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Charon

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  1. X - Division New Dawn V 1.00.10 for 0.35.0+ XCE We are in the sky ... We are on the ground ... We are a paramilitary organisation ... We have the best of the best - with some personal issues here and there. Real characters as you say nowadays ... We do everything, from stealing to protecting transports, smuggleing weapons for those who can pay for it. We destroy organisations if the price is right and provide safe routes from A to B, even through hell if it has to be ... Sometimes we also do some good guy stuff, but dont ask for it, except you can put enough money on the table ... Our people are unhonorable discharged veterans or geniuses who dont feel quite valued in their former organisation. Some average guys as well who are attracted to the way we do things ... but honestly they have to be a bit crazy to be hanging around those guys ... say us ... ... everybodys a bit crazy here ... We have been hired by some wealthy individuals who think we can save the earth and believe in our methods. This group has put their faith in us ... and most importantly, their money. I guess it is time to do some good guy stuff again ! Whats my spleen ? World Domination ! Everybody ought to have a goal, no ? But if these aliens do as they please there will be nothing left to rule over. What is yours, commander ? Welcome to X-Division ! The Team Drages - Lead Modder and Art Manager Charon - Code Manager Draku - Debugger and Tester Sfarrelly - Writer AI Advisor and XCE Support - Kabill, Solver, Ilunak Dedicated Testers - Phoenix1x+52, Marandor1 Support - Max_Cain, Kabill Special Thanks - Nuclearstudent, odizzido, Xany, Squaddie Perseus, Woz2, asierus24, Blackwolf, Reactorcore, Alienkiller, CherryCoke, XCOMJunkie, Brandon, Maera, Trueman11 Special Thanks to Content Contributors: Max_Caine, the XNT team, Axiomatic, Pandi, Svinedrengen, Z01, We are thanking Chris for a wonderfully modable game and all the experience we could make because of this What people say about X-Division "Before all of this, the aliens were fighting seriously with jokes, then we gave them actual weapons and now they are fighting seriously, jokeing about you" - Drages "Your blinking dots on the hull look so awesome that its the first time i actually looked at the UFO in over 600 hours of gameplay time" -Charon Table of Content 1. Game Overview 1.1 Game Details 2. Questions & Answers 3. Installation 3.1 Latest Patch 3.2 Troubleshooting 3.3 Linux Installation Advice 4.Known Bugs 5. Some things before you start 6.Credits 1. Game Overview X-Division is a complete overhauled game experience, featuring an vast amount of different enemies to capture, a new and improved, aggressive AI, 288 new weapons including katanas, 9 vehicles and 3 mechs and 13 sets of armour. New revised Aircraft game , crafted by me which builds and extends on the existing aircraft mechanic and polishes it to the extreme. New mechanic, hit and run tactics, new alien weapons and more .. so totally not what drages planned :). 22 new aircrafts from which 5 are alien interceptor to recruit and 48 aircraft weapons. Enemies feauture different armor resistances, different strenght points and weaknesses. Every alien race is good and bad in and against something and you better find that out quickly before its too late, commander. Terror and base attack missions will happen frequently and will be of importance all the way to and in the end game. Captureing aliens is immensly important in this mod as it will open up all the vital and better tech for you. Unique specialists you can only capture at terror sites, crash sites or base attacks. Special UFOs with a special goals which carry special units into battle. Special Officier Units for every phase of the game to capture to give you that special research boost you need. Aliens will adapt to your style of playing with different strategies of aggressive overwhelming force. " Every phase will have their own weapon branches. Ths branches will be mostly energy or ballistic based. Addidition to this your arsenal will make updated versions we call as MK in the mod. You will get the MK 1 versions as prototype and easy. For MK-2 versions, you will need to capture alien specialist and for MK-3 ultimate versions you will need to get specific things. Vehicle Weapons, Grenades and Explosives will have updated versions too. Special UFOs with a special goals which carry special units into battle ! UFOs with their own puposes and missions. You will see huge ufos for terror and base attacks, nearly impossible to stop at the air. You will see shuttles and special cargo ships along others. You will see any kind of ufo nearly at every phase with their upgraded stats, weapons and crew. Near endgame, you will see the real force of the Alien menace with the all mighty dreadnought and motherships." - Drages An detailed manufacture and disassembling system for alien weapons, grenades, UFOs. A chance based, incredible intrigues, complex research tree featuring around 900 xpedia entries and lively maps with civilians and local forces appropriatelly equippted. All of this over 4 balanced Phases over the game presenting a long and hard journey to menkinds destruction or, temporary, survival. It is in your hands, commander. 1.1 Game Details Weapons and Ground Combat Aircraft and Aircraft Gameplay Manufacture, Research, Xenopedia Maps, Graphics and UI, Miscancellous Picture Gallery 2. Questions & Answers 3. Installation 0. The base vanilla version has to be 1.65+ . 