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


Charon

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10 hours ago, Charon said:

The main problem i have is that right now Terror UFOs are incredibly easy to get shot down with suicide runs. Just launch 6 bombers and it will get shot down. Or launch 9, its basically just a matter of numbers, not skill. And the losses are minimal.

The main disadvantage about enabling permanent destruction of planes is that it demotivates experimenting, since that would mean a lot of destroyed planes, and your campaign can only sustain that much destroyed airplanes to stay alive. And i REALLY want to motivate you to experiment.

A possible solution would be to increase the recovery time for destroyed airplanes to 16 days. This would really hurt but still give you the option to manually decommission an aircraft and make a new one if you wish so, but you would also loose all the valuable equipment which you didnt recover yet. OR you simply wait 16 days and get everything back.

As much as this sounds reasonable it would alienate most players from getting experience, so i think this might be something you should change on your own.

 

5 days would be reasonable from both points of view IMHO

10 hours ago, Charon said:

The other issue that the mod is already as hard as it is. I havent seen a single youtuber get into phase 2 yet, and ... thats just the tutorial.

:) now, now :) 

Edited by Phoenix1x+52
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9 hours ago, Charon said:

aiprops.xml -       <Props APs="70" Resilience="150" Strength="60" Accuracy="100" Reflexes="40" Bravery="200" Abilities="Zombify,MeleeVehicles" CrouchDisabled="1" />     <Rank  type="Reaper">

If you have an correct install you only need to modify X-Divisions aiprops, otherwise look for the mod with the highest priority.

Its not a bad idea, i will make a note to use it for another system which i plan to implement in the far far future.

 

Thank you Sir!

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Hello again,

     Just curious about how weapon mitigation is calculated? For example, plasma caster mk1 can kill an andron guard (I think, the green one anyway) with one burst (6 bolts) and I believe it has got high damage output and low mitigation, whereas a full point-blank mag minigun mk1 burst does about... 0 damage. I get that is a hail of low caliber bullets vs plasma bolts, but I just was wondering about the mechanics behind it. I forgot the full numbers, I know that androns have high kinetic resistance and low energy res, but it would seem they should at least get wounded in such scenario. By the way, at the moment mag minigun is a bit lackluster, especially given its higher cost.

     Thanks! 

Edited by Suave
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Hi there.

I'm greatly enjoying the mod so far but recently i'm having a problem.

Almost everytime the game freezes when a small hovering alien drone fires laser/plasma burst at one of my squad member.

Even i somehow complete a mission with all small drones destroyed, it freezes right after i press the button to global map.

I'm not using any other mods other than XCE and X-Division, i've patched X-Division to lastest 9.33 version, i've also doubled checked load order too but i coudn't find any problem there.

I'd be appreciate if you look into this issue thanks.

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16 minutes ago, KKND-01 said:

Hi there.

I'm greatly enjoying the mod so far but recently i'm having a problem.

Almost everytime the game freezes when a small hovering alien drone fires laser/plasma burst at one of my squad member.

Even i somehow complete a mission with all small drones destroyed, it freezes right after i press the button to global map.

I'm not using any other mods other than XCE and X-Division, i've patched X-Division to lastest 9.33 version, i've also doubled checked load order too but i coudn't find any problem there.

I'd be appreciate if you look into this issue thanks.

3.3 Troubleshooting

This mod is %98 stable. If you got any weird problems like aliens without guns, strange visual errors, game crashes, they should be about wrong install or mod loader issues. Be sure that you got X:CE, X-Division and X-Division Patch is installed and then come to our topic with your save game and we will help you. 

Sincerely yours, Drages

 

NEVER USE THE MODLOADER DELETE BUTTON, ITS BUGGED AS HELL. Rather delete the mod folder from your mods/... folder directory. If you have a subscribed workshop mod then unsubscribe first then manually delete the folder in your mods/... directory.

 

I think i got a bug, can you help me ?

