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Charon

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Everything posted by Charon

  1. I think i came across one of the best ideas i have ever met: 3.) This game needs a shooting range where you can test your weapons against known and unarmed enemies Here is the orginal comment: https://steamcommunity.com/app/223830/discussions/0/1729837292629920778/ The idea would be testing range where you can load dummies, armoured dummies and later advanced robots into, including basic placeable cover. You can also load your real soldiers into the battle, equipted with everything you can currently produce. For you can either make them infinitely available, or, for the micromanagement enthusiast, produceable. Every dummy will have parameters you can set, with the dummies stat being the maximum. For instance you can produce a 2k hp dummy to test equipment on, but you only want to set it to 500 hp, you would be able to do that, but not to 2.5k hp. The dummy would have some equipment slots, mainly for armour, but not necessarily limited to that. Robot dummies would have advanced stats you can set like strenght, accuracy and reflexes. As an ultimate dark dummy you could even put a "living" being into the testing evironment, for testing suppression or psionic abilties. In X-Division terms you could now use your live captured aliens for live action trailers, you can strip of the armour of live aliens to test them on dummies, with the laboratory sensor giving you more feedback about every statistical traceable data you can get your hands on: Number of bullets missed, number of bullets hit, total damage, armour degradation, current armour (approximitelly or hidden), damage split up into damage types, suppression (on living species), and and and. You would be able to throw a Xenomorph Queen against a target equipted with Praetor/Sentinel/Wolf and see how well she does against it. You could equipt robot dummies with your weapons and perform live tests on living species. Tests could be shut down at any moment, but they would be succeptible to the same rules as real ground combat. If you accidently kill your own soldier in the training chamber he is subject the same mechanics as in a normal Ground Combat mission. No experience can be gained that way though. Eqipment used in the test chamber will be subject to the same rules as in Ground Combat, eg. if your throw an incendiary grenade you have 1 less in your base. Explosives could be tested this way, rockets can be tested this way. You could even use remnants of androns for testing purposes to discover new battlefield tactics and such. The whole testing chamber could be your own formable Ground Combat testing field, a mini Ground Combat mission so to speak. Research would be tightly tied into the testing chamber, with research unlocking new and better abilities to test equipment on. Better technology could slowly introduce mechanics to the player if they discover it during the training. This idea can be heavily expanded on and seems highly integrateable. (Clears throat) If the target goal for X2 is 20 to 25 mission per game than this feature seems to be big to be worth the realisation, eg. if youfinish the game in 20 to 25 mission ground combat needs to be more or less self explanatory. But a testing range would be perfect if you want to have a more sandbox like game and dont want to compromise on complexity. This and a well made tutorial would open up the game to new people, while advancing what the XCOM genre is standing for in a meaningful way. Not only for X2, but i also think Pheonix Point and other XCOM games could profit from such an idea. @Chris@Dagar@Svinedrengen@Phoenix1x+52
  2. Here you go: xenopedia (1).xml I just added the original entries again. Edit: an attack
  3. @PALU At the time of my request i already reviewed your latest version, and i would still ask you to reinstate the original entry from XCE/vanilla effective immediately, and to send me any further changes beforehand for me to review and work on them. Changing vanilla lore is a hot topic and not something i take lightly. Thank you.
  4. @PALU As far as i have seen you didnt take the new entries for the powersource and alenium ? Anyway, reinstate the XCE entries and give me any new version for approval beforehand for both entries if you are still working on them.
  5. I tried to look up how i got to this number, but it should be wrong. The correct calculation is 135 * 0.9 * 0.3 = 36.45. No, 135 * 0.9 - 70 = 51.5 is not correct, its always a multiplication. Happy New YEAR.
  6. That is exactly what i am stating. The bonus gets once applied as "obscuring vision" and it gets additionally calculated for every bullet which passes it. And its not odd at all, a tree standing in your way irl blocks your vision AND can block/manipulate your shot.
  7. A partial collection of explanatory image guides for Xenonauts and X-Division:
  8. That i dont want you as my accountant. But 1 million in debt is only 5 successfull corvette missions. Doable.
  9. You get it from every mission. If you dont have it than you are either in the wrong base, or something seriously went wrong with the installation.
