you will notice that your engineer are working 24 hours a day, 7 days a Week…. poor men… 

An other way to read that : an engineer is producing 24H of work every day. And this number is not variable according my knowledge. So change the build time of every items is the way to go (long way).

As a side note, I have my own question about that. I changed the price of items, it worked except for the mk3 laser weapons… they are still at 15.000 dollars… if someone have an idea, thanks ! is there another entry for the mk3 weapons I need to change?

Edited by Dermophile74

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14 hours ago, Dermophile74 said:

I Don't think so, a single tile is around 6 feet large so I guess this wouldn't be realistic to grab Something 1 tile away (3m+).

For the post before, your first dogfighter is the Asierus, and I use dual fighter beam on it, and can 1 vs 1 light and normal UFO scouts. I never use the Mauser canon as the range is too low, I recommend to keep your autocanon untill you have unlocked the Gatling laser. With a F-17 and autocanon you can 1 vs 1 a UFO fighter during your first head to head, if you can't kill him the first head to head, then your F-17 is lost. With dual Asierus fighter beam you can easily kill a corvette or a bomber corvette without a single point of damage. Talking about phase 1. Playing NG+1. 

I didn't get your question 2 as well sorry. And for the last question, I would recommend to change the number od days required to craft each item you want in "manufactures.xml". For exemple a weapon needs 5 days for a single man to craft. 10 engineers need 12H, so do the math and you will notice that your engineer are working 24 hours a day, 7 days a Week…. poor men… 

An other way to read that : an engineer is producing 24H of work every day. And this number is not variable according my knowledge. So change the build time of every items is the way to go (long way).

As a side note, I have my own question about that. I changed the price of items, it worked except for the mk3 laser weapons… they are still at 15.000 dollars… if someone have an idea, thanks ! is there another entry for the mk3 weapons I need to change?

Personally I tend top stick with Mausers only as they are very cheap and good enough for Phase 1. I stay clear from Fighter beam and Gatling laser because, well, Phase 2 will give answer at least on NG+2 and - difficulties.

That manufactures editing is OK with few items, with all items my trick is much easier.

For MK3, items.xml might also need editing. Problem is that you need MK2 to manufacture MK3, so MK3 weapons are exception.

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Posted (edited)

just met some heavy fighters and yes I retrofitted for mauser canon on all my crafts lol

Edited by Dermophile74

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14 hours ago, Dermophile74 said:

just met some heavy fighters and yes I retrofitted for mauser canon on all my crafts lol

Well, that was not exactly my point. Problem with Gatling laser and Fighter beam is that they consume resources that are quite scarce on early Phase 2. In fact start of Phase 2 almost everything is tight supply.

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My game is done anyway, I can't do shit against those phase 2 aircrafts, light shuttle just one shot my Asierus and Fighters, not even talking about Heavy Fighters. Air combat is just too hard for me at that point and 2 terror ships are just raiding one of my base and a town... 

Game over hehe, but that was fun :)

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8 hours ago, Dermophile74 said:

My game is done anyway, I can't do shit against those phase 2 aircrafts, light shuttle just one shot my Asierus and Fighters, not even talking about Heavy Fighters. Air combat is just too hard for me at that point and 2 terror ships are just raiding one of my base and a town... 

Game over hehe, but that was fun :)

If you are that kind of person, I'd recommend looking online for tutorial videos for the X-Div air game. Or watch a Let's Play :wink:

I am at the start of Phase 2 now and the only thing that gave me problems in the first wave was actually capturing that damned small scout because it is so freaking fast (even faster than a Firebird? come on!)

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Posted (edited)
19 hours ago, Dermophile74 said:

My game is done anyway, I can't do shit against those phase 2 aircrafts, light shuttle just one shot my Asierus and Fighters, not even talking about Heavy Fighters. Air combat is just too hard for me at that point and 2 terror ships are just raiding one of my base and a town... 

Game over hehe, but that was fun :)

You can activate no airgame or easy airgame from modding tools.

Light shuttle has no match for 3 asierus/fighters, it may one shot some of your crafts but not all as it's "shotgun" has pretty high reload time.

Terror ships can also be shot down, you'll need more than one craft for that though but you can repair downed ones.

12 hours ago, Dagar said:

I am at the start of Phase 2 now and the only thing that gave me problems in the first wave was actually capturing that damned small scout because it is so freaking fast (even faster than a Firebird? come on!)

Light shuttle is pretty fast, faster than Firebird yeah. Just launch everything you got and eventually some will get into it's flight path :) Firebird will shoot it down pretty easily if is able to engage.

It's faster than Firebird because Firebird can carry much better weapon loadout. Of course X-Division could build craft that can catch light shuttle but with very poor weapons (single cannon) that would be mostly useless aircraft...

Edited by Ruthless Reuban

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Posted (edited)

I don't have Firebirds yet, and yes one shuttle is ok, but 2 shuttles plus a terror ship launching shit at you at the same time is not hehe. I may give it a try later on easy mode yes. But the difficulty spike is really not well balanced. The previous wave I downed every single craft, but this wave was just insane : 1 cruiser + 2 heavy fighter, 2 terror ships escorted both with 2 shuttles, one raiding my main base. And one last Medium Bomber ship escorted by 2 heavy fighters... I have 4 bases: 2 fighters + 2 foxtrots in USSR, 2 Asierus, 2 fighters and 3 foxtrots in Africa, 2 fighters 2 Asierus 2 foxtrot and 3 F-17 in Indonesia and my last base in North America has the same as Indonesia. And yes I tried to reload multiple times, and launching everything is not enough. 

