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Charon

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Charon last won the day on October 15

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  1. In the beginning they land frequently ( up to 200 ATP ). But in reality they can land throughout the game. The ships that can land ( lightscout, shuttle, scouts, corvettes, landingships ) are usually the ones which are shot down first due to them being easier to get down ( than carriers or battleships for instance ). Due to this the frequency of landing UFOs tends towards 0. The Laser Mass Production is something triggered by a Carrier Datacore, or a Battleship Datacore. Both are something around Phase 4. Way too late, i agree. I will change the trigger requirements to be set to any basic Phase 2 UFO: Researches.AlienMediumScoutDatacore(OR)Researches.AlienStrikeCorvetteDatacore(OR)Researches.AlienLandingDatacore. With this you are basically getting the notice as soon as you raid a Phase 2 UFO, then there is the random delay, then the UFO entry, random delay, and then this entry. I would like the Laser refitting to become a general weapon refitting. After 50% of the current Phase has passed local forces are getting refitted with MK1 versions of the current tech. This includes all weapon types, ballistic and energy, of the current technology. You can rename the entry from "Laser Mass Production" to something like "Weapon Mass Production" "Aliens almost finished refitting UFOs" should become "a continues refitting of bigger and better UFOs for athmospheric flight". Because the UFO that triggers the entry isnt in X-Division. Ive added the code to an additional file for X-Division: mission_researches.xml It gets triggered right after the first Bombing Run UFO is sent on its mission, which can happen as soon as 150 ATP. We can trigger them when you like, however you like it. Whether you want to fix the entries an/or change the timing is up to your decision. Just keep in mind we cant change the image, so the image with soldiers should get triggered in phase 2, while the one with elites in phase 4. The "Officier" class exists, but is actually not researchable for the game. They either drop the normal corpse, or they drop an officier corpse which doesnt hold any research value ( like the harridan one ). Officiers have the same sprites as the normal ones and dont behave any differently other than being used for different purposes by the game. Maybe you can describe them as slightly more disciplined or having slightly more authority without actually being objectively different. Thank you ^^.
  2. UNOFFICIAL updated X-Division 1.00.10 Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .01 to .10 patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign. As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.10 Update: https://mega.nz/#!odhgVaiK!7Ry7zcNOQpNmuhy3--IaSmYU8jAWfOeDcMcis2Foi7w Link ( MD5: b1e6f424099089f6fcaaed6539fe277e ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . Changelog: Dunno, i changed a lot. These are the things i can remember: Fixed some bugs around the Roborex Roborex explosion on death no longer causes overdamage Roborex explosion radius decreased from 6 to 4.5 Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker Halfed energy armour for melee roboreapers. Their weak point should now be weaker added mitigation to human stun gas added one loading tip improved the AI of Drones a bit most importantly added X-Divison Palu's Shining Xenopedia to the game 7 new categories for the soldier equipment screen I think i also added the latest Monument IV map by Svinedrengen to the map pool new mod: Nerf The AI: The aliens have less sightrange, deal 20% less damage and have 10% lower stats. new mod: X-Divison Don't Die On Me ! :If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission. new mod: X-Divison Easy Airgame: Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster. Only TOGGLE this during a Geoscape save. The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values. new mod: X-Divison Slower Invasion: The Invasion escalates 25% slower. @PALU @Svinedrengen @Dagar https://www.reddit.com/r/Xenonauts/comments/9oss38/xdivision_tries_to_reach_out_to_casuals/
  3. I need some help. It looks like the Xenopedia doesnt take the <ufoHealthEasy value="0.75" /> into account when displaying the hp for UFOs. Can somebody clean his scripts, start a New Game and quickly get a UFOs Xenopedia page. You can quickly do this with the Xenonauts_gc_editor.exe. Press "V" to win the mission. Edit: @PALU I also would like to see an empty line inbetween Disassemble and the lore part of UFO entries. From to Makes things more structured.
