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drages

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Posts posted by drages

  1. 15 minutes ago, nedm said:

    Really struggling against a terror battleship - any tips?

    Don't worry about them, they are created with "not able to shutdown easily at their own phase" idea, so you will have terror missions and base assaults regardless of your power. You can still kill it if you got many planes, good support and know how to do it.. 

    You can watch this: 

     

  2. 10 minutes ago, ProfDoctor said:

    I'm trying to alter the values on a few things in the mod, and I'm running into a few issues. I was wondering if I could get some help, if this is the right place to ask for it. I am using the latest patched version and my mod list is in order. I've already changed some things in the gameconfig.xml (the X-Division one) successfully, like soldier stat ranges and the like. The issue I am running into is with the buildings.xml and the aircrafts.xml. With buildings, any value I change is not reflected in game (trying to change build costs or Living Quarters capacity for example). Is there another file I need to alter for these changes to work? 

    With the aircrafts.xml, it seems like any value I change (e.g. plane hp or loot for shooting down UFOs) in there causes the game to crash when I try to build my first base upon starting a new game. Again, I am wondering if there is a correct way to alter these values or if perhaps I am altering the wrong file.

     

    I am using Libre Office calc to make the changes if that makes a difference and yes, the files I am changing are the ones in the X-Division mod folder. Any help would be greatly appreciated! 

    Hey doctor!

    The best way to mod something is mostly creating your own mod over all at modloader, but it could be tricky too.. so for building, as i know, if you edit the numbers "after" you build the building, it won't change. You need to make a new building and that building will have your updated stats. For aircraft, i can't say before i see what you try to do.. but changing HP should not break the game.. maybe you erase something wrongly..

  3. 2 hours ago, zlodeische said:

    much thanks for answers

    thanks, i try sonda, but since have crashes, not much. last idea was use it with 2 mines)

    hm... 2*3 lancers with grav torpedo do it easy. 3*3 with alenium as i remember... 

     

    some aditional points (imho)

    • i havnt local forces in any missions, is this correct?
    • bug - when  vehicle stay in close to the doors - enemy, staing Behind it and didnt open. (base missions)
    • bug - when zombi dies in alien turn - reaper does not appear
    • mk2/mk3 weapons techs opens in same time with mk1 usialy, (only rail and AM an exception) and i produce mk3 from start for new tech. so as result i miss a lot of guns, this is little sad as for me.
    • plasma canon mk3 - usles compare with other havy. (but probably i didnt find way to use...)

    I can say that your install got serious problems.. because;

    - Every map got locals and civillians.. much more then default game..

    - Zombi bug is because your versions of game and mod..

    I think you should make a clean install with latest versions of XCE and XDivision.. there will be 0.99.32 very soon too..

  4. 3 hours ago, zlodeische said:

    also antimaterial pistols is OP as for me, long range, one hand, only 16% per shot, and perfect dmg, in same time other AM weapons is usles.. 

    As @Sectiplave said, you need to have final patch for bugs because we fix many little things with every patch.

    Antimatter MK-1 weapons are the basic prototypes, so most of them are not well compared their new generation ones. They are low damage weapons but got true damage so you can ignore all the resistance types of the enemies..

    Cloth changing warrior is a master of disguise .. you think he is a simple unit but normally he is a skilled warrior.. or a bug :).. it depends to your point of view :P..

    Sebillian Cloaked tanks are another example for this.. 

    • Like 1
  5. 36 minutes ago, Sectiplave said:

    I did some testing on the Cruiser control room, and even Predator armor got killed from a burst of the rapid fire Thunder weapon. The situation tested was first opening the door and the enemy is only a few tiles away and they immediately reaction fire, because of how close they are all shots hit and add up to 200+hp damage on Predator armor. I kept opening the same door from the same position in my tests as it doesn't help to reload and cheat by knowing where the enemy is standing :D

    The most reliable was AlphaWolf + Shield, but even this died half the time. This is the best defensive combo I've got at the very start of Phase3, from my previous play through Sentinel and upgraded Predator armors are a Phase 3 armor right?

    Like I said, it's good, I wouldn't recommend changing anything, starting a new Phase should feel like hell in both air game and ground game, and especially assaulting the control room should be the most dangerous part of the mission.

    Here are a few balance thoughts from my experience through Phase 1 and 2.