If you want some help when you make a bug report or think that something is not the way it is supposed to be, add full screenshots of your whole modloader and your savegame ( geoscpae only ).

Edited by Charon
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On 15.3.2017 at 6:07 PM, Suave said:

Hello again,

     Just curious about how weapon mitigation is calculated? For example, plasma caster mk1 can kill an andron guard (I think, the green one anyway) with one burst (6 bolts) and I believe it has got high damage output and low mitigation, whereas a full point-blank mag minigun mk1 burst does about... 0 damage. I get that is a hail of low caliber bullets vs plasma bolts, but I just was wondering about the mechanics behind it. I forgot the full numbers, I know that androns have high kinetic resistance and low energy res, but it would seem they should at least get wounded in such scenario. By the way, at the moment mag minigun is a bit lackluster, especially given its higher cost.

     Thanks! 


<Tip>Mitigation means armour penetration. Weapon Damage - (Alien Resistance - Mitigation) = Damage taken. </Tip>

 

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Hi! First of all - its' great game, it's great mod, and u guys doing great job. I think with this mod, it's probably one of the best X-COM games(i played this games since Enemy Unknown from 94). So here some critique with all my respec.

Some bugs (sry, dont have saves, didn't know it will be needed). I'm not shure is it XCE or X-Division bug, couse i played only original game and this mod.

1) Double medpack - when soldier take medpack in hands, it consume both slots (doublehanded), but when i remove it from hands - i got 2 medpacks, one for each heand.

2) Weapon reload in backback - not shure how it happens, but if i place my rifle in backback, it will reload itself sometimes. For example: i shooted with burst, and now rifle have 12/15 magazine loaded, and later it will become 15/15 in backpack(it happend with laser rifle).

3) This one will be a bit triker. When enemy shoot at you with reacktion shot, and your xcomer at this moment step on teleport - game will freeze(neverending ufo turn), and enemy shoot another direction(ofc it will miss, but it looks like alien thinking my soldier standing somewhere else).

4) Sometimes large aliens (disc, tank, glaiders) don't move at all, like they stuck in smth. It happens 2 times when tey attacked my base - they spawned at location, and was just standing doing nothing. Funny thing - behind big alien glaider was 2-3 aliens who cant move either, couse it blocked their way.

5) Wierd AI actions - if i throw smoke grenade between my soldier and alien, alien probably will run towards soldier and will try stand behind him(almost meele range), wich in 99% will lead to very very bad alien position. It looks like reaper patter(trying hit tank from back), but this happends with Sebillians.

6) Also there is wierd stuff with snipers (flying aliens,  harridan if i'm not mistaken) - they shoot at me very rarely, and very often they try do this wierd stuff like reaper - flying behind me, and stay almost in melee range.

7) Very often i have "officer on mission", but this officer Andron, how i suppose to stun it? Is it bug or just "feature"?

Also some notes:

1) Can u replace all alien weapons wich needed for cores(ballistic, energy) with some "unique balistic ingridient". Anyway we cant equip it in barraks.

For example - after fight, i found 2 ballistic heavy weapons and 1 ballistic sniper - at this moment, for one "ballistic core" i will need 4 ballistic heavy or 2 ballistic sniper(with your system). But when i have a lot of different weapons - it's VERY annoing to schedule it in workshop(in your mod a lot of different weapons, it's great, but not for workshop managment).

So, i propose - after fight, don't give me ballistic heavy and ballistic sniper, but some "ballistic ingridient" - for sniper it will be for example 10, for heavy 5. And for 1 ballistic core i will need 5 "balllistic ingridients". Same balance, but now we have 1 workshop order for ALL "ballistic cores".

So after fight all weapons will automatically dissasemble, but not for "cores", but for "core-parts". And with some of this "parts"(20 for example) we can create "cores". Or, if it not researched yet - do not dissasemble it till we research it, and when research done - it will be automaticly dissasambled.

I think same thing could go for UFO's parts and alien corpses. It will be much easier to manage workshop.

