Alienkiller
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Posts posted by Alienkiller
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Hi Hi Guys.
Like I said several Posts ago there is a Team how Translates the Original and XCE, Lore+ as well as XNT-Mod in German. Eventually they could translate X-Devision too. Drages could ask about that, but he will do it first when X-Devision is complete.
There are some things for X-Devison which are not yet implemented, so a translation makes no sense yet. Btw. playing the Mod in English is a good training for us young and half aged Germans.

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Thats an good Idea. I make it in my Game so I can do that. What I find I can correct. But it can take some time.
And you should pause a little to get new Power to finish the Mod. You and the others did a great Step with the Mod allready.
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Thank you too Drages. One thing before I make my first Report and what I have noticed: Steam XCE 0.32 has got his HF1 since a couple of Minutes. I made the HF before manually and could play normal on geoscape and in Basethings (like changing Trooppositions in the Charly etcpp.) without Problems.
So now my first Report. The new Xenopedia made my looking surprised. New Things are implemented and much has chanced, which is not in the Normal Game as well as in XCE. Thank you for that Drages and Team.

Here a Picture:
But I found some Failures in the new Xenopädie which have to be corrected.
In the Mod Folder Xenopedia:
a) CH-48 Charly: "ferreing up to eight men" correct: ferreing up to ten men!
b) Assault Rifle: "there is the fully description of the sniper Rifle at the End" correct: deleted Text of Sniper Rifle!
In the Mod XCE Folder Xenopedia (have to make by the Player if playing X-Devision):
c) Living Qarters: "up to 35 Personal" correct: up to 50 Personal!
d) Laboratory: "house up to 15 Sicentists" correct: house up to 20 Sicentists
e) Workshop: house up to 15 Engeneers" correct: house up to 20Engeneers
Maybe I find more, but I hope not.
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Do you play over Steam or Standard Installation (without Steam)? That´s an important Information!
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So here I´m again. I have read your meanings and thougt about it.
@ grizzlyatoms: That you buyed the Game is a good Choise. Because if you liked the old X-Com Games you have been right. The unplayability is about the X:CE Version 0.32 on Steam (I think you play it over Steam). The Situation is like I said some Posts before, that Steam has a broken Version of it. No one knows why, but the CE Develeporteam recognised it very fast and brought over night a new Version with HF 1 for it.
The Handy Version of XCE 0.32 functions without Problem. But they made the HF for both Versions, so that the Handy Version is up to date too.
For the Steam Version of XCE 0.32 we have now three Options:
a) Update the Steam Version of 0.32 by Hand (look here: Community Edition 0.32 HF1)
c) Wait that Steam has the Update and make it automatically
b) Test the Mod with Standard Version 1.57, which had to installed manually with following Mods: Lore+, Kahls more Portaits Mod, Kahls Tundra Tileset, Extended Weapons Description for fighters
The other Thing I thougt about are the Vehicles. I find the Idea good too. So I would suggest as follows:
a) the Upgrades for Hunter and Scimitar to better protectet Version is good as it is. So I suggest we let it so as it is, because they are Human Vehicles, that are only adaptet for XDevision usable.
- Standard Hunter Scout: normal Armament MG; max Upgrade: Rocket Turret!
- Advanced Hunter Scout Defender (upgraded with more Armor / HP): normal Armament MG / Rocket
Turret;
following Updates are availible: 1. Kinetic Cannon; 2. Laser Cannon (Vehicle); 3. max upgrade:
AP Cannon or Alenium Cannon (Vehicle) [which is first in researchline].
- Standard Scimitar Tank: normal Armament Laser Cannon; Upgrade: 1. Alenium Cannon [i think its
first in research]; max Upgrade: AP Cannon [if it´s first than Alenium Cannon is max]
- Advanced Scimitar Tank Saviour: normal Armament AP or Alenium Cannon [which is first in
Researchline]
Upgrades: 1. EMP Cannon; 2. Plasma Cannon max Upgrade: Fusion Cannon
Then comes the Hover Tank Hyperion. It´s an complete new design, where we can do 1 or 2 more Tanks (Hover, Original Design or what you want). The Cannon beginns at Plasma and upgrade is endless to the best Cannon we could create.
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Guys let the new CE Version get Bugfree for Steam and normal before other planed things comming in. O.K.
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Hm... I think some things are Hardcoded like the Buildings. Maybe it´s with the Missles too, because all games how can be Modded have some Parts where you couldn´t do annything.
If that takes Part only CE-Developer can help if they have the fully source code (as I think so, because CE wouldn´t be better than the Orignial 1.57 Build
).Btw. Nice Pictures you put in Drages. Only the Text of Xenopedia I couldn´t read so I can look in what has chanced.
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Steam Version of 0.32 was broken, so the crashes came. For both Versions it give HF 1 since yesterday night / today morning. I hope Steam is updated when I came home today evening.
Downloaded the new Version of X-Div since a couple of Seconds. Will play and test it today evening.
Thanks Drages. -
Is there an Oportunity to get back to CE 0.31 HF 1 in Steam Version? Didn´t found something to do that because 0.32 official has some Problems in Steam Version.
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Thanks Drages for the new Version. Will test it to today evening. Btw. CE 0.32 has some bugs after release. Be caution, because CE-Steam Version needs some time to be adjusted.
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Yea that is because the Aliens will get better Equipment too. At this stage the Aliens will upgrade their Weapons (Grenades, Rifels etc.) to, so that your Wolf Armor and the Buzzard Armor is needed for your Soldiers. The "Hunter" Scout with rocket Launcher should be replaced by the Armored Scout "Defender" with Cannon-Turret to have a chance. For your Shield Soldiers you should have the upgraded Shield "Enchented Combat Shield" and the Fox Armor.
Laser Weapons, Incendiery Grenades / Incendiery Rockets, Stun Batons, Stun Grenades / Stun Rockets, C4 and the other Grenades from the Beginning are a must have too. I equip my Soldiers like this at this Stage of Game:
- Laser Weponary (2 Laser Sniper, 3 Heavy Laser, 3 Laser Rifels, 3 Laser Shotguns, 7 Laser Pistols [2
for Snipers, 3 for Shield, 2 for Scouts] and 2 Mags for Reserve
- Assaults, Shield, Scouts and Snipers get better Pistols / Shotguns by 1 new Tech (fast Bullet)
- 2 Rocketeers (2 Explosive Rockets, 1 Stun Rocket, 1 or 2 Incendiery Rockets or if availible 1 or 2
Chemical Rockets)
- all Soldiers gets the Medipack if possible
- The Soldiers with Shotguns, Shield and Scout get all: 1 Stun Baton, 1 Chemical Injector [2 Mag. for
Reserve]
- The Assaults get each 1 C4 and 2 Incendiery Grenades
- The Rifelmans get each 2 Greandes, 2 Flashbangs, 2 Smoke Grenades, 2 Stun Grenades, 2
Incendiery Grenades
- The Heavys 2 Incendiery Grenades, 1 to 2 Stun Grenades
- The Snipers get 2 Stun Grenades, 2 Incendiery Grenades, 2 Flashbangs
- The Shields 1 Incendiery Grenade
Scouts and Rocketeers I have to look, there I have no Idea atm.
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Yep then we can test the new Version. But I think we have to start a new Campain about the chances made in the Mod. But that doesn´t matter, beause I didn´t have much Ufo´s scrambeld right now.
Corvettes and Landingships are there in my game. And the Aliens build an Outpost on the doorstep yesterday evening.

