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[v1.09/X:CE v0.30] X - Division - In Earth We Fight Ver: 0.9


drages

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What is the difference between "EMP" and "emp"?

6 hours of seaching crazy for a purpose of CTD...

The 0.98 beta was ready and i would upload it yesterday. Everything was working until a sudden final CTD at equipment menu.. gave my night to figure it out but no chance.. then i looked to emp and EMP..

Anyway i will upload it later with more tests.. sometimes its better to not go hurry..

Edited by drages
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I would like to ask about the installation, I think mine succeeded when I tried. But there is something that seems to be an invisible plane as well as some invisible values that are just read as #### in game.

Probably you downloaded only 0.97.1 patch.. you need to download 0.97 then 0.97.1 and then hotfix.

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I would like to ask about the installation, I think mine succeeded when I tried. But there is something that seems to be an invisible plane as well as some invisible values that are just read as #### in game.

I just un-rar'd it, applied the patches, moved to the mod folder and activated it in the launcher. Not a single problem, as far as I have seen it's really stable... they will kill you, a lot... but it's stable.:D

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PROGRESS REPORT

Good News:

Research-Manufacture-Weapons-Stats-Items-Names everything finished. At first tests there is no CTD..

Bad News:

Alien equipment.. Aliens got the weapons/grenades/ammo at GD when you check their inventory. But at end of the mission you cant get them all.. At 0.97 you could not get the new weapons ammo from aliens. It was not a big issue but now with some more grenades i think i lost control..

Its so random. There is no problem about weapons but the grenades and ammo.. i dont know.. is there s strange limit or a trick at coding? I am still testing..

And ufopedia should be fully replace..

Any ideas from modders, please give me some ideas.. thx...

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PROGRESS REPORT

Good News:

Research-Manufacture-Weapons-Stats-Items-Names everything finished. At first tests there is no CTD..

Bad News:

Alien equipment.. Aliens got the weapons/grenades/ammo at GD when you check their inventory. But at end of the mission you cant get them all.. At 0.97 you could not get the new weapons ammo from aliens. It was not a big issue but now with some more grenades i think i lost control..

Its so random. There is no problem about weapons but the grenades and ammo.. i dont know.. is there s strange limit or a trick at coding? I am still testing..

And ufopedia should be fully replace..

Any ideas from modders, please give me some ideas.. thx...

Maybe if you upload a separate branch that's exclusively beta or for the purpose of testing/hunting bugs, we could download it and well if I get some time hunt for some bugs, so far this version is quite reliable and stable or maybe I'm just being lucky.

You know we could just start the config with lots of money, buff up the soldiers min and max stats and edit the buildings so they're amazing aaaand hunt for bugs. It could work...

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Maybe if you upload a separate branch that's exclusively beta or for the purpose of testing/hunting bugs, we could download it and well if I get some time hunt for some bugs, so far this version is quite reliable and stable or maybe I'm just being lucky.

You know we could just start the config with lots of money, buff up the soldiers min and max stats and edit the buildings so they're amazing aaaand hunt for bugs. It could work...

I will put a beta version for sure.. and the game is stable but balance should be tested. But its about heavy loot and alive aliens. I need to be sure that these 2 concept works.

Alive alien capture wont be a problem and the loot was working at 0.97.. i will try every possibility to make it work..

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Keep it up mate this is a nice mod, that one issue you've mentioned... yeah it's true, I thought aliens were made tougher to capture on purpose but I just tried using gas grenades on a Caesan and I threw maybe like 6? some were resisted, some dealt stun damage, thing is I ran out of grenades aaaaand I ended up having to kill it :/

Other than that it's ok to take your time, there's no pressure here we're actually enjoying some fine creativity here so again keep it up mate :D

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Do you intend to include all the different nationalities that were available for soldiers as in XNT? If not, can the file for them just be copy pasted to your mod directory?

I didn't do anything about national soldiers. There should be no problem but I don't know anything about that part of game.

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Awesome mod! Makes game even better!

Also, can this be a bug (or, maybe i misunderstood) - when you pick up ammo for Requem sniper rifle it is... well, actually, it's the wrong type. Lance SP laser cell instead of AP balistic magazine. So, i noticed it during attack of one of alien bases. My sniper had to fend off enemy with a pistol, heh.

Edited by Muromets
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PROGRESS UPDATE:

Yeee... sadly new ammo-grenade looting is not stable and nearly impossible. You need to go and loot by your self.. Its kinda fallout tactics style..

But after some sad and mad hours of testing any combination and possibilities to make this looting work, i figure out something new..

I didnt want to fight for loot at a Xcom style game but i can make it more interesting. Giving grenades and new ammos some new shiny projects.. for example 10 explosive grenade can make you build the "alien torpedo" you all asking for more!!! 10 alien lightning weapon ammo can make you a emp explosive!... So did u like this idea?

And i tested all new specialist alien types you need to capture. Their animations are working they fire and they can captured alive. Everything is fine. I found some glitches and handled them.. testing saves lifes..

Where are lore writers.. i need you for something!!!

