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Everything posted by Charon
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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
You are getting more different operators on a crashsite, minus the possible death on impact. Yes, Firebirds are relevant up until the Endgame content begins. If you want more Firebirds you will need to shoot down more Terror Carriers, or get the components somewhere else. A Crashsite usually gives you more resources, and around 270 relationship points, which is the average you would also get on a terror site, unless you are able to save every civilian and local. As general rule we tried to make the crashsite more attractiv, given that you can pull of a successfull mission. -
[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
Thank you for your work and good luck. -
[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 seem to be hallucinating again. You are under the impression that there is lore which im withholding from you. There is none. Uhm, im not using any of your stuff. All the time i was just helping you to fill your own Xpedia entry. So whether or not your are writing Classified into your entries is totally up to you. Cheers -
[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 won´t get more. Im afraid you will have to work with what you have. GO players can also hallucinate about a 30 move sequence where a group of stones has more freedoms than they actually have. So they hallucinated. But we are a lot of people all around the globe, with a different understanding of the english language and its implications. Some sort of ... leeway or understanding about this would be a virtue. Dont you think so ? -
[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
There is no sniper and rifle, only Destroyer, Devastator, Horror, Reaper, Devourer and Defender. The significant featurs of those weapons is that a set of weapons is used by one race, and the other by the other one. The damage types are secondary lore wise, as are the properties of the weapons. Nobody accuses you of anything. Hallucinating is a normal word for a situation where somebody thinks they are in a certain context, but isnt. There is nothing negative about it. I thought you would understand when i said you were hallucinating that the properties of weapons is not important for the lore part. But if you couldnt understand that here it is again: The properties of the Ancient weapons is secondary to the lore description. About the abusive part. If 2 people talking over the internet is abusive to you you clearly have the wrong priorities. If you want a lovely hug for your work you can ask for it, but dont play the crying primadonna. -
[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
Something gone wrong today ? That one race exclusively uses one set of weapons, while the other set is exclusively used by a another race does make perfect sense to me. You were the one to start comparing weapons. Go wash your head under cold water, and then look at what you have written. There might be a reason to how things are. -
[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 have been hallucinating, my comment didnt indicate something like. As far as i know they are "equally" distributed, eg. both races have "strong" and "weaker" weapon types available. This may hint to a major point 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
Whats your point ? The point about the researches is that one is about Praetors, and the other one is about androns. Whats unreasonable about 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
I like the entries as they are, just take it as background information for your personal use. -
[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
Yes. You can describe it as a technology which simply doesnt have enough samples to make a technology out of it. One of the non-breakthroughs. There is simply not enough data on it. Yes. The Alien Ancient Technology consists out of the weapons only Praetors use, while the Advanced version only consists out of the weapons androns use, or visus verca. "Advanced" is a misnomer from the time where it was still a sequel of researches, but now it is simply 2 different sets of weapons which lead to 2 different technological breakthroughs. -
[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
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I think thats a good point to make.
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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
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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
The "Key" column has to be unique. So when you want to insert the same ufo again you need to add a /[number] to the ufo. m:airplane.alien.bomberbattleship m:airplane.alien.bomberbattleship/[number] The number corresponds with the ticker points, but i assume a random number works too. Ask @PALU if he needs your help. I updated the installation instructions. -
[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
Resisted means the unit resistet the initial damage the projectile/grenade/rocket was doing. A lot of damage gets dealt through gas though, and that never gets displayed. Examples for this would be stun/chemical/shock/electro grenades/rockets/explosives. -
[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
We are on the same page bruh. -
[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
