kubi
-
Posts
67 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Downloads
Posts posted by kubi
-
-
For the sake of easier debugging would it be possible to have a xenopedia entry (even a dummy one) for each researched thing?
For example, it is hard to follow what kind of alien has been interrogated. Or is it possible to extract that info from the savefile?
Also, a kind request to make the first post a bit more readable, start with the download links.
-
Hmm, maybe not. I saw just now that the guard corpse is destroyed, but not looted.
-
Yes, I have all. However Items.SebillianGuard and CaesanGuard means that they are enough to be captured dead. No need for interrogate them.
I try to install from scratch, 0.99.10, 0.99.11 and 0.99.2 (just to make sure) and restart now...
-
Something is really odd. It is past 1980-01-01 and I am through at least 20 ground missions including at least 4 corvettes. I did not dare to engage bigger, because...
Even though I have researched
- phaser pistol, rifle & heavy,
- lightning pistol & rifle
- ballistic pistol, rifle & sniper
- flamer pistol & rifle
Looted lots of caesans, sebbilans (including guard and soldier), different kind of reapers and "dogs", and even some harridans...
I do not have Alien Phaser neither Alien Ballistic technology. So no Division nor Laser Tech.
According to the researches tree this should be fine, but something is wrong and I can't figure out.
Any idea where to look?
Edit:
v0.99.2 (latest link I've found)
Beta 2 0.99.10
-
On 8/14/2016 at 1:41 PM, drages said:On 8/14/2016 at 11:18 AM, domein said:On 8/14/2016 at 0:45 AM, Charon said:On 8/14/2016 at 0:38 AM, domein said:
Is there any regular download source? I would rather avoid mega malware installs.
There is no mega malware install, simply download it through your browser.
I would love to, but this mega only offers to either instaill their browser plugin or install their download manager, there is no option to simply download the file.
Here is the option. Even i log off and it was same. From direct download link.
I can confirm that it is not possible to download in the browser as a "normal" download.
You need the MegaSync or the browser plugin. Both of them are considered spyware.
What I do is that I create another user (actually I have a virtual machine for these stuff), make it impossible to read anything else on my system for it and download from there.
Have you considered Google Drive or is this too big for that?
-
Research graph from mods/X-Division 0.99 Beta/researches.xml :
http://www.mht.bme.hu/~kubi/xeno/researches.svg
Works in Firefox for sure. The graph is huge so you need to zoom out & scroll a lot.
The "chance functions" were removed from the graph.
There were some errors in the processing. I've just deleted them without any bug hunting, so the graph might not be complete.
-
Trying to re-build the research graph I created a while ago
There is a typo in mods/X-Division 0.99 Beta/researches.xml:
For "Researches.AdvAlienPhaserTechnology" the string is
"Researches.AlienPhaserTechnology(AND)Researches.CaesanweaponsergeantInterrogation(AND)Researches.AlienPhaserHeavy/AND)Researches.AlienLightningTechnology"
But no such error in X-Division 0.99 Beta Part 2/researches.xml
-
3 hours ago, Charon said:6 hours ago, kubi said:
>> "Correct" as it is incorrect (a light pistol gives more stuff than a heavy), or "correct" as somehow it should be like this?
"correct" as somehow it should be like this !
Why does a smaller/lighter pistol give more resources than its bigger (still a pistol) counterpart? This does not sound reasonable.
-
6 hours ago, drages said:
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.
assets/mods/X-Division 0.99 Beta/weapons.xml (417892 bytes)
weapon.division.heavymk1 weapons/Division/DivisionHeavyMK1 weapons/Division/DivisionHeavyMK1 balistic TRUE 240 14 48 1 10 5 2 ammo.division.heavymk1 50 Ballistics TRUE weapon.division.heavymk2 weapons/Division/DivisionHeavyMK2 weapons/Division/DivisionHeavyMK2 balistic TRUE 240 14 48 1 10 5 2 ammo.division.heavymk2 50 Ballistics TRUE Sorry for the format, copy&paste from Excel.
-
9 hours ago, Charon said:9 hours ago, kubi said:
Some Division MK-I and MK-II weapons have the same specs:
weapon.division.heavymk1 - weapon.division.heavymk2
weapon.division.cannonmk1 - weapon.division.cannonmk2
Edit: some MK-III too
specs ? stats or tooltips ?
