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


Charon

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New version for X-Division - 0.99.42 .

Notes:

  • X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam.
  • Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards.
  • You only need to download and install the latest Patch avaialble, it contains all prior fixes as well.
  • The .41 to .42 version is savegame compatible
  • As a basic rule never patch during Ground Combat

 

Installation:

  1. The Base for this patch has to be version 0.99.4 or higher. This update is not available for versions lower than 0.99.4
  2. Download the X-Division 0.99.42 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09941/ ( MD5: 68c413101f06689fea41006df005c081 )
  3. Follow the instruction of the installer
  4. After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy :).

 

DAY 443 Version 0.99.42 "Terror from the Sky"

  • Revised and readjusted the ufocontents for Terror Battleship, Dreadnaught and Mothership UFOs. Their Terror Crashsite, Terror Site and Base Assault was missing the level 1 GC element of making your way to the UFO. Now all 3 type of assaults, Crashsite, Terror Site and Base attacks, now have a unique design:

    1. Terror Crashsites have the highest number of aliens on them and should prove to be the most difficult ones, but still see passive AI on the map.
    2. Terror Sites get defensive AI removed and slightly less alien. The defensive numbers are put into the aggressive ones. Still passive AI behaviour present.
    3. Base Assault removes passive and defensive AI behaviour and puts all numbers into aggressive behaviour. They have the same number of aliens as Terror Sites, but no vehicles.
     
  • alien and human interceptors were made far more agile and are harder to hit now and need to get closer to, to effectively combat them
  • Increased multi-torpedo launchers torpedos turn rate from to 2 to 20 degree per second, they should now lock on much better
  • Decreased the time Phase 2 and 3 lasts by 25% each
  • @trueman11 found some aim options errors in the weapons_gc. Fixed
  • Increase range for short range aircombat weapons by around +50%
  • Cyclone can now evade
  • Revised the manufacture requirements for aircraft and aircraftweapons
  • Increased Caesan and Sebillity main armour by around +15 to +20 and side armour from +7 to +13
  • Decreased Lock on time for the FOCUSLENSE, FOCUSBLAST and SHORTCURCUIT aircraft cannons to 1 second, while increasing the firing arc from 30 to up to 210 degree
  • Greatly increased numbers for all alien bases, including small and medium ones
  • Replaced Easy Airgame with No Airgame, updated description
  • 23 new droppod submaps for the valkyrie
  • Increased empress damage from 75 to 120
  • Reduced sight range for aliens from 60 to 40
  • Reduced aircraft MAGSTORM ammo capacity from 960 to 768 total damage
  • Increased aircraft BATTLECRUISERSPEARCANNON total damage output from 800 to 990
  • Decreased aircraft RAILCANNON damage from 115 to 90, total damage from 1725 to 1350
  • Revised the aquired alien aircraft beams to have more total damage than their human autocannon counterpart in their respective phase
  • Upped the weapon loadout for the mothership. You may find it more interesting now

 

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Guys is there a simple enough way to simply make ballistic weapons LIMITED, and purchasable? No need to manufacture bullets and guns.. I just want to "micromanage" my gun stocks, like this mod 

 

  • Economy overhaul: Base starts with just 10 assault rifles, 20 magazines, 10 frag grenades, 10 smoke grenades and 10 medipacks.
  • No more "unlimited" weapons, equipment or ammo. (Vehicle equipment still is unlimited and unchanged, for now)
  • All solider weapons, ammo and equipment must now be paid for and manufactured. Everything unlocks for manufacture the same way as usual. Default weapons are available TO PURCHASE/build from the start of the game.

I've tried doing what I can by using that mods items.xml and adding the weaponry from "unlimited/capped" to "normal", I've added the strings to X-divisions strings, and used economy overhaul's base script in place of x-divs. No changes in game... I'm completely winging all this by the way so clearly no idea what I'm doing

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Thanks, i was wondering why my corsairs were all of a sudden struggling.

Code should be inserted at line 456, result should look like this:

<Cell><Data ss:Type="Number">0</Data></Cell>
<Cell><Data ss:Type="String">46,41;54,41</Data></Cell>
<Cell ss:Index="14"><Data ss:Type="Number">0</Data></Cell>

 

Does anyone have advice to deal with light drones? Their suppression and insane range is extremely difficult for me to deal with, even if they don't hit.
I'm currently on a jungle map (so no walls or stuff to hide behind), and the light drones can see everything, and supress everything while the heavy drone just needs to get one lucky shot in....