---------------------------------------

0.98 BETA finished and will be uploaded tomorrow.

Edited by drages
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Is that really a good idea? I've done this "cheating" thing and added lots of money and uber soldiers and high capacity buildings with like 300 scientists and stuff just to check and test the depth of this mod.

Aren't there too many weapons? diversity is good but it feels like... I don't know the whole point in putting so much effort in R&D and the manufacturing process is that you can count with a really reliable weapon for your troops, I'm loving the stun guns since some distance was really needed sometimes to capture some of the tougher guys and the baton takes too much space... but... why don't just simply put things in a military way? make ballistic weapons reach tier 2 or call them Mark II ballistic tech and increase their damage output? wouldn't it be better to have them be REPLACED instead of creating a whole new tech-tree?

I have so many options and the aliens in a single mission are so varied that I have to have 1 of each weapon for each kind of enemy, an EMP gun for androns, the Advanced ballistic ones for the melee type, the lance type for the harridans and/or caesan. The moment you lose the xenonaut with the EMP gun and you face the androns inside the UFO you have to drop the other guns and retrieve the gun from your comrades dead body or risk getting all your shots resisted.

It does really feel like Fallout tactics, but this game engine and style is not the same, I remember playing FO Tactics and you're right this mod suits that kind of gameplay... 6 specialized guys with different weapons to accomplish an objective. But this is more like a "large scale" military style game.

I ended up mostly ignoring the new weapons (a real shame they look amazing) just because I felt I needed to put a proper order in my line of fire when facing aliens, I'd rather have all my troops equipped with the latest laser tech than risking the whole operation based on different weapon damages and resistances...

The idea is amazing but it feels more like a D&D approach and I'm not quite sure it fits this kind of game...

So to sum up:

Loving the alien variety on tactical but not the way they resist or are somehow immune to some types of damage. I certainly enjoy having to check for the xenomorphs just in case even while I'm being sniped by harridans, but I've been 1 tile away from a "tier 1" xenomorph, shot it 3 times on burst with AP weapons aaaand he resisted most of it. -_-

The A.I. IMO is the best thing here, they're deadly efficient and know how to troll you and hide and hunt you. 10/10

There should be some kind of revision when it comes to micromanagement, now that I've seen the vast inventory and research tree I'm positive some techs should have a common tree or some pieces of equipment should get replaced instead of brought into the inventory as another item to choose.

Sorry for this enormous wall of text lol, keep it up this mod definitely works up but like everything in early stages it needs some refining but so far is looking good, thanks for investing all this time so we can get new toys to kill aliens :D can't wait for 0.98

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As i always say, i like to read wall of texts.. and i need them.. i hope you will give with 0.98 and more...

I want to enjoy giving answers to you:

1. Military way upgrades: You mentioned many keystones in this text. Yes one of them is adding new versus upgrade old. Default game updates the old ones with new per technology. Because they were free. I mean grenades, vehicle/air weapons/explosives/rockets.. shortly all but not weapons.. because weapons were not free.

So if i replace and you dont have the materials or money for new one, what will happen? A stuck.. and updates suddenly updates your ones too.. for free.. and every weapon got different specs.. range/damage/armour penetration/ammo per clip/weight/recoil and more...

But when i checked an endgame save from my testers, i saw the manufacture tab and i lost myself in it..

But as i said, i got same feeling about this at last weeks.. so i can go for research lock.. so you will need to choose 1 from 2 or 3 weapon branches.. but i still make brainstorm for it.. first of all we need to see every weapon working and balanced..

2. I think even its large scale then FO tactics, it fits to this game too. Just i couldn't do it yet. The key is balancing. You got 12 soldier.. it means about 20 weapon.. still you can fight with a standard tier but then it will take time and risks as you said.. I still believe if i can balance it somehow this damage/resist style will make all GC a new adventure..

3. Weapon ignoring is normal for 0.97 because of the unbalanced overpowered rifles. They got long range, good aim auto shots, no penalty.. crazy.. i did 0.97 balance from my head without calculation and i trusted to myself so much.. and my fail was so big too. At 0.98 i made it with tons of numbers calculated in excel with formulas. You will see it at new 0.98 weapon stats chart. When i calculated 0.97 rifle damage, it was overwhelming best heavy weapons and sniper.. this was madness!!!

Now nearly every aspect changed.. aliens visual range, weapon ranges, weapon TU's, explosives radius.. everything everything changed! At 0.97 best sniper coulndt kill a lame alien, now you will feel like harridans!!! all other weapons range are lower.. there is no more street to street shotgun fights, no rifles like snipers, no snipers like pistols..

I took every alien from a movie.. what is that mean? Androns are terminators.. dont expect them to kill with ballistics, grenades, fire.. Xenos are aliens.. and there will be a 5. alien movie!!!! yeah best news!!! anyway.. aliens mean you need fire.. Sebillians are reptiles.. they dont care fire and bullets too.. caesans skin is energy friendly but a little bullet can kill it.. and blablabla..

I can write more but wait for new topic for 0.98 :)

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Hello again!

Loving your mod, however:

I have unlimited fox and direwolf armors. Also, there seems to be several high-tech weapons available for aircraft.

Should it be like this..or how to fix?

Probably u didnt install well..U eed to install 0.97 then 0.97.1 then hotfix 7..

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