  4. About the Xenomorph Lore: Xenomorphs are asexual and not actually meant to reproduce ( thank god ). However, the "Prime One Exemplary" actually tricked and developed a secret process to actually reproduce ... Fachuggers. It passed down this knowledge to other Empresses, and those later passed it on genetically to later would-be-Queens ( which in turn can become an Empress after time ). These "Eggs" are stored normally within Praetorian stomachs, and later spit out on the battlefield to fully hatch and evolve in the known facehuggers. Very rarely Warriors can harbour an egg too, Drones however are way too small for that. These Facehuggers are ill adapted to terrestrial conditions however and die due to oxygen poisoning very quickly. However if it finds one ore more hosts they rapidly evolve into premature royal praetorian and after that very quickly into premature queens. It looks to be a very unstable cascade of morphing and it is unsure how stable the evolutions are, but it represents a valid solution to keep the reproduction a secret and at the same time have a soon mature queen ready to lay more eggs ( preferable in a safe spot ). The other alien races are not aware of this, as the higher ups havent seen this yet, and the lower ones dont ask questions about it. Once a Facehugger runs wild in an alien ship the crew will fully get assimilated and the UFO crashes. The higher ranking Praetors will simply think that this was a human intervention and won´t pay any attention to it. Xenomorphs unlike other creatures are genetically engineered and are psionically immune to any kind of mind control or interference. On a certain level you can say they are the Praetors most dangerous natural enemies. Creating Xenomorphs might have been the Praetors biggest mistake, never mind the human war. I dont know how much of that you can integrate into the Lore, since if the aliens dont know about this, how should humans do ? Nevertheless this is the real lore behind it. It is basically a prequel of the Alien VS Predator genre, although that lies far beyond the X-Division timeline, maybe even beyond a X-Division 2 timeline. These are very very early stages of Xenomorphs. Exactly. Just copy over the full entry of the thing you want to change and the change it. Maybe make a backup if you do something wrong before that.
  5. You can add something like "Its safe to assume we dont need the reactors for future projects and can go ahead and disassemble them if we need the resources." Honestly, it is not that common, and you could simply leave that information out. You dont have to explain everything, some things can be a surprise. Like the robosadist. But you can maybe go ahead and make a note of obvious human hosts for Xenomorphs, as well as Wraith hosts for Praetorian starting in Phase 2 ( if wasnt a facehugger infection ). You can also draw similarities between the rapid growth of facehugger hosts, and the rapid growth of a normal queen during battlefield conditions which leaves behind and old skin of the Praetorian. Btw the Empress is the "Prime One Exemplary" or the closest to it nevertheless. @PALUcan you also check on every Lore+ entry ? They are "mostly" correct but i would like you to go down on the nitty gritty and see if they are in line with X-Division lore 100%. If you find anything to correct simply copy over the entry to your file and change it. Also you can point out that the Asierus image is an old image where they were still considered to be fast and agile single missile bombers, but got changed in the last second.