1. To avoid complications unsubscribe to all other mods on steam, and delete your your whole mods/.. folder. Then make a fresh install of xenonauts. X-Division 1.00.00 is not compatible with earlier versions. 2. Install the latest XCE version. For windows steam users right click on Xenonauts in your library > Porperties > Betas > community - Xenonauts: Community Edition branch For GOG/linux steam users follow the latest installation instructions here: http://www.goldhawkinteractive.com/forums/index.php?/forum/23-xce-release-announcements/ Linux steam users will need to run X:CE through WINE or a similar program. 3. If you downloaded the steam workshop support mod install it now. This is to show some support but has no other purpose than that. 3.5 Start up the game at least once and exit it properly. 4. Download all 3 parts of X-Division 1.00.00: Download ( Part 1 MD5: d46af869d5435a9c425d51acd1442897, Part 2 MD5: c57b4fb563ca419c9e455f0908701fe9 , Part 3 MD5: c8ca596b39d920e45a9a45fc71611892 ) 5. Deactivate your ANTIVIRUS/UAC program, it can intervene with the installation. As soon as the installation finishes you can activate it again. Have all 3 files together and open part 1 ( = unrar the multi rar archive ). Double click the .exe file. Follow the instructions of the installer. Winrar or Peazip have been confirmed to work. 6. The advanced installation has some options to choose from, namely: There are some optional mods you can activate/deactivate. Lets go through them one by one: 1. X-Division Easy Airgame/X-Division No Airgame There are 3 ways to play the airgame, 1. Manual 2. Autoresolve 3. No Airgame . No Airgame removes the necessity to play the airgame and replaces it with a 1 click solution. With No Airgame you only have to build the latest fighters and bombers and hit autoresolve. If you quickly want to jump into the Ground Combat this is the option of your choice :). Note that this tilts the balance in the favour of the player and is not representativ of the economic balance of the game. Recommended state: ON if you want to skip the airgame. 2. COM - Ambient Sounds/COM - Ambience Forest This mods add ambient sound and add the least amount of instability to the game - it still makes the game more unstable. Recommended State: OFF if you dont want to risk a higher instability for beautiful sounds. XCE 0.34.3 should fix the instability. 3. COM - [V1.08] Jsleezy's Real Fighter Portrait Pack Adds alternative soldier faces to the game. Deactivate Khall´s more Portraits if you are using this to avoid art inconsistencies Recommended State: OFF if you dont want to play with more realistic faces. XCE 0.34.3 should fix the instability. Checklist in case you want to change something later on: You only have X-Division Workshop Support if you subscribed and installed it from the steam workshop The modloader needs to be EXACTLY in the priority order the installer sets it. The modloader needs exactly this active mods. The mods you can still change after the installation are No Airgame, Khalls and Jeezlies different portraits ( only one active at a time ), both Ambient sound mods ( either active for ambient sounds or deactivated for more stability ) and the No Click sound ( removes mouse click ). You shouldn`t play X-Division with any other mods than stated. Only cosmetic mods are allowed and only if you know exactly what you are doing. Keep in mind every savegame is unique to its mods its saved with. 7. Apply the latest available patch - 3.1 Latest Patch section ^^. Every patch contains all prior changes as well. 8. Installation video by Mulligan/LeEdgyMemeKing if you need more help https://youtu.be/Jwwn9bU6y10 - Mulligan https://youtu.be/l439koiq0_8 - LeEdgyMemeKing 3.1 Latest Patch ( theres a patch history in the third post - with downloads ) 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. Before applying patches withdraw all scientists and engineers from their current projects. You can reapply them afterwards. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .00 to .01 patch is savegame compatible 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 1.00.01 Update: https://www.goldhawkinteractive.com/forums/index.php?/files/file/31-x-division-latest-patch-09945/ ( MD5: 489d03269506927ae5981dbb0de816be ) 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 . For reference, this is how the modloader can look like after the installation, plus/minus optional mods on/off. DAY X Unofficial WiP Version 1.00.11c "New Dawn" 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 .10 to .11c 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 1.00.11c Update: https://mega.nz/file/lYwRBaZJ#Nu7Vt08i0LHEV2FqOTX9uCM9sVSHXoEl_Bee_3M_XqM ( MD5: e852cdedc43f0c7b6aaa4f4c60300601 ) 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: DAY 978 Unofficial Version 1.00.10 "New Dawn" The .01 to .10 patch is NOT savegame compatible. 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/#!dQQwCQRC!gzlksCzX9l91PAJfViyyAyXzd_VN0weUL1X5GZmeuvU Link ( MD5: f82bbe1f12c7e97a7b86c7ec3de19e11 ) 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: You did it. Welcome onboard, Commander ! 