thethirteenth1 Posted December 29, 2017 Share Posted December 29, 2017 @adriel Caesans: They have shields like your shields (directional protection) Watch the enemy model when you shoot them, if it hits a shield, it'll make little orange marks. It'll also make a plink sound If they don't have a shield, they'll make a squeal when they get hit Sometimes numbers won't show even if they don't have a shield. That means that their armor resisted the dmg you did Xeno They have super high ballistic armor. Use not ballistic. If you kill them, they explode, always. If you STUN them, they don't explode. Quote Link to comment Share on other sites More sharing options...
thethirteenth1 Posted December 29, 2017 Share Posted December 29, 2017 A lot of people don't seem to like shotgun, or at best consider it a backup weapon. They carried me through phase 1, and I use them as a primary weapon. Positioning and speed is super important for shotgun. I give to my highest TU troops, and run 2 shotgunners per squad. 2 shots to back of caesan will kill. 2 shotgunners together can move decently far, shoot once, then fall back. Great for caesans. Wraiths take 4 shots. They generally teleport close to you, making your job easier. Xenos take... A lot of shots. One shotgunner might be able to handle a single small xeno if you shoot it with all 5 times... I don't recommend this. Fall back to your squad when you see a xeno in range, who are hopefully waiting with lasers or incendiary grenades. Xenos are stupid and will run through fire, sometime killing themselves before they get to you. Other times, they'll kill themselves right in front of you, and explode... Despite .44 patch, xenos still seem to prioritize your vehicles. Park vehicle near your troop to draw xeno attacks. (Lorewise, I pretend that xenos are stupid and consider biggest thing to be more dangerous. Your tank is bigger than your troops, so they go for it first) Quote Link to comment Share on other sites More sharing options...
adriel Posted December 31, 2017 Share Posted December 31, 2017 Thanks for the help after trying to get on using shotgun, that gun is awsome. i always like close quarter combat. love it cause the low TU cost so sad that there is no pointer about shield, like particle effect or thing ike that and F*CK xeno because sometime they explode, sometime they dont Quote Link to comment Share on other sites More sharing options...
ralph_09 Posted January 3, 2018 Share Posted January 3, 2018 If i installed the mod in a new pc do i only have to use the latest update or i have to update every single one before doing the latest?? Quote Link to comment Share on other sites More sharing options...
Woak Posted January 3, 2018 Share Posted January 3, 2018 Hello, I have two questions: 1. If I want to remove mind control, i assume i change psionicpowers_gc, but what values? 2. I want to reduce the show time for messages at start of round, wounds, panics etc, how do I do that? Thanks for a great mod. Quote Link to comment Share on other sites More sharing options...
thethirteenth1 Posted January 4, 2018 Share Posted January 4, 2018 @ralph_09 i believe all you need is the the .99 version, and then just the latest .44 patch. @Woak 1. you could probably change the ap cost to be something crazy like 4000. <MindControl MODMERGE="update" ap="4000" anim="particles/psionic/psionic_mindcontrol" sound="PsionicPower" messageDuration="1.0" strengthModifier="0.5" range="1" /> 2. don't know :-/ Quote Link to comment Share on other sites More sharing options...