  6. Nice ! Yes, that they burst on death is vanilla behaviour, X-Division fixes this by making them killable before they hatch. Note however that the Facehugger hosts still bursts open on death in comparasion to reaper ones. ? Yes, the rarity of toxing grenades dictated that change. How about you split a longer list into invisible categories ? From Given our successes with the interrogation of lower ranking Engineers, we had high expectations on the outcome of this interrogation and weren't disappointed. • We have gained enough knowledge to be study an Alien Fusion Reactor and develop a disassembly protocol for it without blowing ourselves up. We're ready to start as soon as we have a sample to work on. • We are partway on the way to improve on the Ripper armour, but we need quite a few additional pieces of input, mostly in the form of various studies of Androns, but also the results of studying a Xenomorph Empress and additional information from a Sebillian Head Engineer. • An improvement on the Sentinel armour seems possible, but depends on us gaining control and design knowledge from Andron disassembly. • It should be possible to improve on the Direwolf armour assuming we have developed those blueprints, have studied an Andron Controller, and consulted the Sebillian Head Engineer. • The information provided should patch some of the information holes in our Mech development. • Assuming our manufacturing and control technologies are up to scratch and we have studied an Alien Fusion Reactor to power it, we should be able to produce an improved Light Tank. • We believe we can develop a better dropship assuming we have studied an Alien Fusion Reactor and an Alien Antigravity Generator to power it and keep it aloft, respectively. We also need manufacturing technology sufficient to produce the hull. to Given our successes with the interrogation of lower ranking Engineers, we had high expectations on the outcome of this interrogation and weren't disappointed. • We have gained enough knowledge to be study an Alien Fusion Reactor and develop a disassembly protocol for it without blowing ourselves up. We're ready to start as soon as we have a sample to work on. • We are partway on the way to improve on the Ripper armour, but we need quite a few additional pieces of input, mostly in the form of various studies of Androns, but also the results of studying a Xenomorph Empress and additional information from a Sebillian Head Engineer. • An improvement on the Sentinel armour seems possible, but depends on us gaining control and design knowledge from Andron disassembly. • It should be possible to improve on the Direwolf armour assuming we have developed those blueprints, have studied an Andron Controller, and consulted the Sebillian Head Engineer. • The information provided should patch some of the information holes in our Mech development. • Assuming our manufacturing and control technologies are up to scratch and we have studied an Alien Fusion Reactor to power it, we should be able to produce an improved Light Tank. • We believe we can develop a better dropship assuming we have studied an Alien Fusion Reactor and an Alien Antigravity Generator to power it and keep it aloft, respectively. We also need manufacturing technology sufficient to produce the hull. This sorts the information into more digestable and logical parts for the reader. The categories here would be: Technical Equipment, Armour, Vehicles & Dropships. You mean the researches ? They serve as a ground work for a lot of other technologies i think.
  7. @PALU If you are still interested in updating the Xenoepdia there is a part in the Sonic Technology where i dont quite understand what you want to say. "However, we have some touch challenges ... ". Ceasan Chief Engineer is missing a new line before the list. Also for better readability i would like to see a full line inbetween every list point. This concerns all technician, engineer, chief engineer and head chief entries. The same goes for all specialists, an empty line before the list starts, as well as an empty line inbetween every point for better readability ( or another eye-pleasing format ). Goliath Wreckage: You may hint at the fact that you actually need a goliath core to "maybe" construct a possible ultimate mech units or the sorts. Just maybe. So deconstruction "may" be "too early". Advanced/Heavy/Extreme Chemical Grenades produce 8 human variants for every alien one. I think you will have to change the grenade entries for that. Human Heavy Interceptor: "This craft is superiour to the Interceptor on all point" ( "... in all points " ) Im impressed overall with the quality of the entries but especially how you handled the Xenomorph ones despite knowing so little about them. Full approval after the fact !
  8. Yes, the next one will be 1.00.11 :D. And 1.01.00 after that. No jokes aside the decadic number signifies that it is only save game compatible with its own number, while the first number counts the versions. The change also affected units which were once susceptible to stun ( chemical ) damage and made them even more vulnerable to it ( since ... hard to explain but by basically mitigating the little chemical armour they have increased the proportional damage up to 300% ). Funny enough this affects Wraiths very hard, since they have very little chemical armour. On the other hand you would hardly see a wraith walking through a stun cloud since they basically tele everywhere they want to go anyway. So on paper the change is great against Wraiths, but in practice it hardly makes a difference. Its still a buff though.
