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Everything posted by Charon

  1. Wut ? Well if you have the particle turret than the damage is about right. Its 16k, plus/minus fluctuation. But if that is 71% damage than the infiltrator only had around 26760 hp. Probably 27k. That number doesnt exist anywhere if it hasnt ben changed by someone ( is my guess ). Do you have a save before the landing and can reroll the fight and/or send me the save ? Tried the new changes and the Reaper yet ?
  2. No, no, no, no, no, no, no, no. You gotta see the weapon in action, it will blow your mind. Its a new type of weapon i came up with. I dont know, i rather say having at least one SHOCK weapon in your 12 army squad is kinda the basic of basics at that point. And that you will encounter a Praetor is something you can see before the mission with the help of a quantum radar. So no real surprise there. Only a field test will tell how the Devourer plays out. The purpose is that you download it and put it in the directories as described. The files are the first step for the next update. Heres another one: weapons_gc.xml Uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuups. airplane.alien.infiltrator.sebillian.xml airplane.alien.infiltrator.caesan.xml You cant change the unit loadout after the unit has spawned, so good luck with the 2 praetors , and the new weapons .
  3. I rather think that not everyone has the same associations with the word "unofficial". Some expect support for unofficial versions, especially since its posted by a developer, and others dont. We are on the internet, where people all across the globe with different cultures and backgrounds are living. Trying to find a wording which everybody understands is next to impossible. But the bottom line is that even @Svinedrengenasked what the unoffical versions were about. We could propably include that in the unofficial release. @PALU The Horror is not part of the prototype weapons, but the Reaper is. I think the Reaper is the most interesting one out of the weapons, but the Defender comes right behind it. In the Devourer case i fully suspect a proper player to utilise at least one SHOCK weapon, to take out the second burst, and maybe even scare the AI depending on the situation to not attack. The rail SMG has 40 AP damage and if you are out of sight the Praetor won´t even chase after you. Still, definitely on the more dangerous side. The Destroyer is supposed to be a sniper, although it seems one with a burst function. It should be noted that the Devastator armour on average only sustains 15 damage. Btw, if the Devourer is so dangerous, i could put the Praetor for a Terror Crashsite in the field, instead of the bridge. Would that be better ? That would take out the danger of the point blank thing, except for Base Attacks ( uh, base attack worries again ). Into C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\mods\X-Division: weapons_gc.xml Into C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\mods\X-Division\ufocontents: airplane.alien.mothership.caesan.xml airplane.alien.mothership.sebillian.xml Into C:\Program Files (x86)\Steam\steamapps\common\Xenonauts\assets\mods\X-Division\projectiles: alienchemical.zip You should propably run a diff on the ancient weapons. Also take a look how the weapons shoot in the editor, their visual component is very important. Edit: Also, andron stages "swap" between ancient weapons >< :D.
  4. I disagree. The unoffical releases are only visible for a few moments and then disappear under the masses of new posts. So the exposure is only about 10% of what it would be on the main page. Furthermore only the most dedicated people watch the latest streams ( me, dagar, svinedrengen, mulligan, etc ... ) and from that only the most hardworking ones will actually go look for it. So i would say 10% of exposure. This ensure that 1) people with little ability won´t find them in the first place and 2) the others mostly have enough cognitive ability to understand the meaning of the word unoffical. So ... ... ... i think i get a lot less hassle this way. @Woak Thx. Good luck with the run
  5. I was a bit hypocritical in how this situation looks. The reason why i am publicing them is to gain feedback about bugs people might have with it ( because other people might profit from them once its officially released ). That is not the problem i have with it, the problem i am having is that not everbody has the same definition of what "unofficial" means, and so everybody stumbles into here and asks the same question(s). I want the feedback, but i dont want confused people asking/stating the same things. But if you put your hand into a bees nest you should be prepared for stings, i guess, so that comes with the territory. And since people widely range in their cognitive ability you will get all sorts of people. This is my oppinion as well, and this is why i keep them public.
  6. Unofficially means that everybody is installing it at their own risk. So i literally cant see the people and their problems they may have with it. Just a quick survey, is it better to publicly publish unofficial versions, or should i hide the posts and only give people access who ask for it ? Whats your oppinion ?