Maybe I will test the rest for today and then beginn the new Version.
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I think we have to start a new Campain after the Xeno- and Tooltippspatch as well as other Bugfixes are implementet. But we will see what we should do when it´s ready.
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One Problem I could solve:
I build the Defender in Standardconfiguration with MG-Turret in Second base. Transferd it to Main Base and go to assignment screen; could set Soldiers and Vehicle (MG-Turret as well as Rocket-Turret) without problem. It dosen´t matter where they get produced.
The Problem cames after assining the Cannon-Turret to the Defender:
If you try to assign Soldiers and Vehicle with the Cannon-Turret in the Transport the Game crashes.
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I tried as follows:
a) build it in Base 2 (Original Hunter/Defender Equipment) and send 1 to the Main Base. Equip the first with the Gun I researched, go to assining screen in Hanger: CRASH!
b) build it in Base 2 (Original Hunter Equipment) and send both to Main Base. Equp both with the Gun I researched, go to assining screen in Hanger: CRASH!
I build my Planes in Base 2 too, and have no Crash after Transfer to the Main Base and equipping. Very
about that. Hmm... seems to be a bug with the researchable Canon. Tryed it with .30 Calibers and Rockets. There it workes with the Assignment in the Transport.
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Thats good news and i´m surprised about the implementet tooltips too. I would say it´s Birthday/Easter and Christmas together. Yeah!

But good news have bad news too. So I found out some minutes ago, that if you produce 2 Vehicles in an other Base and transfer 1 to the Mainbase (where the Strike force is stationed) causes a crash if you try to assign it in the Transport (Hangerbay / Transport).
If you go to the Garage and Equip it with other Weapons there is no crash.
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GC?! What do you mean with that?

O.K. If I have a new fight with them (Androns) I will send you the save file that you can fight them too.
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Yes I use Steam. Shit, then I pressed the false key.

