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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 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 if you need more help 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 1.00.11 "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 .11 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 1.00.11 Update: https://mega.nz/#!wARyXKRC!E-flsbv0HcVndT62aHIAL94efBfID1QAp6q7Z_VqTGY ( MD5: a23647f80b0891342d40e94ef6ca2fa6 ) 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: reinstated the original timeframes of the Phases from 300/300/300/300 to 300/400/400/300 ATP per Phase respectively revised the AV.PIRANHA and the AV.PARTICLEPIRANHA fixed the burstdelay of the Alien Ballistic Rifle. Thanks to Dr.Ethan for bringing this to my attention. Fixed the Am_BaseAttack file spawning landingships and carriers Replaced all terror units in alien bases with their non-terror counterpart, replaced weapon seargents with pilots and the technician only has a 50% to spawn anymore Drastically increased SmokeChance for alien stun grenades, drastically increased dissipationChance to 90% optimised the research tree for more logical and better progression Flamethrower - 2 range all across the board new mod: X-Divison Shorter Range Shorter Turns: Starting in Phase 3 X-Division gives aliens longer sight ranges. This increases the capabilities of the AI, but also increases the time alien turns take. This mod reverses these changes to the standard sight ranges of 20/22/24/25 in order to decrease the time the player cant actually play the game.

Only TOGGLE this during a Geoscape save. Reinstated terror mission full map reveal after 40 turns 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: 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 even more bugs DAY 710 Version 1.00.01 "New Dawn" Cleaned up some map stuff, added lost terror maps Revised Exoskelett armour. Predator sets the strenght to 150 now, the Ripper to 190, and the Devastator to 230 from the previous 100/150/200 . Soldier Class Armour got +5 accuracy bonus DAY 707 Version 1.00.00 "New Dawn" New AI behaviour set. Yes they are more capable now. Total Revision of Antimatter technology tree and weapons Increased radius for Cannons all around, and added a burst option for most Made the Quantum Cryptology Center available as soon as you raid your first alien base The Quantum Cryptology Center, now known as the Quantum Radar, acts as a radar ontop Decreased weight of some grenades from 2 to 1.5 Harmonised weight of Pulse Magazines Increased proportional stun damage from 40% to 50% again Reevaluated stun properties for shotguns and carbines Quadrupled chemical grenade/rocket production from alien grenades Fixed chinook speed for the no airgame option New valkyrie maps Improved vehicle weapon descriptions in the Xpedia Added weapon loadout information for vehicles in the Xpedia Praetor evolved from the puppy stage and are now doggos. The overmind is a pitbull Improved Katanas Manufacture of EMP rockets doesnt require alenium anymore Removed MeleeVehicles for Facehuggers Decreased time intervall between terror missions from 22 to 18 days Mauser doesnt require alloys to manufacture anymore Decreased Spearcannon manufacture cost from 4 to 2 alloys Archelons now need a mothership core to construct ( didnt i do this before ? ) Mothership loadout yet revised again, hit model made bigger, damage counter moved up higher Archelon revised Increased damage of reapers Fixed broken reflex stats gain from max 180 points to max 100 points Increased hp bonus and decreased reflex malus for Exoskelett armours Revised armour reflex boni all around in accordance to the reflex stat fix Revised some armour values all around the board Higher level Roborexes now regenerate shield points per turn until you overload the shield Downed Roborexes now have the Ghost ability Removed all armour for downed roborexes Revised all Roborexes in general, they are now slicker, faster, shoot further and are looking for a brawl like Mike Tyson revised FOCUS aricombat weaponry Alien Mech units can move freely in 1 tile tight spaces now Fixed: Weapons marked as heavy actually didnt receive the full penalty after moving. Now weapons marked as heavy receive a big penalty if they are getting fired after moving. This is a fundamental gameplay changer Recoil