3.2 Troubleshooting This mod is %98 stable. If you got any weird problems like aliens without guns, strange visual errors, game crashes, they should be about wrong install or mod loader issues. Be sure that you got X:CE, X-Division and X-Division Patch is installed and then come to our topic with your save game and we will help you. Sincerely yours, Drages I think i got a bug, can you help me ? If you want some help, make a bug report or think that something is not the way it is supposed to be, add a full screenshots of your whole modloader and your savegame ( geoscpae only ). I cant get the 3 multirar files to work, any help ? The first step to troubleshoot this on your own is to make sure your files are the correct ones. Generate your md5 sums of all 3 files and compare them to the official ones provided with every download. If they are the same, you got the correct data files. After that its just making sure all 3 files are in the same spot and open the first one with either WinRar or Peazip. Why does the first start take so long to load ? Thats normal. X-Division is quite a big mod so loading all of its ressources takes time. Help ! I cant click on anything in the geoscape ! Hotkey are working though. Make sure that everything is the way it should be and then: Simply start up the game, go straight to new game, start a new game, load your current save, save it, exit and restart the game. This should now be fixed. The top part of this Cruiser does not get transparent. What do i do ? You change your view option by pressing the button right beside your inventory one. Cycle through until you find one that works lets you see inside the UFO. 3.3 Linux Installation Advice We know that linux users love to tinker endlessly in order to get their software working, and we dont want to take that joy (and countless hours ) away from you. But if you are struggling and want to get some advice into the right direction, here it is. You will have to start XCE through a windows compatability layer, WINE or Proton for instance The installer might not work for you, because it expects Windows variables you dont have. The assets.7z contains all the X-Division data you need, and you can copy and overwrite your vanilla assets folder with it. You will need to manually rearrange the mod loading order. Section 3.1 should have some pictures how that should look like. Find the linux equivalent of %APPDATA%/Goldhawk Interactive/Xenonauts/internal/scripts and delete the scripts folder once after step 3.5. You propably know better what i am talking about than i do, because i dont keep track of 10 different distros and how they handle stuff. People have reported that that should lead to a working version, mostly depending on how well the windows compatability layer handles the sys calls. You can now celebrate that you have a working game on linux :). 4. Known Bugs ( at least until the next patch ) Units can spawn outside map tiles in base attacks - If that happens make sure you did in that mission what you wanted to do, then save and exit. Start the game with the Xenonauts_gc_editor.exe in mods/xce/... and load up your save. Press "V" to kill every non xenonaut unit. Save and exit and continue to play like normal. 5. Some things before you start 6. Credits A big thank you from the team for being such an awesome community. You made it possibly that we are able to release the final version of X-Division now. I especially want to thank the team who made it possible and accompanied X-Division through its various stages of development. @Solver Who is totally not a member of the X-Divison development team. I want to thank you for giving the much needed code support and all the new and fantastic features X-Division players are capable of experiencing now. Without him the growing of the game would have already stopped when custom Terror UFOs wouldnt obey the Terror Site Intervall. He made it possible that passionate modders can do what they do best, while silently removing obstacles from the back. In honour of your service i grant you the title of "External X-Division Teammember" @drages The main developer and creator of X-Division. Without him all of this Insanity would have never started. He had the vision, made the plan and strifed to fullfill it throughout many years. It is only because of him that we can finish this game today. Thank you for giving me this opportunity. @DrakuOne of the oldest members of X-Division. He did most of the grunt and testing work during the most active development cycles. Aint no Palace without somebody to actually do the work. @sfarrelly The string guy. He wrote most of the research preview entries. If you know what you are going to research than it is totally because of him. @Phoenix1x+52For doing the total insane hercules task of playing through the game from A to Z. He tested everything from the working things to the not so working things and recorded everyhing for sake of me examinating every pixel in the recordings. That X-Division is in such a bug-free and balanced state is mainly because of his work epic. He has been supporting X-Division through all its stages ( hm, installer ) and has been a loyal friend to the end. Many Kudos to you. @Maerafor giving moral support and a lot of enthusiams for new maps. @Marandor1 The second tester in command. He tried his hardest to convince me to make the game more fun than me trying to make it challenging. You can judge for yourself if he succeeded. @SvinedrengenFor making some good maps. and ofcourse ... @community for all the advice, suggestions, support and love that you gave for the game. Without you the journey wouldnt have been worthwhile. You created, enriched and made the game into what it is today. Thank you for being there on this journey. I will see you in the game . Thank you for everybody who i didnt mention but was still part of this journey. A big thanks to @Chris for making Xenonauts. Enjoy ! The next three posts were the continuation of the OP, please take a moment to glance over it.
  2. Charon