  10. They better be, @sfarrelly wrote them personally. @PALU Can you send me the revised versions ? Over my dead corpse. We worked extensively on them and everything is in the right place for them. The impression they make on the player is exactly the impression we want them to have. You might see that some of them have a XXDescription, because @sfarrellyis gone, and i cant fill them alone. Newbie questions [X-Division] I'm an Xcom veteran who just started playing X-Division, skipping X:CE against recommendations. I definitely want a balanced and challenging experience with as few magic bullets as possible. On that note, rocket launchers and grenades do seem like magic bullets so far (as in Xcom) for two reasons: They're very easy to score a hit with, and they don't draw reaction fire. If I open up with rockets and follow up with grenades as needed I find that I can easily avoid damaging corpses and items. As long as I can take my time and don't get rushed by superior numbers (looking forward to seeing this later), this should do nicely. On to questions, sorry if these have been answered elsewhere. My gaming time is extremely limited these days, so I'm trying to make the most of it. How does stun and suppression work? I've been unable to find a comprehensive post on the details of these. How do I control which direction to roll in air combat? EDIT: Got it, found the hotkeys. New question: How do missiles work? Do I need to obtain a lock before firing, or do they automatically fire? Got a link to a good post explaining experience gain? I've seen Charon post that I basically get rewarded for playing normally (which is great), but I'd really like to know the details. What's the best use of smoke grenades? Do you use them mostly to reduce the enemy's accuracy or their line of sight? Do you use them all the time because there might always be enemies lurking, or in specific situations to block specific aliens? It's always felt like a paper armour to me, helping as a last ditch effort when you've been compromised. Please enlighten me on how I should view it instead. Thanks (to all involved) for what seems to be a great mod and a great game! The interface is very user-friendly, I'm usually the first to criticize and I'm not finding much to be unhappy with here. Thanks in advance for any assistance! The challenge of X-Division lies in capturing enemies. Phase 1 is a tutorial, yet if you want to complete it to 100% you will have to capture at least 28 enemies, and thats only if you get every capture right. Usually you will stun around 40 to 50 aliens for resource purposes and because you couldnt remember if you already captured that color ( keep a list ). Later grenades and rockets will not only kill the aliens, but also destroy the corpse and all the equipment with it, and thats your main income source. Early grenades are a bit more forgiving, because, you know, its a tutorial and everything, but that doesnt detract from the fact that you need to capture stuff in order to progress. Later on you will wish that you had magic bullets. Rockets/Explosives/Grenades are usually only for 3 situations, A. You already captured everything and have enough resources or B. You cannot make that mission without the assistance of stronger firepower, and the alternative would be to get no loot at all. C. Alternative purpose excluding killing aliens. Stun at the beginning of the mission is equal to the enemies health pool. High Health = High stun threshold. 50% of red damage numbers get dealt invisibly as stun damage, blue numbers add ontop of it. Robotic enemies cant be stunned. I havent looked too deeply into how suppression works, but the observed patterns are that for Xenonauts only the current TU are getting taken into account. The higher the remaining TU during suppression the higher the resistance to suppression ( eg. the suppression threshold is equal to the current remaining tu, once suppression exceeds the threshold the unit is suppressed, but only after a suppressive action ). For aliens its the same with the difference that moral is actually getting taken into account. Killing civilians/locals/xenonauts/vehicles gives alien moral, and so you will find that a very succesfull alien on the battlefield is way harder to suppress than usual, but the moral can be chipped away with. You absolutely need a lock on. You can look at the right top of the right side which UFO is currently locked on by which aircraft. Right click on an empty space to clear any lock on. Left click on a UFO to assign a new lock on. Missiles and Torpedos only fire on locked on targets, and nothing else. Easy to understand. You gain progression points for every action indefinitely, saved from every mission to mission. Except Strenght, which is the odd one in the progression chart. You gain str points logarithmically, which means fast str points in one mission, but highly diminishing returns for that one. Getting +5 is the norm, trying to get +7 in a mission requires a loooooong mission. Str is gained by having 80% or more of your carrying capacity used, while running around. So fill your soldiers to the brim, even if they dont need that equipment. TU is gained by spending TU. Acc is gained by shooting, this stat is the hardest to raise ( because it statistically increases the damage of your squad ) but also has the highest cap. Reflexes are gained by making overwatch shoots, or getting shot by overwatch shots. Bravery gets increased for panic, running away or getting suppressed by alien fire. HP gets increased by leveling up other stats. Every time, all the time. If you have an open flank, then throw a smoke grenade in there. Or two. If you have your first turn, you throw a smoke in every direction which you can get attacked at. If you have as much as an area of which you are unsure about, throw a smoke. I dont know what you are used to by other AIs, but the X-Division AI will take advantage of your openings mercilessly. That doesnt mean that they can teleport across the map ( some aliens can ), but they will send one or two aliens to flank you for sure, if you have a habit of leaving it open. The AI simply understands the battlefield, and tries to make educated decisions in their battleplan. Phase 1, very forgiving as i said, but the fact that you have to have and use so many smoke grenades means that the tactically, fast playing, fast mission ending players get rewarded, because you will run out of supply if you play it defensively too long. You spawn with your equipment, and you try to complete the mission before you run out of it. I hope you will find new ways of mastering the game, experiment with it as much as you want. Cheers Reddit link: https://www.reddit.com/r/Xenonauts/comments/aauduf/newbie_questions_xdivision/
  11. There are 3 more tabs in the game which should look like this: Did you try to look down ?
  12. This way you completely remove any implication of not knowing things explained in the ALenium entry. That sounds even better and more coherent than my version. It is exactly what i mean with "Recasting". Want to be our lore writer ? Just kidding, but thats what i would like you @PALU,to do. Just with the whole entry.