Values revised Moral does not regenerate per turn anymore. It is now an absolute value that only actions/events can influence. Moral event threshold increased from 40 to 50 Moral chance per point missing decreased from 3.5 to 3.0 Quickthtrow grenade slot cost decreased by -4 TU Zombifying Reapers deal pure damage now. Attack cost reduced from 40% to 35%. We are giving the reapers back the fear. Revised Reapers yet again. Set incendiary armour to 0, decreased kinetic armour, increased chemical armour, increased hp and added the abilitiy "Regenerate" to all Reapers. Melee aliens now equally target vehicles as well as soldiers Semi shield roboreapers ( and some full shield ones ) now deal pure damage and maim units they hit with by draining their TU for the next turn minimum accuracy requirement for the AI has been revised Cannons now deal overdamge, except for antimatter ones Endgame content starts to appear 1050 ATP Roborex explosion now deals overdamage ( Thank you @Phoenix1x+52 for pointing this out ) Acidlings revised (They should be beasty little beasts now) Increased the accuracy of the rocketlauncher immensly. The rocketlauncher is now a heavy weapon. TU useage lowered. Decreased range of aircraft weapon MINES from 11 000 to 10 000 Increased damage of Flamethrower weapons by 50% Increased range for flamethrowers by 50% Flamethrowers now get the short range bonus Infiltrator crew updated Added Geographic addition 1.1 and Geographic revision 1.1 by @Axiomatic to the game. All thanks and credits go to @Axiomatic for letting us integrate his content into X-Division Fixed AI layout behaviour for all 10 corvette layouts Increased rotation for Lancers from 30 to 35 degrees per second Decreased TU usage for the Shock Gun from 80% to 65% new final map many, many bug fixes Sidenotes New XCE code used in X-Division: Moddable transfer time - transfer time of items and soldiers has been reduced from 24 to 3 hours 13 new radar ranges - for now 10 new radar ranges have been enabled. This will likely get a more indepth revision later on LockManufacture fixed - One Time Updates manufactures should now disappear after their corresponding research has been done Zombify - Zombify now only zombifies if the damage kills the units, otherwise its damage only Renaming bases - A highly requested feature for XCE and X-Division Moral Cap moddable - The moral cap in X-Division has been removed, finally making you hard earned bravery something worth Escort code fix - Construction missions are now able to spawn alternative escorts Sightrange modifiable per rank - main races get +5 on sightrange in Phase 3 and +10 in Phase 4 Base Evacuation - Should a base get captured by aliens, personel and aircraft will transfer to other bases if available space is free ( this is for X1 and XCE too ) Dialoges - Improved dialoge redirections Infiltrator and Ghost ability - The Infiltrator ability will mark units as friendlies on the map, indistinguishable from other friendly units and wont trigger reaction fire - civilian hosts for now. The Ghost ability marks units as props on the map, indistinguishable from other props, but they trigger reaction fire upon moving ( "Sir, i saw that box moving, so i shot" ) - facehuggers, robodog and reaperboxes for now Aircombat - The hotkeys used for geoscape zoom can now be used for aircombat as well. There is a hotkey for afterburner now, "A" as default Aircombat speed - The aircombat speed levels received two revised speed buttons: x0.5 and x0.75 for slower aircombat gameplay. Bugs - The incendiary bonus damage on burst shoots against props and soldiers under certain circumstances got fixed. Now its only against props. 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. 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. @Max_Caine and @Solver So how does this whole modmerge thing work ? X-Divison has an aircrafts.xml and aircraftweapons.xml. Both work fine. I guess this is because there is no other same named file (aircrafts.xml or aircraftweapons.xml) loaded before before that. If another mod changes the aircraftweapons.xml it only "update"s the content but doesnt " insert" or "replace" it. So what do I have to do in order for other aircraftsweapons.xml to get acknowledged which are ON TOP of x-divison. And yes i´ve read the illunak thread :). I guess i cant figure out where to put that MODMERGE in excel sheets.