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3 hours ago, thethirteenth1 said:

Does anyone have advice to deal with light drones? Their suppression and insane range is extremely difficult for me to deal with, even if they don't hit.
I'm currently on a jungle map (so no walls or stuff to hide behind), and the light drones can see everything, and supress everything while the heavy drone just needs to get one lucky shot in....

Yes, light drones are extremely annoying in the jungle. I find them in the bushes with a flying buzzard dude and shoot by snipers.

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Anyone want to try their hand at this? Is this one of those missions where I should just go "abort"?

Veteran, end of January, Shrike dropship, crashed large, caesans, desert

Most people have tier 3 division or laser weapons, with 2 shock rifle users. Supported by a scimitar tank with pulse laser.

Have fun disembarking.

ITS A TRAP.sav

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I just wanted to drop in an ask if its ok to create a submod that enables the alien weapons in the soldier equipment screen? I have been working on this in my spare time for personal use and its starting to all come together nicely so I might as well release it when its finished if that is ok.

 

Also would it be possible to give me some basic info on how each alien weapon class works so that I can go ahead and write up some basic xenopedia articles for them?

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13 hours ago, thethirteenth1 said:

what gear/ loadout do you run?

I use for myself some rules about loadout.
1.Weapon damage profile must be differenciated.
2.Many main weapons can be great backuped with counter damage type support things.
3.I prefer a division vehicle mgun for it great supression capabilities and vast ammo loadout.
4.Every merk must have at least one smoke grenade with him. Other types also useful (chemical, shock, stun and fire at early game).
5.I use 2-3 heavy weapon specialists (different damage types), for supression and devastation at close range.
6.Never use only shock weaponry, it must be only backup situational weapon. Shock rifle goes well with the kinetic sniper rifle and direwolf suit (move + 2 bursts with nice accuracy).
7.I take 1-3 stun loaded rocket launcher to gas main ufo entrance and command room.
8.When I train newbies, I take on a mission no more than 3 for a 10-man shrike.
9.Buzzard AP bonus are great for novices, unlike Direwolf. Direwolf is for very experienced mans with near max APs.
10.Also i take 3-4 mans with shields. One must be high reflexed profi for risky jobs, like command room assault. Other can be noobs.
11.So great loadout for noob is buzzard + shield with laser pistol and buckup kinetic shotgun (dont forget for grenades). It is useful and train accuracy and reflexes pretty fast. Or it can be with a laser sniper (with it accuracy even noob can make 95% hit).

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Hi everyone! As a newcomer to X-division, i asking for help in some gameplay aspects:

1- is there some kind of guide to read or watch, how to break into UFO? because almost every time,the guy who open the door get killed, is main door destructible?

2- does weight of item/weapon affect to TU consumption when i move them beetween backpack/belt/ground?

3- is crouch/stand action cost 10 TU`s? is that OK, or i have some kind of bug? I thought it cost less TU in vanilla game.

I would appreciate any response or advice. 

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@LittleEgret

Hi there!

Im not a pro at all with the  mod, but im pretty comftable in the early game. To your questions:

1. Charon the developer just started an awesome and very educational veteran ironman playthru on twitch: https://www.twitch.tv/charon117/videos/all

This is the way i do it early game:

Strat1: Supress or destroy the door. Meaning 2 Heavy machinegun salves per turn (sometimes even 3 for sebillians)  to supress everyone behind the door. Sometimes the door breaks, which is good too because u can now see whos supressed and whos not. Additionally you can then position your snipers so they can kill the supressed aliens from a distance. 

Strat2: position your heavy hitters on each side of the door so u can shoot a salve in each direction. Have your highest reaction guy with a Pistol and a shield open the door. The weapon you use affects your reaction: in the soldier equip screen in geoscape you can hover on the weapons available. Every weapon has a "reaction modifier". A Cannon for example has a modifier of 0.0 which means that no matter how high your soldiers reactions are, he looses the reaction compare. Snipers and heavy weapons are 0.5 i believe. Shotguns and rifels have 1.0 and pistols are 2.0, so always try to open doors with pistol guys.