Sir_Dr_D Posted January 4, 2018 Share Posted January 4, 2018 I am trying to figure out how stunning works. It seems the amount of stunning you need to do is in at least some way related to current remaining health but it is inconsistent. If you practice with your soldiers you can hit your soldier a number of times with a stun rod to be almost enough to knock him unconscious but not enough. Then you can shoot the soldier with a pistol, and he falls unconscious because apparently his stun damage is high enough above his current health. And it has happened with Caesans a couple times where it seems that a damaged Caesan is easier to stun then an undamaged one. Or I hit one with a stun rod a number of times, and then he became unconscious (not killed) when hit with a sniper rifle shot. But I have never been able to get that to happen with reapers, or the lizards. It seems no matter how much you stun rod them, if you shoot them after they will die before they get stunned. I am trying to figure out what the difference is. Does damaging not help for regenerating aliens? is it connected to morale instead of health? Did I just get extremely lucky with the Caesan's? Or was I a little short of the stunning needed to the reaper for the shooting to make a difference.? Does it come down to a random chance,where you have to stun an alien enough and then after that further hits takes a random chance, where any damage including physical can retrigger the stun roll? ---- I would much prefer it that in order to stun you had to bring an alien down to almost dead first. It seems more realistic from an action point of view. It is a bit tedious when to stun a melee alien you have to have your complete squad drop their weapons to the ground, equip stun rods, and all of them stun rod an alien to submission. Then all of them have to go and find where they left their weapons. It would be okay if you only had to do that once per alien type. But we need to collect all those chitin plates, and light fibre's etc, making it happen too much. And it causes you to bypass the aliens elemental resistances. And burning and shooting aliens is much more fun. It would be more fluid if in order to stun an alien you needed to bring an alien down to almost dead, with some of that damage using those weapons that both damage and stun (such as melee and shotguns), and then on top of that hit the alien for 40-80 pure stun damage. (so only 1 or 2 would need stun rods) That should make it hard, while requiring more of a team effort, and allow us to burn, poison, puncture, slash, blast, concuss or whatever as part of the stunning. And also to prevent emersion breaking and slow stunning of a cornered alien, stun damage should regenerate at the start of the aliens turn. You have to do enough stun damage in one round, and not very slow over a period of 10 turns. ------- That's my thoughts anyway. Stunning is just the part I would most like to see improved more of in the mod. It would make melee weapons more interesting on top of what I said above. It seems the balance is meant for the above. Quote Link to comment Share on other sites More sharing options...
Sir_Dr_D Posted January 4, 2018 Share Posted January 4, 2018 I just experimented with a Reaper Bull after I posted above, and I was able to finally stun it with a sniper rifle shot. But this was after I had hit it with a stun rod about 14 times. And it was acting skittish by that point, and running away instead of fighting. So I still don't know if the stunning from the rifle was related to its health or its morale, or just a random chance after a certain stun damage threshold. Quote Link to comment Share on other sites More sharing options...
sanyaskillpro Posted January 4, 2018 Share Posted January 4, 2018 (edited) I'd like to say thanks that this mod is still being developed. Last time i played in a blood grenade spam era, i like the changes so far. @Charon I watched your latest playthrough and i just lost a soldier to a bug like you did, where a sebillian with a flamer bursts through a window and hits for 200 damage. I thought you fixed it? I have the latest patch ofc. I had to save scum, feels bad man. Also i have some suggestions: What do you think of the basic assault rifle? I know rifles get better, but the first one just feels bad, other weapons have their niche, and the rifle is supposed to be a jack of all trades, but it's low stats combined with low stats of your soldiers just make it pointless to use. I noticed you didn't use it either. Also from your stream i saw that eventually you get a xenopedia image with names and images of alien specialists (like operator - red jumpsiut, technician - green jumpsiut, etc). Why not give it as soon as you unlock a stun baton? I had to search for it in game files because i captured some specialists but couldn't remeber how he looked like, so i wouldn't risk in a next mission capturing the guy that i already have. Edited January 4, 2018 by sanyaskillpro Quote Link to comment Share on other sites More sharing options...
Charon Posted January 4, 2018 Author Share Posted January 4, 2018 (edited) 55 minutes ago, sanyaskillpro said: @Charon I watched your latest playthrough and i just lost a soldier to a bug like you did, where a sebillian with a flamer bursts through a window and hits for 200 damage. I thought you fixed it? I have the latest patch ofc. I had to save scum, feels bad man. Thats the base game and we cant do anything about it. I directly report issues like this to @Solver and he looks at them if he has time. But he will first look at things which have a bigger impact on the game like moddable transfer time of items ( read: soldiers ) removed moral cap in GC better melee AI ? Sightranges modifiable per rank: plan is: sightrange for Ph3 is 30, Ph4 is 40 As you can see fixing this kind of stuff does not really have a high priority, so dont feel bad, thats just the game. Saving and reloading in case of a bug is totally ok. 55 minutes ago, sanyaskillpro said: What do you think of the basic assault rifle? I know rifles get better, but the first one just feels bad, other weapons have their niche, and the rifle is supposed to be a jack of all trades, but it's low stats combined with low stats of your soldiers just make it pointless to use. I noticed you didn't use it either. Ofcourse the jack of all trade weapon is not the best for everything. But there are players who really like to use them, specifically players who like to set up overwatch positions. The limited strenght in the beginning makes them a great all around weapon. Only because i dont use them doesnt mean they are bad, its just i wanted to try out a baton + shotgun setup this time. 55 minutes ago, sanyaskillpro said: Also from your stream i saw that eventually you get a xenopedia image with names and images of alien specialists (like operator - red jumpsiut, technician - green jumpsiut, etc). Why not give it as soon as you unlock a stun baton? I had to search for it in game files because i captured some specialists but couldn't remeber how he looked like, so i wouldn't risk in a next mission capturing the guy that i already have. The Xpedia entry is a present for players who have already captured some specialists, not the go to method. Its an important part of the game to explore and experience new content, instead of getting handed a list to work down on, that shouldnt be the game. Experienced players know how aliens look like by countless hours of experience and having a personal list like i have mine. But thats a solution every individual player has to come to on his own, or make a different solution. Edited January 4, 2018 by Charon Quote Link to comment Share on other sites More sharing options...