  3. All shredding damage types shred all shreddable armour types. Now quickly say that ten times in a row. The armour system in Xenonauts is split into two categories. One which contains damage and armour which can shred and be shredded: Kinetic, Energy, and the other contains damage and armour which cant shred or be shredded: Chemical, Incendiary. Here are a few facts to think about: All shredding damage types shred all shreddable armour types equally for each prevented damage point. That means kinetic damage reduces kinetic and energy armour, and visus verca. This simulates armour getting more worn out over time. Chemical and Incendiary damage not reducing armour makes them types which are only good against enemies they are good against. Spamming doesnt help. Chemical and Incendiary armour not getting reduced means that if some armour has a good protection against those damage types it stays for the whole mission. No need to worry about battlefield effects. Kinetic and Energy damage shredding both armour types means that a mixed setup is more viable than a single damage setup, as both damage types help each other out. Spamming weapon fire is encouraged. Because of point number 1 you can have a unit with different shreddable armour values. Both shreddable armour types will get shredded, but the absolute difference in armour value stays the same. This is not explained properly anywhere, but thats how Xenonauts works, an underused and underexplained mechanic.
  4. Charon

    Recommended Mods?

    Depends on how much you have already played. I would like to say that XCE is totally like vanilla, just better, but that is simply not true. A lot of mechanics get changed, and XCE removes a lot of broken mechanics which are 100% in favour of the player. Teleporter blocking is one of the most broken things, XCE makes it into telefragging. Opening doors is a very "convenient" way for ... simple minded players to get a peak inside. In vanilla you cant get punished for that, no reaction fire, but in XCE you do. AI becomes more intelligent, Reapers one shot vehicles, Reapers get a better AI, aircraft UFOs get a "thinking" chance, the list is endless ... . XCE is an absolutely good game for it being a community edition. Maybe even the best community edition ever made. But despite this you have to deal with reality. And the reality with Community Editions is that they change a lot of stuff, but never see a full development cycle. Basically they never make the round of getting tested whether or not all that added/reinstated/like-the-original-intended-content/removed mechanics/content on their fun factor. Mods which are based on Community Editions usually make the missing part of a full development cycle again, as people usually actually play mods, and therefore the full incentive comes with a lot of people testing the game on their fun factor again. Balancing out all the new mechanics and content with additional content. And so making a full circle again. CEs and Mods are both 50% of a full development circle. Long story short. 1. Play vanilla, if you like what you see then 2. Get XCE and mods for XCE. Experience all that unbalanced gaming content. If you still want more then 3. Play a proper gameplay experience with X-Division. If at any point you dont like what you see just stop and switch to a different game. There is no use in forcing yourself above what you like.
  5. Charon

    Recommended Mods?

    XCE IS NOT A MOD. In the same way Xenonauts is not a mod, and Dawn of War is not a mod and plants vs zombies is not a mod. It is its own game, with its own executeable, its own data, and its own rules. Most Community Editions for games change source code, and become a program in its own right. Mods change content. if you change source code you become a different program. Apart from that it is a prerequesite for X-Division as it doesnt run on anything else .
  6. Charon

    Recommended Mods?

    None of the other non-cosmetic mods are compatible out of the box. They might break your game right away, or you might realise you are playing a completely broken game after 10 hours. That said, good content is this: Xenophobia. With the additions of AND_Great. I think i have a fixed XNT version lying on my pc. There is the X-Pansion pack, but i wouldnt recommend it. Stability wise. All of aajs´s content. XMC. Axiomatic s content, but its mostly geographical. There is also Armored assault, and the Dreadnaught mod, which might or might not work. Looking through the mod box in Xenonauts is mostly like walking through a broken toy factory. Nothing works, but everything is really interesting in its own right. If you just wanna look install whatever you see and then look what it does with your game, just dont expect a proper game afterwards. X-Division and the XNT version on my pc are propably the only slightly bigger mods that is geared towards the convenience of the player. Given a proper installation everything just works.