2. As far as i know no it doesent. Moving something from the floor to the backpack takes 10 TUs from the backpack to the hand 4 TUs. I think. Have to check that tho. Either way weight should not affect  the cost of the transfers.

3. I wondered that myself but i guess its a balancing thing. In vanilla nobody was ever standing. 4 TUs is very cheap. Now you have to think about who needs to kneel and whos better with full TUs to run to the next psoition. I for example usually only crouch my Snipers and troops i think are in danger

best regards

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Loving this mod so far just thought I'd give some feedback on my thoughts on balance. I am currently only a few hours into the second phase of the four phases and here are my thoughts. First suppression in this mod is a double-edged sword. though being suppressed causes aliens to lose half their TU they are put into a crouch position. while this normally isnt a problem enemies with burst weapons can still use their bursts like this while in the base game enemies cannot. this leaves the enemies still very dangerous despite being "suppressed" not sure how moddable this game is but i would consider adding a hefty aim penalty to being suppressed as the current form of suppression in most cases just makes the enemy more dangerous to fight. an alternative to this would be to just increase the TU lose from being suppressed so burst fire on weapons is no longer an option. Second I'd reduce the vision range of light drones I've been suppressed across the map by these things in the jungle and swamp maps and the spread on their shots at that distance makes it so its almost a guarantee that its going to suppress multiple soldiers. I can tell for first hand that having half your team suppressed every turn by an enemy you cannot see was an experience that made me want to pull my hair out. Lastly android and robotic dog enemies just have too much armor across the board from my experience. these enemies can quickly overwhelm you in alien terror sights or make for deadly situations in alien base assaults where the enemy can hold positions where you cannot burst them down before they can walk up to you with a point blank burst and kill your soldiers. I would imagine shock weapons make killing these monsters much easier considering how well they do against my tanks but I haven't finished researching the weapons. Without access to this tech they are just too much in most cases. I'd consider toning down the armor on these units until the player has access to the weapons that are effective against them or just giving the player a weapon better suited to dealing with them earlier on.

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Heres a short list of bugs I found while playing.

When using a chem grenade on a knocked out alien it will leave the original knocked out alien and spawn an additional corpse with it. This happened during a alien terror mission with a sebilian unit. haven't tried recreating the bug but did notice it happened this one time.

The Phase two large alien ship doesn't hide the roof on the first floor of the ship when moused over only showing the inside once a soldier is already inside the ship, and the second floor doesn't remove the roof at all on the second floor once teleported to. the only way to see anything on the second floor is  to hide terrain. Linking a some images to show whats going on.

Finally noticed a few missing textures. the ones included in pandi's post and in addition some missing floor textures in a city map. didn't remember to get a picture for this one. the ground that didnt load any textures had a group of picnic tables around it. hopefully that is enough to help.

 

 

20171204173349_1.jpg

20171204173403_1.jpg

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@therealdantheman

How are you faring in phase 2? what strat/loadout do you use?

Im having big trouble with phase 2. I usually have 3 Shield guys with smgs 2 Heavys (mk3 ballistic) and 3 Snipers (laser mk3). 

Phase one i managed to get by with few losses, but in Phase 2 i get one shotted extremely often. even through smoke. Those ceasan Xenomorph queens (encountered one in a light shuttle!) are just so hard to beat. they one shot any soldier if they hit (even if the damage says something like 45 and my soldier has 90hp, he dies instantly if hit directly). AND they reaction fire and have crazy vision range. Also the alien weapons are so powerful even my wolf armor often doesent protect anything (even at the begin of the mission)

Some more questions for phase 2:

- I cant build any Hunter anymore, is this intended? I usually have a defender or a Siege Vehicle but when im low on fibres i have to fall back to hunters. In my game i cant build them anymore. Is this a bug?

- Str on rookies: If you have to use rookies you cant use your advanced equipment. Which means the rookies die very quickly, even if they wouldnt have to. A Rookie with a Enhanced Shield cant cant carry anything else, which kind of sucks. I would very much appriciate if the rookie str is raised at least 10-20 points. 