    Modlauncher error "is not a mod file"

    I would like to help, but there is too little information. http://catb.org/~esr/faqs/smart-questions.html#intro For the future you might consider uploading the data in question, in the query you are making, so people dont have to guess.
  3. Charon

    Youtube policy

    Some people have tried to reach out on youtube to me, and still havent gotten the memo. So here it is again. I would like to emphasise the following again, and will put it in every future description of every video. YOUTUBE hides, blocks, and deletes comments at will. This is mostly done automatically by a bot. 1) I dont hold comments for review. As the creator of the video, I dont hold any comments where or whatsoever. 2) Creator settings have no influence on YOUTUBE´s power to hide, block and remove comments. 3) Hiding, blocking and removing comments can be based on any number of criteria, including but not limited to, user, comment content, perceived as spam, inapropriate topic. YOUTUBE reserves the right to remove any and all comments that go against its policy. And everything can be against its policy. Using the word for the human part where people usually sit on can and will get your comment automatically removed. The word is "ass". A lot of phrases use it, and all of them can be targeted. YOUTUBE IS NOT A COMMUNICATION PLATFORM. Its purpose is to store videos and make them available to watch, and that FREE OF CHARGE. YOUTUBE is not evil, its a proprietary organisation that can do whatever it wants to. So please if you try to contact people do it over the appropriate channels. YOUTUBE is not a communication platform. If you want to make sure your message gets through use something else. I am grateful for YOUTUBE providing servers for videos to people who want to watch them, free of charge. Additionally i want to point out that YOUTUBE analyses the audio of videos ( obviously ) and finding words like "ass" can and will the video restricted viewership without notifiying you. The like and dislike button can and will be manipulated by YOUTUBE so whatever you see there is at no point accurate, or representative of the people who clicked or didnt click the Like and Dislike buttons. Comments that are visible on your account may not be visible to other people, up to not being visible at all, even though it shows up on your screen. YOUTUBE is not a communication platform, please use the appropriate channels to reach out to people.
  4. Charon

    Youtube policy

    @Dagar
  5. Worst case scenario you have to change the binary, but the XCE team announced their last version will very most likely be the final version released, and best case scenario you would find something in the moddable files, but i dont know anything about that.
  6. That is a strong argument.
  7. How did you test that vanilla doesnt have that kind of behaviour ?
  8. Charon

    What are these?

    Wrong, X-Division tricked you. Those are not dead civilians, they are gas sprites. And gas sprites can be visible in the fog of war. The reason they disappear when you move your mouse over it is for the same reason the visible buildings level change when you move your mouse over it. Ergo gas sprites are inside a building, and they only appear at a higher map level, and when you move the mouse over it you reset the view to the level you are currently on. Also, this is propably a UFO, since i know where those kind of sprites appear.
  9. Charon