sanyaskillpro Posted January 4, 2018 Share Posted January 4, 2018 4 minutes ago, Charon said: The Xpedia entry is a present for players who have already captured some specialists, not the go to method. Its an important part of the game to explore and experience new content, instead of getting handed a list to work down on, that shouldnt be the game. Experienced players know how aliens look like by countless hours of experience and having a personal list like i have mine. But thats a solution every individual player has to come to on his own, or make a different solution. It's one thing to hide the information like the research trees(and that would give an advantage to expirienced players), and the other thing is to hide an information that can be tracked with a pen and a piece of paper. It's just a convenience issue, once you stun an alien you know exactly who it is and how it looked like. I use the list of captures, but it's easier to list the names and use a picture for reference. It's easier than putting sebillians in the list like PURPLE ONE WITH NO PANTS ON 1 Quote Link to comment Share on other sites More sharing options...
Charon Posted January 4, 2018 Author Share Posted January 4, 2018 (edited) @sanyaskillpro Nobody is hiding the research tree. you can easily access it here: We currently have no means of implementing an interactive xml document to check every alien with a picture. So making your own list is the only solution you have available anyway. The other, more important issue is that we dont want to make new players feel like they have to work down a list to get good at the game. It should be an intuitive experience. That is more important than make things more convenient for experienced players. Thx again to @JoshT for making the research easily accessible to all players. It was all him working on it. Edited January 5, 2018 by Charon Quote Link to comment Share on other sites More sharing options...
8mono Posted January 5, 2018 Share Posted January 5, 2018 First of all I want to say how much I love this mod, its hard yes but thats why we must savescum in the face of adversity. In the new patch you added destructible walls and whatnot, will we have breaching charges to open up holes in the future? I feel that the explosives are a bit too overkill with the radius and all, I really like playing with that one mod that lets you have said charges but I don't think its going to work anymore with these changes in place. Also is there a reason why not to have SMG's or carbines? (actual carbines, not the shotguns that are named carbines ingame) Shotguns (the carbines ingame) can be a bit unwieldy when storming SAS style into an UFO. Several other mods can introduce said weapons but they mess up the balance because they usually err on the overpowered side. Quote Link to comment Share on other sites More sharing options...
thethirteenth1 Posted January 5, 2018 Share Posted January 5, 2018 @Sir_Dr_D i think how stun works is in one of the loading screen tips. Half of all HP dmg is dealt as additional stun dmg; this number is not shown. Any blue numbers you see is actual stun dmg dealt. For example, suppose a shotgun blast did 50 HP dmg, and 30 stun dmg to a unit (i.e. you see a red 50 and a blue 30). That unit will have suffered a total of 55 (50/2 + 30) stun dmg. When a unit suffers more stun dmg than their max HP, they are stunned. Interesting Note: due to sebillians HP regen, its actually easier to stun them to death by just taking repeated potshots at them. In between turns, their HP will regen, but their stun dmg will not. 1 Quote Link to comment Share on other sites More sharing options...