2) It's rly hard to start play this mod, and not because it's hard itself(it's hard, but problem here in another "dimension"), but couse there is not much info about what is going on there. I found out about different aliens resistances after ~10-15 fights, i thought reapers just broken couse mod hard, but later i found out(read here, not in game) that they just very resistant to lasers, and weak against bullets. Same goes for alien spesialists - info about them appear relatively late, and for now i have my stun-stick against full-plate sebillians =( And cant find stun grenades, couse all fights agains sebillians and androns, but stun grenades/rokets not helping much too.

3) I removed "radar aircraft", not shure it's needed, but i cant build/buy it now =(

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1 hour ago, Elarion said:

1) Double medpack - when soldier take medpack in hands, it consume both slots (doublehanded), but when i remove it from hands - i got 2 medpacks, one for each heand.

1 hour ago, Elarion said:

4) Sometimes large aliens (disc, tank, glaiders) don't move at all, like they stuck in smth. It happens 2 times when tey attacked my base - they spawned at location, and was just standing doing nothing. Funny thing - behind big alien glaider was 2-3 aliens who cant move either, couse it blocked their way.

Known Bug.

1 hour ago, Elarion said:

3) This one will be a bit triker. When enemy shoot at you with reacktion shot, and your xcomer at this moment step on teleport - game will freeze(neverending ufo turn), and enemy shoot another direction(ofc it will miss, but it looks like alien thinking my soldier standing somewhere else).

Known vanilla bug.

1 hour ago, Elarion said:

5) Wierd AI actions - if i throw smoke grenade between my soldier and alien, alien probably will run towards soldier and will try stand behind him(almost meele range), wich in 99% will lead to very very bad alien position. It looks like reaper patter(trying hit tank from back), but this happends with Sebillians.

Thats the minimum accuracy AI decision making, we will look into that.

1 hour ago, Elarion said:

6) Also there is wierd stuff with snipers (flying aliens,  harridan if i'm not mistaken) - they shoot at me very rarely, and very often they try do this wierd stuff like reaper - flying behind me, and stay almost in melee range.

Yes, we try to improve on this behaviour.

1 hour ago, Elarion said:

7) Very often i have "officer on mission", but this officer Andron, how i suppose to stun it? Is it bug or just "feature"?

You cant sun mechanical units.

1 hour ago, Elarion said:

So after fight all weapons will automatically dissasemble,

There is no automatical in this game, thats Factorio.

1 hour ago, Elarion said:

2) It's rly hard to start play this mod, and not because it's hard itself(it's hard, but problem here in another "dimension"), but couse there is not much info about what is going on there. I found out about different aliens resistances after ~10-15 fights, i thought reapers just broken couse mod hard, but later i found out(read here, not in game) that they just very resistant to lasers, and weak against bullets.

Thats true, there is relatively no tutorial for X-Division, nor a full sheet of information ingame. If you want to improve on this situation or anybody else, you are welcome.

Thank you for your feedback.

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I am playing at easy level and got to phase 4 I think.

The problems are:

1) I met an Infiltrator UFO (with Terror mission) escorted by two heavy interceptors, wasted about 14 aiplanes to shut it down while over land. I got heavy interceptors wreckage and... nothing more!

Next time I let the infiltrator UFO fly till its target and let it start the terror. Then I sent a Valkiria to the terror site, clicked the button "engage", the mission loading progress reached  about 10% and the game froze. I don't know whether to load the earlier save and ignore the mission.

2) I researched the Shrike and Valkiria dropships very late (didn't capture the right ET too long). The problem is that I cannot view these dropships in the airplanes view while on the map. The game crashes immediately. Though I am able to assign the people and tanks to it and send it to the mission.

3) The game crashes spontaneously very often (while trying to load a save while on the mission).

 

Could someone take a fresh look at my mods view? Maybe I still miss something in the mods order?