    Melee weapons; I would suggest possibility of getting melee materials even from corpses, maybe increased the amount required to make the melee weapon i.e 16Chitin for MK.1 Knife, and then you get 1 from corpse or 4-6 from live unit. The incentive isn't strong enough to capture live aliens to make melee weapons at the moment, usually the player will have higher priority targets to capture, like Officers, Engineers, Weapon officers etc. also shock grenades make capturing Xeno's much easier than capturing Reapers.

    Dense Fibre; Over all reduce the amount you receive from each DSB. I have almost 2,000 Dense Fibre in my storeroom at the start of Phase 3. This also might be mean Phase 2 vehicles have too much HP/Armor, I only lost a single Siege tank, so I didn't use up much dense fibre.

    Xenomorphs; In Phase 2 Xeno drone and warrior are too weak, they are like a free kill almost, the reapers get the Alpha and Rhino version which are difficult, but we don't see upgraded drones or warriors until Phase 3 when we get the red version.

     

    Can you send me that command room save please?

    Very nice feedback again.. i will consider them all.. 

  6. 21 minutes ago, Sectiplave said:

    Just entered the start of Phase3, I was prepared for the air game and I am doing okay at generating some crash sites (at the price of getting my own planes shot down) but the ground combat is providing very challenging when it comes time to storm the command room, I'm not sure what gun it was but there is a thunder cannon or something that fires 10 shots doing 30-40 damage and 50+ stun per hit, making AlphaWolf armor feel like paper!

    The challenge is good, I'm not saying that it should be made easier at all :)

    Balance; At high stats and with AlphaWolf armor soldiers have 20+ tile throw range and 120%+ accuracy on grenades (if nothing is in the way) is it possible to cap throwing accuracy to 95% like shooting? Just so there is always a chance to go off target?

    Alpha wolf armour is end game wolf armour design created for snipers and other support roles. Alpha wolf got weaker resistance then sentinel so it has more battle stats.. This means you should not be in front with that armour..

    Phase 3.. impossible missions started :)

  7. 3 minutes ago, Solver said:

    It's actually hardcoded for specifically the Andron race, not the Robotic ability.

    Owww.. we got another problem then.. it could be connected to passive behavior with drones nearby..

    To be honest i would want to know everything specially hardcoded at AI.. i am tring to create AI types but this kind of invisible things takes my hours of time and make me mad..

  8. 8 hours ago, Sheepy said:

    Thanks. There are quite a few drawbacks to replacing files (workshop incompatibility, xce incompatibility, forward incompatible etc.), that's why I eventually posted it as a bug.

    But it doesn't look like I've much choice. I'm splitting it up into replace part and mod part and wrote an install guide. :(

    I know what you feel because i wanted to edit some files too but it failed because of the game engine.. Nobody can do anything about it.

  9. 3 hours ago, thekillergreece said:

    I was wondering if would it be possible for the game (Xenonauts 2 if not the original Xenonauts) to be ported to consoles, particularly Playstation 4? I would love this question to be answered by the developer but I am just wondering if is there any possibilities to port the game to PS4. There are some turn-squad based games on PS4 as well so I was wondering if Xenonauts 2 can make it to PS4 or not or is it unclear?

    Your thoughts?

    As i know that, even X-Com 2012 of Fraxis failed badly at playstation so they only work for pc for X-Com 2... after many time they ported it to playstations..

  10. 1 minute ago, Subcode said:

    Hey Drages,

    please see attached files. Always when I want to load the the quicksave a second time in game the screen freezes. I can load it only once when I freshly start the game, than it is possible to load it. After I have loaded it and try to load it a second time the game crashes and I have to logout/restart my computer.

    I will delete the internal folder again and deactivate the  Ultimate Ambient Sounds (UAS)  pack as someone posted here and see what happens and if it "fix" the problem again. I really want to finish this crash site.... keep finger crossed. ;-)  

      

    Quicksave.sav

    GCOMBAT 4.sav

    Charon is testing the game heavy and he did not get any crash. Yes deactivate UAS and don't trust to quicksaves.

  11. Bugs, reports, fixes, balances.. all coding and checking.. 

    But the question is... what is Drages doing at those times? He does not fix anything, he does not code.. he is answering some questions and what?...

    Those are boring me :)... i am preparing new things for your enjoyment!... 

