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Charon

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Posts posted by Charon

  1. A little update on my current playthorugh.

    The harridan AI is so bad that i couldnt capture one. There was only one possibilty in my whole playthrough where i could do it but i forgot that i should capture him.

    As a matter of fact i skipped the shrike dropship and went straight to the valkyrie dropship because of this. Feels odd to go from 10 to 14 soldiers in one go.

    Im fighting cruisers now and i am still looking for harridans with their boots on the ground.

    I also built two cryptologie center so i shouldnt miss any harridans anymore.

    The harridan AI seriously needs to get changed. Maybe replace the AI with the XNT AI temporarily ?

  2. Heres a mission protocol from 0.98 to turn up the hype for the 0.99 version, and for the upcoming final version.

    Used Mods(in reverse order ):

    XCE

    XDivision 0.98

    Charons Mod:

    • Disabled berzerk until i replace it with something better, less random and spiky
    • Charons Boundless Soldier Pack:
    • No maximum stats gain per mission anymore. Every soldier is a direct representation of what he/she was doing at any mission.
    • Maximum Stats increasesed from 98 to 110.
    • You need +50% more actions to increase TUs now.
    • You need +200% more actions to increase Accuracy now.

    Here it comes:

    The Alien Fortress

    Enemies:

    • Alpha reapers (black version)
    • Reaper Rhinos (red version)
    • Sebillian Elites en masse
    • Sebillian Leaders a lot too
    • Predator (moving, no seriously, i liked him more when he couldnt move )

    The heroes:

    • 2 Sniper (incinerate sniper, direwolf )
    • 2 Riflemen ( incinerate sniper, direwolf )
    • 1 Forward ( incinerate sniper, direwolf )
    • 1 Assault ( laser carbine, Wolf Armor )
    • 2 Heavy Machinegun ( Scatter Laser, Predator Armor)
    • 2 shield ( Chemical Injector, Wolf Armor )

    only a chinook available, so only 10 soldiers

    ... and as always, its pitch dark in there ...

    Half an hour later ...

    Lt. Matsaka Tanako gets blown to pieces by the most advanced alien grenade the Xenos have seen till today, her shield laying scorched on the alien alloy ground.

    One and a half hour later ...

    An alien leader resists 8 sniper shots with an average of 80% hits per turn for about 22 turns. Operating Leader Comd. Curtis Sheu sighs, and puts his last magazine in his 44 inches long sniper rifle. Ammo is getting low ...

    Two hours later ...

    We found the predator. He blasted a hole in the last shield we had. The tactical response was to throw 7 shock charges directly under his alien ass. That equaled to 7 times 120 shock damage. Enough to blow every electronic piece in the command room to hell and back again.

    It didnt do so much as a scratch to him. Either that or he walked out. Seriously, who taught those aliens to walk?

    That was our only chance to catch the alien predator alive. Our hope dwindles ...

    Two hours and ten minutes later ...

    Half of our squad has no ammo anymore. Comd. Lauren Butler and Col.Szymon Kania are tasked to collect every alien weapon which was left behind to fuel our advances on the command room. The other half is getting mind controlled every other turn and we lack the advanced stun batton charges to keep our hostile allies under control ...

    Two hours and twenty minutes later ...

    Lt. Gisela Walter falls.

    Cap.Samuel Richard falls, luckily he is only unconscious but 12 hitpoints away from death. The Predator resists 220 kinetic dmg shots to the face from the alien snipers we picked up along the way. But even those are running low on ammo. Doubt spreads that there is even enough ammo in the whole base to kill that big ass alien.

    After 2 and a half hour later ...

    We did it. We captured the command room. We got controll over some basic surveillance systems and it looks like there is only one alien left. Lets clean this up and go home boys.

    20160414042223_1.jpg

    Comd. Curtis Sheu

    Operating Leader and cool head of this operation, even if there are casualities. You can trust him to make the right decisions.

    Comd. David Tran

    He put out 30 shots at alien hostile units. Good to have him with us.