Снимок экрана от 2017-03-19 10:17:31.png

Снимок экрана от 2017-03-19 10:17:41.png

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First of all, i read there have to be right order for mods in "mod manager", you should check order(there is screenshoot with mods on first page) and replace mods if needed.

I had loading problem too, but loading were stoping at 90%. I disabled "Ambient Forest" mod and removed sound folder from "Tropical and Swamp Tileset". Not shure it will help you, but at least you could try.

I wonder, how u know who you need to capture? I trying to stun almost everyone, but after "interrogation" they give me nothing. And is there difference between "light scout operator" and "corvette operator"?

 

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11 hours ago, a23s4a said:

 

Could someone take a fresh look at my mods view? Maybe I still miss something in the mods order?

Снимок экрана от 2017-03-19 10:17:31.png

Снимок экрана от 2017-03-19 10:17:41.png

Maybe because you have Xenonauts Fix Pack disabled. Look at the mod load order on the first page - yours should look like that.

I also had problems due to sound mods like Elarion suggested so you can try that too.

 

2 hours ago, Elarion said:

First of all, i read there have to be right order for mods in "mod manager", you should check order(there is screenshoot with mods on first page) and replace mods if needed.

I had loading problem too, but loading were stoping at 90%. I disabled "Ambient Forest" mod and removed sound folder from "Tropical and Swamp Tileset". Not shure it will help you, but at least you could try.

I wonder, how u know who you need to capture? I trying to stun almost everyone, but after "interrogation" they give me nothing. And is there difference between "light scout operator" and "corvette operator"?

 

1. There's no way to tell easily. Some people write down who they capture or make a table/spreadsheet. I don't wanna bother with that so if you don't mind save/loading you can save your ground combat, load a geoscape save & check your researches to see if you've already interrogated the one you're looking at.
2. A lot of the time interrogations will give you nothing because you need multiple interrogations to unlock 1 thing. Eventually you will unlock something (or multiple at once) once you have enough.
3. Yeah they're all different. Corvette operator is from phase 2 so will give you more advanced research if you're lucky.

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17 hours ago, Elarion said:

First of all, i read there have to be right order for mods in "mod manager", you should check order(there is screenshoot with mods on first page) and replace mods if needed.

I had loading problem too, but loading were stoping at 90%. I disabled "Ambient Forest" mod and removed sound folder from "Tropical and Swamp Tileset". Not shure it will help you, but at least you could try.

I wonder, how u know who you need to capture? I trying to stun almost everyone, but after "interrogation" they give me nothing. And is there difference between "light scout operator" and "corvette operator"?

 

I don't always remember whom to capture.

"Stun everybody, let the scientists sort them" :-)

I prefer my team carrying a couple of rocket launchers with plenty of stun rockets during  ground missions and use them widely to take out almost everybody who doesn't look friendly. Who isn't lucky will be killed or exploded.

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Hello,

after half  year break, I played a little bit with the actual version of x-division again and found something strange. In "Charons changes psi sounds" mod there is a gameconfig.xml which changes the attribute gain in each ground combat quit a lot - you get now more or less infinite amounts of attribute points. Is this intended?. 

 

 

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Well i having a bit of a problem with my game, i think a was getting on the third phase, when suddenly the game crash in a especific date ( i think, but i sure its on the same game week ) and i tried to load older savegames but when i get on this day, or week the game just crash, i was playing on the Veteran difficult, someone please say to me i can continue my campaing hahaha.

Another thing, i changed some values of the soldiers start stats for bigger ones on the start of the campaing, i did that because i think when the earth going to be invaded a organization created for the sole purpose of repel the invaders, they need the best soldiers earth can have ( i changed the values to vary between 60 and 80 on all stats minus bravery, because not everyone can handle their cool on the battlefield against the unknow even when you are a elite human soldier ).

I think a have misspelled a lot of words, have been a long time since i last used english, but i think i make what i write understandable, i attaching the mods page i using and the gamesave data.

Thanks for your time to see my trouble.