>> I'm usually looking at the XML files.
9 hours ago, kubi said:Looking into manufactures.xml:
It seems that disassembling alien weapons give strange number of energy cores. For example
5AWP -> 4EC while 3xAWHP -> 2EC, so
1EC=1.25AWP
1EC=1.5AWHP
----------------------
Means AWP > AWHPthats correct
>> "Correct" as it is incorrect (a light pistol gives more stuff than a heavy), or "correct" as somehow it should be like this?
-
Advanced medipack seems too heavy compared to the normal one.
-
Looking into manufactures.xml:
It seems that disassembling alien weapons give strange number of energy cores. For example
5AWP -> 4EC while 3xAWHP -> 2EC, so
1EC=1.25AWP
1EC=1.5AWHP
----------------------
Means AWP > AWHP -
Thanks, I'll try smoke grenade too
Some Division MK-I and MK-II weapons have the same specs:
weapon.division.heavymk1 - weapon.division.heavymk2
weapon.division.cannonmk1 - weapon.division.cannonmk2
Edit: some MK-III too
-
Found a typo in the xenopedia: Alien Lightning Rifle 4 for 1 ballistic core should be energy core.
Looks fine on the mfg screen.
I'm not sure if it is intentional, but grenades cannot blast a door, while hunter's division machinegun can.
-
Great news, you made my weekend!
Just kidding, I can't wait till that
-
Another crash-like thing: when Advanced Plasma Weaponry research finishes, I can't close the xenopedia window. Close button blinks when mouse is over it, I can click on other entries to view them etc. But the window does not close.
Running on Linux & Wine not even ALT-F4 works.
-
This is fixed in the unreleased build of this mod. But thanks for reporting, and if you do find any other problems please pass them on.
Kabil, could you please tell us what was the problem? Unless you release soon...
--- edit ---
Found it
AlienAlloys should be Alienalloys in the manufacures.xml
--- edit 2 ---
There is a crash when the manufacturing finishes.
-
Would it be possible to make explosions and smoke on multiple levels, or does it need coding?
Also, smoke, chem and stun grenades would be nice to have effect spanning over multiple turns:
Turn 1) thrown, explodes
Turn 2) range grows
Turn 3) slowly dissolves
-
Yet another bug in researches.xml (line 209). A dot is missing:
Researches.AlienIonTechnology ... UnlockKnowledge( "ResearchesAlienIonTechnology" );
-
. And i will work on 0.99 research as last after all my additions/changes finished.
And this time do not build in bugs
-
Ah, there is. Just never researched
-
Advanced chemical and heat grenades? There are already chemical grenades. You mean something else?
Yes, exactly. As there are normal-advanced-extreme stun and smoke, same should be for chem and fire too.
Weight could be 1.0, 1.5, 2.0, however I don't know if 1.5 is supported or not...
AP cannons are not explosive, its normal.I know, but still... An AP (sabot) should crack the UFO too.
-
Please can you tell me your feeling about the additions at X-Divisions.. Like "i am fine with that many vehicles", "there is much more weapons then i needed", "i realy dont care about this ******"... you got my point..
Currently I use best-in-class sniper rifles and overload my men with grenades. --> walk-shoot-throw
I'd be happy t see some advanced chem and heat grenades.
Bug(?): it is easy to throw a grenade into the door and into the wall where it can be blown up. Chem grenade kills aliens behind the closed door or even the 100% intact wall. Is it due to Fire in the Hole addon?
I use rocket tank or heavy explosive to open up UFOs. Btw, AP tank shells are quite useless for this...
I'd be happier with a more clean research tree. If you send it to me in advance, I could help
-
Researches.AlienPlasmaTechnology seems to be faulty. An (AND) is missing:
Researches.CaesanweaponsergeantInterrogation(AND)Researches.AlienPlasmaPistol(OR)Researches.CaesanweaponsergeantInterrogationResearches.AlienPlasmaRifle
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
in Completed Game Mods
Posted
I like the probability functions in the research tree. This makes the game a bit unpredictable, however not too much. There is also a side effect of it that may look strange:
I have all laser weapon technologies researched from basic to MK-3, but the laser riffle mk-3 is missing while I have all other MK-3 stuff.
It might be because I have caesan data hack 1 and 2 only (from sebillian 2,3,4, but no 1?)