  7. Use the reaction button on posts. This way less posts get produced, and positive feedback accumulates.
  8. Thats what i am saying, the only question is whether or not you will find the same behaviour in vanilla.
  9. Unless you switch to the community version ? As far as i know in XCE you gain reflexes if you take a reaction shoot, or trigger one. I just dont know if that is not the case in the vanilla version. <reflexesProgress pointsToProgress="1" maxPointsInSingleBattle="1" globalMaxProgress="98" comment="A progress point is gained when a soldier performs a Reaction Fire test (it doesn't matter whether he passes or fails it)" />
  10. I didnt decide that X2s airgame would be a topdown shooter. Chris did. All i am pointing out is that its ridicoulus to discuss solutions which fundamentally go against the inherent strenghts of topdown shooter, as X2 airgame is a topdown shooter in development. Yes, i agree that X1s aircraft speed added little to the overall vanilla experience. But all you are arguing for is to decrease the options for the player. Why ? Because somebody else might get a better result. It is "confusing" for less competent players and "empowering" for better players. Solver once stated that he disliked that other people could get better results in the airgame because they were better at it. Thats exactly what i am writing . I dont see an "improvement" in removing an option to please less competent players, except for the pleasure they get when other players dont have the option to make more out of a situation. I am not arguing for a slider. But since its already there and its usefull we should keep it. If it wouldnt be there, and nobody made the suggestion people wouldnt miss it. But if you remove it up front from the development than that closes down the paths to make a deeper system. I made a 9gb mod in order to demonstrate am interesting airgame. It uses the slider featuer extensively. Thousand of airgame hours have been played. https://www.youtube.com/watch?v=9d3piT0zxhg&t=366s https://www.youtube.com/watch?v=nCSPkjvAOoE https://www.youtube.com/watch?v=F0fSkEA6A8o A button to match the speed of the locked on UFO. Now thats a good thing. Now we are getting somewhere. You might not know this, but if you select a UFO in X1, and the aircraft gets sufficiently close, it automatically decreases its speed so it doesnt overtake it. This ofcourse has its downfalls because the deceleration is depending on the aircraft, but the distance is not. You might also not know this, but you can already use hotkeys for the airgame. "Q" for a left role , "E" for a right role, "A" for afterburner ( the latest CE implemented that, thx @Solver), "1" "2" "3" "4" for weapon avtivation, "5" for firing all deactivated missiles, "F1" "F2" "F3" for individual aicraft selection, "F4" for selection of all aircraft. The only action that still requires clicking is LMB for target. No hotkey can replace that. And RMB for lock on. Propably the easiest solution to click on something you can visually see, as a hotkey solution would only cycle through all available targets. The only thing i feel is missing is to be able to add aircraft to an exisiting selection with "Shift". So "F1" "Shift" "F2". There is no command without a hotkey in X1. Not saying we cant improve on the slider. A visual increment of 10% with a - would be nice. Maybe a % sign of how much of the top speed is getting used. Also nice. None of those include removing the slider. A lot of people didnt like it and i dont know why. Maybe because there was no pause button. I think a possible improvement would have been to make it semi-turn based. Do you know what semi-turn based is ? One of the semi-turn based games i really like is Child of Light. Semi-turn based basically means that every unit has an individual speed value. Once the speed cooldown reaches zero, the game pauses and you have all the time in the world to make a tactical decision. Unit A could have 100 speed cd, Unit B 50, and Unit C 33. Unit B can attack twice as fast as Unit A, and Unit C can attack three times in the time Unit A makes one attack. https://www.youtube.com/watch?v=dbAylGrN-MM Different actions can have different time cooldown values. A normal attack could have 25 RT, a heavy one 50. Special abilities could make your turn faster or slower. Unit A with 100 RT and a normal attack would have a total of 125 RT for the cd. Unit C with a heavy swing would have 33 + 50 = 88 RT, and would still be quicker than Unit A. Tactics Ogre: Let Us Clink Together makes a very good strategic turn based system with that, as do a lot of other JRPGs. https://youtu.be/0B_XpO7bFZU?t=1933 The more i think about it, the more i think that Chris should scrap the airgame and make a semi-turn based minigame alá Child of Light, where units and actions have different speed cooldowns, with lots and lot of interesting options like "use main cannon" ( low damage, low cd) "use missiles" ( medium damage, medium cd, chance to miss) and "Denfesive", "Evasive" and "Aggressive" stances. Additionally aircraft would be able to use special abilities depending on their equipment, like a strong shield, that only lasts 200 RT, or an overclocked afterburner with a bonus to evasion. Child of Light is already a 3 vs 3, just replace the combatants with aircraft and UFOs and you have the perfect solution. I think this is what most people would be satisfied with. Finally some good suggestions. Now we are getting somewhere.