    Maj. Kacper Dudek

    Took 24 shoots. He was always inbetween and avaiable if anyone needed backup.

    Comd. Majek Polak

    57 shoots. One word: sniper.

    Maj. Raymond McDonald

    66 shots. He was constantly in the right postion. Being a perfect sniper is good, but hes still a notch above that.

    Cap. Samuel Richard

    54 shoots. The only guy that took a shot from a predator and still is alive to tell the tale.

    Lt. Matsako Tanaka

    Comd. Curtis Sheu knew this was a dangerous judgement, but he trusted his soldiers to obey his commands.

    Lt. Matsako Tanaka helped to lure an alien leader who pinned our guys down with a sniper rifle into the right position. She will always be remembered.

    Col. Szymon Kania

    He was a bit green behind his ears and received the predator armor a bit too early, but his support in advances made him look fearless and brave. He fully understood what it meant to be first one to charge into battle, and to be the last one to draw out. This mission earned him him the spores to be the best among the best.

    Lt. Gisela Walter

    When facing overwhelming and most powerful enemies, fear creeps into the mind of soldiers. But not into hers. She knew she would be the on to make the most dangerous actions in this mission and she knew her chances to go through this in one piece were slim. But she trusted the commander to make the right choices to keep the casualities as small as possible. Her brave actions saved a lot of her comrades numerous times putting herself in danger to draw away fire from fellow soldiers. She will always be remembered for clinging to her shield until the very last moment. May she rest in peace.

    Comd. Lauren Butler

    One word: MVS. Most Valuable Soldier on the battlefield.

    She was the raging tank amongst our soldier. Always on the front lines. Col. Szymon Kania covered her back while she brought raging wrath and destruction upon our enemies. She killed more than a third of the enemies. She took a 132 dmg bullet right to the chest and survived with 10 hp.

    She was and is the hardest backbone of every squad she is in.

    This mission was a complete success. The resulsts going far beyond what intelligence had suggested. Taking on a Fortress with only this much soldiers and and this early of an equipment.

    Even though we took casualities and through all our difficulties, now we know, the aliens can bleed.

    Lets take a moment to remember the Fallen:

    20160414042223_1.jpg

    20160414042223_1.thumb.jpg.db6307c106252

  3. This is the process and the conclusion i came to:

    Process:

    I deleted all workshopview.lua scripts in:

    1; Charons Mod

    2, XDivision

    3, XCE

    4, Vanilla Game

    (This is the Mod order in the mod loader as well, except the vanilla thing)

    There were no workshopview.lua scripts left in the whole ...assets\ folder

    But still the workshop showed up as usual > ERGO there has to be a workshopview.lua script left, but we will come later to that.

    I tried to put the workshopview.lua script from the XDivision/XCE into Charons Mod but there was NO EFFECT.

    This lead to believe me that there was workshopview.lua script which was active and overwriting all the changes or rather wasnt reacting to me putting other files into the mod directory and applying the new workshopview.lua script althought it had the highest priority.

    After a search on my whole computer it showed that the game saves all the scripts for quick use in

    C:\Users\Test\AppData\Roaming\Goldhawk Interactive\Xenonauts\internal\scripts .

    ... a lot of testing later ...

    The main point is that the ...internal\scripts folder only takes over scripts which are newer than the ones already present.

    This can lead to a lot of problems:

    Example 1:

    Lets say you play in 2016 and the scripts are mostly from 2016. Than you install another mod which was made in 2015 and most scripts have that date.

    >>ERGO All scripts which are from 2015 wont be taking into account when you play the mod, which can lead into potential crashes and makes you sometimes unable to advance in the mod.

    Example 2:

    Mod A has workshopview.lua from 2016 and researchview.lua from 2015

    Mod B has workshopview.lua from 2015 and researchview.lua from 2016

    You will be playing with the workshopview.lua from Mod A and researchview.lua from Mod B. Needless to say that this is going to get messy, because there are a lot of other scripts as well, which can be depending on each other.