  9. UNOFFICIAL X-Division 1.00.10 Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .01 to .10 patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign. As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.10 Update: https://mega.nz/#!odhgVaiK!7Ry7zcNOQpNmuhy3--IaSmYU8jAWfOeDcMcis2Foi7w Link ( MD5: b1e6f424099089f6fcaaed6539fe277e ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . Changelog: Dunno, i changed a lot. These are the things i can remember: Fixed some bugs around the Roborex Roborex explosion on death no longer causes overdamage Roborex explosion radius decreased from 6 to 4.5 Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker Halfed energy armour for melee roboreapers. Their weak point should now be weaker added mitigation to human stun gas added one loading tip improved the AI of Drones a bit most importantly added X-Divison Palu's Shining Xenopedia to the game new UI I think i also added the latest Monument IV map by Svinedrengen to the map pool new mod: Nerf The AI @PALU @Svinedrengen @Dagar @Solver Just for the lols .
  10. There is no Stingray in the game.
  11. Apart from that there are countless legal reasons to do so. You could write "Heil Hitler" or "Fuck Blacks" into the Xpedia and i would have no clue. I would have to take responsibility for that, and remove it, propably to a way later date im no longer around. If i would integrate your content we would do the work, and then i would have to remove it again, and on top of that reinstate the old thing which i propably wont have anymore. If its just another mod i can simply, swiftly remove it from the download. This is also has the advantage that you can update your mod UNSUPERVISED. There is a reason why legal space between 2 parties is very beneficial. Both can act more independently while still enjoying the company ( and work ) of each other. I have a lot of control over that with the installer. I cant deactivate a merged file though.
  12. but you can kill it ... you know that ? What keeps you from adding two screenshots to your text ? I just spend an hour fixing the toborex bug, can you spend the time to make 2 screenshots added to your text ? Its perception of the user. If they know that a different mod adds the Xenopedia they 1. Won´t judge the mod by its Xpedia entries, but will think its nice when they like it, 2. Won´t take things too literally from the Xpedia because they know its from a third party 3. Won´t say its X-Divisions fault for providing wrong information as we always can say that we cant check on a third party mod, its your responsibility, or you can also turn it off. Its important for the user to bring across that information. 1. I dont have the "current" version anymore. I only have all the future ones. Which people will get their hands on (unofficially ) as soon as you tell me whether or not you still wanna change something in the Xpedia before i do that.
  13. ? Waiting ? Its pretty straightforward, first the shield, then the non-shield, and then you have 2/3 turns for the recharge. Fixed: weapons_gc.xml .Why dont you make a bug report, than i can fix those things. X-Division gets as bug free as such reports are handed in. Thank you for the heads up nevertheless. 1. Transfering a 1000 entries by hand is too much work for me, but thats not the main point 2. I would have to take responsibility and manage the content. I cant take responsibility for such huge content. We cant chime into another persons mod. Thats what i am talking about. A lot of this Lore is still taken from the base game, so it should be taken with a grain of salt. The predator armour being described as "gas immune" is from the vanilla game where there were no gases strong enough to circumvent it. Now in X-Division a lot of things change up and i would say those units are "strongly resistant" but not "immune". You still wanna change this ? Forget the vanilla text, look at the armours.xml. Thats not a problem with the armour, but with the props not being coded correctly. @Svinedrengen and i are currently looking at this, but dont expect anything. @PALUHeres the mod, with the latest changes: X-Divison Palu's Shining Xenopedia.zip
  14. Nice catch. Now there is a problem. Either we 1. throw out a very good gameplay concept ( ressurection ) or we throw out all research ties the unit has ( because the code doesnt allow for items to be dropped after death ). Ive looked at it and since only 2 researches are actually tied into roborex drops ( which dont drop ) i decided that the researches simply "drops" the roborex techs. This concerns the Researches.Guardian and the Researches.AncientAntiMatterTechnology. I deleted the requirement for the ancient one and replaced it with the robodog ghost one for the guardian: researches.xml @Svinedrengen @PALUif you want to fix up your game propably just deleting the 2 requirements should do. Worst case scenario you will have to manually unlock the armour.
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