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drages

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Everything posted by drages

  1. Wow, i did screw up in a major way! Thank you very much! I will try this immediately! Update. It worked! Those little buggers are fighting back! Thank you again! That buggers will fight harder then you imagine! Good luck commandeR!
  2. Yup. Steam-version, downloaded from workshop. Called "xcesteam" in Modding Tools options in game launcher. Maybe it's not working correctly because i installed XCE first, and then installed Beta. No the problem is the XCE is not a mod you can download from Steam. You need to choose XCE from betas. Right click to Xenonauts at library, then properties. Choose Betas and then XCE.. the game will get an update and u will have the real XCE. XCE is not a mod but a version of the game for modders mostly.
  3. Hey Marinad, welcome. Do you have XCE 0.34.1 as Xenonauts Community Edition?
  4. weapons.xml means nothing. The real file is weaponss_gc. There are countless alien weapons and their disassembles.. please don't stuck at 0.25 difference.. really..
  5. About MK weapons: I dont know which xml files you looked but they are different. The stat change is low, i accept that and it' because they are tier 1 weapons and can't make them much different. MK-3 weapons got much more tricks like one more bullet at auto or autoshot ability to single fire weapons. About core manufactures, the pistols are pistols.. so even it's heavy or not they are little weapons and a 0.25 core difference is not so important.
  6. X - Division All for One V0.99.10 for 1.5+ and 0.34.1 XCE Hi People who likes Xenonauts, played any X-Division Mod and new starters! After one year, finally we managed to finish X-Division 0.99. Finish would be a wrong term here to be honest. It's just at playable state with %90 of the content we want to be in. So you will see many bug fixes, balancing patches and new content/alternate gaming DLC's!... X-Division 0.99 is HUGE.. yeah huge, maybe more then enough. It's nearly remake of the whole game with 10x more content. We worked on every code available for editing/modding. We used every thing possible to give you different/enchanted experience. I say "we" now because the mod resurrected by "Charon". I want to thank him specially here. And "Draku" who never post any comment here, was with me for any kind of crazy bug fixing/testing. Without him, this mod will be a bug feast :). These 2 great people make this mod continue. As a 2D/3D art editor, i could find to work on all the images i want when the coding was at safe hands. This mod got an endless coding. Countless aliens, weapons, armors, vehicles, planes, UFOs, researches, manufactures, items and more done for this mod. As i lead the mod as idea and plan, i made ground combat calculations, all visual materials creating and editing, AI modding and main logic at mod progress. Charon created research, manufacture and xpedia lines, his own totally different air game and full control of file structures of the mod which is a huge work for a mod with that size. His ideas and point of view to things in game, enchanted the mod and saved it at many points. Draku worked like a digital bug fixer, really even the game coders itself probably would not able to see bugs better then him. I still think he is an AI living in this forum :). He is still decoding the mod. X-Division 0.99 is totally different then 0.98. Even there is only maybe less then 0.01 version difference, because it's my style of naming. X-Division 1.0 won't be different but will have much more content, balance and bug free. As our modding team got control over every bit of mod coding of this game, we don't fear any bug, so even now there nearly non-game breaking bug only some visuals and some little typo problems. For that reason we can fix anything about the mod. Our first concern is balance. Charon is a hardcore player which likes it hard and i am a bit sadist and on side of enemy. So as the player you are against us. Our mission is to give you an invasion, a real one, an aggressive one. But we don't want it unplayable, so we need a balanced game at least normal difficult. This mods main point is to make everything useful against aliens. You can't miss any aspect of the game. You can't play it without vehicles, because you don't like them for example. There is tons of things for you to use and every thing is a counter for a different situation. Aliens got everything and they will use anything against you. AI... this game got maybe one of the best AI coding i saw at my entire life. The AI coding is very hard and needs hours of testing and understanding. I don't remember how many hours i looked for that file. We became friends even. Then he talked to me. The vanilla AI even the famous XNT mod AI was so tactical which aliens act like yourself. This AI made the aliens very self defending if you ask me. They wanted to live and for this reason they mostly run from you when you attack them full squad. This was maybe logical for a real living thing but not at a game. I gave them much more killing will. Now they will charge you, hear you, get together and ambush you. New melee creatures will rush you and the ranged ones will get positions when you try to survive at melee range. Some special rank enemies will take time to ambush you when you were fighting with the ones which in front