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[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
UNOFFICIAL updated X-Division 1.00.10 Notes: X-Divison has gone the step to replace vanilla files. There has been an original file added for every replaced one in case you want to deinstall the mod. In case of doubt make a reinstall of the game or verify game integrity through steam. You only need to download and install the latest Patch avaialble, it contains all prior fixes as well. The .01 to .10 patch is NOT savegame compatible. If you want to make it savegame compatible you need to make a backup of your researches.xml, run the installer, and immediately copy your backup over the new file again. You will miss out on the fixed researches but you can continue the campaign. As a basic rule, never patch during Ground Combat Installation: The Base for this patch has to be version 1.00.00 or higher. This update is not available for versions lower than 1.00.00 . Download the X-Division 1.00.10 Update: https://mega.nz/#!NdBhGA6D!BHwpkCYUO_JmfVQybIRprYuKvWlZLLmboI6Wvp-yQ2s Link ( MD5: a055cddab22727dfab5156f77fa2afd6 ) Deactivate your ANTIVIRUS/UAC program(s), it can intervene with the installation. As soon as the installation finishes you can activate it again. Start the executable provided in the file. Follow the instruction of the installer After you have used the installer there is no need to change ANYTHING anymore, everything has been taken care of, including scripts, modloader priority, and everything else you may think of. The only time you might want to change something is if you are activating/deactivating No Airgame or change the soldier models. Enjoy . Changelog: Dunno, i changed a lot. These are the things i can remember: Fixed some bugs around the Roborex Roborex explosion on death no longer causes overdamage Roborex explosion radius decreased from 6 to 4.5 Halfed kinetic armour for semi-shield roboreaper. Their weak point should now be weaker Halfed energy armour for melee roboreapers. Their weak point should now be weaker added mitigation to human stun gas added one loading tip improved the AI of Drones a bit most importantly added X-Divison Palu's Shining Xenopedia to the game 7 new categories for the soldier equipment screen I think i also added the latest Monument IV map by Svinedrengen to the map pool new mod: Nerf The AI: The aliens have less sightrange, deal 20% less damage and have 10% lower stats. new mod: X-Divison Don't Die On Me ! :If your soldier doesnt blow up, takes a minigun point blank or gets left behind he WILL survive the mission. new mod: X-Divison Easy Airgame: Did you ever wanted to try out the manual combat but were put off by the difficulty ? Look no further, this is what you need. UFOs have 50% less hp, while your aircraft are 20% faster and have a 20% further range. Additionally the refuel, rearm, repair and recovery rate are 30% faster. Only TOGGLE this during a Geoscape save. The Xenopedia page doesnt correctly display UFO hp values with this. Its 37.5% for the lowest difficulty and 50% for all other difficulties of the displayed hp values. new mod: X-Divison Slower Invasion: The Invasion escalates 25% slower new mod: Empower Facehuggers: This will improve the AI of facehuggers, but as a side effect they will also be able to attack vehicles. Ofcourse this is not intended gameplay which is why it isnt in the base version. If you want to give facehuggers their intelligence back while having to drive your vehicles cautiously around this is for you. appended unobtainable andron terror unit loot to appropriate robodog/roboreaper units new feature: AP Damage: MAIM/SHOCK damage that reduces TUs for the next turn. revised Shock and Electron weaponry fixed the installer with the help of @Mr. Mister fixed some bugs @PALU check the Xenomorph Xpedia images, maybe you notice something different about them. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
HAHA, never read that, but yeah, its bullshit. Eg. the arc has no blind spot, not it is a "no blind arc". -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Is there something like that ? I thought this was only in the Xenonaut manual nobody reads. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Jup that info is incorrect. Or the shown information in the workshop is incorrect, but i rather think that function was never implemented. You can test this quickly yourself. I just tested it with a robodog dsb, which takes 5 man days. You need 5 engineers to produce it in 1 day. With the same logic you can increase the dsb to 12, requiring now 60 man days, and put 60 engineers on it. Again it takes one day. Now if the 60th engineer would only work with a 41% efficiency we would never get to a flat 24 hours preview window. Thx. Edit: I chuckled about the blind arc, but ultimately had to tell you that there is nothing like a blind arc, only a blind spot in an sight arc. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Up to you, but you dont need to restart. Wrong. Total production time is the same no matter how engineers are split. Here is an example: 4 engineers on 4 40 man hour projects take 40 hours to complete, no matter how you split them. If you put 4 engineers all on a single project they take 10 hours times 4, if you put 2 enginers on 2 projects they need 20 hours times 2, and if you put 1 engineer on each project than you end up with 40 hours times 1. Do you have another build for me ? I wanna push out a bundled update for .10. I also found out that AP Cannonry actually ignores shields in the same way dark weapons do, because of the radius 0.5. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Its unlikely that you dont have any of thosethings not researched, but yes, a new game is totally issue free, as is a save without the researches in questioned completed. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Ofcourse it does. If you have anything researched regarding those antimatter technologies they will get locked forever. Research is never save game compatible. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Redundant not quite, as you still need to raid a light- scout- and corvette UFO to unlock it as soon as possible. I think this is the only example where gameplay and Lore is tightly tied together, as we can not allow the player to get access to antimatter technology before talking to our little rebel. It is on of the set cornerstones for X-Division and Paul is the red thread that goes all the way from the beginning of the game to the very endgame. It is quite important. Edit: Antimatter Technology fills quite an important role to "beat" the praetors, but gameplay wise we didnt want to tie it to tightly to the endgame research, because of its high requirements. So while you could play through the game entirely without antimatter technology it is implied that the language knowledge of Paul, his scientific knowledge about antimatter, and ultimately his advancements once he sees ancient weapons for the first time is what makes accessing and beating the final base possible. A small but necessary step, without beating the aliens would not quite be possible. It is also implied that our little rebel is what "unlocks" antimatter, and makes it produce- and harvestable. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
You need XCE for X-Division. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@PALU Thank you for your oppinion. But can you look into the file and see if you see exactly the same thing as i do ? Sometimes 2 pair of eyes can see more than 1, and i have messed up that research quite some times so i would require assistance in that field of expertise. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
I have to apologise, it seems like i keep messing up the antimatter tech. I noticed that Researches.AntiMatterTechnology actually requires Researches.AlienDarkTechnology, which is actually nonsense because Researches.AlienDarkTechnology is a deep Phase 2 technology, while Researches.AntiMatterTechnology is all about Phase 1. At the same time Researches.BasicAntiMatterTechnology missed that requirement, which is ofcourse not how it should be. I moved the Researches.AlienDarkTechnology from the Phase 1 Antimatter to the Phase 2 one, where it actually belongs to. researches.xml This doesnt mean the research is broken, it just may get accessible way later than intended. Fixed. @PALUcan you give me a second oppinion that now everything is at it should be ? Every Antimatter needs all Data Hacks for its phase + Dark Technology for Phase 2, Advanced Dark Technology for Phase 3, Ancient and Advanced Ancient Technology for Phase 4 + an invisible trigger in form of the corpse of the next phase + some basic technologies of the current phase. -
How to you manage losing high-ranking soldiers?
Charon replied to cardboardMike's topic in Xenonauts General Discussion
As a rule of thumb have as many spare soldiers as your dropship can take, but at least 16 soldiers. With this you have a full team ready when your main team gets wiped, and also have the maximum soldiers in case of a base attack. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
While what you say might be true, think about that capturing stuff and androns are the 2 biggest factors in the game. Suppression might be applicable to most situations, but for the more dangerous ones it is not. Reapers, Xenomorphs, androns, robodogs and roboreaper are all unsuppressable. So while the use of the SHOCK feature is singular, the situation you can use it in is many. Capturing units alive is not a small part of the game, in fact its what the whole game revolves around. You can apply SHOCK to discs, tanks and androns as these are the most dangerous enemies in the game. So all in all it is but a niche feature. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Any changes require a lot of crossover work with other entities and people. Every time we change the shock effect @PALU will have to add the additional information. Im always open to suggestions ofcourse, but if those kind of things make it into a commit or not is something else entirely. I dont know if apDamage would even work on aoe based weapons, but i dont see the necessity to apply them to grenades and rockets. For Phase 1 you have shotguns and smgs, and since it is an tutorial that is enough for the player. Phase 2 has shock weaponry and Phase 3 has Electron Weaponry. Since i deliberately gave them quite good stats recently there is no equivalent weapon category for Phase 4 ( eg. it doesnt matter if they are slightly too strong for their phase, since Phase 4 puts them into perspective again, and Electron Weapons for slowing down enemies is viable even in Phase 4 ). In Phase 4 the strongest SHOCK weapons are shotguns and SMGs again, which should give a slight higher value than before. If you need to capture a Praetor alive -45 tu for the next turn can be invaluable, among other uses. If we spread the SHOCK feature too much we are undermining the outstanding features of other weapons again, which is not the goal. We dont wanna make the shotgun weapon better by applying a new feature and then give this feature to everything else as well. So i would just say we need to complete a whole development cycle with the current changes before making any more of them = we need statistical data on the current ones. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