- Base assaults: Whats your strat to defend your bases? My strat is to intercept the terror ships. Im phase one i need  8 Foxtrot with alenium torpedos for this. i  sacrifice all of them but downed 2 Terror ships (already have a firebird in my arsenal which is quite awesome) In Phase 2 i need 12 Foxes to down a terror ship. Til now it worked very well.

My bases have 3 aseurus and 3 foxes. As soon as the massive Ship appears i transfer all aseuirus to other bases and equip the 2 bases near the terror ship with 2 Wings of foxes, then attack (and loose all of them ^^).

I cant imagine to defend my bases any other way in phase 2. I would have to equip my soldiers with new weaponary, which is extremely expensive and with 5 bases not really doable. Any tips for that?

 

best regards

 

Edited by grossbier
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@grossbierMy general load out for this point in the game is 3 shields for scouting 1 laser rifle man for holding utility items smokes, grenades, incinds, grenades, medpacks etc. (more so then other units) 2 ballistic minigunners and 1 laser minigunners for damage output and one laser sniper for clearing out weaker units at a distance or finishing off what the mini gunners suppress. as for strategy i just hide my close range damage dealers behind my tank and smoke it while moving up. everything dies fairly easily to 3 mini gunners when they get into the enemies face. I've only run into one queen before and i just kept my soldiers away and used my tank to kill it. the ai for melee units is pretty stupid in this game and easy to play around. most will either run to civilians or focus to your vehicle over your soldiers if you leave it available . same goes for reapers. just use your tank to bait it out of cover. your tank is your strongest unit on the field and you need to play around it. as for base defense i've only had one base invasion at this point in the game and dont have much to offer in terms of help here. I let it play out and just one of my base defense turrets appeared to kill half of the attacking force judging by the bodies in the spawning zone of the aliens when the fight started.

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@therealdantheman

Wow thx for the tips! with minigunners i do have a much easier time! Also the spare shields are really important. at least on the cruisers and landers!

I have a general question tho: I can still handle the terror ships so its not that much a problem, but how do i counter those drones that get sent out from it? my Foxes only get 1 - 2 Torpedos off before they get destroyed. Maybe there is a way to destroy them? i tried to send a heavy fighter with 2 Foxes with a anti-missile but this doesent seem to shoot those drones. Any hints on beating the Terror ships without those heavy losses (12 Foxes atm. even Lancers get downed with one of those drones)?

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after a lot of hours into xdiv (and loving it) i gave up my game again in phase 2. I think this mod needs some serious balancing before i can play again. Here is my feedback:

Phase1:

This phase feels really balanced. You can iron man this phase if you are careful and smart. Even terror battleships are possible to bring down, but at a price. Androns are really tough and you want to pull out more often than not, just collecting some corpses and weapons. You really just want the andron hub for the alienElectronics research. 

I love the different specialist per race. There is usually always somebody worth capturing. Its difficult but very rewarding! Love it, dont change it :-)

Economics doesent really feel that balanced, but its not that bad either. As soon as Medium Ships show up and you manage to capture the cores you can handle finances (choosing between money or disassembly for more aircraft). May need some tuning but i think its overall okay.

Rookies and Ironman: I love playing xcom ironman style! It is really tough if you loose a Lt or even Col to a hidden reaper or lucky shot through smoke and cover. In the old xcoms this is very sad but you can manage. If you have the right equipment you can manage small missions even with rookies. In Phase one you can do that too. Even rookies with Laser snipers are decent, and machineguns are possible too.

Base attacks and Terror Missions:

I have yet to see anyone manage to do a terror mission on veteran ironman in Phase 1. You cant even setup a halfway decent defending position, as you get immideatly overrun. I think this needs some serious balancing. Also Alien Base attacks i cant do at all. even if i set up inside the landing zone, there are just too many aliens for only 8 guys and a tank. they flood the  entrance in 3 to 4 turns dropping xenonauts like flies. The agressive ai is a little too agressive. If you have to fight like 20 agressive aliens with only 8 guys, you just get overrun. In the old xcoms you could go with more numbers to even it out, but not so here.