On top of that, ground mission are even more unbalanced, to compensate ennemy IA, the game cheat and know your location, more than often I just receive a perfect grenade on my men as the alien had no way to know my location, and don't talk about sound, we don't have sound indication in this game, why AI would know our exact location just with the sound of our shoes. Or at least develop a research to build silent boots...

Hope X 2 will be balanced

Edited by Dermophile74

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21 hours ago, Dermophile74 said:

I don't have Firebirds yet, and yes one shuttle is ok, but 2 shuttles plus a terror ship launching shit at you at the same time is not hehe. I may give it a try later on easy mode yes. But the difficulty spike is really not well balanced. The previous wave I downed every single craft, but this wave was just insane : 1 cruiser + 2 heavy fighter, 2 terror ships escorted both with 2 shuttles, one raiding my main base. And one last Medium Bomber ship escorted by 2 heavy fighters... I have 4 bases: 2 fighters + 2 foxtrots in USSR, 2 Asierus, 2 fighters and 3 foxtrots in Africa, 2 fighters 2 Asierus 2 foxtrot and 3 F-17 in Indonesia and my last base in North America has the same as Indonesia. And yes I tried to reload multiple times, and launching everything is not enough. 

On top of that, ground mission are even more unbalanced, to compensate ennemy IA, the game cheat and know your location, more than often I just receive a perfect grenade on my men as the alien had no way to know my location, and don't talk about sound, we don't have sound indication in this game, why AI would know our exact location just with the sound of our shoes. Or at least develop a research to build silent boots...

Hope X 2 will be balanced

There is nothing wrong with balance. It's not Firebirds yet, it's Firebirds still as Firebird is phase 1 aircraft. You can get Firebird research shooting down and capturing Terror battleship (phase 1 alien terror craft). Building requires shooting down and capturing another since research division destroys first one.

That is only 4 alien crafts on wave, "normal" is 5. Also there is always 10% chance that aliens will deploy something you have (very) much difficulty shooting down for certain missions. Terror battleship + 2 light shuttles is not that hard. How about Terror battleship escorted by 2 Terror battleships? Or Corvette escorted by 2 Terror carriers? Those were not jokes, have seen both.

So total you have 6 Asierus, 9 Foxtrot, 8 Fighter and 6 F-17, and weapons from Phase 1? That just is not enough. You need more Asierus and Foxtrot aircrafts, and some Firebirds too with good weapons. Playing - difficulty (that makes money problems and harder to build aircrafts too) my setup on start of phase 2 (when first phase 2 alien crafts arrived) was following:

- 12x Foxtrot: Alenium torpedo * 1

- 12x Asierus: Plasma blaster * 2

- 6x Fighter: Anti missile *1, Plasma blaster * 1

- 2x Firebird: Anti missile *1, Alenium missile *1, Plasma blaster * 1

That kind of air force is something that could probably shoot down two Terror battleships, even with Light shuttle escorts. Needless to say I build more when Phase 2 progresses.

Another important thing is bases. With 4 bases you will have difficulty maintaining air superiority. I had 7 bases with 69 hangars total when phase 2 started. That was 30. November to be exact. So yes, there is nothing wrong with balance. You have option to shoot down Terror ships OR battle ground missions instead. Shooting them down requires MANY aircrafts, bases and hangars. And that makes harder to maintain good amount of research, engineering and good stuff for ground forces.

Enemy AI is excellent, perhaps best I have seen on any game so far. You just have to adapt that aliens know your troop locations and play accordingly. So: place your soldiers so that enemy on other side of wall cannot throw grenade right into your soldiers even enemy knows where your troops are. Not harder than that. Overall I say that cheating is necessary to make good AI, since if aliens are just playing fog of war, human AI would rip them apart. Remember that outside grenade throwing AI does not use indirect fire, something player should do very often.

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So i seem to be having some sort of problem with no engineers spawning on any mission. Is this a known bug or something or am i just getting very unlucky?

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2 hours ago, URZ_ said:

So i seem to be having some sort of problem with no engineers spawning on any mission. Is this a known bug or something or am i just getting very unlucky?

RNG is pretty much random and will mean player is likely to miss Something and get tons of Something Else. You are probably just unlucky.

I could easily try with your save game if you can share it.

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Posted (edited)

This is my save file. Have played some more since last time, still no luck. It have pretty much run out of usefull things to research outside of it and casualties have started to become a real problem.

 

Autosave2.sav

Edited by URZ_
Autosave uploaded instead of file from inside mission

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Posted (edited)
1 hour ago, URZ_ said:

This is my save file. Have played some more since last time, still no luck. It have pretty much run out of usefull things to research outside of it and casualties have started to become a real problem.

 

Autosave2.sav

Didn't see any problems. Next wave I shot down large ufo with Caesan engineer.

Also there is Alien outpost available, it surely contains engineer (in case that is Sebillian or Caesan base, Andron base probably does not) so that's one solution for problem. Since aborting mission is not cheating, you can try many times until you get base you want. Just abort mission if there are "wrong" enemies and come back.

If Caesan or Sebillian base does not contain engineer, then you Really have something wrong.

Edited by Ruthless Reuban

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Spawned a bunch of base missions and then used Editor to check for engineers. Not a single one spawned in like 5 different mission so it pretty much has to be some sort of bug with my install i guess. Pretty gamebreaking, but assuming it's a freak bug i guess it's pretty impossible to do anything about it. Will do a full reinstall and probably start over. This was mostly an experimenting run anyway

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