  7. This is already the fourth iteration. And apart from that i cant see it anyway.
  8. WiP 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/#!RBBzxYha!4hXIoEVE6tLeDyOHgr_C98i5NQ4tF77x9GXMhOgKaME Link ( MD5: 1069b5862f45c5d25dab2fdf2977b27f ) 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 Increased frag grenade damage from 50 to 70 Increased frag rocket damage from 90 to 110 EMP charges and rockets no longer cause overdamage Shock rockets no longer cause overdamage Soldier Equipment Screen gained a Soldier Sort button decreased Endgame research time in accordance with the latest diminishing returns formula Removed shields from some harridans, increasing hp threshold of mentioned ones, fixed one reflex stat revised the sonic weapons ammo weight added the stun gas mitigation values towards the stun damage, as mitigation never worked for gases increased the acceleration for the archelon from 500 to 1000 increased the range of the shockgun from 2 to 3 decreased TU% for Praetorian attacks from around 30 to 20 TU% fixed more bugs @PALUSome things for you. This version has the new ancient prototype weapons. The Prototype for the Defender, Devourer, Reaper and Destroyer have been finished. The Devastator and Horror have not been revised. They have not been tested and could be completely OP. I would like to get some feedback on how they play out. If you want to test them out directly you can equipt your soldiers with them in the editor.exe. They prototypes are examples of how the weapons should play out. I would also like to get some feedback on how you experience the new numbers for Terror UFOs and for androns in particular, as well as how the Sonic ammo clip weight chances affect the game. Thank you.
  9. You can do this yourself at any point in the campaign in teh gameconfig.xml. Here are a few examples: <!-- STARTING MONEY --> <startingMoney value="8000000" comment="The Xenonaut funds on new game start (before buying first base)" /> <crashsiteFundingBonus value="true" comment="Controls whether doing crash sites grants a relations bonus with the region" /> <crashsiteFundingModifier value="0.5" comment="If relations bonus for crash sites is enabled, the bonus is the shootdown bonus multiplied by this value" /> or you go into the items.xml change the sell value to an item of your choice to a sell price of your choice.
  10. Alright, if nobody has something to add to the current version than i will release it in the next 24 hours.
  11. @PALU Hm ... 3 - 2 - 1 would make for some interesting decisions. Like on mk3 you could put the same magazin into 5 cannon shots, 2 sniper rifle shots, or 9 rifle shots ... hm. Interesting. We´ll go with that. Edit: Ill reverse the ammo capacity changes except for the cannon ones ofcourse, is what i meant to say.
  12. So how about the mk1 series weights 3 kg, the mk2 2.5 kg, and the mk3 2 kg ? This should further stress the prototype status of mk1 sonic weapons. Or 3 - 2 - 1 kg ? I will revert the ammo clip capacities to teh original ones, so please adjust the Xpedia accordingly. I think thats the perfect spot of a cannon. Being more powerful than a rocket launcher, but without the diversity of all the different rocket types.
  13. So you are saying we should decrease the weight of ammo clips in order to increase the maximum damage potential by playing on the strong side of the sonic weapons, which is a fast reloading mechanism ? The cannon does overdamage, and so even if it is unreasonable powerful ( i dont think it is ) it holds little value when you destroy the loot you need. But yes, if you wouldnt need any loot anymore the cannon definitely can prove to be very powerful, which i think should be the intended design.
  14. Its not. Keep with the approved text. All other soldiers except for the 16 who defend the base can indeed be seen as securing the emergency tunnels and craft. Technically @Ruthless Reubanis right, other soldiers dont appear in the casuality list, but i rather would call that the bug, than saying they deserted their position or something. The approved text doesnt specifiy which soldiers are protecting what, and thuse leave room for the players fantasy. As a lore writer you dont have to specifically write out every little detail, its about stimulating the fantasy of a reader. That, and that soldiers not present in the Base Assault dont get a memorial event is a bug, i would say. Map makers are welcome. If you know one, please point him into the right direction .
  15. I have finalised the Base Attack numbers. old ones: Sebillian: 21 - 46 - 51 - 57 Caesan: 29 - 51 - 67 - 81 Androns: 23 - 39 - 35 - 38 new ones: Sebillian: 21 - 46 - 51 - 57 Caesan: 29 - 51 - 67 - 81 Androns: 23 - 30 - 34 - 38 I mostly left the numbers intact but decreased terror units where necessary switched around some units androns got a lot of multi stage enemies reduced and added the appropriate Base Operators from both other main races to androns I looked over the Bombing Run and Construction numbers of Motherships a bit, but mostly left them as they are, except for the andron one. Above changes where implemented as well. With this i consider the matter closed. I have also increased the ammo count for sonic weapons as well as added burst fire modes for the sonic cannon mk2 and mk3. Can you go over the numbers @PALU and check if all affected Xpedia entries are still up to date ? weapons_gc.xml Also can you include everything which you want to include, as i will release the new version as soon as you give me the heads up.