 

Phase 2:

This phase is kicking my butt every time im getting to it. You now kind of have to have minigunners because without them you just deal too little damage. This would be fine, but i have yet to find a decent strat for not loosing people every mission. I can handle my shield guys dying but when i dont have enough minigunners i can end the game. Rookies just have too low str to be of any use other than shield guys with jackal armour. This is very limiting if you are out of strong ppl. You have loads of awesome equipment but cant use it because its just so freaking heavy and your soldiers are just too weak. I thnk this has to change. Either ramp up the str for rookies +20 or even +30 or make the equipment lighter. I can only imagine how the game will fare in pahse 3 as every new tech weighs more and more. 

The airgame on the other hand is very fun and rewarding! I managed to get 5 bases up and running with los of foxtrots and aseirus. Im able to down most of the ufos with only minor losses. This seems kind of silly: ruling in the airgame and geoscape, but loosing the tactical combat.

 

As it stands i cant see how anyone can finish the game ironman veteran. I like the challage but there has to be a way of coming back fro a squad wipe (or just loosing some high ranked ppl every now and then) or loosing a base. You have to do lots of missions if you want to stay in the game, so having one bad mission should not result in the end of the whole game.

There are some ways i can see these issues being resolved:

1. Weight of weapons should stay mostly the same over the types. Laser sniper the same as Plasma sniper, laser pistols same as plasma pistol and so on. Armour seems too heavy too. There should be an armour per phase which a rookie can comftably carry. 

2. Rookies have way higher str.

3. (this is my favorite) Have a training facility in your base which would allow your soldiers to train a stat to a certian trainingmaximum (for example str can be trained up to 75 or something. Or (this might be easier to implement) have your engineers "build" a xenonauts training program which costs a million or so ( a little but like the shield one time upgrade). After completion rookies have higher stats. this way when loosing soldiers, you have to think about investing a little bit more in your recruits. In a war this would totally make sense! Losses are part of it. After a new phase hits such a program would be appropriate. Reflect on the phase one and educate all possible recruits in the way aliens are fought.

4. Reload of weapons should cost % of TUs not a fixed amount. Sometimes you have rookies with only 48 Tus which means you cant even reload certain weapons.

5. Have an armour and a Rifle per Phase and Damage type which a rookie can comftably carry. This way, worst case scenario you have bunch of rookies with only rifels but they can survive if played carefully. Surviving rookies can then be promoted to snipers or other roles over time.

Some other balacing issues i find to be problematic and too difficult:

- Queens: Those one shot my soldiers in wolf armour (it says they do only 45 dmg but the soldier falls anyways, bug?), have incredible reactions and extreme high health. This would be okay,  but tthey also appear in the smallest of crafts. I encountered one in a landed shuttle, which is kind of rediculous. The ship which should be easiest to train some of your rookies, has the toughest alien in it. Along with 2 Pretorian Xenomorphs. I wonder how they even fit inside this little shuttle, it must be cramped in there ;-) .

- Andron Server: to  capture one of them you have to sacrifice one soldier. I cant see how you can do it otherwise. They reactionfire with a minigun and always stay in a control room or the ship. I like sacrifying solders :-) but as stated above this is no valid strategy currently.

- Resistances: I really like the way every race has other resistances, which forces you to have the right equipment for the right job. This means that you have to have a squad with every damagetype. This would be fine except you are struggeling even if you have the right tools for the job with you. Either you bring along all the weapons in the backbacks or you try to fight with the wrong weapon type. If you go with the first you dont have enough space for anything else useful and are in danger of loosing soldiers in turn one(as most of your crew wont have enough tus to do anything to prevent this). If you go with the 2nd this works until phase 2. The wrong damagetype sniper is useless. Only weapon which works for all in close combat is the minigun.

This can be countered in 2 ways i think: 

1) have the quantum decrypter ( or whatever its called) be available in phase 2. I checked and you need a andron Terminal for that which appears in phase 3 i think.

2) Have the armour midigation go across all types of damage: if you fire your ballistic MG on a ceasan his armour should be damaged also for laser weaponary, so a laser sniper could finish him off. Right now if you bring laser snipers for a ceasan ship they are quite useless except for xenomorphs.