    For people who thinks terror missions are hard.. lets see future terror sites previews..

    Xenonauts 5.11.2016 18_51_46.png

    A terror site with Xenomorphs... The fun part is even it's night, you don't have any problem.. why?

    Xenonauts 5.11.2016 18_54_44.png

    Because you won't need to get any aim or visual range penalty because they will come to you at next turn..

    What a nice game mechanic to make the night missions "easier" right?... right?..

    As a bonus, the fight takes only 3 turn, so it's so good for people who don't like long fights..

    Everything for you from X-Division!

  12. 2 minutes ago, Pandi said:

    Shut down terror battleship and now i have 3 lotuses. They easy kick ass everything, for example each lotus can shot cruiser with fighters + corvette in single run. Got tons of money from fibers/sell fighters/air domination and have bunch of ufo cores at store just in case. Simply airstrike most common ufos.
    Can't wait for 3rd phase start.

    Pandi, can you create some projectiles for us? Ballistic's need some creative ones and i would like to change the electrical ones like lighting/thunder alien weapons and our stun weapons projectiles..

  13. 4 hours ago, Sectiplave said:

    Well after some more testing, my results say Ultimate Ambient Sounds (UAS) mod is currently not recommended with X-Division. Disabling this mod I was able to continue my campaign and complete 3 ground missions without a single freeze/crash. Tested on a new campaign first two ground missions and no crash without UAS. With this mod enabled, I was getting crashes roughly once or twice per mission, with the worst freeze being on clicking okay after finishing ground mission and then freezing.

    Early Phase 2 Feedback; the Heavy Fighters are hard now that the Spear Cannon has been nerfed, Phase 2 airgame when it first starts is appropriately difficult. For ground combat, you cannot make the Phase 2 armors soon enough, they are needed to keep soldiers alive. I must say Enchanted shields being broken is very harsh in ground combat, the regular shields get shredded in a single burst.

    Balance suggestion; Give the Sonda the air evasion/dodge ability, it feels inferior to other fighters without this skill.

    Nice to hear that. We will handle the shield problem. Or you can just go to the items.xml file and canmake all shields "Unlimited".. it will handle your gameplay.

  14. 12 minutes ago, Subcode said:

    Hey guys,

    as I have pretty the same problem, with the quicksave games. But here is a little "trick" which I use when the game start to crash... I quit the game and do the step 5 of the installation guide on the first page "5. Delete your C:\Users\Username\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal folder " afterwards I restart the game and load the (prior "broken") quicksave game, which runs then quite stable for a longer time. I know it does not fix the problem, but sometimes it is quite useful e.g if you are in end of a mission and the game always freezes e.g. at mission end screen and doesn't change to the geoscape screen.

    At least I was so able to finish some of my crash sites missions, maybe it helps some of you, too.

    It's strange.. if it's true, the new UI makes something to the game which we don't know.. hmm.. can you share some of your saves just before crash?

  15. 4 hours ago, nedm said:

    Hey guys,

    enjoying the mod so far, but the first terror mission doesn't seem to load properly for me, I've attached the save file. Also it looks like the AWACS is missing it's model for met, as it's invisible in the hangar. Any clue where I could check?

    No_Load.sav

    Your save works fine at my side. It's probably an install error. You can reinstall the game and mod.. 

    • Like 1
  16. 8 minutes ago, Solver said:

    Yeah it's ugly. I expected the "melee" decision in the code to be taken based on what weapons the alien spawns with, because that would have been sensible, but I got a surprise. So to fix the Xenomorphs not attacking vehicles, I had to make that check be "Reaper, or has the MeleeVehicles ability". Which is at least a safe choice, changing to the proper solution is risky.

    It's not so big problem. I made some passive AI tests without reaper or meleevehicles ability and i think they acted a bit different but i can't say clearly. Not so big deal.

    The main think i suspect is another surprise connections with other AI types like drones..

    One of our big problem about big size aliens, the map connection of drones. I guess that the map spawn points for 3x3 and 2x2 uses only DRONE AI as reference. So if i want to have my own 3x3 unit and spawn at right place in the map, i need to create it under "heavydrone" race. As all the big sized units uses same AI, our only problem is sounds and visuals.. we got mechs and tanks which won't fit with the sounds of a hover drone. 

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