    AI programming in general

    @BobitI feel like you are making some good points. I like games that evolve around finding a strategy A, that the game then counters with a Counter A, for which the player than finds a Strategy B, that the game then again counters with a Counter B, all the while Strategy A still exists as a possibility. And so on. X-Division is propably developed with the idea in mind that that for any given problem there exists a tool which has the appropriate answer to that problem. The tool propably isnt directly available to you at the moment, but if you look for it you will propably find it. Some tools for problems get unlocked while you overcome the problem with sub optimal equipment. For instance beating interceptor class UFOs is usually a big problem early on, but as soon as you successfully overcame that obstacle the first time you will be able research a tool that makes achieving success over the problem a lot easier in the future. Sometimes a tool is hidden in a different place than the problem is. If you look into Caesan technology you will get energy weaponry, which is very good against sebillians. Sebillian technology provides kinetic weaponry, which in turn is very good against caesan and andron drones. And so on and so forth. The point of this is to make the discovery process as interesting as possible, and to reward the player to engage in the content of the game. I always have to think about Zelda games when this point comes up. Zelda games are basically a game about collecting keycards to get access to be able to collect the next keycard. Daisy chain enough of these keycards and you get a game. It leads to a very enjoyable discovery process, and the hunt for the next tool to solve the next problem. Another propable goal of X-Division is periodisation. Thats a concept taken from Mark Laurels Bodyweight Training guide. He found the best results for training humans in periodising the intensity and repetition of the exercises. That is you change your training regiment between high intensity and low repetition with low intensity and high repetition. The human body can not operate on peak condition all the time, but periodisation of peak conditions gets the most out of the human potential. And so the game tries to throw few missions with high intensity, and many missions with low intensity at the player, enabling the player to choose their own periodisation (mostly ). One of the flaws of later game content is that it overburdens the player with the amount of high intensity missions in order to make meaningfull progress in the game. The game doesnt let the player relax with low intensity missions, while still partly making meaningful progress. So i think you can say that the most enjoyable "adaptive AI" has something to do with what kind of tools the player has access to at any given moment, and what kind of problems the AI can throw at the player at any given moment, and less to do with different AI settings in Ground Combat. You basically change the tools the AI has access to, but not the programming behind it.
  10. Charon

    AI programming in general

    I do support patrol behaviour, but i really think that putting patrol behaviour points on the map is problematic, and will become a double edged sword in the future. The appeal for games like Xenonauts for me is that you can load up a map, throw in some units, and you get a different fight everytime. And if you get a different map, or a procedurally generated one even better. The advantages of map patrol points is that developers can do some nice stuff with it. The drawback is it hurts replayability of a map if you know exactly where you can expect units. That might not be obvious on your first playthrough, but can get old very fast. So i would really like to have general-purpose AI that you can drop into the map and just expect them to do reasonable well, with patrol behaviour applied ontop of it, instead of mainly patrol behaviour, with a minor layer of general abilities.
  11. Charon

    AI programming in general

    Some solid oppinion there :thumbsup: ! I get what you mean. The value of a players action is depending on keeping their soldiers alive. If the AI doesnt consistently punish your mistakes it devalues the players actions, because it puts part of the danger on a dice roll ( the dumb behaviour ), instead of making the player feel like they are responsible for each and every action they take.
  12. Im not here to do your work. Intelligent suggestions: Look up similar mods and see how they work Make and test your own mod, then upload it for other people to take a look at
  13. Charon

    AI programming in general

    I never suggested that everything that humans are capable of should also be something that the AI should be capable of. I only suggested that everything the AI is capable of is something humans should be able to do as well. This is a game. Humans play games in order to train. But in order to play you have to limit yourself to a ruleset. "Anything goes" is not a ruleset. If you train martial arts you might one day train with a wooden dummy. Now clearly a wooden dummy does not possess the same capabilities as a human. Yet you can use it to train your body and technique. For that it is not necessary that you are both on equal terms. A game is a wooden dummy. You can use it to train yourself, push yourself beyond limits, experience new hights and/ or entertain yourself. Though i think we are moving a bit deep into game design with this.
  14. Charon

    AI programming in general

    Im not developing an AI so i am unaware of the practical issues taht can arise. Though i am not sure i am seeing your problem. Your problem assumes that the AI is pre-emptively looking for the player without any tangible evidence. Given that this is a computer game, and map size affects perofrmance, and therefore space should get used sparsingly an intelligent AI can indeed backwards calculate where the player is most likely based on where he is not. There is an easy solution to this. Dont implement a function like that. No really, just dont do it. I am on Chris´s side on having more or less patrol behaviour around the mapm unless there is tangible evidence of activity in the area. So for instance lets say you shoot a rocket into a building, that is loud, and the surrounding aliens might check out what noise that is, and therefore they deviate from their standard path a little bit, while still obeying their main role behaviour. I would rather have aliens looking like they are cheating, but they are not, instead of aliens that dont look like they are cheating, but do. If the aliens behaviour is legit, its something that the human players will be able to copy at one point in their playthrough, and have fun, instead of having what looks like to be legit behaviour, but is actually impossible for the player to do. Cheers <3
  15. Charon