  11. https://www.twitch.tv/videos/497039581?t=01h57m04s One who likes the airgame.
  12. Indeed. Its like making the intersection between people who like spaghetti and aborigines. Not saying they dont exist, but it wouldnt be the biggest group of people. Edt: Here is another guy who cant play the airgame Doesnt somebody think he would appreciate a thought out autoresolve system ? Or literally anything else ? Maybe something that is depending on equipment and luck ? Or i mean replace it with your generic Final Fantasy system, that has been a guaranteed success for fun for decades. Replace the characters with interceptors, and the whatever-it-is with up to 3 UFOs. BAM. Problem solved. Golden Sun is also a good example.
  13. Even if it means to alienate all players who are on the opposite site of your liking, and like topdown shooters for what they are ? There is no solution which everybody likes, you are just advocating to morph a genre into something which it is not. The way better solution for you would have been a round based one, no ? But that chance has come and is gone. Maybe it comes again, but for now we are stuck with a topdown shooter, and removing elements which makes them fun isnt the solution. Skim through your own suggestions and you will see thats all they are doing. Yes, better suggestions all the way. But you are sharing the bed with other people who have something in common. They like Xenonauts Ground Combat and Geoscape. Only in how the they want the airgame to be they differ. Now you are saying "Get all the people who dont have the same taste off the bed." Yes ... if we could just find a solution which pleases everyone ... do you realise it might not exist ? Because no matter how you turn it, people have likes and dislikes. Somebody who doesnt like sports doesnt like most sports. There is no "sports for people who dont like sports". Every genre comes with its basic requirements. And topdown shooter have them too. You cant make a topdown shooter for people who dont like topdown shooter, and still preserve the features for the people who like topdown shooters. Phrase: "This is the best cheese, it contains 0% cheese." Yes, other people have different tastes. They might actually like it. Consider it. Your mindset is that of the strategic one, consider that other people have different tastes. Like 100% of Starcraft 2 players. They appreciate more control over less control. You are judging this based on the X1 meta. But all you are doing is limiting the meta down to rock-paper-scissor and closing the competence level down to your own. Consider that some people actually might do something with it. Something you might have never thought of. The fundamental part of topdownshooters is that you have controll over your plane. Thats where the fun factor comes in. Its the same fun factor a child has when it drive a mini automobil over the carpet. Seeing somebody else doing it isnt quite the same. If this would be a turn based game i wouldnt say something. In fact, i wouldnt even be here. I would leave it up to the people who like turn based aircraft games. But our current direction is that of a topdown shooter, and i dont see the solution in cutting away the things which make a topdown shooter fun and call it a solution. I rather say, ok, a topdown shooter is the current plan, but lets also get the people who dont like it onboard. And the common ground are the effects of aircombat onto the Geoscape. Does anybody notice i want a big discussion about the different kind of results of aircombat ?
  14. I think all of this gets past the point. People like Xenonauts/X-Com because of the Ground Combat. People like Xenonauts/X-Com because of the stratgical decisions on the Geopscape. People dont like Xenonauts because it has a good airgame. If people want a good topdown shooter they buy Nova Drift or Space Pirates and Zombies 1/2 or other games, which make a lot more out of that concept. So why try to bake a medium solution for the part of the game which just acts as an interlink to the content people really want to get to. 2 systems so a maximum amount of people can get to the gaming content for which they are really there. Which is why i am advocating to not put too much emphasis on either the autoresolve system, or the aircombat one, but on the effects these can have on the Geoscape.