Sir_Dr_D Posted January 5, 2018 Share Posted January 5, 2018 8 hours ago, thethirteenth1 said: @Sir_Dr_D i think how stun works is in one of the loading screen tips. Half of all HP dmg is dealt as additional stun dmg; this number is not shown. Any blue numbers you see is actual stun dmg dealt. For example, suppose a shotgun blast did 50 HP dmg, and 30 stun dmg to a unit (i.e. you see a red 50 and a blue 30). That unit will have suffered a total of 55 (50/2 + 30) stun dmg. When a unit suffers more stun dmg than their max HP, they are stunned. Interesting Note: due to sebillians HP regen, its actually easier to stun them to death by just taking repeated potshots at them. In between turns, their HP will regen, but their stun dmg will not. I am not sure it works that way. If half of HP dmg is dealt as stun, then that means the shotgun should be doing more stun damage then physical with every shot and the alien should be stunned often from just using the shotgun. I haven't seen that happen yet. And my experimentation does seem to indicate that bringing down an aliens health helps with stunning a little bit, but only a little bit. Like it only seems to help save one whack with a stun baton . Quote Link to comment Share on other sites More sharing options...
thethirteenth1 Posted January 6, 2018 Share Posted January 6, 2018 My shotguns do stun people all on their own. Its not consistent, but 2 shots consistently put down a caesan; about half the time they end up stunned as well. Maybe the recent shotgun damage buffs make it more likely for them to kill them outright? 1 Quote Link to comment Share on other sites More sharing options...
8mono Posted January 6, 2018 Share Posted January 6, 2018 (edited) Shotguns indeed seem to be dealing more damage outright, the stun is actually a bit inconsistent and is only delivered on the killing blow and the one before it. I actually have to rely more on just whacking the crap out of sebillians now, its okay it just takes a bit getting used to since shotguns eased the stunning process a lot before the buff and its not like you're shooting them with rubber bullets or stun ammo anyways Edited January 6, 2018 by 8mono adding more to the post without having to make another post Quote Link to comment Share on other sites More sharing options...
sanyaskillpro Posted January 6, 2018 Share Posted January 6, 2018 What's the point of smoke grenades dealing damage? I just had a damaged UFO reactor explode, taking half of my squad. From throwing a smoke grenade. Well, i guess i have to start over. Quote Link to comment Share on other sites More sharing options...
starfish00 Posted January 7, 2018 Share Posted January 7, 2018 (edited) Hello guys, I'm facing one strange visual bug with biggest ship hulls - they are not became transparent when my solders are going inside. So far I met 2 cruisers (light and assault) and both have this bug. Like their "change visibility" function doesnt work and it permamently stuck on some lvl (upper(outer) lvl on light cruiser and black contour on assault cruiser). Cant make screenshot in the game, but i attached the picture with highlited part of the cruiser hull. Also, I have a question about the gameplay itself, first 2 month everything was fine, I could not take down only terror ships and could not make 1st terror mission. On 3rd month the situation have changed dramatically - I meet cruisers,terror ships, heavy fighters x3, landing ships+2 heavy fighters, advanced light scouts (that annoying super fast solo fly which 1-shot any of my aircrafts). I was focussing on aircraft research since the beginning of the game and still my park is only fighters\foxtrots\asireus (alenium rockets\torpedos\gatling lasers). I was hoping that fighters will make same differense as foxtrots and asireus did, but its not - just 200 hp instead of 300 and with a bit better speed, 1 cannon changed to 1 rockets slot. Pretty useless replacement. LANCER aircraft+ corvette spear cannon will make the difference or it will be the same pain ~30 times loading till weak alien wave appears( like 1 cruiser instead of cruiser+2 heavy fighters etc.)? 1.sav Edited January 7, 2018 by starfish00 Quote Link to comment Share on other sites More sharing options...
Marandor1 Posted January 7, 2018 Share Posted January 7, 2018 On 05.01.2018 at 5:32 PM, Sir_Dr_D said: I am not sure it works that way. If half of HP dmg is dealt as stun, then that means the shotgun should be doing more stun damage then physical with every shot and the alien should be stunned often from just using the shotgun. I haven't seen that happen yet. And my experimentation does seem to indicate that bringing down an aliens health helps with stunning a little bit, but only a little bit. Like it only seems to help save one whack with a stun baton . It works that way. For a long time of my playthrough I am using carbines for stunning aliens. It is not a 100% safety but most of the time it works very well. 1 Quote Link to comment Share on other sites More sharing options...
starfish00 Posted January 7, 2018 Share Posted January 7, 2018 (edited) Lancer aircraft is only 1 torpedoes slot instead of 2 + 2 missiles like in description. Is it a bug? So far it's same useless as fighter aircraft which suppose to replace asireus. Not possible to put spear cannon\corvette spear cannon to asireus\fighters. Is is a bug or it will be available to put it on Sonda? Edited January 7, 2018 by starfish00 Quote Link to comment Share on other sites More sharing options...