    AI programming in general

    So Chris was asking some AI questions in this thread https://www.goldhawkinteractive.com/forums/index.php?/topic/21567-official-ai-testing-suggestion-thread/ and its my favourite topic, but i thought there is a lot more to say and discuss about this than his request would allow. Seperating the wheat from the chaff so to speak. AI programming is really my favourite topic, as i really think it makes or breaks these kind of games, and i see the most potent improvements that can be made for a game in this area. So first we have to ask, ... what are we aiming for ? What is the kind of AI we want to have ? Generally speaking, we want the AI to be good and fun. Good in a skill way, that is we want to see and overcome something that understands and applies the rules of the game competently. Nobody feels satisfaction over beating the dumb kid, at best we feel quite bad, because A. we made somebody else feel bad and B. we didnt learn anything in the process. A Lose-Lose scenario so to speak. On the other hand we also want the learning process to be fun. But what is "fun" ? What is fun for human beings ? Having a "fun" time usually means that your brain analyses and recognises a pattern which execution brings you closer towards your goal. You "understood" the rules and can manipulate them in your favour. Hence your brain rewards itself when it finds the execution of a pattern to be more efficient than other comparable processes. It says "Hey, this is the way to go, do more of that". A few examples. An infant is trying to affect the world. Bigger impact means bigger reward. The mother builds up a block tower, the infant destroys it. The mother yells "oh no", and the infants brain fires off a big reward because it maxmially affected the world, and the people in it. The same applies when learning how to crawl. Do a lot of random behaviour, reward the successful ones, and you might one day have a very efficient set of skills. Everytime the infant tries to crawl, and makes some sort of progress, the brain fires off the reward structure which says "Maybe do more of that, you are getting closer to the goal of being able to move". When you indirectly throw a grenade and affect a target with the AOE behind an obstacle your brain goes "Hey, I just learned that i can indrectly affect a unit with an area of affect impact, without having a direct fire opportunity, and that brings me closer towards disabling that unit. Do more of that" When you are putting your sniper rifles in a more distant position your brain realises that "Hey, I can keep getting closer to the goal of keeping my units safe by putting them farther away, and the longer range of the sniper rifles still means i can affect the battlefield. Maybe do more of that." Everytime your brain has this "AHA" moment, it rewards itself, and you feel good. What your brain mainly does is pattern creation and recognition. So, how do we get there ? The corresponding literature is very fascinating, just reading from Half Life to Halo AI development really makes you realise how much thought intelligent people put into their game trying to make their game as fun as possible. Its definitely worth to read some of the developers roadmap diaries,m and just compare them to how you would do it yourself. Unfortunately the statistical data is very clear. You cannot deduce, or induce what makes a game fun or not. Though we do have a proven concept on finding fun in a game: trial and error. Its not the fastest concept, but it works. In the same way that an infant does random behaviour, and rewards elements that bring it closer towards the goal, and it disregards elements that "just dont seem to do much". Half life had that problem that once they had their first prototype, and played it, they just found that "it wasnt really fun. So we had to scrap everything and start over.". They then succesfully applied trial and error to the development process, identifying and reinforcing elements they collectively felt were "fun", while dropping elements that nobody felt strongly over. Lets now go one level deeper into AI development, and away from a more general approach. When we talk about a good AI we have to ask how much information we want the AI being able to see, in comparasion to a human. My general oppinion is that the AI should be as humanlike as possible, that is it should have behaviour that a human with the same amount of information is more or less likely to come to as well. In one phrase, the behaviour of the AI should be reproducable for a human player. Questions that fall under that are should the AI know about sight ranges for units ? Is that information the player can play with as well ? what about armour values, should the AI know about them ? Does the player have any knowledge or interaction possibilities for that. what about items a unit is carrying, should the AI be allowed to know what a unit is carrying. Is that something a player can collect knowledge The main point to set here is really to set the board as equally as possible, so that both parties - human players and bots - can make their decisions based on information that both parties could possess, in order for human players to look at the AI and say "Hey, thats smart, i should propably do that myself". That is propably the biggest performance hog though, as more complex behaviour leads to a slower game. A balance has to be struck here. On the fun side we are looking at pattern recognition. One of the fun things the Half Life team discovered was getting killed by something that was out of scope of the players knowledge wasnt very fun. On the other hand if they get a demonstration of what not to do, and where the danger lies, the players felt more like that their failure was on