    Solutions:

    1, You can delete everything in the ...internal/scripts folder which means the game has to load everything from the mod loader again (and hopefully loading in the mod priority AND NOT FROM THE DATE OF THE SCRIPTS, that would be a disaster)

    2, Change the date of every script to today. Simple make some changes and revert them and the last modified date will be there. Nonetheless to say that this is a big hassle

    Number 1 is the recommended option.

    I guess i can test in what way the scripts are loaded when you delete the ...internal/sccripts folder, but thats a shitload of work.

    Conclusion

    Whenever you change to another mod or start something new or CHANGE ANYTHING REGARDING SCRIPTS its better to delete the whole ...internal/scripts folder or the changed script to make sure that it actually gets used.

    To the coders out there: I think there should be a big sign out there telling people that switching between mods isnt the only thing they have to do if they want to play the mod/mods as intended.

    And why hasnt that been fixed yet ?

    Edit: So i tested and deleted the ...internal/scripts folder and luckily the scripts get taken from the mod priority order and not from the date.

    Have a nice day now and answers will be appreciated.

  4. Real Life ? Whats that ? :D I hear people talking about it, but never encountered it.

    Where are the latest files ? So you said a new version will be available soon? Give a heads up when its ready.

    Where do i drop the changed files after i worked on them? And how do i know that someone isnt double working on the same thing ?

    Regarding the researches.xml - here are my conclusions:

    ...

    You know what let me astray? Someone in the X-Division thread mentioned that if you teched past the alenium grenade research you couldnt get it even if you apllied the hotfix drages provided, but he made it with the UnlockKnowledge (-) and UnlockManufacture (-) in the researchview.lua script.

    This was the reason why i thought UnlockKnowledge actually unlocks the research and led to this thread.

    But there is a way simpler solution to it:

    Set the Requirements for research to Items.Alienalloys.

    Like this:

    <Row ss:AutoFitHeight="0" ss:Height="39.45">   <Cell><Data ss:Type="String">Researches.AleniumExplosives</Data></Cell>   <Cell><Data ss:Type="Number">60</Data></Cell>   <Cell><Data ss:Type="String">Weaponary</Data></Cell>   <Cell><Data ss:Type="String">[color=#FF0000]Items.Alienalloys[/color]</Data></Cell>   <Cell ss:StyleID="s47"/>   <Cell ss:StyleID="s37"><Data ss:Type="String">UnlockKnowledge( "Researches.AleniumExplosives" ); UnlockManufacture( "ManTech.grenade.alenium" ); UnlockManufacture( "ManTech.rocket.alenium" ); </Data></Cell>   <Cell><Data ss:Type="String">Researches.AleniumExplosives</Data></Cell>  </Row>

    Every time you get new alien alloys the game checks if new researches get available. So the next time you bring back some alloys from a ground mission the alenium explosives research gets available.

    Easy as that.

    All in all this teached me some rules with the researches.xml.

    • Researches can only be researched once. Once it is flagged as done it cant be undone (Didnt test the cant be undone part)
    • Since researches cant be researched more than once, it is impossible to fulfill the requirement for another research if u change the requirements to an already reesearched topic MIDGAME.
    • HOWEVER, since the game ALWAYS checks the items you bring back from a ground mission ( and propably also from killed aircraft fighters ) it is possible to fulfill ANY Research by setting the Requirement to an item you can bring home EVEN MIDGAME, provided the research isnt already flagged as done (First Rule). See the example with Items.Alienalloys above.
    • You can even PRODUCE the needed item, doesnt matter what item it is as long as you can produce it ( So no unlimited quantity items)
    • The only way to get a research available is to fulfill the requirements.

    Well thats about it.

    I dont know about duplicating researches in the same file but i dont think it is necessary to look into that. Not at this point.

    So no need to restart anything if a tech goes wrong. Its an easy fix

    Here is the original link: http://www.goldhawkinteractive.com/forums/showthread.php/13643-Researches-Xml-X-Division-Mod

    I can check step by step if every research is working as intended if you want. I have some experience working with the researches.xml.

    I would rather talk with the inbuild steam chat. Ill send you the Steam ID.