- accuracy: I used to have 3 snipers with my crew in phase 1. They were all extremely accurate. most of the time they have a 95% chance to hit. I noticed that they miss more often than not. I always thought this is the real chance to hit displayed, but it seems that all of the obstacles are not calculated into that. Do i have to calculate that myself? For example: my sniper has a 95% chance to hit but in the line of fire there are 3 bushes, every bush is displayed as 10% chance to hit. Does that mean my CTH is just 65%? Or is this a kind of number overflow bug?

- Advanced smoke grenades: this should be a one time upgrade like the Shield upgrade. Smoke grenades and shileds are youre liveblood, so they should both be always available.

- Rifles are quite useless. They need a serious accuracy boost, or another significant advantage. I have yet to see a solder hit at mid range.

- Base attacks: Sometimes im not able to bring down an terror assault ship. All my secondary bases are soldierless so if i miss a ship i loose a base. I played quite a lot and tried with a crew of 16 and a garage to defend a base assault. In phase one you can manage but in phase 2 you need better weapons. 16 of them per pase, which is incredible expensive both in money and resources. Also you then have to fight the aliens with only rookies which limits you to very few weapons and armour (because of the weight of the advanced equipment). Also the agressiveness of the aliens usually gets you overrun. We need some tools to deal with that. Also the likelyhood of a base attack is too high imo. I get a base attack every 2 waves.

 

My suggestions:

1) Make it possible to at least send my dropsip over to the attacked base, so at least 8 experienced soldiers can join the battle. The way i would love to see that would be a very fast dropship which can only transfer soldiers and their equipment. Right now a soldier transfer takes 24 hours which is not nearly enough to get some higher ranks to the mission. Realism wise it would make sense to have a concord-type airplane which can reinforce the attacked bases.

2) less agressive ai. You will get overrun extremely quickly even with 16 soldiers

3) have aliens enter the base only on one side or only through your hangars. i loved that in the old xcoms: You could layout a base to better handle the assaults.

4) have bases without hangars be not attackable. This way you could build a research base or just radar bases. You would only have to defend your bases with your airplanes

5) aliens have to first scout the base. For example: if you manage to bring down all scouts and dont let them land, the aliens are not able to attack your base in the next wave. Makes prioritising ships to bring down much more important.

6) For a terror ship to assault a base it needs at least 30 hours. This way you can figure out how to deal with it. Either try to bring it down with all your airforce or transfer much needed equipment and experienced soldiers over. You would have to be prepared nevertheless. Every base would need a garage and living quarters to be viable.

7) Missile batteries are useless right now. to ease your pain while base defending, the batteries need to be able to hit more accuratly. Ether just increase the cth or have more diverse Batteries. For example a Laser battery can do lots of damage but only has a cth of 50%. An avalance or alenium Torpedo Battery has a chance of 100% but can only fire once, doing only little damage, but guaranteing a little bit easier mission. You could then prioritise how you want to defend your bases: Man it with equipped soldiers or have lots of batteries to get a terror ship guaranteed down, limiting your base layout significantly in the process. Maybe missile Batteries which have a cth of 100% will even take 2 spaces of your base, limiting you even more.

All in all you really did a great job with this mod and i sunk lots and lots of hours in it already!

I hope my feedback is of help and some of it is taken into consideration. Tell me what you think of my suggestions!

 

best regards and keep rolling,

grossbier

 

Edited by grossbier
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@grossbier

Maybe you should try different squad mixes. Not everything can be done at any time. With weak weaponary or rookies you can't do big UFOs. Just do small ones, get XP for your Xenonauts and stuff for your scientists and engineers. By time you will get stronger and then you can do all aliens ships (although Androns will stay hard opponents at any time, but this is intended).

Overall I find the game very well balanced, at least until the point, which my Youtube-LP (in German) actually reached ( https://www.youtube.com/playlist?list=PLeCeI44U8FluG907nkx12YrLDtNZTl6kk ). I am mid of phase 3.

Maybe you can find some ideas for your phase 2 problem there. Normally the only problematic times are the changes between two phases. When aliens and UFO are higher than your usable equipment.

Btw. rifles are fine. I am using them on 4 of my 10 xenonauts as main weapon. And missile batteries also do their job, they have shot down several terror assault UFO for me. You just need to have enough of them (and no bad luck, sure).

 

Edited by Marandor1
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