We did that for the Xenomorph race. As you can see the number of Xenomorphs is nicely summarised. Here is what we had to do for the research because of it: AddDamageBonus( "XAssassinGuard", 1 ); AddDamageBonus( "XAssassinSoldier", 1 ); AddDamageBonus( "XAssassinWarrior", 1 ); AddDamageBonus( "XAssassinElite", 1 ); AddDamageBonus( "XFacehuggerGuard", 1 ); AddDamageBonus( "XFacehuggerSoldier", 1 ); AddDamageBonus( "XFacehuggerWarrior", 1 ); AddDamageBonus( "XFacehuggerElite", 1 ); AddDamageBonus( "XDroneGuard", 1 ); AddDamageBonus( "XDroneSoldier", 1 ); AddDamageBonus( "XDroneWarrior", 1 ); AddDamageBonus( "XDroneElite", 1 ); AddDamageBonus( "XWarriorGuard", 1 ); AddDamageBonus( "XWarriorSoldier", 1 ); AddDamageBonus( "XWarriorWarrior", 1 ); AddDamageBonus( "XWarriorElite", 1 ); AddDamageBonus( "XPraetorianSoldier", 1 ); AddDamageBonus( "XPraetorianSoldierF", 1 ); AddDamageBonus( "XPraetorianWarrior", 1 ); AddDamageBonus( "XPraetorianWarriorF", 1 ); AddDamageBonus( "XPraetorianElite", 1 ); AddDamageBonus( "XPraetorianEliteF", 1 ); AddDamageBonus( "XQueenSoldier", 1 ); AddDamageBonus( "XQueenSoldierF", 1 ); AddDamageBonus( "XQueenWarrior", 1 ); AddDamageBonus( "XQueenWarriorF", 1 ); AddDamageBonus( "XQueenElite", 1 ); AddDamageBonus( "XQueenEliteF", 1 ); AddDamageBonus( "XRogue", 1 ); AddDamageBonus( "XStalker", 1 ); AddDamageBonus( "XRavager", 1 ); AddDamageBonus( "XEmpress", 1 ); AddDamageBonus( "XAcidlingGuard", 1 ); AddDamageBonus( "XAcidlingSoldier", 1 ); AddDamageBonus( "XAcidlingWarrior", 1 ); AddDamageBonus( "XAcidlingElite", 1 ); The reason we did that was because i recoded the whole Xenomorph race from the very first letter. I would have liked to have the same for the androns, but displayed crew is based on race, and drages coded the races the way he did them. If we wanted to have them a different way we would have needed to code them with that in mind. Apart from that very sensible code lines are tied to race, eg. you can only assign a deathExplosion="" to a race, but not to a rank. So if we want boxes to have an different effect on death we would have needed to move them to a different race. The same goes if we want to increase the properties for the deathExplosion="" for different phases we would also have to move it to a different race. In my oppinion its totally ok the way it is, if your read anything with robodog its andron. Just adds a bit to the difficulty of the andron race. Not optimal, but the best we can manage. I would think the other way around, how would you know what you are engaging only by having visual confirmation ? The bug is that you know what you are engaging in aircombat. From the common shape you should be able to tell what you are fighting against, but concrete names should only be dropped after you have a radar available. Edit: In the same way you could argue its only a matter of "remembering" what units you captured and the game could really display a closed pokeball above the ones you already captured. But this is what a game is about, it presents you with problems and you gotta find a solution for it. This is why we all have our lists. "Remembering" is part of the gameplay, coming to your own solution is part of the game, otherwise the game would simply summarise all critical information in every moment and you only have to make the correct choice based on the information the game presents you every moment. That would lead you to 100% dependence on the game, and would be the opposite of the free environment Xenonauts presents, pushing you to your own solutions in and out of the game. -
[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
Since there are problems for the site have my like the old fashioned way. Like. -
[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
Im not sure if i understand that quite well, the mk4 series is better than anything before. -
[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
@PALUI think you can understand antimmater technology better when you know that the mk series is not a series. Every antimatter technology unlocked stands for itself, eg. you cant and shant compare them to each other, nor are advanced versions "better" than earlier ones. The weapons hardly play a role in this, the technology to create the weapons is basically almost available after phase 1. All of the technology is put into the bullets and magazines, and thats what all the research is needed for. Antimatter weapons also hardly go out of date, because the armour penetration is as usefull in phase 1 as it is in phase 4, the marginal increase in damage sometimes neglectable. What the newer MK versions signify is a slightly improved way to contain, and release antimatter more efficiently. Ofcourse a full set of the research is necessary to guarantee that you are not blowing up your whole base and the neighbour country as well. The only difference might be the mk4 series, which really is more powerful than the mk3 version. With the ancient knowledge and Paul the effectivness of antimatter technology increased by leaps and bounds. The way you can describe this is that every antimatter technology research unlocked is not the antimatter research itself, eg. not the research to unlock antimatter, but rather the complete research how to contain and release antimatter in a controlled form. You can refer in every technology entry to it as "We have an improved release mechanism for our exisiting antimmater technology bestowed by Paul ... " or so. Edit: Ofcourse later weapons also improve with this, but thats more like riding along the mainstream development train. -
[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 the known dublication bug. -
[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
That is a game base bug. I think @Solver fixed this bug countless times, just to see it reappear somewhere else. -
[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
decreases the ability to or simply deacreases the bonus. The difference between reducing and decreasing is you are reducing something when you are taking 90% out of it, and you decrease something when you take 10% out of it. -
[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 point is that rookies reduces the bonus the leader gives, its not a bonus on top of the bonus. -
[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
provide a cut to the bonus. ( or the word you were looking for is malus, but the suggestion is better than that ) while Very good entry. I see you tend to describe things very precisely, and i think you work quite well with. Although when you revise things you could think of basically not translating every line of code into a statement eg. describing every moral penalty is too much imho. Fundamentally stating that killing aliens stuff gain moral, while loosing soldiers/civilians/locals is bad, and friendly fire is especially bad FULL STOP. You dont have to change the entry, just keep it in mind. Well done.