  13. @PALUI want to preserve as much vanilla text and information as possible, as i am not fond of cutting content short just for "logical progression". Original entry: Your version: Better merge: Lore work doesnt mean to just remove things which dont fit, it means to take out the whole thing, and recast it into a new form ( the text above is borderlining on laziness ) Recast it or leave everything as it is, but this version is not acceptable.
  14. For X-Division gameplay and Lore will always be 2 different departments, with orders only flowing into one direction: from the gameplay to the lore one. Apart from that everything alenium based needs the basic Researches.Alenium. So if you read that entry carefully you will see that it has already been dubbed like that for the necessary researches to be unlocked. The rest is just a minor heavily vanilla research based lore of what-is-it-that-came-before. The rest is up to @PALU.
  15. Onehundred percent appreciation for that change. I like the revisions and new content.
  16. Also @PALU can you restructure the Researches.AlienRebel entry ? Like introduce paragraphs, new lines so that people actually dont get hit with a wall of text on a stick ?<3
  17. Can you revise that a bit ? "And so we cant predict the timing of the release." or another revision. Boxes are no longer able to move one tile, i i think i reduced their TU from 5 to 2 long ago. While they do not register as hostile units they still trigger reaction fire, "I saw that box moving, so i shot". But since they cant move anyway you dont need to add this, just so you understand the "ghost" ability. @PALU Merry Christmas everyone and i wish you a good happy new year.
  18. @PALUWere you able to solve that aircraft in transition bug ? @Solver I got that aircraft in transition stop bug. Can you look at the save ? Stream X4.sav Edit: It just so happened that i got a save right before the freeze: Stream X2.sav
  19. You simply need to adjust your tactic. If you want a little help you can read the spoiler below, if not, try to come up with your own solutions. You can only fix so much in the game, and apart from range limitations necessary to decrease suppression over longer ranges, it is just a part of the game. We fixed a lot of other things, range is abysmally low on the fix list. Shotguns have a very specialised niche, making them the broad side of a hammer, instead of the drilling one. With the unoffical patch above we have introduced a new feature called SHOCK, which deduces TU for the affected unit for the next turn. Again, this is something you should figure out on your own, but if you need a little help you can read the spoiler down below. You still have to keep them safe from alien and your own grenades/rockets/explosives/random shit flying around after they went down. Thats as close to reality as you get apart from the medical attention. Crouched units get a 30% evasion bonus against all shots, and a 30% aim bonus. You can test this your self by manually targeting, then crouching and manually targeting.
  20. 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/#!NdBhGA6D!BHwpkCYUO_JmfVQybIRprYuKvWlZLLmboI6Wvp-yQ2s Link ( MD5: a055cddab22727dfab5156f77fa2afd6 ) 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 new mod: Empower Facehuggers: This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you. appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn. revised Shock and Electron weaponry fixed the installer with the help of @Mr. Mister fixed some bugs @PALU check the Xenomorph Xpedia images, maybe you notice something different about them.
  21. HAHA, never read that, but yeah, its bullshit. Eg. the arc has no blind spot, not it is a "no blind arc".
  22. Is there something like that ? I thought this was only in the Xenonaut manual nobody reads.
  23. Jup that info is incorrect. Or the shown information in the workshop is incorrect, but i rather think that function was never implemented. You can test this quickly yourself. I just tested it with a robodog dsb, which takes 5 man days. You need 5 engineers to produce it in 1 day. With the same logic you can increase the dsb to 12, requiring now 60 man days, and put 60 engineers on it. Again it takes one day. Now if the 60th engineer would only work with a 41% efficiency we would never get to a flat 24 hours preview window. Thx. Edit: I chuckled about the blind arc, but ultimately had to tell you that there is nothing like a blind arc, only a blind spot in an sight arc.
  24. Up to you, but you dont need to restart. Wrong. Total production time is the same no matter how engineers are split. Here is an example: 4 engineers on 4 40 man hour projects take 40 hours to complete, no matter how you split them. If you put 4 engineers all on a single project they take 10 hours times 4, if you put 2 enginers on 2 projects they need 20 hours times 2, and if you put 1 engineer on each project than you end up with 40 hours times 1. Do you have another build for me ? I wanna push out a bundled update for .10. I also found out that AP Cannonry actually ignores shields in the same way dark weapons do, because of the radius 0.5.
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