  15. Nope i mean 1 button and lots and lots of interesting results. Maybe add a nice video. Thats exactly your suggestion, just that im not forced to watch a 1 minute unskippable cutscene. There is already a autoresolve system in X1. How much work is it to recreate the same function and apply it to a button ? Not saying thats a good solution, i am saying Chris should improve on that system. The work of that system would consist in simulating correctly, in which case we need to know WHAT the possible results are. Which is why i am advocating for an improved system which goes beyond Victory-Defeat. --- Im making the statement that a genre which is fundamentally dexterity based is impossible to make attractive for people who dont like fast mini decisions with time and timing pressure --- The only thing we get if we ask people who dont like topdown shooters is a system without all features that people who enjoy topdown shooters enjoy. You are trying to feed carrots to wolfs. Also, does nobody of you have any fantasy what you could do with an autoresolve system ? I mean look. I have been thinking about this topic for 5 minutes, and you could come up with procedural generated text events and decisions for the player to make. Like "Roll left (45% chance of success 110% total damage) Roll right (80% success), etc ... . Risk - Reward decisions in text form. The freed up resources would come from the fact that Chris doesnt have to make the airgame attractive to people who fundamentally dont like the genre of topdown shooters. People who make suggestions like Yes, take away more control of the player. No hate, just making a case. Love you kabill.
  16. Read the point in the post above about twitch based dexterity skills being fundamentally different to slow strategic decision making. Your paragraphs prove my point better than i could have.
  17. HA. And with that fuel let me make a suggestion. This might cut deep, so bite your teeth. First, here are the basics. The X1 model, and the envisioned upgraded X2 model are called topdown shooters. They are a legitimate game genre, which can stand all on its own. There have been thousands of games like this ever since Space Invaders was released in 1978. From Space Invaders over Star Fox 64 to Nova Drift they are all topdown shooters. What they all have in common is that they reward dexterity based skills and fast decision making. The sum is hundreds of mini twitch decisions each of them are executed in a tiny time window. Strategic thinking on the other hand rewards time consuming decisions with great impact. The characteristic traits of those are unlimited amount of time to think, less strategic decisions, and greater impact for each individual decision. Its not hard to imagine that players who enjoy one of these genres dont enjoy the other. They are fundamental opposites in the smallest amount of measureable player interaction. There is only a tiny fraction of players who like both ( weirdos ), because those 2 fundamental skills talk to 2 very fundamental different destinations in the brain. Everybody here is discussing how to make the perfect medium burger, which doesnt piss of most people, while i see no reason why we cant have 2 perfect rare and well done burgers, instead of 2 medium ones. I find it much more important to discuss the Geoscape-Airgame effects. Like Do we want damageable parts of UFOs ? Do we want to have them have effects in Ground Combat ? What should the effects of escaping UFOs be ? What should the effects of shot down UFOs be ? Random interactions when <incident> happens ?
  18. I think that would be the worst of both worlds. I loathe systems that take away control of the player. If i want to watch a movie i go and watch a movie. If i play a game i want it to be playable. This proposal is the exemplary case of what people who secretly hate the airgame would come up with. Removes all elements they dont like and makes it enjoyable for them. This is why i advocated for a 2 way system from the beginning. Let the people who dont like it have a proper autoresolve system, and make the airgame for people who really like it. Instead of having to force a compromise which is to nobodys taste in the end. Asking people who dont like the airgame is like asking a person who doesnt like cheese to go on a cheese-eating-spree. Guess what they will tell you about it, "It tastes really good, except for the cheese."