Capturar 2.PNG

Capturar.PNG

Autosave1.sav

Autosave2.sav

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19 hours ago, fellype said:

Well i having a bit of a problem with my game, i think a was getting on the third phase, when suddenly the game crash in a especific date ( i think, but i sure its on the same game week ) and i tried to load older savegames but when i get on this day, or week the game just crash, i was playing on the Veteran difficult, someone please say to me i can continue my campaing hahaha.

Another thing, i changed some values of the soldiers start stats for bigger ones on the start of the campaing, i did that because i think when the earth going to be invaded a organization created for the sole purpose of repel the invaders, they need the best soldiers earth can have ( i changed the values to vary between 60 and 80 on all stats minus bravery, because not everyone can handle their cool on the battlefield against the unknow even when you are a elite human soldier ).

I think a have misspelled a lot of words, have been a long time since i last used english, but i think i make what i write understandable, i attaching the mods page i using and the gamesave data.

Thanks for your time to see my trouble.

Capturar 2.PNG

Capturar.PNG

Autosave1.sav

Autosave2.sav

Hey there,

    Regarding the game crashing - I had the same situation some time ago and it turned out I never read the OP properly - it was my scientist researchning Mag minigun and I did not have the fix installed. So my suggestion would be - check the installation guide in the first thread and make sure that you did not miss anything. 

     If that does not help, I will have a look at the savegames when I get home later on (at work now).

     And coming back to soldiers' stats - yeah, they need a bit of a boost, privates do suck....

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6 hours ago, Suave said:

Hey there,

    Regarding the game crashing - I had the same situation some time ago and it turned out I never read the OP properly - it was my scientist researchning Mag minigun and I did not have the fix installed. So my suggestion would be - check the installation guide in the first thread and make sure that you did not miss anything. 

     If that does not help, I will have a look at the savegames when I get home later on (at work now).

     And coming back to soldiers' stats - yeah, they need a bit of a boost, privates do suck....

That could really be the problem, i saw the bug page but i thinked that bug fix was for the 0.99.11 version, since i have the 0.99.33 version i thought that bug wasnt for me, i have some important things to do now, but on friday i will try the fix, and really hope that with the fix i dont need to start a new game, thanks !!

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Hey guys,

    Quick question again - I wanted to change the hitpoints of my shields and I changed their values to 150 in weapons xml and strings xml (I think). I also changed their weight. Problem is, that in game they are showing this values in description , but when I equip them, they are not...they are still 90 hitpoints and 10 weight...where did I go wrong? Which file do I have to change to get this resolved?

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You need change weapons_gc(ground combat). Also i tihnk you need change this file in X-Division mod folder, not in xce folder. Not shure u need to change weapons, but it will change it in your base screen(maby somewhere else).

But if you already started GC - your shild will be 90/150, probably u need start new ground combat(from globe-map, loading first turn won't help).

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13 hours ago, Elarion said:

You need change weapons_gc(ground combat). Also i tihnk you need change this file in X-Division mod folder, not in xce folder. Not shure u need to change weapons, but it will change it in your base screen(maby somewhere else).

But if you already started GC - your shild will be 90/150, probably u need start new ground combat(from globe-map, loading first turn won't help).

Hello there,

   Actually, this is quite funny now - I have changed the values in weapons_gc and I think I meddled with strings xml as well both in XCE and X division mod and I still have some issues. Sometimes I see the shields in gc showing 90/150, sometimes they are 90/90....bizarre. At the same time, when I highlight them in my equipment, they show "correct" values  hit points 150 and weight 6, but when equipped, they are 90hp and weight 10.  I tried starting a new campaign, but it does not help at all. 

   I am using Charons changes,PSI,Sounds as well, I had a look but there was nothing related to shields inside that folder, so I am not too sure where to go with all this. 

   My mod loader is correct, with Charons on top priority, then main x div and XCE towards the end. One place I have not looked yet are the other xce folders (balance and settings), perhaps there is something in there? Sorry, I am writing from work, so I cannot check it now:D

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