them, instead of an unknown variable. So they saw a pattern, and the impact of that pattern, and could then either apply or avoid such behaviour. Combining that with the fact that each unit has its individual goal in order fullful the overaching goal of the mission we end up with archetypical behaviour for units. I think it would make a very fun game if the player would be able to observe and recognise archetypical behaviour in opponents units. Such roles could be: Spotters: Hide in places which have good sight cover, while also having good vision. Only engage when facing lone units, or when the overaching goal of the map cant be achieved by other means than acting yourself ( AKA everybody else is dead ). Aggressive: Care more about getting into places with good shooting abilities than having good cover opportunites. Close Range Berserk: Try to get into close range by all means possible, dont shoot until you have high hitting chances Ambusher Active: Try to stay undetected as long as possible while getting into the best firing position. Try to make very few shots, but with high hit propability. Defensive: Priorities position with the best cover, take many shots, even with low hit% chances. .The overall feeling should be a lot of danger, but nothing is really hitting. Ambusher Inactive: Try to set a trap where you can maximise the damage of reaction fire. This can mostly be utilised for units inside the UFO, but also for units setting a trap inside a house. Sniper: Prioritise being out of sight range, getting into full or half cover, and only engage when other units have sight on targets, unless everybody else is dead. Terror: Priorities actions that decrease morality for soldiers, like killing civilians. The feeling of the player should be "Aha, i know that behaviour, thats a Spotter." or "That unit is definitely trying to ambush me". Lets go one level deeper. On the good side i definitely feel like the game could use something i call a sound ripple function. Basically anything that is "loud" or flashy should attract the attention of all kinds of units. The louder it is the more attention it should attract, up to alerting every unit on the map that something has happened there. This should definitely be moddable to allow people to create weapons or effects with are "louder" or more "silent" than others. The way that i imagine a potential game is that i support Chris`s vision of having "patrol" behaviour for units. And depending on how "loud" or "silent" you operate on the map you can attract or avoid attention by other units. So depending on the map layout you could start with a scenario where nobody knows that you just arrived up to a scenario where every unit on the map gets a notification of your arrival. And everything inbetween. That could easily be manipulateable by a sound ripple tile placed ontop of the arrival place. If the concept is good, you could even expand on it by implementing a feature that lets players give the pilot directions in whether or not they want a stealth approach, or a flashy big-bangs landing. The concept is very flexible and expandable in its application. The other thing i mechanically would suggest is that units can "hijack" other units for their purpose, and form temporary groups. For instance a sniper behaviour unit could hijack a defensive unit and override its behaviour to be a spotter, even though that would put the unit in more danger than the defensive behaviour would allow. That behaviour can last one or two rounds and then units go back to being "individuals". Another example would be an aggressive unit infecting other units to be aggressive too, and then they start an all out assault ( irrelevant of the success chances ). Consequently we are approaching the suggestion that the AI needs to keep track of some gloval variable like [] how many friendly units are alive [] how many enemy units dp we know of [] how many enemy units do we suspect to be there [] etc ... . Kind of like a semi-global-commander for the AI. Anything deeper propably goes into tangible algorithms and the perofrmance aspect of it. So much for the theoretical approach. Lets get some practical examples. --- First of all i really have to say that there are a lot of people better at programming an AI than me. @TacticalDragon has made a lot of improvements over the Xenonauts 1 AI, fixed a lot of bugs and layed the foundation for any bigger mod that X1 has to offer. I definitely think you should check out XNT https://www.goldhawkinteractive.com/forums/index.php?/topic/11800-x108-xce-025hf-xnt-into-darkness-mod-v60-quothellgatequot/ here. A lot of his work got incorporated into X-Division and i would say that 45% of the AI code is his, while 45% is from drages, and i supplied the remaining 10%. Though i think he went professional, and does AI development on a more paid level now. Everytime i look over the AI in X-Div i think "This is really how i want my players to experience the game". This is a more endgame-all-out-battle where the player gets dropped more or less in a very hot combat zone, with a lot of tactical options nearby. You can see a lot of archetypical behaviour here, units trying to assault and get as close as possbile, units being satisfied at rifle range, cannons and snipers behaviour. You can notice that the overall feeling of the fight is that its very dangerous for the player, but not a lot is dying. So you get a lot of adrenalin, but not as much of a "I messed up" feeling. Basically there isnt a lot of insta kill going on, and you can "feel" it when you get closer to more risky actions. The punishment is more gradual, than instantanious. https://youtu.be/5w69Kmgin3E
  16. If we want to talk about AI programming in general, should we take that to another thread ?
  17. Charon