  19. I want to point out what people havent pointed out yet. Some people call for the player to have more involvement in the minigame, some call for less. But the most important point is that the complexity of the airgame doesnt exceed the concentration level you need for the Ground Combat. The needed concentration level for the airgame is skilled based, and skill greatly varies from player to player. Skill is a pyramid, there are a lot of people with less skill, and few with great skill. In order to capture the most amount of people the minigame has to have the least skill requirements possible. The question after that is progression and accessibility of difficulty. The progression usually involves the player getting harder and harder challenges in order for them to increase their skill. But the accessbility of the skill level in an X-Com game is horrible. I can join a Starcraft 2 game and the matchmaking gives me an opponent around my own level, but if the skill requirements for the current UFOs is beyond my level i cant go back to easier ones. The result being that the player might loose a 6 hour campaign and has to restart the game, then invest another 5 hours just to get to the same point again. If i loose a Starcraft 2 match to a better player than i learned a lesson which is around my own skill level, my rating drops and next time i will get assigned a less skilled player. Lost time: zero. The minigame becomes the skill bottleneck for the whole game. If you make the game too hard you loose out on the base, and if you make it too easy you will get critique from veteran players. Putting 2 competing skill based games into 1 game is usually not good. One throttles down the other. The usual solution for that is autoresolve. Autoresolve removes the hurdle which keeps the player from getting to the content they actually like. A nice picturesque autoresolve feature ( better than X1 ) is your best bet to avoid people getting tired of the minigame they dont want to play. You can do a lot with autoresolve. Randomise damaged UFO parts, randomised damaged aircraft parts, result range, failure rate, etc ... . Autoresolve lets you focus on the parts you want to show off in your game, without having to worry about a second skill based game throttling down your playerbase.
  20. Charon

    Turn-based all the time - why?

    I can guarantee you that dealing with runners and campers is a very lame experience. Do you know why people in ego-shooters dont like campers ? Exactly. If you get a good position the defender has all the advantages, while the attacker takes all the risks. Thats even more true in a game like Xenonauts where moving up to a position will cost you TU, and in the moment of the encounter you only have 50% of options left. Think about it like a camper camping for 30 seconds, and the first opponent wandering into his zone will be frozen in place for 30 seconds. Thats what it would be. Camping good defensive position and retreating when you are discovered would be the best tactical approach for the aliens, and the worst gameplay experience for the player. If there is a pacing issue, the map is too big, or the aliens too few. In X-Division we solve that problem that we divide every map into 3 distinct phases: 1. Fight on the map 2. Fight to get inside the UFO 3. Fight for the command room That creates a very nice pacing, since the aliens are so aggressive they will sooner or later find you will mean: 1. All aliens on the map will make a fast or slow approach towards you. Which means a firefight until you killed the last alien. 2.Break and safety until you enter the perimeter of the UFO 3. Once you engage the UFO the aliens will defend the UFO while taking maximum advantage of their defensive position (doors, etc ... ) 4. Break until the command room and relative safety. 5. Firefight in (into) the command room. 6. End of mission This creates a nice pace of firefight - break timings, where players mostly know what to expect. One of the core principles in X-Division. This stands in opposition to Xenonauts, where aliens could literally be anywhere and strike anytime. Making the player always having to advance slowly and methodically, which leads to the pacing problem.
  21. Charon

    V8 Balance thread

    I´d vote for local forces and civilians to be treated like any other alien race. That is that you can freely define their stats and create a new rank="localRussian" under race="locals". The map would pull the local numbers in the exact same way X1 did, locals_localrussian_defensive 5. 5 is the number of these kind of units put on the map and defensive is the ( optional ) scirpt. That wouldnt only liven up the modding scene, it would also make it baby easy for Chris to put in whatever unit on whatever special map he wants. In either case all you have to do is supply the model.
  22. I think its more accurate to say that XCE improves on the gameplay while trying to stay as close to the vision of Xenonauts in general. But its definitely a different experience.