of you. The enemy tanks and drones will give make you feel like you are a little infantry. Your vehicles will be your shield as much as they survive. As short, at a mission, you won't be the one who comes to hunt the aliens down. You will be the one who hunted. NEVER rush.. never.. You need to have right weapon. This is the key for this mod. Aliens got very different resistances and weakness. If you try to use ballistic against a hard skinned creature, you won't able to kill it even your entire squad nuke it. At that point, a little energy rifle or a rocket launcher can save the day. Air game is another story. X-Division's standard air game style is not here yet. Because i could not find a time for it, Charon created the air game with his own style with my visual support. It's crazy. It uses totally different tactics. Totally different weapons at our side and UFO's. Rather then just going and kill at one run, now you need to organize your air wings for difficult and bigger targets. Sometimes you need to attack and run, sometimes you need to sacrifice your wings. It's ultra fun if you like a hardcore air game but if you don't like this games air part, we got easy autosolve airgame mod for you. I am working on a 0.98 style air game too. So you will have many choices. Mechs.. you got mechs, aliens got mechs.. mechs are cool.. no need more info here Ufo's.. Battlecruisers, armored scouts, special shuttles with unique crew, special terror ships, battlecarriers with drones, dreadnoughts and motherships with their own art!... They got an armada out there. You will have nearly every UFO at every phase of the game with the crew of that timeline. X-Division got 39 UFO's with their own missions, stats, colors and crews. The most variety you can ever see in this game. One thousand "1000" researches and manufactures as much as this. This is probably a record not only for mods, for gaming history. Choice wisely which to research, what you need as first. Get a weapon from ballistic, energy and explosive/incinerate damage types as soon as possible, then you can update whatever you want. Go to missions with every damage types because you can never know which enemies you will fight. Even you know the crew of ufo, they will have a mix of aliens with different resistances. If you go only ballistic, there will be some aliens at least with heavy kinetic resistances. Xenopedia, named as X-Pedia with this mod, got nearly 1000 entry with unique pictures for everything even for default items and researches. But we need writers guys so badly.. please join our team for description, X-Pedia and story writing. Visuals, my specialty.. I created numberless new projectiles, explosions, weapons, units, enemies... everything. You will have different color and shaped projectiles for weapons and different colored explosives and gasses. As a 3D animator, i created mechs and vehicles. The game now got more then 100 sound effects too. Draku checked and still checking every weapon as visual and sound effect. We got totally new UI for every scene you visit too. UI credits goes to Draku again. If a red short caesan alien sounds like an alien and throw you cannons, uhm my bad :)... Terror and Base assault mission will be done by alien terror ships which probably you won't shot down. This missions will have special alien commandos. The vanilla game could not give you enough tension for those missions.. Now you got it. Fear it.. Don't forget that, first 2-3 month, until corvettes are your tutorial time. You need to get the game aspects and main weapon updates. After first phase, the game will hit you hard. The invasion will start after that moment. Please don't compare this mod with first missions. This is the only big mod who got serious mid and late game progress. All other mods out there mostly concentrated for early game, early weapons and early everything.. only some mods got the whole game covered and mostly over one aspect. This mod is the only total conversion mod left at development still and it will continue. Beware of Alien Invasion commander, they don't have jokes anymore..
  7. If i use XCE, will this fixes apply to my game? or XCE overrides everything X done?
  8. No you dont need to deactivate anything.. something is not merge right.. Log file is here: C:\Users\"username"\AppData\Roaming\Goldhawk Interactive\Xenonauts
  9. Install mods? Did you try to unpack them manually into mod folder with using winrar or winzip.. i dont have any problem with mods at w10
  10. You can use XCE and the mods comes with it if you want a bit updated vanilla game experience. You can get Kabill's mods, it will give some cool features and balanced. Other bigger mods could be not so balanced, but they will be good experiences.
  11. Ufo doors are locked.But the HP of doors is working different then we expected so it will be balanced. at first housemate its easy but even at insane the 1. Phase is a long tutorial to show you everything about mod. Charonn and draku worked on code and tests so we don't have CD because of mod.
  12. Hmmm.. its another discussion.. X-Division does not have ammo manufacture, because the game code is buggy at this.. you can return to base more then you started. But at new version you got already many things to manufacture non-stop.. soldier missing is another topic.. they need to get better weapons and better skills.. having rambos at start is not so good idea.. for me at least..