The Xpedia entry for the armour has a right panel where the stats are listed. If you are talking about the current status of your armour during battlefield conditions i would say that falls under the uncertain conditions of war, which you will have to deal with. Some things can be known ( like the armour values before the mission ) and other things are uncertainties which you will have to work with as such. Having the skill to manage uncertainties in your life is a great skill to have, and extrapolates well from within the game into your life, if you know that you can do that. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
They know everything. The things you mentioned + how much your armour degraded, what items you are carrying ( although i dont think they factor it in ), the rank, hp, tu, moral, sight angle, sightrange, tiles in sight ... and more, i think. Just think about it, if they wouldnt know your rank, how should they target higher ranked soldiers ? -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@PALUIf you want a perfect solution you can simply describe the coverage angle as the angle which the weapon covers to the left and the right. Thats the technical reason for it anyway, the arc gets calculated once to the left and once to the right, and this is why 180 degree equals 360 degree. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
Please do so. I particularly dont like entries describing 180 degree coverage as "you can shoot while you fly away from the target". While this is technichally correct, the 180 degrees are more than misleading. Transfer costs are 10% of sell costs, we cant set them differently unless we change the sell prices, which i am not sure are unbalanced. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@PALUThere is something bugging me. Can you check on all of your aircraft entries where you describe weapon arcs and correct them ? The firing arc degrees are always doubled. So a weapon with an 180 firing arc has complete coverage, while 160 degree means 320. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@Solver Bug report the post above. @PALUSome nice aircraft you have there. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@Mr. Mister Im not sure what would look good but maybe this can help you: If you want it in blue you can either manipulate it yourself, or ask @drages if he still has the blue one lying around somewhere. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@PALU knows the same as in have interrogated @Mr. Mister What do you need an .ico file for ? Do you know what an .ico file is ? The start up screen already uses this image: Dont you like it ? We have a lot of art lying around, but i think @drages has all rights on the art for X-Division. I would need to know what you use it for before i post any kind of non-published art. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
@PALUThe Scout UFO entry has 2 white spaces at the beginning of the second paragraph. which we believe @Mr. Mister #OrderofThings Dont worry about the order so much. Apart from very small details everything is thought well through. After your first mission your team researches the captured UFO automatically in a timeframe of 0 - 24 hours. After these kind of preliminary results roll in your forge gets set up ( since you dont have any alien parts to work on yet anyway ), and in the next 24 hours you get the report about it. Sounds sound to me. I think you are getting a bit ahead of yourself here. Firstly, the autopsy reports and the class analysis reports come from 2 different internal departments inside of your organisation, so their information can overlap, dublicate and/or add to each other. You could tell this from the different art style. but you dont necessarily have to. Secondly, just because it is an Xpedia entry doesnt mean your organisation all of sudden is blessed with knowledge by god. They make mistakes, they make assumptions and they can change terms depending on the way the invasion progresses. Information will get revised, reconfirmed, dismissed, overwritten and overhauled throughout the game, depending on your path through the game. So just because they are for now called non combatants doesnt mean they wont get better defined as the campaign goes on. Just keep your chin up, your brain activated and form your own oppinion. As the head scientist said, thats the only effective weapon you have . Also just because things are not plainly explained to you doesnt mean they dont exist, or have a coherent structure . Dont worry about me, i only answer as much as i want. -
[1.65/X.CE V0.35.0] X-Division 1.00 Beta (1.00.11c)
Charon replied to Charon's topic in Completed Game Mods
The game code doesnt support it. For unknown reasons the torpedo entry cant be unlocked at the start of the game, so i had to add it to a research. They are not not unlocked, only the entry isnt. So you can think about all 3 entries as a dossier about your current military assets, lying on your desk simply as a reminder and as welcome to the game. I dont think that is out of place, once you realise those things dont get unlocked.