  23. This is about the Tactics Ogre: Knight of Lodis emblem system for possible integration into X2 with @Coffee Potato. This is an open discussion. For the people who dont know what we are talking about: http://www.tacticsogre.com/emblems.htm I think the TO: Knight of Lodis system is a very interesting system to be integrated into a turn based tactical system, yet i have my problems with it. I would really like to have a system which makes soldiers more individual based on Combat occurences, but the TO system doesnt seem up to the task. (1) They are not random Every emblem (perk) has precise requirements to be fullfilled. These are not random, nor are they special in any other way. You can grind for them like any other stat point. Its not like you can fail to get them either, if the char dies you simply reload. (2) There is no choice One emblem more is better than one less. There is (mostly) no trade-off in any of the emblems, making them pure grinding goals instead of conscious choice between two more or less equal choices. And again, no failing since if you are loosing your favourite char you are more likely to reload than anything else. All in all the emblems are more accumulative, than making chars unique. Which is my goal. My suggestion is this: Occurence X in battlefield > After the mission the soldier needs to get operated > During the Operation the surgeons encounter complications and present you with 2 random choices > Each random choice is a buff and a debuff combination. You can choose between the course of operation. Occurences can be like [below 10% health], or [more than 40 points healed in combat] or any non-specific or specific conditions. De-/Buffs can be like +/-10 TU, +/-15 Accuracy, +/-5 health, +/-50% more resistant to psionics ( because surgeons had to cut out a part of the brain ), higher/lower proficiency with heavy weapons, mechanical hand for further throwing, etc ... . This avoids the grindiness of the TO system, because every occurence is random and risky, and you cant determine what kind of operation is going to follow it. It adds the choice of the player, and every soldier can have an never ending stack of buff and debuff combinations, and since they are relatively small, its unlikely that you will reload. And you will definitely grow attached more to that soldier that survived a muton shot and is now limping forever, but has been taught the importance of a pistol back-up. Seems to be the perfect crossover between JA2 and X1, where you dont have to simulate complex body parts, but can be easily added in as IF[soldier below 10%health(AND)alive;generate surgical event;nothing] and then just stack up all the buffs and debuffs in the equipment screen. Suggestions ?
  24. Woaw, what a change . And i thought the turn based combat was set in stone. @Coffee Potato @Dagar Where them gang at ? We gotta discuss this. Ok, this is going to be a long one, so sit down, sip your tea and relax. Clouds: Great Idea ! This reminds of the different clouds in Star Trek Armada 2. Metreon Nebula (red): Deals Damage as long as the unit is in it. Cerulean Nebula (blue). Deactivates Shields and saps power Metaphasic Nebula(green): Positive influence by hastening repair rate Radioactive Nebula (yellow): kills crew. Tachyon Nebula: no special effect. Modular Components: @Chris Let me be frank. Just copy Space Pirates and Zombies 1 down to the last byte. They are on top of their game. And here it is: Lets start from the top. Every ship has a hull, some can equipt armour, and all can equipt shields. Hull: Basic Ship hp. Armour: decreases damage by a flat amount. Heavier armour makes an aircraft slower. Shields: Every ship can have a shield. This ranges from junk, over standard, to either shields which quickly recharge with little protective power, to big slowly reloading shields. The offensive power is divided into: Cannons: Your usual "throw stuff into the face of your enemy" weapon. Good against armour. Missiles: Long range and autohoming. Good vs hull Torpedos: Good against everything it hits. Slow and low turn rate. Every Ship has support modules which can be differently outifitted. Every support modules boosts another thing in a different way. Engine: Boosts speed. Shield: Boosts max shield and recharge rate. Reactor: Increases max energy and recharge rate Cannon/Missile/Torpedo: Boost Damage/Range/Rate of Fire/Recharge Speed. All ship types have different amount of weapon and support slots, making them different and distinctive in their role. But you can also try to use something which it is absolutely not meant for. Pilots: There are fleet wide Commander/Pilot classes which give certain boni like higher Damage/Range/Recharge Rate/Speed/Turn Rate/Shield. I think a system where you put commanding officers in bases to give a bonus to the there stationed aircraft would be better than an individual pilot flying an individual plane. OR if you want people to grow attached to the pilots you can make them gain experience and gain random perks with each level up. What do we do about the people who arent on the reaction side of things ? I personally think that most of the stress people had in X1 was trying to control 3 (!) planes at once. Even for me its something which can be quite taxing, let alone those people who dont posses my level of concentration. I suggest that you could reduce the stress level by assisting the player with an AI for all aircraft which the player currently doesnt control ( Just like SPAZ 1 does it). It doesnt have to be super intelligent, just things like "Attack X" or "Hold position at Y". Making them automatically dodge incoming fire, or giving them the command to stay at a certain range, in a certain (dead) angle of the UFO. This could leave the player with a way more immersed feeling of not being the only intelligent being around, while not stressing out about having to make 3 different decisions for 3 diferent planes. Focusing on 1 thing takes the stress out of things. Summa Summarum Lets recap.
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