    Night Vision

    I think a general improvement would be to shift the focus of night missions away from being an assymetrical battle, and more being a limiting factor for both sides, with certain races gaining boni or mali for night missions + special equipment to balance out the human side of things, where carrying night vision can be cumbersome. Doing night missions is a voluntary way of making the game harder currently, and there is no benefit to it. Adding to it that night missions are easily avoidable makes you question yourself why you should even do them.
  18. Charon

    Process Sharing

    Usually when i am in a process and stuck on a problem i find it tremendously helpful to write out what kind of problem i am stuck on or to share the problem with another person. Since there arent really many people who are modding Xenonauts anymore this is the Process Sharing thread, where i will write out problems im currently working on as if i would talk to another person, sharing the process with other people. This thread is only for 2 types of posts. To share a Xenonaut (modding) process you are currently working on. To reflect upon a post of the above type of post. To give positive feedback on such post. To give constructive criticism on such post. Only if you dare to be vulnerable you can fix your weaknesses.
  19. Charon

    Process Sharing

    Did you know that there is only a single industrial battleship map ? -> This could be fixed. Collapsile system for UFO submaps dont work. They dont even work when you put a valid collapsible building below a UFO submap -> guess the whole collapsible system has been disabled if a UFO layout touches it. ? Solution Most of the work on the Xenonauts Fix Pack mod gets overwritten by X-Division content -> maps can get overtaken, everything else (non-maps) can get deleted ... or overwritten ? No good way to delete existing data ... hm. The vanilla floors outside of the battleship never show, and nobody noticed it.
  20. Isnt the whole point that XCE isnt available for linux ? If you want to run steam on linux you have to run it on WINE or a similar program which simulates a windows environment. Is this information still up to date ?
  21. Charon

    Tutorial - how to add a new weapon.

    @Rainbowtrout117
  22. Charon

    X-Division 1.00.00

    Version -

    31,305 downloads

    I would ask everybody to create an account so they can give us feedback in this forum and that we can count the traffic. The download button is the black one to the right. The "Download this file" button has 2 options, both contain the same content. One link is for MEGA for faster download speed, the other uses this forum servers for people who cant cope with MEGA. Its slower but its an working alternative. Thanks again to @Solver for making this possible. For those who dont want to register here are the links: If you didnt read the installation instructions you can look them up here: Here is the latest patch, which installation instructions are in the main thread as well:
  23. Charons Overhauled Mods - [V1.08] Jsleezy's Real Fighter Portrait Pack This was made at the request of @Sir_Dr_D and @Kirill Selivanov. Charons Overhauled Mods - [V1.08] Jsleezy's Real Fighter Portrait Pack. This is "[V1.08] Jsleezy's Real Fighter Portrait Pack" overhauled by me, Charon, and made compatible with the modmerge system. This was primarily made for X-Division but should function for any other configuration as well, as there is no reason why it shouldnt. Deactivate Khall's More Portraits to avoid art inconsistencies. If you are playing X-Division put this below the main folder. All Credit to Jsleezy for making this mod, i just made it compatible. Download: https://mega.nz/#!ZNA2CCKS!E2zFjpw6ffD2oavFOvLxWQTjegaOrV3lj49MbT8uUCc or Installation: Extract into your mods/... folder and activate it in your modloader Original Thread: Gallery:
  24. From a programming point of view i think it would be good to implement something that can set the selling prices for items after the fact. While i mostly think that this would be useful for modding purposes, the broader idea is that you could stimulate an economy which based on [events]. For instance you could introduce an alloy scarcity worldwide and let alloys become insanely valuable to sell. Additionally you could attach a % chance to such [events] ( like researches ) and bundle such researches thematically together. You could either have each individidual [event] have an individual chance to trigger an [effect] or have bundled [events] share an [effect], which altogether have a 100% chance to trigger. Mix and match for best results. This should mean minimal programming work ( although save games will have to save that information ) while increasing replayability and dynamic elements in the game. While this thread is not about it, this could also be the beginning of a dynamic black market concept for the game. I want to stress that this thread is not about including a black market element in the game, i just want to point out that such element would be easy to expand on as a follow up of this technical suggestion.
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