If I got a new chance to fight androns, I will show you a picture from the result screen.
Btw. we have a new CE-Version, so Steam will update today first then I can go on testing.
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Drages you said the new Xenopedia is ready. If you and kabill find the evtl. bug / bugs, is there a chance to test the new Xenopedia in Version 0.98? If not and it comes with 0.98.1 is there a chance to use our saves there?
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Yup the Fallen Fighter I got by every shootdown from fighters, so I can dissemble them and get Materials. But the Question is: for what I need the Fighter Core I have in Storage?
Yes I´m sure, because I only fire with Rifels, MG´s, Shotguns, Pistols, Sniper (Next Gen) as well as Standardlasers (all normal equipped Xenonauts use Lasers now), 2 Flamethrowers and the Chemical Injector.
The Grenades I have (Standard Explosive Grenade, Stun Grenade, Flashbang, Smoke Grenade, Incendiry Grenade) I use most for normal enemys (Sebillans, Ceasans, first 2 Xenomorphtypes) and in chase the Explosive / Incendiry Grenade for Androns.
2 Rocket Launcher Soldiers are new in my Team. So I have up to 20 Soldiers with 3 Shotguns, 2 Snipers, 3 or 4 Heavy, 3 to 4 Rifels, 2 Scouts, 2 Flammers and 2 new Rocketers. The Strike Team and Base Defense Team completes 2 Vehicles up to date (the Hunter with Rockets is chanced with Defender with the researchable Gun).
Shielded Aliens I didn´t located yet. But I think they will come up now, because Corvetts are coming several times. Most of them are piloted by Androns as well as Harridans (the Alien that looks like a Rabbit in Autopsiescreen?). Couldn´t catch a Rabbitalien alive yet.
but my time will come.Thats all Information for now, but it will come more today or tomorrow.
Can´t make pictures, if I could make some it´s somtimes better and easyer to explain. The Programm didn´t give a chance to make Pictures.

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@ BelgarionNL: The other Mod you mean is XNT. I played it too, loved it but it was never ended. Btw. Podbelski makes a little Expansion for XNT which is called Out of the Sun [geoscape overhaul for XNT]. If someone playes XNT again, this should be installed too. But I don´t play it anymore, because I played it since Drages had his Mod ready.
And now I play X-Devision.
It´s still in work progress and will be fully developed at the end. It´s now a good playable Mod, which need still tested but it will be great at the End (with more new things coming). 
@Drages and Team: I noticed something in yesterday testing, which comes at late evening/night:
- 1 Fighter Datacore left. Shoot down more fighters but no more Cores. Bug?
- 1 Andron Hub Part. Shoot down more Specialised Androns, but didn´t get more Hub Parts. Gives it more at time?
So I will test more today evening from the time when I´m home. Maybe I notice more.
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By other Weapons I had no effect like this. Tried Alien Flammer, Alien Ballistic and Alien Plasma atm. Like I said: No doubling or a similar effect like Woz2 is saying with the Blood Rifle.
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I can say what you need for Lasers:
a) Ceasan / Sebillian Weapon Sergeant (don´t kill the Special Aliens at the Beginning; Stun them and Research them)
b) Alien Plasma Weapons (Reasearch)
c) Result: Laser Weapons Research!!!!!
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Yes thats true. But I sugesstet it because I rememberd the Name of him in your Discussion of Testing.
But I test to and give my Reports here.


German Translation
in Translation Discussion
Posted · Edited by Alienkiller
Das ist normal. Die Anfangsgestände (Gewehre, Flugzeuge usw.) sind Standard, d.h. werden auf der ganzen Welt produziert. Von daher ist direkt am Anfang für deine Ingenieure nix zu tun. Nach den ersten Forschungen gehts dann so langsam los (Fahrzeug, Rüstung, verbesserte Ausrüstung) bis du dann mehrere Werkstattbetriebe brauchst (2.te Basis je nach Bedarf zwischen 2 und 4 Werkstätten), da du dann produzierst ohne Ende:
a) um Geld zu verdienen und die ersten Technologien, die man nicht mehr braucht zu Handeln [z. B.
Gegenstände die keine Resourcen brauchen und bei gewissen Mengen Geld einbringen sowie für
dich nicht mehr von Wert sind]
b) um die beste Ausrüstung, besten Fahrzeuge, Waffen etc. zur Zeit zu besitzen
c) die Ingenieure beschäftigt zu halten
Hoffe dir damit geholfen zu haben.
Btw. Wenn du einen neuen guten Mod zocken möchtest solltest mal X-Devision ausprobieren. X-Devision ist zwar noch in der Entwicklung [Version 0.98.1], nutzt jedoch viele Elemente von XNT (welche stark verbessert bzw. komplett neu gestalltet wurden) sowie anderen Mods um ein Gefühl von der guten alten X-Com Zeit aufkommen zu lassen.
Ist zwar noch in Englisch, aber eine Deutschübersetzung ist nach Fertigstellung nicht ausgeschlossen.