  13. Uhmmm.. X-Division.. maybe totally new version will be up hopefully in some days..
  14. There are other mods which you build everything and got tons of weapons..
  15. The mod you talk about is several years old. You can try new ones.
  16. But... that giant mech is cool.. and if something is cool, it should be at Xdivision.. The Beta build will be up in 24 hours i hope.. so you won't need any search.. just give us some more hours to finish final touchs. Good point about chieftain. What word can we use? Any suggestion?
  17. We tried to give much more civilian and militia to the maps at our mod. They fight well and it's nice to go into a battle which is already started.
  18. Hey.. I don't know there is any map maker left as modder (Max and Kabill i know you but you can't help assume). But if you are there and alive, we need a little help for X-Division new building DLC. I plan to add different sizes of buildings for research, manufacture, hangar, defenses, maybe radar and other kind of buildings.. i just want to have 2x2, 2x1, 1x1 and even if game allows, 2x4 or 3x1 versions too. I know that it's not so hard for a existed map maker but time consuming progress. Please help us if u got some spare times.. thx
  19. Blackwolf? Are you alive? OMG.. i did not expect this return It would be nice to have a tester like you back at here. For download just wait some days more. We will publish first stable version with one shot download link.
  20. Now let's look what we have as the default game: - Game Phases, currently 3 at default game.. - UFO's, good number of ufos.. - Missions, as Solver said, 9 missions.. - Crew special per mission - Mission's abilities: landing, terroring, air control.. What could we mod? - We can add UFOs, - We can change the UFO asign for missions, the crews, the mission timings (as game time), mission percentage... -------------- What was the problem? When you used an UFO for earlier phase, like a lightscout with weak alien crew, even you can make this UFO fly for entire game period, you would have the same crew. This is the worst penalty we had. So a light scout with weak crew was not usefull for game progress. Second problem is about the UFO itself. Even you could handle the crew somehow, that light scouts air combat stats will be same as the early game. So an end game xenonauts plane won't have any problem to shot down that UFO.. it's same for landing even for the cruiser.. UFO landing chance is hardcoded and does not work even edited at AM_ files. So only research mission ships are landing. ------------- I used dynamic ufo mods too, but because the problems i counted here, that mods are only for diversity and not helping to game progression at all. This addition will handle all problems about the crews fo different game phases so you can create a mission and put a high rank aliens in it and so a light scout ground combat would be good addition to late game. Making more mission with landing would be good for landing ufo ground combats. Changing the mission in mid air is a different thing. The question here is when the mission changed, will the crew change at mid air too? So when an UFO was at research mission and goes to terror, will it have research or terror crew? When we think aboout the air time of an avarage UFO, will be there enough time to change mission? When we already got 9 mission and we can add more, do we need this re-mission option? Maybe some mission changing would be cool but it will make the balancing hard because of the mission percentage for every wave. An UFO with ground attack mission could assault your base when you never see it coming.. yeah it's shocking.. but a direct base assault ufo could make enough stress to you :).. Some more creative moders can use this mission changing maybe.. Even we can make missions with high rank crew for late game for low rank UFO's, as i said before it would be very easy to take down that UFO with new weapons and arcrafts. I think there need to be a buf option to ufo stat per mission too.. Give UFO %10 HP and %10 Damage more for ****** mission like a code in AM_ file could handle this problem and can update the low rate ufo to something challanging for late game. ----------- As X-Division we handled the problem with "new ufos as versions of the other ufos". So we got a medium, heavy and armored scout as normal scout versions. With this we can give all the missions, crew, ufo stats and everything to that new ufos. Of course it's much more complicated progress which you need to know a bit map-maping (how the tiles work), a bit aircraft moding, aircraft weapon moding and AM_ file moding, but it gives you a crazy modding opportunities. Someone who wants a more dynamic air game only, can't handle or don'T give so much time for it, and this addition will save him for sure. I will use the soft coded landing for sure and create special VIP missions with low percentages. Bigger mods with new tech and weapons can use this mod to create special missions with special crew. Giving terror and base assault mission to same UFO would be cool too. Probably we will have more idea to do more unique things with this addition for sure. -Sorry for type errors, this computer does not have english correction.
  21. Sorry sorry.. i did not want to disturb you when you were working on 0.35.. I go silence.....
  22. Won't be any problem if 10k people try to download a 5 gb mod same time?
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