    Tell me where you need my help the most.

    Ill be waiting until i get the latest files from you and than ill start working.

    Edit: But i guess we can also communicate via mail/Goldenhawk forum message system.

  5. Well i have both of them for a long time now in the mods directory, frequently switching between them. I have 2 0.99 saves and 1 0.98 save at the same time. And nothing happened yet, except the 0.99 first turn crashes.

    I think i can provide both, but would rather help with the bug hunting, in order to ensure that X-Divison is playable from the beginning to the end. When thats finished ill text you whatever you want. Even poems and rhymes and songs and whatever you want :D. If its about the weapon descriptions i can do that too. Lore writing is something else but the simply weapon summary is something i can do too.

  6. If you got both mod at mod directory, there would be problems.

    Why? They are 2 completely different mods ... one is active the other is not.

    [quote name=

    Biggest problem is mod size. It's huge. So it's very hard to finish it as one man. All the visuals' date=' all the weapon coding, sounds everything finished.. Just need to organize them..

    So in case you overlooked it:

    How can i help you ?

  7. oh, ok. I do have the 0.98 and the 0.99 version but only one of them is active at a time (ofcourse). It escapes me what u want to say with that they corrupt themselves. In both i have made changes, which im certain shouldnt crash anything.

    Looking forward to it.

    I really want to see this mod out. I mean it doesnt have to be balanced. Someone else can do that. It doesnt have to be over the top polished. Someone else can do that. But i really would like to have a version other people can build upon.

    The best thing, ofcourse, would be to finish this as intended.

  8. You should not have any crash at this version. Probably there is something wrong at install or there are other mods active.

    I am still working on 0.99... I am handling the manufacture/research tree.. sadly i don't have hope about another XCE version so i will try to do my best..

    0.99 will handle many many things in the game like the terror missions..

    -.-´

    I meant the 0.99 version since it was the version we talked about. This is why i continue this here.

    So may i now help you or not ?

  9. Thats what they are meant to be.

    I remember in the vanilla version i had maximum of 2 terror missions in the beginning. After that i had air supremacy almost over the whole earth and shooting down terror mission sites before they even happen becomes the new standart. Same goes for base attack missions. They ... never ... happen. Not a single one. (Veteran/Ironman)

    So maybe prepare yourself for unbeatable base assault UFOs as well, they might happen.

    To counter the fact that neither terror sites nor base assault mission were occuring after early gameplay the FTD-Mod introduced the assault lander and the dreadnaught (unused assets in teh vanilla game) which were night unbeatable and were solely generating either terror or base assault missions. And they gave the (useless) Fury a new role > shoot down this fast and strong UFOs, which conventional aircraft could not, or rather, destroy ´em.

    But happy news: As far as i know kabill made it possible for those UFOs to generate ground missions, someone just have to do the map implementing work. Furthermore, It is possible to increase the type of UFOs and therefore have UFOs solely designed for one purpose, which was not possible before, as far as i know (Increasing the maximum type of UFOs, now its just copy&past&change).

    So there can be early terror missions with scout units if you simply add that type of UFO to the early phase. You can design them to be downable or not, just as you see fit.

    Just wanna give 0.99 a bump, than maybe we can see these changes sooner than later.

  10. Have to bring your feet on the ground for this one. The assault lander is intended to be unbeatable but by furys. Even if you manage to shoot it down there are probably no ground assets for it, so it would result in a crash, the geoscape mission that is. I dont know how far drages has implemented the ground assets for this but i guess they will be done in the final version, provided that the ship is supposed to be downable in the first place.

    Heres the original thread: http://www.goldhawkinteractive.com/forums/showthread.php/11009-FTD-Mod

  11. 0.99 is only the testing ground for the final version.

    Never encountered that bug, but its very common in the XNT mod, regarding the eggs. Basically it happens when an alien tries to move but cant, and thus waits forever to end his turn.

    As far as i know there is no workaround but reloadign an earlier save. That you have that bug means something went wrong in the first place since i never encountered it in X-Division.

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