  16. Because, like any player, tester and developer, we dont really do Base Attack missions. Which kinda speaks for itself. Edit: @PALU As an experienced player i dont really have a problem with playing around the weaker parts of the game, but for less experienced players Base Attacks will most likely be the end of the game for them. I guess thats the pain they will have to go through, and find a solution for.
  17. What is a "lower troop count" ? Lower, equal, or higher numbers ? Sebillian: 21 - 46 - 51 - 57 Caesan: 29 - 51 - 67 - 81 Androns: 23 - 39 - 35 - 38 Also check the edits above.
  18. Whats your solution ? Edit: My go-to solution would be to disable base attacks altogether. If every base attacks means that all your aircraft gets saved, and if you plan ahead your personel gets saved as well, than there would only be your items at loss. And then you can attempt to retake your base, with the possibility to pull out. Arguably we are trying to fix a vanilla issue, but in vanilla you could have just shot down the UFO. X-Division kinda aggravates that problem, although being able to retake your base lessens it a bit again. My personal preference is to shoot down Base Attacks, and farm their content, but it leaves out the question what people should do which are not good enough to pull off that stunt. I cant imagine that being fun for people.
  19. The main problem that i have with the Base Attack numbers is that they are generally lower than the terror Crashsite ones. So if i just copy and paste the Crashsite numbers over the Base Attack ones, it will mean an increased unit count. The other point is that Base Attacks are arguebly the least fun part of the game. Paired together with the fact that IF you defend your base you normally send over your A-team, and if that gets defeated ( and you cant pull out ) makes every base attack an all in, no matter how you look at it. I rather think that retaking your base is solving the same thing in a more controlled manner, because you can always pull out of an Alien Base, if you think you cant make it. Edit: From a development point of view, if you would allow soldiers in the command room to evacuate when you abort the mission, would make the whole thing more enjoyable since you are not risking your 100 hour campaign in a single mission.
  20. @PALU very well done. Edit: "protocol for in the event"
  21. @Ruthless Reuban @Borak Would you like to add anything to the Base Attack oppinions we have gathered so far ? Btw, i appreciate both of your contribution of feedback on X-Division.
  22. @PALU I especially have to agree to this one. While from a gaming perspective what "really" happens in the game is important to the player, but worrying about who gets fired or not usually comes second to worry about the safety of people, in a believable scenario.
  23. 2 things happen. 1) All Aircraft try to find an empty hangar. The ones which arent transfered are destroyed, but you can lore over it by saying they take refugee on closeby airports, but the aircraft has been confiscated or so. 2) Then the game tries to find another base with the most needed room available. So if you have 20 scientists the game tries to find another base with empty scientist spots, so you will have to have the lab space and the living room space available. The game will only transfer personal from one base to another, all other personal is lost. Again you can lore over it with either slaughtered scientists in the base, or by making them take shelter in the surrounding country, but they will have to be rehired. Up to your morbid sense of story telling ;). I dont know if the game prioritisies scientists over engineers, but i suspect they always prioritise more people over less. If a base has 20 engineers and 20 scientists, and you have another base with 40 quarters and the same amount of free working space available, the whole personal will be transfered. Also remember that overtaken bases will be repurposed into an alien base over the next 48 hours. So you can kinda make a connection to that as well ( im not sure if we mention that anywhere ) and the effects of taking back your own base. Edit: I agree that i wouldnt want the entry to get too long, so if you can find a better place we can spread that information across.
  24. @PALU Very good entry. I would like to add a "Maybe if we could decode alien transmissions in the future ... but thats in the future." or something along those lines to the last paragraph, to indicate of such possibility. I also lost the overview if we already explained how the emergency protocoll for overtaken bases work ? That is airplanes will try to find an empty hangar on all available bases, while engineers and scientists will only be transfered to a single base, and only as much people will be transfered as there are free spots available. This would be good to put in this or another entry.
  25. No, if you say you want to use it as an uncountable its fine. But than i would subject to the use of "crew is killed on a crash only". Its on the typ of my tounge, but it sounds akward. Maybe "crew is killed on impact". Kinda sounds better than "crash only". I have a new image. What do you say ? Edit: Updated image