Charon Posted January 7, 2018 Author Share Posted January 7, 2018 hi @starfish00 13 hours ago, starfish00 said: I'm facing one strange visual bug with biggest ship hulls - they are not became transparent when my solders are going inside. So far I met 2 cruisers (light and assault) and both have this bug. The top part of this Cruiser does not get transparent. What do i do ? You change your view option by pressing the button right beside your inventory one. Cycle through until you find one that works lets you see inside the UFO. 2 hours ago, starfish00 said: Not possible to put spear cannon\corvette spear cannon to asireus\fighters. Is is a bug or it will be available to put it on Sonda? You should be able to equipt both weapons on cannon slots. 2 hours ago, starfish00 said: Lancer aircraft is only 1 torpedoes slot instead of 2 + 2 missiles like in description. Is it a bug? Lancer should have 1 torpedo slot, the Xpedia entry is incorrect. If you are having difficulties with the airgame you can activate the No Airgame option in the modloader. I also recommend you to upgrade to the latest version. Cheers Charon 1 Quote Link to comment Share on other sites More sharing options...
starfish00 Posted January 9, 2018 Share Posted January 9, 2018 Thanks, it's not really a difficulties but it's seems as a strange balance to me - first 2 month I've struggled in the air and on the ground but that was doable. Then I've got all these terror battleships+ heavy fighters in the sky and I had fighters\foxtrots\asireus (alenium rockets\torpedos\gatling lasers). Sure with manual airfights+hypermissile I was able to take down light cruisers and strike corvettes, but had to reload many times till these goes without x2\x3 heavy fighters. Sure I could sucrifice my fighters\asireuses to drop them down anyway but it would mean that they will be not recovered to the next alien wave. Plus the same time these terror battleships appeared - and I faced the same terror forces on the ground. I had wolf armor+lasers mk3 only and what's more important - 10 slots dropship appears so late in the game that you simply dont have a firepower with these lasers or division mk3 to kill all attacking enemies no matter of your tactics. For taking down Terror battleship+2 heavy fighter I was needed: x3 asireus\fighter\heavy fighter (plasma missile\mag storms) to kill 2 heavy fighers ( 144hour of rest), x8 lancer with plasma torpedos( 144hour of rest), x3 asireus\fighter\heavy fighter (plasma missile\mag storms) to finish the battleship in auto combat. Is it possible to have it researched and built after only 2 month? Veteran difficulty looks totally unplayable to me, and you realize that only after you spend a lot of time already. Overall thanks for your work, it was nice experience! 1 Quote Link to comment Share on other sites More sharing options...
saqib126 Posted January 10, 2018 Share Posted January 10, 2018 (edited) Cant seem to figure out how to install x-division, i`ve installed CE, started the game, and then tried to put the 3 files together and run the installer as the instructions said(" Have all 3 files together and open part 1 ( = unrar the multi rar archive ). Follow the instructions of the installer. "), however the images files of both part 2 and 3 are empty, and trying to extract part 2 or 3 assets.7z files gives me a "data error" from 7zip, trying to run the installer anyway either throws a cannot find input file error or simply does nothing. I can only assume i`ve installed incorrectly, so how do I install? EDIT: turns out I just needed to extract all the files separately and then run the installer(not combining the assets/images files like I did before) and then I start up xenonauts and it says x-division. Thanks for the help. Edited January 10, 2018 by saqib126 Quote Link to comment Share on other sites More sharing options...
Charon Posted January 10, 2018 Author Share Posted January 10, 2018 20 minutes ago, saqib126 said: Cant seem to figure out how to install x-division, i`ve installed CE, started the game, and then tried to put the 3 files together and run the installer as the instructions said(" Have all 3 files together and open part 1 ( = unrar the multi rar archive ). Follow the instructions of the installer. "), however the images files of both part 2 and 3 are empty, and trying to extract part 2 or 3 assets.7z files gives me a "data error" from 7zip, trying to run the installer anyway either throws a cannot find input file error or simply does nothing. I can only assume i`ve installed incorrectly, so how do I install? You can check if the md5 sums are correct. Quote Link to comment Share on other sites More sharing options...
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